uint CTexture::LoadBMP( string strFile )
{
ifstream fin;
BITMAPFILEHEADER bmp_header;
BITMAPINFOHEADER bmp_info;
BYTE* bImageData = NULL;
WORD wChannels = 0;
DWORD dwImageSize = 0;
BYTE* bFinalData = NULL;
WORD wFinalChannels = 0;
DWORD dwFinalSize = 0;
uint iID = 0; //return id
fin.open( strFile.c_str(), ios::binary | ios::in );
if( fin.fail() )
{
}
fin.read( (char*)&bmp_header , sizeof(bmp_header) );
if( !fin.good() ) // read error ?
{
}
if( bmp_header.bfType != 0x4D42 ) // check that is a bmp
{
}
fin.read( (char*)&bmp_info, sizeof(bmp_info) );
if( !fin.good() ) // read error ?
{
}
// move to the start of data
fin.seekg( bmp_header.bfOffBits, ios::beg );
// how many channels
wChannels = bmp_info.biBitCount / 8;
if( wChannels != 3 )
{
}
wFinalChannels = 4;
dwImageSize = abs(bmp_info.biWidth) * abs(bmp_info.biHeight) * wChannels;
dwFinalSize = abs(bmp_info.biWidth) * abs(bmp_info.biHeight) * wFinalChannels;
// allocate mem for the image data
bImageData = new BYTE[dwImageSize];
if( bImageData == NULL)
{
}
bFinalData = new BYTE[dwFinalSize];
if( bFinalData == NULL)
{
}
// read the pixel data
fin.read( (char*)bImageData, dwImageSize );
if( !fin.good() ) // any unexpected errors(1) ?
{
}
fin.close(); // close the file
// convert & fake the image
// convert BGR into RGB
uint src;
uint dst;
for( src = 0, dst = 0;src < dwImageSize;src += wChannels, dst += wFinalChannels)
{
BYTE tmp = bImageData[src+2];
bImageData[src+2] = bImageData[src];
bImageData[src] = tmp;
// copy the reults over to the new header
bFinalData[dst] = bImageData[src];
bFinalData[dst+1] = bImageData[src+1];
bFinalData[dst+2] = bImageData[src+2];
bFinalData[dst+3] = 0xFF;
// r g b a
Colorkey( bFinalData[dst], bFinalData[dst+1], bFinalData[dst+2], bFinalData[dst+3] );
}
iID = CreateTexture( bImageData, strFile, bmp_info.biWidth, bmp_info.biHeight );
delete[] bImageData;
delete[] bFinalData;
return( iID );
}
//////////////////////////////////////////////////////////////
//here is the colorkey function:
//////////////////////////////////////////////////////////////
void Colorkey( BYTE& r, BYTE& g, BYTE& b, BYTE& a )
{
// check if we should colorkey it
if( (r == COLORKEY_R) && (g == COLORKEY_G) && (b == COLORKEY_B) )
a = 0;
else
a = 0xFF;
}
//////////////////////////////////////////////////////////////
//here is the CreateTexture function:
//////////////////////////////////////////////////////////////
uint CreateTexture( BYTE* bImageData, const string& strFile, DWORD sizeX, DWORD sizeY )
{
uint ID;
glGenTextures( 1, &ID );
glBindTexture( GL_TEXTURE_2D, ID );
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, GL_RGBA, sizeX, sizeY, 0, GL_RGBA, GL_UNSIGNED_BYTE, bImageData );
return( ID );
}
[edited by - LogouT on January 23, 2004 5:56:08 PM]
problem loading bmp files....
I have a problem loading bmp files..
it just wont work ! !! ! !
The idea is that im going to load the bmp.
It must be a 24bit bmp.
And then im going to add a alpha channel and set it to 0 if the color equal the colorkey.
The image now show a white space ...
*my tga loading rutine is working but i want my bmp thing to work too... : the code displaying the image is ok*
Here is the code i use for loading a bmp:
*removed most of the error handling to make it easy to read*
EDIT: plz exuse me for not fixing the tabs n stuff..
its not how the code look in my IDE
EDIT2: dint know editing screwed the source tags...
put some /////// into to seperate :D
Okay after much test and trial, i have fixed the problem..
now the problem is that i can only load 24bits bmps saved in paint.
I can not load a 24bit bmp saved in Photoshop...
*fixed*:
i found out that photoshop does not set the right value in:
BITMAPINFOHEADER::biSizeImage
instead it set the value of 0
[edited by - LogouT on January 24, 2004 10:01:28 AM]
now the problem is that i can only load 24bits bmps saved in paint.
I can not load a 24bit bmp saved in Photoshop...
*fixed*:
i found out that photoshop does not set the right value in:
BITMAPINFOHEADER::biSizeImage
instead it set the value of 0
[edited by - LogouT on January 24, 2004 10:01:28 AM]
The docs state that biSizeImage can be set to 0. You shouldn''t rely on that value.
Usually when loading you don''t need that parameter anyway.
Usually when loading you don''t need that parameter anyway.
Right.
dwImageSize=54+(bmp_info.biWidth*bmp_info.biHeight*wChannels)+
((bmp_info.biWidth%4)*bmp_info.biHeight);
That''s how you would calculate the size of a 24-bit bitmap. The 54 represents the size of the header.
dwImageSize=54+(bmp_info.biWidth*bmp_info.biHeight*wChannels)+
((bmp_info.biWidth%4)*bmp_info.biHeight);
That''s how you would calculate the size of a 24-bit bitmap. The 54 represents the size of the header.
This topic is closed to new replies.
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