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#include <stdio.h>
#include <stdlib.h>
#include <string.h>
#include <GL/gl.h>
#include <zoom/texture.h>
#pragma pack(push,2)
typedef struct _TEXHEADER {
unsigned char t;
unsigned char x;
unsigned long w;
unsigned long h;
} TEXHEADER;
#pragma pack(pop)
int nTex;
TEXLIST *texlist;
GLuint LoadTexture(char *filename) {
GLuint tex;
FILE *file;
TEXHEADER txh;
unsigned char *data;
int i;
char name[100];
for(i = 0; i < nTex; i++) {
if(strcasecmp(filename, texlist[i].name) == 0) return texlist[i].id;
}
strcpy(name, "tex/");
strcat(name, filename);
file = fopen(name, "rb");
if(!file) return 0;
fread(&txh, sizeof(txh), 1, file);
if(txh.t != 'T' || txh.x != 'X') {
fclose(file);
return 0;
}
data = malloc(txh.w*txh.h*4);
if(!data) {
fclose(file);
return 0;
}
fread(data, txh.w*txh.h*4, 1, file);
glGenTextures(1, &tex);
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, 4, txh.w, txh.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
free(data);
fclose(file);
nTex++;
if(nTex == 1) texlist = malloc(sizeof(TEXLIST));
else texlist = realloc(texlist, sizeof(TEXLIST)*nTex);
strcpy(texlist[nTex-1].name, filename);
texlist[nTex-1].id = tex;
return tex;
}
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