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Texture Atlas Maker

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4.94/5 (16 votes)
1 Apr 2012BSD6 min read 142.7K   7K   55  
A utility to create texture atlases for 2D OpenGL games
#include "PreCompile.h"
#include "AtlasImage.h"
#include "ImageGL.h"
#include "ResManager.h"
#include "XParser.h"

AtlasImage::AtlasImage(const AtlasImage& atlasImage)
{
	m_pName = atlasImage.m_pName;	
	m_x = atlasImage.m_x;
	m_y = atlasImage.m_y;
	m_width = atlasImage.m_width;
	m_height = atlasImage.m_height;
	m_transWidth = atlasImage.m_transWidth;
	m_transHeight = atlasImage.m_transHeight;
	m_xOffset = atlasImage.m_xOffset;
	m_yOffset = atlasImage.m_yOffset;
	m_transparent = atlasImage.m_transparent;
	for (int n = 0; n < verticesPerQuad*compVertTex; n++)
	{
		m_texCoords[n] = atlasImage.m_texCoords[n];
	}
	m_pImageGL = atlasImage.m_pImageGL;
}


void AtlasImage::Load(const XParser* pXParser)
{
	m_x = pXParser->GetValueInt("x");
	m_y = pXParser->GetValueInt("y");
	m_width = pXParser->GetValueInt("width");
	m_height = pXParser->GetValueInt("height");
	m_xOffset = pXParser->GetOptionalInt("xOffset", 0);
	m_yOffset = pXParser->GetOptionalInt("yOffset", 0);
	m_transWidth = pXParser->GetOptionalInt("transWidth", m_width);
	m_transHeight = pXParser->GetOptionalInt("transHeight", m_height);
	m_transparent = true;
	string value;
	if (pXParser->GetOptionalValue("trans", value))
	{
		if (value == "false")
			m_transparent = false;
	}
	::CreateQuad(m_texCoords, m_x, m_y, m_width, m_height,
		m_pImageGL->GetWidth(), m_pImageGL->GetHeight());
}

static const GLubyte m_indices[indicesPerQuad] = {0, 1, 2, 1, 3, 2};


// plain vanilla
void AtlasImage::Render(int x, int y) const
{
	float x1, x2, y1, y2;
	x1 = (float)x + m_xOffset;
	y1 = (float)y + m_yOffset;
	x2 = x1 + m_width;
	y2 = y1 + m_height;
	if (x2 < 0 || y2 < 0)
		return;
	if (x1 > g_resManager.GetScreenWidth() || y1 > g_resManager.GetScreenHeight())
		return;
	float vertices[verticesPerQuad*compVertPos];
	vertices[0] = x1;
	vertices[1] = y1;

	vertices[2] = x2;
	vertices[3] = y1;

	vertices[4] = x1;
	vertices[5] = y2;

	vertices[6] = x2;
	vertices[7] = y2;

	glEnable(GL_TEXTURE_2D);
	glClientActiveTexture(GL_TEXTURE0);
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
	glDisableClientState(GL_COLOR_ARRAY);

	if (m_transparent)
	{
		glEnable(GL_BLEND);	
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else
	{
		glDisable(GL_BLEND);	
	}
	glBindTexture(GL_TEXTURE_2D, m_pImageGL->GetTextureID()); 
	glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
					GL_NEAREST);
	glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
					GL_NEAREST);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);

	glVertexPointer(compVertPos, GL_FLOAT, 0, vertices); 
	glTexCoordPointer(compVertTex, GL_FLOAT, 0, m_texCoords);

	glDrawElements(GL_TRIANGLES, (GLsizei)indicesPerQuad, GL_UNSIGNED_BYTE, m_indices);
}	// Render




void CreateQuad(float* pTexCoords, 
	int x, int y, int width, int height,
	int texWidth, int texHeight)
{
	// note: the 0.5 is to compensate for problem of sampling pixels
	// outside of the texture co-ordinates (if you don't include it the
	// quad will have pixels from the texture below when rotated)
	//float x1 = ((float)x)/(float)texWidth;
	//float y1 = ((float)y)/(float)texHeight;
	//float x2 = ((float)(x+width))/(float)texWidth;
	//float y2 = ((float)(y+height))/(float)texHeight;
	float x1 = ((float)x+0.5f)/(float)texWidth;
	float y1 = ((float)y+0.5f)/(float)texHeight;
	float x2 = ((float)(x+width)-0.5f)/(float)texWidth;
	float y2 = ((float)(y+height)-0.5f)/(float)texHeight;

	pTexCoords[0] = x1;
	pTexCoords[1] = y1;

	pTexCoords[2] = x2;
	pTexCoords[3] = y1;

	pTexCoords[4] = x1;
	pTexCoords[5] = y2;

	pTexCoords[6] = x2;
	pTexCoords[7] = y2;
}

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License

This article, along with any associated source code and files, is licensed under The BSD License


Written By
Software Developer Astronautz
Spain Spain
After working in the software industry for many years, I've started my own games company that specialises in strategy games for mobile platforms.

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