snes9x/win32/CGLCG.cpp

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#include "CGLCG.h"
#include "wsnes9x.h"
#include "win32_display.h"
#include <png.h>
#ifndef max
#define max(a, b) (((a) > (b)) ? (a) : (b))
#endif
float npot(float desired)
{
float out=512.0;
while(out<desired)
out*=2;
return out;
}
const GLfloat CGLCG::lut_coords[8] = {0, 0, 1, 0, 1, 1, 0, 1};
CGLCG::CGLCG(CGcontext cgContext)
{
this->cgContext = cgContext;
fboFunctionsLoaded = FALSE;
ClearPasses();
LoadFBOFunctions();
frameCnt=0;
prevTex=0;
}
CGLCG::~CGLCG(void)
{
LoadShader(NULL);
}
void CGLCG::ClearPasses()
{
/* clean up cg programs, fbos and textures from all regular passes
pass 0 is the orignal texture, so ignore that
*/
if(shaderPasses.size()>1) {
for(glPassVector::iterator it=(shaderPasses.begin()+1);it!=shaderPasses.end();it++) {
if(it->cgFragmentProgram)
cgDestroyProgram(it->cgFragmentProgram);
if(it->cgVertexProgram)
cgDestroyProgram(it->cgVertexProgram);
if(it->fbo)
glDeleteFramebuffers(1,&it->fbo);
if(it->tex)
glDeleteTextures(1,&it->tex);
}
}
for(glLutVector::iterator it=lookupTextures.begin();it!=lookupTextures.end();it++) {
if(it->tex)
glDeleteTextures(1,&it->tex);
}
shaderPasses.clear();
lookupTextures.clear();
shaderLoaded = false;
}
bool CGLCG::LoadFBOFunctions()
{
if(fboFunctionsLoaded)
return true;
const char *extensions = (const char *) glGetString(GL_EXTENSIONS);
if(extensions && strstr(extensions, "framebuffer_object")) {
glGenFramebuffers = (PFNGLGENFRAMEBUFFERSPROC)wglGetProcAddress("glGenFramebuffers");
glDeleteFramebuffers = (PFNGLDELETEFRAMEBUFFERSPROC)wglGetProcAddress("glDeleteFramebuffers");
glBindFramebuffer = (PFNGLBINDFRAMEBUFFERPROC)wglGetProcAddress("glBindFramebuffer");
glFramebufferTexture2D = (PFNGLFRAMEBUFFERTEXTURE2DPROC)wglGetProcAddress("glFramebufferTexture2D");
glCheckFramebufferStatus = (PFNGLCHECKFRAMEBUFFERSTATUSPROC)wglGetProcAddress("glCheckFramebufferStatus");
glClientActiveTexture = (PFNGLACTIVETEXTUREPROC)wglGetProcAddress("glClientActiveTexture");
if(glGenFramebuffers && glDeleteFramebuffers && glBindFramebuffer && glFramebufferTexture2D && glClientActiveTexture) {
fboFunctionsLoaded = true;
}
}
return fboFunctionsLoaded;
}
void CGLCG::checkForCgError(const char *situation)
{
char buffer[4096];
CGerror error = cgGetError();
const char *string = cgGetErrorString(error);
if (error != CG_NO_ERROR) {
sprintf(buffer,
"Situation: %s\n"
"Error: %s\n\n"
"Cg compiler output...\n", situation, string);
MessageBoxA(0, buffer,
"Cg error", MB_OK|MB_ICONEXCLAMATION);
if (error == CG_COMPILER_ERROR) {
MessageBoxA(0, cgGetLastListing(cgContext),
"Cg compilation error", MB_OK|MB_ICONEXCLAMATION);
}
}
}
#define IS_SLASH(x) ((x) == TEXT('\\') || (x) == TEXT('/'))
bool CGLCG::LoadShader(const TCHAR *shaderFile)
{
CCGShader cgShader;
TCHAR shaderPath[MAX_PATH];
TCHAR tempPath[MAX_PATH];
CGprofile vertexProfile, fragmentProfile;
GLenum error;
if(!fboFunctionsLoaded) {
MessageBox(NULL, TEXT("Your OpenGL graphics driver does not support framebuffer objects.\nYou will not be able to use CG shaders in OpenGL mode."), TEXT("CG Error"),
MB_OK|MB_ICONEXCLAMATION);
return false;
}
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLDisableProfile(vertexProfile);
cgGLDisableProfile(fragmentProfile);
ClearPasses();
if(prevTex) {
glDeleteTextures(1,&prevTex);
prevTex=0;
}
if (shaderFile == NULL || *shaderFile==TEXT('\0'))
return true;
lstrcpy(shaderPath,shaderFile);
for(int i=lstrlen(shaderPath); i>=0; i--){
if(IS_SLASH(shaderPath[i])){
shaderPath[i]=TEXT('\0');
break;
}
}
SetCurrentDirectory(shaderPath);
if(!cgShader.LoadShader(_tToChar(shaderFile)))
return false;
cgGLSetOptimalOptions(vertexProfile);
cgGLSetOptimalOptions(fragmentProfile);
/* insert dummy pass that will contain the original texture
*/
shaderPasses.push_back(shaderPass());
for(CCGShader::passVector::iterator it=cgShader.shaderPasses.begin();
it!=cgShader.shaderPasses.end();it++) {
shaderPass pass;
pass.scaleParams = it->scaleParams;
/* if this is the last pass (the only one that can have CG_SCALE_NONE)
and no filter has been set use the GUI setting
*/
if(pass.scaleParams.scaleTypeX==CG_SCALE_NONE && !it->filterSet) {
pass.linearFilter = GUI.BilinearFilter;
} else {
pass.linearFilter = it->linearFilter;
}
// paths in the meta file can be relative
_tfullpath(tempPath,_tFromChar(it->cgShaderFile),MAX_PATH);
char *fileContents = ReadShaderFileContents(tempPath);
if(!fileContents)
return false;
pass.cgVertexProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
vertexProfile, "main_vertex", NULL);
checkForCgError("Compiling vertex program");
pass.cgFragmentProgram = cgCreateProgram( cgContext, CG_SOURCE, fileContents,
fragmentProfile, "main_fragment", NULL);
checkForCgError("Compiling fragment program");
delete [] fileContents;
if(!pass.cgVertexProgram || !pass.cgFragmentProgram) {
return false;
}
cgGLLoadProgram(pass.cgVertexProgram);
cgGLLoadProgram(pass.cgFragmentProgram);
/* generate framebuffer and texture for this pass and apply
default texture settings
*/
glGenFramebuffers(1,&pass.fbo);
glGenTextures(1,&pass.tex);
glBindTexture(GL_TEXTURE_2D,pass.tex);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
shaderPasses.push_back(pass);
}
for(std::vector<CCGShader::lookupTexture>::iterator it=cgShader.lookupTextures.begin();it!=cgShader.lookupTextures.end();it++) {
lookupTexture tex;
strcpy(tex.id,it->id);
/* generate texture for the lut and apply specified filter setting
*/
glGenTextures(1,&tex.tex);
glBindTexture(GL_TEXTURE_2D,tex.tex);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, it->linearfilter?GL_LINEAR:GL_NEAREST);
_tfullpath(tempPath,_tFromChar(it->texturePath),MAX_PATH);
// simple file extension png/tga decision
int strLen = strlen(it->texturePath);
if(strLen>4) {
if(!strcasecmp(&it->texturePath[strLen-4],".png")) {
int width, height;
bool hasAlpha;
GLubyte *texData;
if(loadPngImage(tempPath,width,height,hasAlpha,&texData)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, width);
glTexImage2D(GL_TEXTURE_2D, 0, hasAlpha ? 4 : 3, width,
height, 0, hasAlpha ? GL_RGBA : GL_RGB, GL_UNSIGNED_BYTE, texData);
free(texData);
}
} else if(!strcasecmp(&it->texturePath[strLen-4],".tga")) {
STGA stga;
if(loadTGA(tempPath,stga)) {
glPixelStorei(GL_UNPACK_ROW_LENGTH, stga.width);
glTexImage2D(GL_TEXTURE_2D, 0, 4, stga.width,
stga.height, 0, GL_RGBA, GL_UNSIGNED_BYTE, stga.data);
}
}
}
lookupTextures.push_back(tex);
}
/* enable texture unit 1 for the lookup textures
*/
glClientActiveTexture(GL_TEXTURE1);
glEnableClientState(GL_TEXTURE_COORD_ARRAY);
glTexCoordPointer(2,GL_FLOAT,0,lut_coords);
glClientActiveTexture(GL_TEXTURE0);
/* generate a texture that we can swap with the original texture
and pass back to the main opengl code
*/
glGenTextures(1,&prevTex);
glBindTexture(GL_TEXTURE_2D,prevTex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,512,512,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
glBindTexture(GL_TEXTURE_2D,0);
prevTexSize.x = prevTexSize.y = prevTexImageSize.x = prevTexImageSize.y = 0;
memset(prevTexCoords,0,sizeof(prevTexCoords));
shaderLoaded = true;
return true;
}
void CGLCG::setTexCoords(int pass,xySize inputSize,xySize textureSize,bool topdown)
{
float tX = inputSize.x / textureSize.x;
float tY = inputSize.y / textureSize.y;
// last pass uses top-down coordinates, all others bottom-up
if(topdown) {
shaderPasses[pass].texcoords[0] = 0.0f;
shaderPasses[pass].texcoords[1] = tY;
shaderPasses[pass].texcoords[2] = tX;
shaderPasses[pass].texcoords[3] = tY;
shaderPasses[pass].texcoords[4] = tX;
shaderPasses[pass].texcoords[5] = 0.0f;
shaderPasses[pass].texcoords[6] = 0.0f;
shaderPasses[pass].texcoords[7] = 0.0f;
} else {
shaderPasses[pass].texcoords[0] = 0.0f;
shaderPasses[pass].texcoords[1] = 0.0f;
shaderPasses[pass].texcoords[2] = tX;
shaderPasses[pass].texcoords[3] = 0.0f;
shaderPasses[pass].texcoords[4] = tX;
shaderPasses[pass].texcoords[5] = tY;
shaderPasses[pass].texcoords[6] = 0.0f;
shaderPasses[pass].texcoords[7] = tY;
}
glTexCoordPointer(2, GL_FLOAT, 0, shaderPasses[pass].texcoords);
}
void CGLCG::Render(GLuint &origTex, xySize textureSize, xySize inputSize, xySize viewportSize, xySize windowSize)
{
GLenum error;
frameCnt++;
CGprofile vertexProfile, fragmentProfile;
if(!shaderLoaded)
return;
vertexProfile = cgGLGetLatestProfile(CG_GL_VERTEX);
fragmentProfile = cgGLGetLatestProfile(CG_GL_FRAGMENT);
cgGLEnableProfile(vertexProfile);
cgGLEnableProfile(fragmentProfile);
/* set up our dummy pass for easier loop code
*/
shaderPasses[0].tex = origTex;
shaderPasses[0].outputSize = inputSize;
shaderPasses[0].textureSize = textureSize;
/* loop through all real passes
*/
for(int i=1;i<shaderPasses.size();i++) {
switch(shaderPasses[i].scaleParams.scaleTypeX) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.x = (double)shaderPasses[i].scaleParams.absX;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.x = shaderPasses[i-1].outputSize.x * shaderPasses[i].scaleParams.scaleX;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.x = viewportSize.x * shaderPasses[i].scaleParams.scaleX;
break;
default:
shaderPasses[i].outputSize.x = viewportSize.x;
}
switch(shaderPasses[i].scaleParams.scaleTypeY) {
case CG_SCALE_ABSOLUTE:
shaderPasses[i].outputSize.y = (double)shaderPasses[i].scaleParams.absX;
break;
case CG_SCALE_SOURCE:
shaderPasses[i].outputSize.y = shaderPasses[i-1].outputSize.y * shaderPasses[i].scaleParams.scaleY;
break;
case CG_SCALE_VIEWPORT:
shaderPasses[i].outputSize.y = viewportSize.y * shaderPasses[i].scaleParams.scaleY;
break;
default:
shaderPasses[i].outputSize.y = viewportSize.y;
}
/* use next power of two in both directions
*/
float texSize = npot(max(shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y));
shaderPasses[i].textureSize.x = shaderPasses[i].textureSize.y = texSize;
/* set size of output texture
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses[i].tex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGBA,(unsigned int)shaderPasses[i].textureSize.x,
(unsigned int)shaderPasses[i].textureSize.y,0,GL_RGBA,GL_UNSIGNED_INT_8_8_8_8,NULL);
/* viewport determines the area we render into the output texture
*/
glViewport(0,0,shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y);
/* set up framebuffer and attach output texture
*/
glBindFramebuffer(GL_FRAMEBUFFER,shaderPasses[i].fbo);
glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, shaderPasses[i].tex, 0);
/* set up input texture (output of previous pass) and apply filter settings
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses[i-1].tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses[i-1].textureSize.x);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
glTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
shaderPasses[i].linearFilter?GL_LINEAR:GL_NEAREST);
/* calculate tex coords first since we pass them to the shader
*/
setTexCoords(i,shaderPasses[i-1].outputSize,shaderPasses[i-1].textureSize);
setShaderVars(i);
cgGLBindProgram(shaderPasses[i].cgVertexProgram);
cgGLBindProgram(shaderPasses[i].cgFragmentProgram);
glClearColor(0.0f, 0.0f, 0.0f, 0.5f);
glClear(GL_COLOR_BUFFER_BIT);
glDrawArrays (GL_QUADS, 0, 4);
}
/* disable framebuffer
*/
glBindFramebuffer(GL_FRAMEBUFFER,0);
/* switch original and prev texture and make sure the
new original texture has the same size as the old one
*/
origTex = prevTex;
prevTex = shaderPasses[0].tex;
prevTexSize.x = textureSize.x;
prevTexSize.y = textureSize.y;
prevTexImageSize.x = inputSize.x;
prevTexImageSize.y = inputSize.y;
memcpy(prevTexCoords,shaderPasses[1].texcoords,sizeof(prevTexCoords));
glBindTexture(GL_TEXTURE_2D,origTex);
glTexImage2D(GL_TEXTURE_2D,0,GL_RGB,textureSize.x,textureSize.y,0,GL_RGB,GL_UNSIGNED_SHORT_5_6_5,NULL);
/* bind output of last pass to be rendered on the backbuffer
*/
glBindTexture(GL_TEXTURE_2D,shaderPasses.back().tex);
glPixelStorei(GL_UNPACK_ROW_LENGTH, (GLint)shaderPasses.back().textureSize.x);
/* calculate and apply viewport and texture coordinates to
that will be used in the main ogl code
*/
RECT displayRect=CalculateDisplayRect(shaderPasses.back().outputSize.x,shaderPasses.back().outputSize.y,windowSize.x,windowSize.y);
glViewport(displayRect.left,windowSize.y-displayRect.bottom,displayRect.right-displayRect.left,displayRect.bottom-displayRect.top);
setTexCoords(shaderPasses.size()-1,shaderPasses.back().outputSize,shaderPasses.back().textureSize,true);
/* render to backbuffer without shaders
*/
cgGLDisableProfile(vertexProfile);
cgGLDisableProfile(fragmentProfile);
}
void CGLCG::setShaderVars(int pass)
{
/* mvp paramater
*/
CGparameter cgpModelViewProj = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, "modelViewProj");
cgGLSetStateMatrixParameter(cgpModelViewProj, CG_GL_MODELVIEW_PROJECTION_MATRIX, CG_GL_MATRIX_IDENTITY);
#define setProgram2fv(pass,varname,floats)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpf)\
cgGLSetParameter2fv(cgpf,floats);\
if(cgpv)\
cgGLSetParameter2fv(cgpv,floats);\
}\
#define setProgram1f(pass,varname,val)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpf)\
cgGLSetParameter1f(cgpf,val);\
if(cgpv)\
cgGLSetParameter1f(cgpv,val);\
}\
#define setTextureParameter(pass,varname,val)\
{\
CGparameter cgpf = cgGetNamedParameter(shaderPasses[pass].cgFragmentProgram, varname);\
if(cgpf) {\
cgGLSetTextureParameter(cgpf,val);\
cgGLEnableTextureParameter(cgpf);\
}\
}\
#define setTexCoordsParameter(pass,varname,val)\
{\
CGparameter cgpv = cgGetNamedParameter(shaderPasses[pass].cgVertexProgram, varname);\
if(cgpv) {\
cgGLSetParameterPointer(cgpv, 2, GL_FLOAT, 0, val);\
cgGLEnableClientState(cgpv);\
}\
}\
/* IN paramater
*/
float inputSize[2] = {shaderPasses[pass-1].outputSize.x,shaderPasses[pass-1].outputSize.y};
float textureSize[2] = {shaderPasses[pass-1].textureSize.x,shaderPasses[pass-1].textureSize.y};
float outputSize[2] = {shaderPasses[pass].outputSize.x,shaderPasses[pass].outputSize.y};
setProgram2fv(pass,"IN.video_size",inputSize);
setProgram2fv(pass,"IN.texture_size",textureSize);
setProgram2fv(pass,"IN.output_size",outputSize);
setProgram1f(pass,"IN.frame_count",(float)frameCnt);
/* ORIG parameter
*/
float orig_videoSize[2] = {shaderPasses[0].outputSize.x,shaderPasses[0].outputSize.y};
float orig_textureSize[2] = {shaderPasses[0].textureSize.x,shaderPasses[0].textureSize.y};
setProgram2fv(pass,"ORIG.video_size",orig_videoSize);
setProgram2fv(pass,"ORIG.texture_size",orig_textureSize);
setTextureParameter(pass,"ORIG.texture",shaderPasses[0].tex);
setTexCoordsParameter(pass,"ORIG.tex_coord",shaderPasses[1].texcoords);
/* PREV parameter
*/
float prev_videoSize[2] = {prevTexImageSize.x,prevTexImageSize.y};
float prev_textureSize[2] = {prevTexSize.x,prevTexSize.y};
setProgram2fv(pass,"PREV.video_size",prev_videoSize);
setProgram2fv(pass,"PREV.texture_size",prev_textureSize);
setTextureParameter(pass,"PREV.texture",prevTex);
setTexCoordsParameter(pass,"PREV.tex_coord",prevTexCoords);
/* LUT parameters
*/
for(int i=0;i<lookupTextures.size();i++) {
setTextureParameter(pass,lookupTextures[i].id,lookupTextures[i].tex);
}
/* PASSX parameters, only for third pass and up
*/
if(pass>2) {
for(int i=1;i<pass-1;i++) {
char varname[100];
float pass_videoSize[2] = {shaderPasses[i].outputSize.x,shaderPasses[i].outputSize.y};
float pass_textureSize[2] = {shaderPasses[i].textureSize.x,shaderPasses[i].textureSize.y};
sprintf(varname,"PASS%d.video_size",i);
setProgram2fv(pass,varname,pass_videoSize);
sprintf(varname,"PASS%d.texture_size",i);
setProgram2fv(pass,varname,pass_textureSize);
sprintf(varname,"PASS%d.texture",i);
setTextureParameter(pass,varname,shaderPasses[i].tex);
sprintf(varname,"PASS%d.tex_coord",i);
setTexCoordsParameter(pass,varname,shaderPasses[i+1].texcoords);
}
}
}
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#ifdef HAVE_LIBPNG
bool CGLCG::loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData) {
png_structp png_ptr;
png_infop info_ptr;
unsigned int sig_read = 0;
int color_type, interlace_type;
FILE *fp;
if ((fp = _tfopen(name, TEXT("rb"))) == NULL)
return false;
/* Create and initialize the png_struct
* with the desired error handler
* functions. If you want to use the
* default stderr and longjump method,
* you can supply NULL for the last
* three parameters. We also supply the
* the compiler header file version, so
* that we know if the application
* was compiled with a compatible version
* of the library. REQUIRED
*/
png_ptr = png_create_read_struct(PNG_LIBPNG_VER_STRING,
NULL, NULL, NULL);
if (png_ptr == NULL) {
fclose(fp);
return false;
}
/* Allocate/initialize the memory
* for image information. REQUIRED. */
info_ptr = png_create_info_struct(png_ptr);
if (info_ptr == NULL) {
fclose(fp);
png_destroy_read_struct(&png_ptr, png_infopp_NULL, png_infopp_NULL);
return false;
}
/* Set error handling if you are
* using the setjmp/longjmp method
* (this is the normal method of
* doing things with libpng).
* REQUIRED unless you set up
* your own error handlers in
* the png_create_read_struct()
* earlier.
*/
if (setjmp(png_jmpbuf(png_ptr))) {
/* Free all of the memory associated
* with the png_ptr and info_ptr */
png_destroy_read_struct(&png_ptr, &info_ptr, png_infopp_NULL);
fclose(fp);
/* If we get here, we had a
* problem reading the file */
return false;
}
/* Set up the output control if
* you are using standard C streams */
png_init_io(png_ptr, fp);
/* If we have already
* read some of the signature */
png_set_sig_bytes(png_ptr, sig_read);
/*
* If you have enough memory to read
* in the entire image at once, and
* you need to specify only
* transforms that can be controlled
* with one of the PNG_TRANSFORM_*
* bits (this presently excludes
* dithering, filling, setting
* background, and doing gamma
* adjustment), then you can read the
* entire image (including pixels)
* into the info structure with this
* call
*
* PNG_TRANSFORM_STRIP_16 |
* PNG_TRANSFORM_PACKING forces 8 bit
* PNG_TRANSFORM_EXPAND forces to
* expand a palette into RGB
*/
png_read_png(png_ptr, info_ptr, PNG_TRANSFORM_STRIP_16 | PNG_TRANSFORM_PACKING | PNG_TRANSFORM_EXPAND, png_voidp_NULL);
outWidth = info_ptr->width;
outHeight = info_ptr->height;
switch (info_ptr->color_type) {
case PNG_COLOR_TYPE_RGBA:
outHasAlpha = true;
break;
case PNG_COLOR_TYPE_RGB:
outHasAlpha = false;
break;
default:
png_destroy_read_struct(&png_ptr, &info_ptr, NULL);
fclose(fp);
return false;
}
unsigned int row_bytes = png_get_rowbytes(png_ptr, info_ptr);
*outData = (unsigned char*) malloc(row_bytes * outHeight);
png_bytepp row_pointers = png_get_rows(png_ptr, info_ptr);
for (int i = 0; i < outHeight; i++) {
memcpy(*outData+(row_bytes * i), row_pointers[i], row_bytes);
}
/* Clean up after the read,
* and free any memory allocated */
png_destroy_read_struct(&png_ptr, &info_ptr, png_infopp_NULL);
/* Close the file */
fclose(fp);
/* That's it */
return true;
}
2011-11-17 05:01:48 +00:00
#else
bool CGLCG::loadPngImage(const TCHAR *name, int &outWidth, int &outHeight, bool &outHasAlpha, GLubyte **outData) {
/* No PNG support */
return false;
}
#endif
bool CGLCG::loadTGA(const TCHAR *filename, STGA& tgaFile)
{
FILE *file;
unsigned char type[4];
unsigned char info[6];
file = _tfopen(filename, TEXT("rb"));
if (!file)
return false;
fread (&type, sizeof (char), 3, file);
fseek (file, 12, SEEK_SET);
fread (&info, sizeof (char), 6, file);
//image type either 2 (color) or 3 (greyscale)
if (type[1] != 0 || (type[2] != 2 && type[2] != 3))
{
fclose(file);
return false;
}
tgaFile.width = info[0] + info[1] * 256;
tgaFile.height = info[2] + info[3] * 256;
tgaFile.byteCount = info[4] / 8;
if (tgaFile.byteCount != 3 && tgaFile.byteCount != 4) {
fclose(file);
return false;
}
long imageSize = tgaFile.width * tgaFile.height * tgaFile.byteCount;
//allocate memory for image data
unsigned char *tempBuf = new unsigned char[imageSize];
tgaFile.data = new unsigned char[tgaFile.width * tgaFile.height * 4];
//read in image data
fread(tempBuf, sizeof(unsigned char), imageSize, file);
//swap line order and convert to RBGA
for(int i=0;i<tgaFile.height;i++) {
unsigned char* source = tempBuf + tgaFile.width * (tgaFile.height - 1 - i) * tgaFile.byteCount;
unsigned char* destination = tgaFile.data + tgaFile.width * i * 4;
for(int j=0;j<tgaFile.width;j++) {
destination[0]=source[2];
destination[1]=source[1];
destination[2]=source[0];
destination[3]=tgaFile.byteCount==4?source[3]:0xff;
source+=tgaFile.byteCount;
destination+=4;
}
}
delete [] tempBuf;
tgaFile.byteCount = 4;
//close file
fclose(file);
return true;
}