X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FTexture.cpp;h=150eee73b76a0fb00d9a1950d5f838def3a32292;hb=97989f58ab13c64fbe05e629d2b2a024a2c3cfa4;hp=ef20536da7b37f7268607d0a52ba0e44df69569e;hpb=801987203c1ae03f2d9592a92d933fdba73854c2;p=lugaru.git diff --git a/Source/Texture.cpp b/Source/Texture.cpp index ef20536..150eee7 100644 --- a/Source/Texture.cpp +++ b/Source/Texture.cpp @@ -1,14 +1,34 @@ +/* +Copyright (C) 2003, 2010 - Wolfire Games + +This file is part of Lugaru. + +Lugaru is free software; you can redistribute it and/or modify +it under the terms of the GNU General Public License as published by +the Free Software Foundation; either version 2 of the License, or +(at your option) any later version. + +Lugaru is distributed in the hope that it will be useful, +but WITHOUT ANY WARRANTY; without even the implied warranty of +MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the +GNU General Public License for more details. + +You should have received a copy of the GNU General Public License +along with Lugaru. If not, see . +*/ + #include "gamegl.h" #include "Texture.h" -#include "TGALoader.h" +#include "ImageIO.h" using namespace std; -extern TGAImageRec texture; +extern ImageRec texture; extern bool trilinear; -class TextureRes { +class TextureRes +{ private: static vector list; @@ -36,119 +56,126 @@ public: vector TextureRes::list; -void TextureRes::load(){ +void TextureRes::load() +{ //load image into 'texture' global var - if(!skindata){ - unsigned char filenamep[256]; - CopyCStringToPascal(ConvertFileName(filename.c_str()),filenamep); - upload_image(filenamep,hasAlpha); + if (!skindata) { + upload_image(ConvertFileName(filename.c_str())); } - - skinsize=texture.sizeX; - GLuint type=GL_RGBA; - if(texture.bpp==24) - type=GL_RGB; - - glPixelStorei(GL_UNPACK_ALIGNMENT,1); - - glDeleteTextures(1,&id); - glGenTextures(1,&id); - glTexEnvi(GL_TEXTURE_ENV,GL_TEXTURE_ENV_MODE,GL_MODULATE); - - glBindTexture(GL_TEXTURE_2D, id); - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); - if(hasMipmap){ - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,(trilinear?GL_LINEAR_MIPMAP_LINEAR:GL_LINEAR_MIPMAP_NEAREST)); - glTexParameteri(GL_TEXTURE_2D,GL_GENERATE_MIPMAP,GL_TRUE); - }else{ - glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); + + skinsize = texture.sizeX; + GLuint type = GL_RGBA; + if (texture.bpp == 24) + type = GL_RGB; + + glPixelStorei(GL_UNPACK_ALIGNMENT, 1); + + glDeleteTextures(1, &id); + glGenTextures(1, &id); + glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); + + glBindTexture(GL_TEXTURE_2D, id); + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); + if (hasMipmap) { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, (trilinear ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR_MIPMAP_NEAREST)); + glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE); + } else { + glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); } - - if(isSkin){ - if(skindata){ + + if (isSkin) { + if (skindata) { glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, skinsize, skinsize, 0, GL_RGB, GL_UNSIGNED_BYTE, skindata); - }else{ + } else { free(data); - const int nb=texture.sizeY*texture.sizeX*(texture.bpp/8); - data=(GLubyte*)malloc(nb*sizeof(GLubyte)); - datalen=0; - for(int i=0;i::iterator it=list.begin();it!=list.end();it++) - if(*it==this){ + glDeleteTextures(1, &id); + for (vector::iterator it = list.begin(); it != list.end(); it++) + if (*it == this) { list.erase(it); break; } } -void TextureRes::reloadAll(){ - for(vector::iterator it=list.begin();it!=list.end();it++){ - (*it)->id=0; +void TextureRes::reloadAll() +{ + for (vector::iterator it = list.begin(); it != list.end(); it++) { + (*it)->id = 0; (*it)->load(); } } - - -void Texture::load(const string& filename, bool hasMipmap, bool hasAlpha){ +void Texture::load(const string& filename, bool hasMipmap, bool hasAlpha) +{ destroy(); - tex=new TextureRes(filename,hasMipmap,hasAlpha); + tex = new TextureRes(filename, hasMipmap, hasAlpha); } -void Texture::load(const string& filename, bool hasMipmap, GLubyte* array, int* skinsizep){ +void Texture::load(const string& filename, bool hasMipmap, GLubyte* array, int* skinsizep) +{ destroy(); - tex=new TextureRes(filename,hasMipmap,array,skinsizep); + tex = new TextureRes(filename, hasMipmap, array, skinsizep); } -void Texture::destroy(){ - if(tex){ +void Texture::destroy() +{ + if (tex) { delete tex; - tex=NULL; + tex = NULL; } } -void Texture::bind(){ - if(tex) +void Texture::bind() +{ + if (tex) tex->bind(); else - glBindTexture(GL_TEXTURE_2D,0); + glBindTexture(GL_TEXTURE_2D, 0); } -void Texture::reloadAll(){ +void Texture::reloadAll() +{ TextureRes::reloadAll(); }