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tango2009

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Opengl tga texture

I am trying to load a tga texture in opengl. I have an example that I am using but the problem I have with it is that it fails to load the file. I have added the tga file in the resource files folder and the code is below. When I say fail to load I mean it outputs it to the screen using this code

cout << "Error opening file" << endl;

not that there is a code error.
#include <iostream>
#include <fstream>
#include <stdio.h>
#include <windows.h>	   // Standard header for MS Windows applications
#include <GL/gl.h>		   // Open Graphics Library (OpenGL) header
#include <GL/glut.h>	   // The GL Utility Toolkit (GLUT) Header
 
#define KEY_ESCAPE 27
#define g_rotation_speed 0.2
float g_rotation;
 
 
using namespace std;
 
/************************************************************************************
 *  TGA CLASS
 ************************************************************************************/
class TGA
{
  public:
 
	bool Load(const char *filename);
	void Release();
	void Draw();
 
  private:
	char *imageData;
 
 
	struct tga_header
	{
		unsigned char idLength;
		unsigned char colorMapType;
		unsigned char imageTypeCode;
		unsigned char colorMapSpec[5];
		unsigned short xOrigin;
		unsigned short yOrigin;	
		unsigned short width;
		unsigned short height;
		unsigned char bpp;
		unsigned char imageDesc;
	};
	tga_header tgaheader;
};
 
 
void TGA::Draw()
{
	glPixelStorei (GL_UNPACK_ROW_LENGTH, this->tgaheader.width);
 
	if (this->tgaheader.bpp == 32)
	{
		glPixelStorei(GL_UNPACK_ALIGNMENT, 2); 
		glDrawPixels(this->tgaheader.width, this->tgaheader.height, GL_RGBA, GL_UNSIGNED_BYTE, this->imageData);
	}
	if (this->tgaheader.bpp == 24)
	{
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1); 
		glDrawPixels(this->tgaheader.width, this->tgaheader.height, GL_RGB, GL_UNSIGNED_BYTE, this->imageData);
	}
}
 
void TGA::Release()
{
	free(imageData);		// Free image data from memory
}
 
bool TGA::Load(const char* filename)
{
	fstream filestr;
 
	filestr.open (filename, ios::in | ios::binary);								// Open file
	if (filestr.is_open())														// Do the following actions, if file is opened
	{
		// read TGA header
		filestr.read((char*) &tgaheader , sizeof(struct tga_header));			// Read tga header. For more information: see tga.h and link above
		printf("image type: %i \n", tgaheader.imageTypeCode);	
 
		// read pixel data
		int imageSize = tgaheader.width * tgaheader.height * tgaheader.bpp;		// Calculate image size
 
		this->imageData = (char*) malloc(imageSize);							// Reserve space in the memory to store our image data
		filestr.read((char*) this->imageData, imageSize);						// Read image data from file, into the reserved memory place
 
 
		/*
		 * TGA is stored in BGR (Blue-Green-Red) format,
		 * we need to convert this to Red-Green-Blue (RGB).
		 * The following section does BGR to RGB conversion
		 */
 
		if (tgaheader.bpp == 24)
		{
			for (int i = 0; i < imageSize; i+=3)
			{	
				char c = this->imageData[i];
				this->imageData[i] = this->imageData[i+2];
				this->imageData[i+2] = c;
			}
		}
		else
		if (tgaheader.bpp == 32)
		{
			for (int i = 0; i < imageSize; i+=4)
			{	
				// 32 bits per pixel   =  4 byte per pixel			
				char c = this->imageData[i];
				this->imageData[i] = this->imageData[i+2];
				this->imageData[i+2] = c;
			}
		}
 
		filestr.close();
	}
	else
	{
		cout << "Error opening file" << endl;
		return -1;
	}
 
	return 0;
}
 
 
/************************************************************************************
 *  Rest of code
 ************************************************************************************/
 
 
typedef struct {
    int width;
	int height;
	char* title;
 
	float field_of_view_angle;
	float z_near;
	float z_far;
} glutWindow;
glutWindow win;
 
 
TGA g_image;
 
void display() 
{
	glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);		// Clear Screen and Depth Buffer
	glLoadIdentity();
	gluLookAt( 4,2,0, 0,0,0, 0,1,0);					    // Define a viewing transformation
	g_image.Draw();											// Draw image to the screen
	glutSwapBuffers();
}
 
 
void initialize () 
{
    glMatrixMode(GL_PROJECTION);												// select projection matrix
    glViewport(0, 0, win.width, win.height);									// set the viewport
    glMatrixMode(GL_PROJECTION);												// set matrix mode
    glLoadIdentity();															// reset projection matrix
    GLfloat aspect = (GLfloat) win.width / win.height;
	gluPerspective(win.field_of_view_angle, aspect, win.z_near, win.z_far);		// set up a perspective projection matrix
    glMatrixMode(GL_MODELVIEW);													// specify which matrix is the current matrix
    glShadeModel( GL_SMOOTH );
    glClearDepth( 1.0f );														// specify the clear value for the depth buffer
    glEnable( GL_DEPTH_TEST );
    glDepthFunc( GL_LEQUAL );
    glHint( GL_PERSPECTIVE_CORRECTION_HINT, GL_NICEST );						// specify implementation-specific hints
 
	GLfloat amb_light[] = { 0.1, 0.1, 0.1, 1.0 };
    GLfloat diffuse[] = { 0.6, 0.6, 0.6, 1 };
    GLfloat specular[] = { 0.7, 0.7, 0.3, 1 };
    glLightModelfv( GL_LIGHT_MODEL_AMBIENT, amb_light );
    glLightfv( GL_LIGHT0, GL_DIFFUSE, diffuse );
    glLightfv( GL_LIGHT0, GL_SPECULAR, specular );
    glEnable( GL_LIGHT0 );
    glEnable( GL_COLOR_MATERIAL );
    glShadeModel( GL_SMOOTH );
    glLightModeli( GL_LIGHT_MODEL_TWO_SIDE, GL_FALSE );
    glDepthFunc( GL_LEQUAL );
    glEnable( GL_DEPTH_TEST );
    glEnable(GL_LIGHTING);
    glEnable(GL_LIGHT0); 
	glClearColor(0.0, 0.0, 0.0, 1.0);
 
}
 
 
void keyboard ( unsigned char key, int mousePositionX, int mousePositionY )		
{ 
  switch ( key ) 
  {
    case KEY_ESCAPE:        
      exit ( 0 );   
      break;      
 
    default:      
      break;
  }
}
 
int main(int argc, char **argv) 
{
	// set window values
	win.width = 640;
	win.height = 480;
	win.title = "OpenGL/GLUT TGA Loader";
	win.field_of_view_angle = 45;
	win.z_near = 1.0f;
	win.z_far = 500.0f;
 
	g_image.Load("Resource Files/image.tga");
 
	// initialize and run program
	glutInit(&argc, argv);                                      // GLUT initialization
	glutInitDisplayMode(GLUT_RGB | GLUT_DOUBLE | GLUT_DEPTH );  // Display Mode
	glutInitWindowSize(win.width,win.height);					// set window size
	glutCreateWindow(win.title);								// create Window
	glutDisplayFunc(display);									// register Display Function
	glutIdleFunc( display );									// register Idle Function
    glutKeyboardFunc( keyboard );								// register Keyboard Handler
	initialize();
	glutMainLoop();												// run GLUT mainloop
	return 0;
}

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Avatar of Jose Parrot
Jose Parrot
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Avatar of tango2009
tango2009

ASKER

I want to use this texture around a teapot that I have drawn, how do I get this texture to apply to the teapot.
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I have loaded the texture now. I have drawn a teapot using

glutSolidTeapot (0.80);

How do I map this texture to the teapot?
The image isn't applied as a texture, as per your code. It was simply loaded, as a pure 2D image.
On should enable texture, the same way you have enabled lightning. So, in this particular subject, your code lacks so enablement.

Let me suggest to take a look at the Silicon Graphics' code at http://www.opengl.org/resources/code/samples/redbook/texgen.c
which is applicable to your needs.

Jose