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Texture Atlas Maker

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1 Apr 2012BSD6 min read 143.2K   7K   55  
A utility to create texture atlases for 2D OpenGL games
#ifndef _PVRHEADER_H_INCLUDED_
#define _PVRHEADER_H_INCLUDED_

const int PVR_HEADER_SIZE = 13*4;

const unsigned int PVRTEX_MIPMAP		= (1<<8);		// has mip map levels
const unsigned int PVRTEX_TWIDDLE		= (1<<9);		// is twiddled
const unsigned int PVRTEX_BUMPMAP		= (1<<10);		// has normals encoded for a bump map
const unsigned int PVRTEX_TILING		= (1<<11);		// is bordered for tiled pvr
const unsigned int PVRTEX_CUBEMAP		= (1<<12);		// is a cubemap/skybox
const unsigned int PVRTEX_FALSEMIPCOL	= (1<<13);		//
const unsigned int PVRTEX_VOLUME		= (1<<14);
const unsigned int PVRTEX_PIXELTYPE		= 0xff;			// pixel type is always in the last 16bits of the flags
const unsigned int PVRTEX_IDENTIFIER	= 0x21525650;	// the pvr identifier is the characters 'P','V','R'

const unsigned int PVRTEX_V1_HEADER_SIZE = 44;			// old header size was 44 for identification purposes

const unsigned int PVRTC2_MIN_TEXWIDTH		= 16;
const unsigned int PVRTC2_MIN_TEXHEIGHT		= 8;
const unsigned int PVRTC4_MIN_TEXWIDTH		= 8;
const unsigned int PVRTC4_MIN_TEXHEIGHT		= 8;
const unsigned int ETC_MIN_TEXWIDTH			= 4;
const unsigned int ETC_MIN_TEXHEIGHT		= 4;
const unsigned int DXT_MIN_TEXWIDTH			= 4;
const unsigned int DXT_MIN_TEXHEIGHT		= 4;

/*
	GL_IMG_texture_compression_pvrtc
*/
/* Tokens */
#define GL_COMPRESSED_RGB_PVRTC_4BPPV1_IMG			0x8C00
#define GL_COMPRESSED_RGB_PVRTC_2BPPV1_IMG			0x8C01
#define GL_COMPRESSED_RGBA_PVRTC_4BPPV1_IMG			0x8C02
#define GL_COMPRESSED_RGBA_PVRTC_2BPPV1_IMG			0x8C03

	enum PixelType
	{
		MGLPT_ARGB_4444 = 0x00,
		MGLPT_ARGB_1555,
		MGLPT_RGB_565,
		MGLPT_RGB_555,
		MGLPT_RGB_888,
		MGLPT_ARGB_8888,
		MGLPT_ARGB_8332,
		MGLPT_I_8,
		MGLPT_AI_88,
		MGLPT_1_BPP,
		MGLPT_VY1UY0,
		MGLPT_Y1VY0U,
		MGLPT_PVRTC2,
		MGLPT_PVRTC4,
		MGLPT_PVRTC2_2,
		MGLPT_PVRTC2_4,

		OGL_RGBA_4444= 0x10,
		OGL_RGBA_5551,
		OGL_RGBA_8888,
		OGL_RGB_565,
		OGL_RGB_555,
		OGL_RGB_888,
		OGL_I_8,
		OGL_AI_88,
		OGL_PVRTC2,
		OGL_PVRTC4,

		// OGL_BGRA_8888 extension
		OGL_BGRA_8888,

		// max cap for iterating
		END_OF_PIXEL_TYPES,

		MGLPT_NOTYPE = 0xff

	};



class PVRHeader
{
public:
	PVRHeader();
	~PVRHeader();
	FILE* LoadHeader(const string& fileName);
	int m_headerSize;			/*!< size of the structure */
	int m_height;				/*!< height of surface to be created */
	int m_width;				/*!< width of input surface */
	int m_mipMapCount;			/*!< number of mip-map levels requested */
	int m_pfFlags;				/*!< pixel format flags */
	int m_textureDataSize;		/*!< Total size in bytes */
	int m_bitCount;			/*!< number of bits per pixel  */
	int m_rBitMask;			/*!< mask for red bit */
	int m_gBitMask;			/*!< mask for green bits */
	int m_bBitMask;			/*!< mask for blue bits */
	int m_alphaBitMask;		/*!< mask for alpha channel */
	int m_pvr;					/*!< magic number identifying pvr file */
	int m_numSurfs;			/*!< the number of surfaces present in the pvr */
};





#endif // _PVRHEADER_H_INCLUDED_

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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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