dynamical decide whether to use the given texture or solid red

This commit is contained in:
Anakin 2016-10-21 18:56:34 +02:00
parent c3d73895c7
commit 211b406c3d
3 changed files with 33 additions and 9 deletions

View File

@ -71,5 +71,6 @@ private:
public:
std::vector<GLfloat> getVertex() const;
std::vector<GLfloat> getUV() const;
std::list<std::string> getTexture() const;
};

View File

@ -148,9 +148,10 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
if (!strcmp("PRNT", (*it)->name))
{
fsMesh.seekg((*it)->position);
char tempName[33] = { 0 };
fsMesh.read(reinterpret_cast<char*>(&tempName[0]), (*it)->size > 32 ? 32 : (*it)->size);
dataDestination->parent = tempName;
char* buffer = new char[(*it)->size];
fsMesh.read(buffer, (*it)->size);
dataDestination->parent = buffer;
delete buffer;
continue;
}
@ -160,6 +161,7 @@ void Object::analyseModlChunks(Modl* dataDestination, std::list<ChunkHeader*>& c
char* buffer = new char[(*it)->size];
fsMesh.read(buffer, (*it)->size);
dataDestination->name = buffer;
delete buffer;
continue;
}
@ -373,6 +375,7 @@ void Object::analyseClthChunks(Modl * dataDestination, std::list<ChunkHeader*>&
char* buffer = new char[(*it)->size];
fsMesh.read(buffer, (*it)->size);
dataDestination->texture = buffer;
delete buffer;
continue;
}
@ -491,6 +494,16 @@ std::vector<GLfloat> Object::getUV() const
return tempData;
}
std::list<std::string> Object::getTexture() const
{
std::list<std::string> tempData;
for (std::list<Modl*>::const_iterator it = lModls.begin(); it != lModls.end(); it++)
tempData.push_back((*it)->texture);
return tempData;
}
/////////////////////////////////////////////////////////////////////////
// public functions

View File

@ -296,12 +296,22 @@ void OpenGLController::loadMsh(const char * path)
glGenTextures(1, &gluiTextureID);
glBindTexture(GL_TEXTURE_2D, gluiTextureID);
// if texture && open ok, then
//TextureTGA tempTex(TEXTURE_NAME);
//glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
// else
GLubyte solidColor[4] = { 255,0,0,255 };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA ,1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)solidColor);
std::list<std::string> listTextures;
try
{
if (listTextures.empty())
throw std::invalid_argument("no texture names");
TextureTGA tempTex(listTextures.front().c_str());
glTexImage2D(GL_TEXTURE_2D, 0, tempTex.hasAlpha() ? GL_RGBA : GL_RGB, tempTex.getWidth(), tempTex.getHeight(), 0, tempTex.hasAlpha() ? GL_BGRA : GL_BGR, GL_UNSIGNED_BYTE, tempTex.getData().data());
}
catch (std::invalid_argument e)
{
GLubyte solidColor[4] = { 255,0,0,255 };
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, 1, 1, 0, GL_RGBA, GL_UNSIGNED_BYTE, (const GLvoid*)solidColor);
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);