Retired Document
Important: This sample code may not represent best practices for current development. The project may use deprecated symbols and illustrate technologies and techniques that are no longer recommended.
GLImage.m
/* |
* GLImage.m |
* Created November 3 2004. |
* Copyright (c) 2004 Apple Computer Inc. All rights reserved. |
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Apple Computer, Inc. may be used to endorse or promote products derived from the |
Apple Software without specific prior written permission from Apple. Except as |
expressly stated in this notice, no other rights or licenses, express or implied, |
are granted by Apple herein, including but not limited to any patent rights that |
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Software may be incorporated. |
The Apple Software is provided by Apple on an "AS IS" basis. APPLE MAKES NO |
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PURPOSE, REGARDING THE APPLE SOFTWARE OR ITS USE AND OPERATION ALONE OR IN |
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ADVISED OF THE POSSIBILITY OF SUCH DAMAGE. |
* |
*/ |
#import "GLImage.h" |
@implementation GLImage |
-(NSBitmapImageRep*)bmpImage { return bmpRep; } |
-(GLString*)imageInfo { return imageInfo; } |
-(id)init |
{ |
self = [super init]; |
scaleFactor = 100.0; |
imgWidth = imgHeight = 0.0; |
scaleX = scaleY = 1.0; |
txID = 0; |
[self genQuad]; |
ready = NO; |
return self; |
} |
-(void)genQuad |
{ |
float base = 1.0; |
float depth = 1.0; |
float scaledX = base * scaleX; |
float scaledY = base * scaleY; |
glQuad = malloc(sizeof(Vector3) * 4); |
glQuad[0].x = scaledX; |
glQuad[0].y = scaledY; |
glQuad[0].z = depth; |
glQuad[1].x = -scaledX; |
glQuad[1].y = scaledY; |
glQuad[1].z = depth; |
glQuad[2].x = -scaledX; |
glQuad[2].y = -scaledY; |
glQuad[2].z = depth; |
glQuad[3].x = scaledX; |
glQuad[3].y = -scaledY; |
glQuad[3].z = depth; |
} |
-(void)drawTexture |
{ |
// Bail if our image rep is invalid |
if(!bmpRep) |
return; |
// Bail out if we have no image data |
if(![bmpRep bitmapData]) |
return; |
// Shut off depth and face culling |
glDisable(GL_DEPTH_TEST); |
glDisable(GL_CULL_FACE); |
// Enable texturing |
glEnable(GL_TEXTURE_RECTANGLE_EXT); |
// Make sure we've got the right texture |
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, txID); |
// Set color so we get full display |
glColor4f(1.0, 1.0, 1.0, 1.0); |
// Draw it! |
glBegin(GL_QUADS); |
glTexCoord2f(0.0, 0.0); // Lower Left |
glVertex3f(glQuad[0].x, glQuad[0].y, glQuad[0].z); // Upper Right |
glTexCoord2f(imgWidth, 0.0); // Lower Right |
glVertex3f(glQuad[1].x, glQuad[1].y, glQuad[1].z); // Upper Left |
glTexCoord2f(imgWidth, imgHeight); // Upper Right |
glVertex3f(glQuad[2].x, glQuad[2].y, glQuad[2].z); // Lower Left |
glTexCoord2f(0.0, imgHeight); // Upper Left |
glVertex3f(glQuad[3].x, glQuad[3].y, glQuad[3].z); // Lower Right |
glEnd(); |
// Gotta turn this off here, or we die |
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, 0); |
// Turn all the other stuff back on |
glEnable(GL_DEPTH_TEST); |
glEnable(GL_BLEND); |
glEnable(GL_CULL_FACE); |
// Reset the blending function to its previous state |
glBlendFunc(GL_ONE, GL_ONE_MINUS_SRC_ALPHA); |
} |
-(void)initGL |
{ |
GLuint err = 0; |
// Enable texturing |
glEnable(GL_TEXTURE_RECTANGLE_EXT); |
// Enable client storage |
glPixelStorei(GL_UNPACK_CLIENT_STORAGE_APPLE, 1); |
glPixelStorei(GL_UNPACK_ROW_LENGTH, imgWidth); |
// Generate a texture ID |
glGenTextures(1, &txID); |
// Bind to our newly created texture ID |
glBindTexture(GL_TEXTURE_RECTANGLE_EXT, txID); |
// Specify the texture |
glTexImage2D(GL_TEXTURE_RECTANGLE_EXT, 0, bpp, imgWidth, imgHeight, 0, GL_RGB, datatype, [bmpRep bitmapData]); |
err = glGetError(); |
if(err) |
{ |
NSLog(@"WARNING: OpenGL Error 0x%x while loading texture with glTexImage2D().", err); |
[self discardData]; |
ready = NO; |
return; |
} |
// Rebuild our geometry to match the texture |
[self genQuad]; |
ready = YES; |
} |
-(void)loadTextureFromFile:(NSString*)filePath; |
{ |
// First, deallocate any image reps we might have. |
if(bmpRep) |
{ |
[bmpRep release]; |
// We also need to delete our texture ID |
glDeleteTextures(1, &txID); |
} |
if(!filePath) |
return; |
// Get raw bitmap data from the NSImage |
bmpRep = [[NSBitmapImageRep imageRepWithContentsOfFile:filePath] retain]; |
// Set the image height & width for convenience |
imgWidth = [bmpRep size].width; |
imgHeight = [bmpRep size].height; |
[self genImageInfo:[filePath lastPathComponent]]; |
// Set our scaling factors |
scaleX = imgWidth / scaleFactor; |
scaleY = imgHeight / scaleFactor; |
NSLog(@"Image: %d x %d", imgWidth, imgHeight); |
[self getTextureInfo]; |
// Run through our initialization routine |
[self initGL]; |
} |
-(void)discardData |
{ |
// Dump the bitmap |
if(bmpRep) |
{ |
// Release it |
[bmpRep release]; |
// Null out the pointer |
bmpRep = nil; |
} |
// Dump the texture |
glDeleteTextures(1, &txID); |
// Clear the image width & height |
imgWidth = 0.0; |
imgHeight = 0.0; |
[self genImageInfo:@"No Info"]; |
} |
-(void)dealloc |
{ |
if(glQuad) |
free(glQuad); |
[super dealloc]; |
} |
-(void)getTextureInfo |
{ |
if([bmpRep hasAlpha]) |
bpp = GL_RGBA; |
else |
bpp = GL_RGB; |
datatype = GL_UNSIGNED_BYTE; |
} |
-(void)genImageInfo:(NSString*)imgName |
{ |
NSMutableString *info = [NSMutableString stringWithFormat:@"Image Name:%@\n Size (w x h): %d x %d pixels ", imgName, imgWidth, imgHeight]; |
if(!imageInfo) |
imageInfo = [[(GLString*)[GLString alloc] initWithString:info] retain]; |
else |
[imageInfo setString:info]; |
} |
@end |
Copyright © 2004 Apple Computer, Inc. All Rights Reserved. Terms of Use | Privacy Policy | Updated: 2004-12-01