]> git.jsancho.org Git - lugaru.git/blobdiff - Source/GameInitDispose.cpp
Refactor of the texture system
[lugaru.git] / Source / GameInitDispose.cpp
index a0f164ad2bde461e6907cd4131e7d5aed820de6e..eb55bb39fb04c548dda355eba633d036fd4bf40c 100644 (file)
@@ -22,6 +22,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 #include "Game.h"
 #include "openal_wrapper.h"
 #include "Animation.h"
+#include "Texture.h"
 
 extern float screenwidth,screenheight;
 extern float viewdistance;
@@ -98,7 +99,6 @@ void LOG(const std::string &fmt, ...)
     // !!! FIXME: write me.
 }
 
-
 void Game::Dispose()
 {
        LOGFUNC;
@@ -135,124 +135,12 @@ void Game::Dispose()
 }
 
 
-void Game::LoadTexture(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha){
-    textures.push_back(TextureInfo(fileName,textureid,mipmap,hasalpha));
-    textures.back().load();
-}
-
-void Game::LoadTextureSave(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize){
-    textures.push_back(TextureInfo(fileName,textureid,mipmap,array,skinsize));
-    textures.back().load();
-}
-
-void Game::LoadTextureData(const char *fileName, GLuint *textureid,int mipmap, bool hasalpha)
-{
-       GLuint          type;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture...") + fileName);
-
-       // Fix filename so that is os appropreate
-       char * fixedFN = ConvertFileName(fileName);
-
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(fixedFN, fileNamep);
-       //Load Image
-       upload_image( fileNamep ,hasalpha);
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
-
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)
-                       glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-               
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, type, GL_UNSIGNED_BYTE, texture.data );
-       }
+void Game::LoadTexture(const string fileName, GLuint *textureid,int mipmap, bool hasalpha) {
+       *textureid = Texture::Load(fileName,mipmap,hasalpha);
 }
 
-void Game::LoadTextureSaveData(const char *fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize, bool reload)
-{
-       GLuint          type;
-       int i;
-       int bytesPerPixel;
-
-       LOGFUNC;
-
-       LOG(std::string("Loading texture (S)...") + fileName);
-
-       //Load Image
-       unsigned char fileNamep[256];
-       CopyCStringToPascal(ConvertFileName(fileName), fileNamep);
-       //Load Image
-       upload_image( fileNamep ,0);
-       //LoadTGA( fileName );
-
-//     std::string fname(fileName);
-//     std::transform(fname.begin(), fname.end(), tolower);
-//     TexIter it = textures.find(fname);
-
-       //Is it valid?
-       if(1==1)
-       //if(textures.end() == it)
-       {
-               bytesPerPixel=texture.bpp/8;
-
-               //Alpha channel?
-               if ( texture.bpp == 24 )
-                       type = GL_RGB;
-               else
-                       type = GL_RGBA;
-
-               glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
-
-               if(!*textureid)glGenTextures( 1, textureid );
-               glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
-
-               glBindTexture( GL_TEXTURE_2D, *textureid);
-               glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
-               if(trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
-               if(!trilinear)if(mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
-               if(!mipmap)glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
-
-               int tempnum=0;
-        if(!reload)
-            for(i=0;i<(int)(texture.sizeY*texture.sizeX*bytesPerPixel);i++)
-                if((i+1)%4||type==GL_RGB){
-                    array[tempnum]=texture.data[i];
-                    tempnum++;
-                }
-
-               *skinsize=texture.sizeX;
-
-               gluBuild2DMipmaps( GL_TEXTURE_2D, type, texture.sizeX, texture.sizeY, GL_RGB, GL_UNSIGNED_BYTE, array );
-
-//             textures.insert(std::make_pair(fname, *textureid));
-       }
-//     else
-//     {
-//             *textureid = it->second;
-//     }
+void Game::LoadTextureSave(const string fileName, GLuint *textureid,int mipmap,GLubyte *array, int *skinsize) {
+       *textureid = Texture::Load(fileName,mipmap,false,array,skinsize);
 }
 
 void Game::LoadSave(const char *fileName, GLuint *textureid,bool mipmap,GLubyte *array, int *skinsize)
@@ -776,9 +664,9 @@ void Game::InitGame()
 
        LOG("Initializing sound system...");
 
-    int output = -1;
-
     #if PLATFORM_LINUX
+    int output = -1;
+    
     extern bool cmdline(const char *cmd);
     unsigned char rc = 0;
     output = OPENAL_OUTPUT_ALSA;  // Try alsa first...
@@ -829,9 +717,12 @@ void Game::InitGame()
        LoadTexture(":Data:Textures:Newgame.png",&Mainmenuitems[1],0,0);
        LoadTexture(":Data:Textures:Options.png",&Mainmenuitems[2],0,0);
        LoadTexture(":Data:Textures:Quit.png",&Mainmenuitems[3],0,0);
-       LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0);
        LoadTexture(":Data:Textures:Eyelid.png",&Mainmenuitems[4],0,1);
+       LoadTexture(":Data:Textures:Resume.png",&Mainmenuitems[5],0,0);
+       LoadTexture(":Data:Textures:Endgame.png",&Mainmenuitems[6],0,0);
+       
        //LoadTexture(":Data:Textures:Eye.jpg",&Mainmenuitems[5],0,1);
+       //~ LoadTexture(":Data:Textures:World.png",&Mainmenuitems[7],0,0); // LoadCampaign will take care of that
        texdetail=temptexdetail;
 
        FadeLoadingScreen(95);
@@ -850,7 +741,7 @@ void Game::InitGame()
 }
 
 
-void Game::LoadScreenTexture(){
+void Game::LoadScreenTexture() {
     glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
 
     if(!screentexture)
@@ -881,8 +772,6 @@ void Game::LoadStuff()
 
        stillloading=1;
 
-       //texture.data = ( GLubyte* )malloc( 1024*1024*4 );
-
        for(i=0;i<maxplayers;i++)
        {
                if (glIsTexture(player[i].skeleton.drawmodel.textureptr))
@@ -892,11 +781,8 @@ void Game::LoadStuff()
                player[i].skeleton.drawmodel.textureptr=0;;
        }
 
-       //temptexdetail=texdetail;
-       //texdetail=1;
        i=abs(Random()%4);
        LoadTexture(":Data:Textures:fire.jpg",&loadscreentexture,1,0);
-       //texdetail=temptexdetail;
 
        temptexdetail=texdetail;
        texdetail=1;
@@ -911,8 +797,6 @@ void Game::LoadStuff()
 
        brightness=100;
 
-
-
        if(detail==2){
                texdetail=1;
        }
@@ -925,63 +809,48 @@ void Game::LoadStuff()
 
        realtexdetail=texdetail;
 
-       /*texdetail/=4;
-       if(texdetail<1)texdetail=1;
-       realtexdetail=texdetail*4;
-       */
        numplayers=1;
 
 
-
-       /*LoadTexture(":Data:Textures:snow.png",&terraintexture,1);
-
-       LoadTexture(":Data:Textures:rock.png",&terraintexture2,1);
-
-       LoadTexture(":Data:Textures:detail.png",&terraintexture3,1);
-       */
-
-
        LOG("Loading weapon data...");
 
-       LoadTexture(":Data:Textures:knife.png",&weapons.knifetextureptr,0,1);
-       LoadTexture(":Data:Textures:bloodknife.png",&weapons.bloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:lightbloodknife.png",&weapons.lightbloodknifetextureptr,0,1);
-       LoadTexture(":Data:Textures:sword.jpg",&weapons.swordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordblood.jpg",&weapons.bloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&weapons.lightbloodswordtextureptr,1,0);
-       LoadTexture(":Data:Textures:Staff.jpg",&weapons.stafftextureptr,1,0);
-
-       weapons.throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
-       weapons.throwingknifemodel.Scale(.001,.001,.001);
-       //weapons.throwingknifemodel.Rotate(0,0,-90);
-       weapons.throwingknifemodel.Rotate(90,0,0);
-       weapons.throwingknifemodel.Rotate(0,90,0);
-       weapons.throwingknifemodel.flat=0;
-       weapons.throwingknifemodel.CalculateNormals(1);
-       //weapons.throwingknifemodel.ScaleNormals(-1,-1,-1);
-
-       weapons.swordmodel.load((char *)":Data:Models:sword.solid",1);
-       weapons.swordmodel.Scale(.001,.001,.001);
-       //weapons.swordmodel.Rotate(0,0,-90);
-       weapons.swordmodel.Rotate(90,0,0);
-       weapons.swordmodel.Rotate(0,90,0);
-       weapons.swordmodel.Rotate(0,0,90);
-       weapons.swordmodel.flat=1;
-       weapons.swordmodel.CalculateNormals(1);
-       //weapons.swordmodel.ScaleNormals(-1,-1,-1);
-
-       weapons.staffmodel.load((char *)":Data:Models:staff.solid",1);
-       weapons.staffmodel.Scale(.005,.005,.005);
-       //weapons.staffmodel.Rotate(0,0,-90);
-       weapons.staffmodel.Rotate(90,0,0);
-       weapons.staffmodel.Rotate(0,90,0);
-       weapons.staffmodel.Rotate(0,0,90);
-       weapons.staffmodel.flat=1;
-       weapons.staffmodel.CalculateNormals(1);
-       //weapons.staffmodel.ScaleNormals(-1,-1,-1);
-
-       //temptexdetail=texdetail;
-       //if(texdetail>4)texdetail=4;
+       LoadTexture(":Data:Textures:knife.png",&Weapon::knifetextureptr,0,1);
+       LoadTexture(":Data:Textures:bloodknife.png",&Weapon::bloodknifetextureptr,0,1);
+       LoadTexture(":Data:Textures:lightbloodknife.png",&Weapon::lightbloodknifetextureptr,0,1);
+       LoadTexture(":Data:Textures:sword.jpg",&Weapon::swordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Swordblood.jpg",&Weapon::bloodswordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Swordbloodlight.jpg",&Weapon::lightbloodswordtextureptr,1,0);
+       LoadTexture(":Data:Textures:Staff.jpg",&Weapon::stafftextureptr,1,0);
+
+       Weapon::throwingknifemodel.load((char *)":Data:Models:throwingknife.solid",1);
+       Weapon::throwingknifemodel.Scale(.001,.001,.001);
+       //Weapon::throwingknifemodel.Rotate(0,0,-90);
+       Weapon::throwingknifemodel.Rotate(90,0,0);
+       Weapon::throwingknifemodel.Rotate(0,90,0);
+       Weapon::throwingknifemodel.flat=0;
+       Weapon::throwingknifemodel.CalculateNormals(1);
+       //Weapon::throwingknifemodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::swordmodel.load((char *)":Data:Models:sword.solid",1);
+       Weapon::swordmodel.Scale(.001,.001,.001);
+       //Weapon::swordmodel.Rotate(0,0,-90);
+       Weapon::swordmodel.Rotate(90,0,0);
+       Weapon::swordmodel.Rotate(0,90,0);
+       Weapon::swordmodel.Rotate(0,0,90);
+       Weapon::swordmodel.flat=1;
+       Weapon::swordmodel.CalculateNormals(1);
+       //Weapon::swordmodel.ScaleNormals(-1,-1,-1);
+
+       Weapon::staffmodel.load((char *)":Data:Models:staff.solid",1);
+       Weapon::staffmodel.Scale(.005,.005,.005);
+       //Weapon::staffmodel.Rotate(0,0,-90);
+       Weapon::staffmodel.Rotate(90,0,0);
+       Weapon::staffmodel.Rotate(0,90,0);
+       Weapon::staffmodel.Rotate(0,0,90);
+       Weapon::staffmodel.flat=1;
+       Weapon::staffmodel.CalculateNormals(1);
+       //Weapon::staffmodel.ScaleNormals(-1,-1,-1);
+
        LoadTexture(":Data:Textures:shadow.png",&terrain.shadowtexture,0,1);
 
        LoadTexture(":Data:Textures:blood.png",&terrain.bloodtexture,0,1);
@@ -995,30 +864,11 @@ void Game::LoadStuff()
 
        LoadTexture(":Data:Textures:bodyprint.png",&terrain.bodyprinttexture,0,1);
 
-       /*LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1);
-
-       LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1);
-
-       LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1);
-
-       LoadTexture(":Data:Textures:snowflake.png",&Sprite::snowflaketexture,1);
-
-       LoadTexture(":Data:Textures:flame.png",&Sprite::flametexture,1);
-
-       LoadTexture(":Data:Textures:smoke.png",&Sprite::smoketexture,1);
-       //texdetail=temptexdetail;
-       LoadTexture(":Data:Textures:shine.png",&Sprite::shinetexture,1);*/
-
-
-
        LoadTexture(":Data:Textures:hawk.png",&hawktexture,0,1);
 
        LoadTexture(":Data:Textures:logo.png",&logotexture,0,1);
 
 
-       //LoadTexture(":Data:Textures:box.jpg",&objects.boxtextureptr,1,0);
-
-
        LoadTexture(":Data:Textures:cloud.png",&Sprite::cloudtexture,1,1);
        LoadTexture(":Data:Textures:cloudimpact.png",&Sprite::cloudimpacttexture,1,1);
        LoadTexture(":Data:Textures:bloodparticle.png",&Sprite::bloodtexture,1,1);
@@ -1038,15 +888,10 @@ void Game::LoadStuff()
        viewer=0;
 
 
-
-
        if(detail)kTextureSize=1024;
        if(detail==1)kTextureSize=512;
        if(detail==0)kTextureSize=256;
-
-
-       //drawmode=motionblurmode;
-
+       
        //Set up distant light
        light.color[0]=.95;
        light.color[1]=.95;
@@ -1082,7 +927,6 @@ void Game::LoadStuff()
        hawkcoords.z=terrain.size/2*terrain.scale-5-7;
        hawkcoords.y=terrain.getHeight(hawkcoords.x,hawkcoords.z)+25;
 
-
        eye.load((char *)":Data:Models:eye.solid",1);
        eye.Scale(.03,.03,.03);
        eye.CalculateNormals(0);
@@ -1104,9 +948,6 @@ void Game::LoadStuff()
        mainmenu=0;
 
        firstload=0;
-       //if(targetlevel!=7)
-               Loadlevel(targetlevel);
-
 
        rabbitcoords=player[0].coords;
        rabbitcoords.y=terrain.getHeight(rabbitcoords.x,rabbitcoords.z);
@@ -1173,7 +1014,6 @@ void Game::LoadStuff()
 
        LoadingScreen();
 
-       //if(ismotionblur){
        if(!screentexture){
         LoadScreenTexture();
        }