fmtTexture associated with format type
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@@ -31,7 +31,8 @@
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* this may or may not need adjustment for OpenGL. */
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struct PixFmt_t {
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int bpp;
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GLenum type;
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GLenum type; /* data format */
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GLenum internalfmt; /* target format */
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unsigned int masks[4];
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} PixFmtMasks[] = {
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/* XXX: GL_UNSIGNED_SHORT_4_4_4_4 is affected by endianness; GL_UNSIGNED_BYTE
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@@ -41,6 +42,7 @@ struct PixFmt_t {
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/* B8G8R8A8 */
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32,
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GL_UNSIGNED_BYTE,
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GL_RGBA8,
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{ 0x000000FF,
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0x0000FF00,
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0x00FF0000,
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@@ -49,6 +51,7 @@ struct PixFmt_t {
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/* B4G4R4A4 */
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16,
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GL_UNSIGNED_SHORT_4_4_4_4,
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GL_RGBA4,
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{ 0xF000,
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0x0F00,
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0x00F0,
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@@ -57,6 +60,7 @@ struct PixFmt_t {
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/* B5G5R5A1 */
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16,
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GL_UNSIGNED_SHORT_5_5_5_1,
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GL_RGB5_A1,
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{ 0xF800,
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0x07C0,
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0x003E,
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@@ -115,7 +119,7 @@ void RageBitmapTexture::Reload( RageTextureID ID )
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* m_iImageWidth, m_iImageHeight
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* m_iFramesWide, m_iFramesHigh
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*/
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SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt, GLenum &fmtTexture)
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SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
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{
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// look in the file name for a format hints
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CString HintString = GetFilePath();
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@@ -134,8 +138,9 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt, GLenum &fmtTexture)
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if(img == NULL)
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RageException::Throw( "Couldn't load %s: %s", GetFilePath(), SDL_GetError() );
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GLenum fmtTexture;
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/* Figure out which texture format to use. */
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if( m_ActualID.iColorDepth == 16 )
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if( m_ActualID.iColorDepth == 16 )
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{
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/* Bits of alpha in the source: */
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int src_alpha_bits = 8 - img->format->Aloss;
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@@ -164,7 +169,7 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt, GLenum &fmtTexture)
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break;
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}
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}
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else if( m_ActualID.iColorDepth == 32 )
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else if( m_ActualID.iColorDepth == 32)
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fmtTexture = GL_RGBA8;
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else
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RageException::Throw( "Invalid color depth: %d bits", m_ActualID.iColorDepth );
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@@ -259,17 +264,18 @@ SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt, GLenum &fmtTexture)
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void RageBitmapTexture::Create()
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{
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int pixfmt;
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GLenum fmtTexture;
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SDL_Surface *img = CreateImg(pixfmt, fmtTexture);
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if(!m_uGLTextureID)
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SDL_Surface *img = CreateImg(pixfmt);
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if(!m_uGLTextureID)
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glGenTextures(1, &m_uGLTextureID);
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DISPLAY->SetTexture(this);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, fmtTexture, img->w, img->h, 0,
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glTexImage2D(GL_TEXTURE_2D, 0, PixFmtMasks[pixfmt].internalfmt, img->w, img->h, 0,
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GL_RGBA, PixFmtMasks[pixfmt].type, img->pixels);
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glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
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glFlush();
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