#include "cTextureImage.h"

bool cTextureImage::loadTGA(char *filename, bool envMap)						// Loads A TGA File Into Memory
{    
        envMap_ = envMap;
        
	GLubyte		TGAheader[12]={0,0,2,0,0,0,0,0,0,0,0,0};			// Uncompressed TGA Header
	GLubyte		TGAcompare[12];							// Used To Compare TGA Header
	GLubyte		header[6];							// First 6 Useful Bytes From The Header
	GLuint		bytesPerPixel;							// Holds Number Of Bytes Per Pixel Used In The TGA File
	GLuint		imageSize;							// Used To Store The Image Size When Setting Aside Ram
	GLuint		temp;								// Temporary Variable
	GLuint		type=GL_RGBA;							// Set The Default GL Mode To RBGA (32 BPP)
	FILE *file = fopen(filename, "rb");						// Open The TGA File

	if(	file==NULL ||								// Does File Even Exist?
		fread(TGAcompare,1,sizeof(TGAcompare),file)!=sizeof(TGAcompare) ||	// Are There 12 Bytes To Read?
		memcmp(TGAheader,TGAcompare,sizeof(TGAheader))!=0		||	// Does The Header Match What We Want?
		fread(header,1,sizeof(header),file)!=sizeof(header))			// If So Read Next 6 Header Bytes
	{
		fclose(file);								// If Anything Failed, Close The File
		return false;								// Return False
	}

	width  = header[1] * 256 + header[0];						// Determine The TGA Width	(highbyte*256+lowbyte)
	 height = header[3] * 256 + header[2];						// Determine The TGA Height	(highbyte*256+lowbyte)
    
 	if(	width	<=0	||							// Is The Width Less Than Or Equal To Zero
		height	<=0	||							// Is The Height Less Than Or Equal To Zero
		(header[4]!=24 && header[4]!=32))					// Is The TGA 24 or 32 Bit?
	{
		fclose(file);								// If Anything Failed, Close The File
		return false;								// Return False
	}

	bpp	= header[4];								// Grab The TGA's Bits Per Pixel (24 or 32)
	bytesPerPixel	= bpp/8;							// Divide By 8 To Get The Bytes Per Pixel
	imageSize		= width*height*bytesPerPixel;				// Calculate The Memory Required For The TGA Data

	imageData=(GLubyte *)malloc(imageSize);				// Reserve Memory To Hold The TGA Data

	if(	imageData==NULL ||							// Does The Storage Memory Exist?
		fread(imageData, 1, imageSize, file)!=imageSize)			// Does The Image Size Match The Memory Reserved?
	{
		if(imageData!=NULL)							// Was Image Data Loaded
			free(imageData);						// If So, Release The Image Data

		fclose(file);								// Close The File
		return false;								// Return False
	}

	for(GLuint i=0; i<int(imageSize); i+=bytesPerPixel)				// Loop Through The Image Data
	{										// Swaps The 1st And 3rd Bytes ('R'ed and 'B'lue)
		temp=imageData[i];							// Temporarily Store The Value At Image Data 'i'
		imageData[i] = imageData[i + 2];				// Set The 1st Byte To The Value Of The 3rd Byte
		imageData[i + 2] = temp;						// Set The 3rd Byte To The Value In 'temp' (1st Byte Value)
	}

	fclose (file);									// Close The File

	// Build A Texture From The Data
	glGenTextures(1, &texID);							// Generate OpenGL texture IDs

	glBindTexture(GL_TEXTURE_2D, texID);						// Bind Our Texture
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);		// Linear Filtered
	glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);		// Linear Filtered
	
	if (bpp==24)								// Was The TGA 24 Bits
	{
		type=GL_RGB;								// If So Set The 'type' To GL_RGB
	}

	glTexImage2D(GL_TEXTURE_2D, 0, type, width, height, 0, type, GL_UNSIGNED_BYTE, imageData);
        
        if(envMap_)
        {
            glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
            glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
        }
	return true;									// Texture Building Went Ok, Return True
}

cTextureImage::~cTextureImage() { free(imageData); }

void cTextureImage::bindGLTexture() 
{
    if(envMap_)
    {
        //glTexGenf(GL_S, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
        //glTexGenf(GL_T, GL_TEXTURE_GEN_MODE, GL_SPHERE_MAP);
        glEnable(GL_TEXTURE_GEN_S);
        glEnable(GL_TEXTURE_GEN_T);    
    }
    
    glBindTexture(GL_TEXTURE_2D, texID); 
}

void cTextureImage::unbindGLTexture()
{
    if(envMap_)
    {
        glDisable(GL_TEXTURE_GEN_S);
        glDisable(GL_TEXTURE_GEN_T);  
    }
}