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