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Texture Atlas Maker

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4.94/5 (16 votes)
1 Apr 2012BSD6 min read 142.1K   7K   55  
A utility to create texture atlases for 2D OpenGL games
#include "PreCompile.h"
#include "ImageTarga.h"
#include "TargaReader.h"

ImageTarga::ImageTarga()
{
}

ImageTarga::~ImageTarga()
{
}

void ImageTarga::Load(const string& fileName, bool transparent)
{
	m_name = fileName;
	TargaReader targaReader;
	targaReader.Load(fileName);
	if (targaReader.GetBitDepth() != 32 && targaReader.GetBitDepth() != 16
		&& targaReader.GetBitDepth() != 24) 
	{
		throw RacException("bit depth of tga file must be 32, 24, or 16");
	}
	const GLubyte* pTextureData = targaReader.GetRawData();
	m_width = targaReader.GetWidth();
	m_height = targaReader.GetHeight();

	glEnable(GL_TEXTURE_2D); 
	glGenTextures(1, &m_textureID);	
	glBindTexture(GL_TEXTURE_2D, m_textureID); 
	glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
					GL_NEAREST);
	if (targaReader.GetBitDepth() == 32)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height,
			0, GL_RGBA, GL_UNSIGNED_BYTE, pTextureData);
	}
	else if (targaReader.GetBitDepth() == 24)
	{
		glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height,
				0, GL_RGB, GL_UNSIGNED_BYTE, pTextureData);
	}
	else
	{
		if (transparent)
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, m_width, m_height,
				0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, pTextureData);
		else
			glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, m_width, m_height,
				0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, pTextureData);
	}
	int err = glGetError();
	if (err != GL_NO_ERROR)
	{
		throw RacException("Error in glTexImage2D: ", err);
	}
} 

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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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