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nvidia-texture-tools/src/nvtt/tools/ddsview.cpp

306 lines
7.3 KiB
C++

// Copyright NVIDIA Corporation 2007 -- Ignacio Castano <icastano@nvidia.com>
//
// Permission is hereby granted, free of charge, to any person
// obtaining a copy of this software and associated documentation
// files (the "Software"), to deal in the Software without
// restriction, including without limitation the rights to use,
// copy, modify, merge, publish, distribute, sublicense, and/or sell
// copies of the Software, and to permit persons to whom the
// Software is furnished to do so, subject to the following
// conditions:
//
// The above copyright notice and this permission notice shall be
// included in all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND,
// EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES
// OF MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND
// NONINFRINGEMENT. IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT
// HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER LIABILITY,
// WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR
// OTHER DEALINGS IN THE SOFTWARE.
#include <nvcore/StrLib.h>
#include <nvcore/StdStream.h>
#include <nvimage/Image.h>
#include <nvimage/DirectDrawSurface.h>
#define GLEW_STATIC
#include <GL/glew.h>
#if NV_OS_DARWIN
#include <GLUT/glut.h>
#else
#include <GL/glut.h>
#endif
#include "cmdline.h"
GLuint tex0, tex1;
float scale = 1.0f;
float target_scale = 1.0f;
float x = 0, y = 0;
float target_x = 0, target_y = 0;
int level = 0;
int max_level = 0;
int win_w, win_h;
int w, h;
bool keys[256];
void initOpengl()
{
glewInit();
if (!glewIsSupported(
"GL_VERSION_2_0 "
"GL_ARB_vertex_program "
"GL_ARB_fragment_program "
))
{
printf("Unable to load required extension\n");
exit(-1);
}
glEnable(GL_DEPTH_TEST);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f);
glEnable(GL_TEXTURE_2D);
glutReportErrors();
}
GLuint createTexture(nv::DirectDrawSurface & dds)
{
GLuint tex;
glGenTextures(1, &tex);
if (dds.isTexture2D()) {
glBindTexture(GL_TEXTURE_2D, tex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
const uint count = dds.mipmapCount();
max_level = count - 1;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, max_level);
for (uint i = 0; i < count; i++)
{
nv::Image img;
dds.mipmap(&img, 0, i); // face, mipmap
glTexImage2D(GL_TEXTURE_2D, i, GL_RGBA, img.width(), img.height(), 0, GL_BGRA, GL_UNSIGNED_BYTE, img.pixels());
}
}
else {
// Add support for cubemaps.
}
return tex;
}
void drawQuad()
{
//glColor3f(1, 0, 0);
glBegin(GL_QUADS);
glTexCoord2f(0.0, 0.0); glVertex2f(-w, h);
glTexCoord2f(1.0, 0.0); glVertex2f(w, h);
glTexCoord2f(1.0, 1.0); glVertex2f(w, -h);
glTexCoord2f(0.0, 1.0); glVertex2f(-w, -h);
glEnd();
}
void glutKeyboardCallback(unsigned char key, int x, int y)
{
keys[key] = true;
glutPostRedisplay();
}
void glutKeyboardUpCallback(unsigned char key, int x, int y)
{
keys[key] = false;
glutPostRedisplay();
}
void glutSpecialCallback(int key, int x, int y)
{
if (key >= 0 && key < 256) {
keys[key] = true;
}
glutPostRedisplay();
}
void glutSpecialUpCallback(int key, int x, int y)
{
if (key >= 0 && key < 256) {
keys[key] = false;
}
glutPostRedisplay();
}
void glutReshapeCallback(int w, int h)
{
win_w = w;
win_h = h;
glViewport(0, 0, w, h);
}
void processKeys()
{
// Process keys.
if (keys['q']) {
exit(0);
}
if (keys['='] || keys['+']) {
target_scale += target_scale / 16;
}
if (keys['-'] || keys['_']) {
target_scale -= target_scale / 16;
}
if (keys['r']) {
target_scale = 1.0;
target_x = target_y = 0.0;
}
if (keys[GLUT_KEY_RIGHT]) {
target_x -= 1 / scale;
if (target_x < -w) target_x = -w;
}
if (keys[GLUT_KEY_LEFT]) {
target_x += 1 / scale;
if (target_x > w) target_x = w;
}
if (keys[GLUT_KEY_DOWN]) {
target_y += 1 / scale;
if (target_y > h) target_y = h;
}
if (keys[GLUT_KEY_UP]) {
target_y -= 1 / scale;
if (target_y < -h) target_y = -h;
}
if (keys[GLUT_KEY_PAGE_DOWN]) {
if (level < max_level) level++;
}
if (keys[GLUT_KEY_PAGE_UP]) {
if (level > 0) level--;
}
// Update parameters.
/*if (scale < target_scale) {
scale *= 1.001; //
if (scale > target_scale) scale = target_scale;
}
else if (scale > target_scale) {
scale *= 0.999; //
if (scale < target_scale) scale = target_scale;
}*/
if (scale != target_scale) {
glutPostRedisplay();
}
}
void glutDisplayCallback(void)
{
processKeys();
// Draw texture.
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
glBindTexture(GL_TEXTURE_2D, tex0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, level);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity();
glScalef(target_scale/win_w, target_scale/win_h, 1);
glTranslatef(target_x, target_y, 0);
drawQuad();
glutSwapBuffers();
}
void glutIdleCallback(void)
{
//processKeys();
glutPostRedisplay();
}
// View options:
// - Display RGB
// - Display RGBA
// - Display Alpha
// - Zoom in/out
// - Wrap around or clamp
// - View mipmaps.
// - View cube faces.
// - View cube map.
int main(int argc, char *argv[])
{
MyAssertHandler assertHandler;
MyMessageHandler messageHandler;
if (argc != 2 && argc != 3)
{
printf("NVIDIA Texture Tools - Copyright NVIDIA Corporation 2007\n\n");
printf("usage: nvddsview file0 [file1]\n\n");
return 1;
}
// Load surface.
nv::DirectDrawSurface dds;
if (!dds.load(argv[1]) || !dds.isValid())
{
printf("The file '%s' is not a valid DDS file.\n", argv[1]);
return 1;
}
win_w = w = dds.width();
win_h = h = dds.height();
// @@ Clamp window size if texture larger than desktop?
glutInit(&argc, argv);
glutInitDisplayMode( GLUT_RGBA | GLUT_DOUBLE | GLUT_DEPTH );
glutInitWindowSize( win_w, win_h );
glutCreateWindow( "DDS View" );
glutReshapeFunc( glutReshapeCallback );
glutKeyboardFunc( glutKeyboardCallback );
glutKeyboardUpFunc( glutKeyboardUpCallback );
glutSpecialFunc( glutSpecialCallback );
glutSpecialUpFunc( glutSpecialUpCallback );
glutDisplayFunc( glutDisplayCallback );
glutIdleFunc( glutIdleCallback );
initOpengl();
tex0 = createTexture(dds);
// @@ Add IMGUI, fade in and out when mouse over.
glutMainLoop();
return 0;
}