Переглянути джерело

Convert NPOT textures in code.

legacy
Sam Hocevar sam 14 роки тому
джерело
коміт
8458faf1fe
2 змінених файлів з 41 додано та 6 видалено
  1. +21
    -2
      src/font.cpp
  2. +20
    -4
      src/tileset.cpp

+ 21
- 2
src/font.cpp Переглянути файл

@@ -88,15 +88,34 @@ void Font::TickDraw(float deltams)
data->width = data->img->w / 16;
data->height = data->img->h / 16;

GLuint format = data->img->format->Amask ? GL_RGBA : GL_RGB;
int planes = data->img->format->Amask ? 4 : 3;

int w = PotUp(data->img->w);
int h = PotUp(data->img->h);

uint8_t *pixels = (uint8_t *)data->img->pixels;
if (w != data->img->w || h != data->img->h)
{
uint8_t *tmp = (uint8_t *)malloc(planes * w * h);
for (int line = 0; line < data->img->h; line++)
memcpy(tmp + planes * w * line,
pixels + planes * data->img->w * line,
planes * data->img->w);
pixels = tmp;
}

glGenTextures(1, &data->texture);
glBindTexture(GL_TEXTURE_2D, data->texture);

glTexImage2D(GL_TEXTURE_2D, 0, 4, data->img->w, data->img->h, 0,
GL_RGBA, GL_UNSIGNED_BYTE, data->img->pixels);
glTexImage2D(GL_TEXTURE_2D, 0, planes, w, h, 0,
format, GL_UNSIGNED_BYTE, pixels);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

if (pixels != data->img->pixels)
free(pixels);
SDL_FreeSurface(data->img);
data->img = NULL;
}


+ 20
- 4
src/tileset.cpp Переглянути файл

@@ -83,8 +83,8 @@ TileSet::TileSet(char const *path, int w, int h, float dilate)
data->nw = data->img->w / w;
data->nh = data->img->h / h;
data->ntiles = data->nw * data->nh;
data->tx = (float)w / data->img->w;
data->ty = (float)h / data->img->h;
data->tx = (float)w / PotUp(data->img->w);
data->ty = (float)h / PotUp(data->img->h);

drawgroup = DRAWGROUP_BEFORE;
}
@@ -112,15 +112,31 @@ void TileSet::TickDraw(float deltams)
GLuint format = data->img->format->Amask ? GL_RGBA : GL_RGB;
int planes = data->img->format->Amask ? 4 : 3;

int w = PotUp(data->img->w);
int h = PotUp(data->img->h);

uint8_t *pixels = (uint8_t *)data->img->pixels;
if (w != data->img->w || h != data->img->h)
{
uint8_t *tmp = (uint8_t *)malloc(planes * w * h);
for (int line = 0; line < data->img->h; line++)
memcpy(tmp + planes * w * line,
pixels + planes * data->img->w * line,
planes * data->img->w);
pixels = tmp;
}

glGenTextures(1, &data->texture);
glBindTexture(GL_TEXTURE_2D, data->texture);

glTexImage2D(GL_TEXTURE_2D, 0, planes, data->img->w, data->img->h, 0,
format, GL_UNSIGNED_BYTE, data->img->pixels);
glTexImage2D(GL_TEXTURE_2D, 0, planes, w, h, 0,
format, GL_UNSIGNED_BYTE, pixels);

glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

if (pixels != data->img->pixels)
free(pixels);
SDL_FreeSurface(data->img);
data->img = NULL;
}


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