?? bmp.pas
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//----------------------------------------------------------------------------
//
// Author : Jan Horn
// Email : jhorn@global.co.za
// Website : http://home.global.co.za/~jhorn
// Date : 8 April 2001
// Description : A unit that used with OpenGL projects to load BMP files
// Usage : LoadTexture(BMPFilename, TextureName);
// eg : LoadTexture('logo.bmp', LogoTex);
//
//----------------------------------------------------------------------------
unit BMP;
interface
uses
Windows, OpenGL;
function LoadTexture(Filename: String; var Texture: GLuint): Boolean;
implementation
function gluBuild2DMipmaps(Target: GLenum; Components, Width, Height: GLint; Format, atype: GLenum; Data: Pointer): GLint; stdcall; external glu32;
procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32;
{------------------------------------------------------------------}
{ Load BMP file }
{------------------------------------------------------------------}
procedure LoadBitmap(Filename: String; out Width: Cardinal; out Height: Cardinal; out pData: Pointer);
var
FileHeader: BITMAPFILEHEADER;
InfoHeader: BITMAPINFOHEADER;
Palette: array of RGBQUAD;
BitmapFile: THandle;
BitmapLength: Cardinal;
PaletteLength: Cardinal;
ReadBytes: Cardinal;
Front: ^Byte;
Back: ^Byte;
Temp: Byte;
I : Cardinal;
begin
BitmapFile := CreateFile(PChar(Filename), GENERIC_READ, FILE_SHARE_READ, nil, OPEN_EXISTING, 0, 0);
if (BitmapFile = INVALID_HANDLE_VALUE) then begin
MessageBox(0, PChar('Error opening "' + Filename), PChar('BMP Unit'), MB_OK);
Exit;
end;
// Get header information
ReadFile(BitmapFile, FileHeader, SizeOf(FileHeader), ReadBytes, nil);
ReadFile(BitmapFile, InfoHeader, SizeOf(InfoHeader), ReadBytes, nil);
// Get palette
PaletteLength := InfoHeader.biClrUsed;
SetLength(Palette, PaletteLength);
ReadFile(BitmapFile, Palette, PaletteLength, ReadBytes, nil);
if (ReadBytes <> PaletteLength) then begin
MessageBox(0, PChar('Error reading palette'), PChar('BMP Unit'), MB_OK);
Exit;
end;
Width := InfoHeader.biWidth;
Height := InfoHeader.biHeight;
BitmapLength := InfoHeader.biSizeImage;
if BitmapLength = 0 then
BitmapLength := Width * Height * InfoHeader.biBitCount Div 8;
// Get the actual pixel data
GetMem(pData, BitmapLength);
ReadFile(BitmapFile, pData^, BitmapLength, ReadBytes, nil);
if (ReadBytes <> BitmapLength) then begin
MessageBox(0, PChar('Error reading bitmap data'), PChar('BMP Unit'), MB_OK);
Exit;
end;
CloseHandle(BitmapFile);
// Bitmaps are stored BGR and not RGB, so swap the R and B bytes.
for I :=0 to Width * Height - 1 do
begin
Front := Pointer(Cardinal(pData) + I*3);
Back := Pointer(Cardinal(pData) + I*3 + 2);
Temp := Front^;
Front^ := Back^;
Back^ := Temp;
end;
end;
{------------------------------------------------------------------}
{ Load BMP textures }
{------------------------------------------------------------------}
function LoadTexture(Filename: String; var Texture: GLuint): Boolean;
var
pData: Pointer;
Width: Cardinal;
Height: Cardinal;
begin
pData :=nil;
LoadBitmap(Filename, Width, Height, pData);
if (Assigned(pData)) then
Result := True
else
begin
Result := False;
MessageBox(0, PChar('Unable to load ' + filename), 'Loading Textures', MB_OK);
Halt(1);
end;
glGenTextures(1, Texture);
glBindTexture(GL_TEXTURE_2D, Texture);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); {Texture blends with object background}
// glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL); {Texture does NOT blend with object background}
{ Select a filtering type. BiLinear filtering produces very good results with little performance impact
GL_NEAREST - Basic texture (grainy looking texture)
GL_LINEAR - BiLinear filtering
GL_LINEAR_MIPMAP_NEAREST - Basic mipmapped texture
GL_LINEAR_MIPMAP_LINEAR - BiLinear Mipmapped texture
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); { only first two can be used }
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); { all of the above can be used }
gluBuild2DMipmaps(GL_TEXTURE_2D, 3, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData);
// glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, pData); // Use when not wanting mipmaps to be built by openGL
end;
end.
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