X-Git-Url: https://git.jsancho.org/?a=blobdiff_plain;f=Source%2FTexture.cpp;h=65150bc6ca1e7dd1fe81db41933eb84ab6acece4;hb=5931bd1edf827e8645f89b5a4a16585cb25bc6e1;hp=5c8834d70be6e83ec69a6b6fa5b3bf5cf078293c;hpb=35b5d8a643d2ff04614a8b9f57026b57d4a82667;p=lugaru.git diff --git a/Source/Texture.cpp b/Source/Texture.cpp index 5c8834d..65150bc 100644 --- a/Source/Texture.cpp +++ b/Source/Texture.cpp @@ -1,3 +1,24 @@ +/* +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. + +This program 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 this program; if not, write to the Free Software +Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. +*/ + #include "gamegl.h" #include "Texture.h" #include "TGALoader.h" @@ -8,7 +29,8 @@ extern TGAImageRec texture; extern bool trilinear; -class TextureRes { +class TextureRes +{ private: static vector list; @@ -20,6 +42,7 @@ private: int skinsize; GLubyte* data; int datalen; + GLubyte* skindata; void load(); @@ -35,110 +58,130 @@ public: vector TextureRes::list; -void TextureRes::load(){ +void TextureRes::load() +{ //load image into 'texture' global var - unsigned char filenamep[256]; - CopyCStringToPascal(ConvertFileName(filename.c_str()),filenamep); - upload_image(filenamep,hasAlpha); - - 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 (!skindata) { + unsigned char filenamep[256]; + CopyCStringToPascal(ConvertFileName(filename.c_str()), filenamep); + upload_image(filenamep, hasAlpha); } - - if(isSkin){ - 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++) +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(); }