*******************************************************************************/
-#include <cstdlib>
+#include <cstdio> // FILE
+#include <cstring> // strncmp
+#include <boost/algorithm/string.hpp>
#include <boost/bind.hpp>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-
-#include "Dispatcher.hh"
-#include "Mippleton.hh"
+#include "Dispatch.hh"
+#include "Error.hh"
+#include "Manager.hh"
+#include "Log.hh"
#include "OpenGL.hh"
+#include "Script.hh"
#include "Texture.hh"
+#include "Video.hh"
namespace Mf {
* which is worth having in memory. The image data itself is not worth keeping
* in memory if the texture has been loaded to GL, but the name of the resource
* is retained so that it can be reloaded if necessary. The implementation is a
- * mippleton so that multiple texture objects can share the same internal
- * objects and avoid having duplicate textures loaded to GL.
+ * manager so that multiple texture objects can share the same internal objects
+ * and avoid having duplicate textures loaded to GL.
*/
-class Texture::TextureImpl : public Mippleton<TextureImpl>
+class Texture::Impl : public Manager<Impl>
{
/**
void unloadFromGL()
{
- if (object_)
+ if (mObject)
{
- glDeleteTextures(1, &object_);
- object_ = 0;
+ if (mObject == gObject)
+ {
+ gObject = 0;
+ }
+
+ glDeleteTextures(1, &mObject);
+ mObject = 0;
}
}
/**
- * If the GL context was recreated, we probably need to reload the texture.
- * This may involve reading it from disk again, but hopefully the OS was
- * smart enough to cache it if the client has plenty of RAM.
+ * If the GL context was recreated, we need to reload the texture. This may
+ * involve reading it from disk again, but hopefully the OS was smart enough
+ * to cache it if the client has plenty of RAM.
*/
- void contextRecreated(const Notification& note)
+ void contextRecreated()
{
- unloadFromGL();
+ mObject = gObject = 0;
uploadToGL();
}
return value;
}
+
+ static void bindScriptConstants(Mf::Script& script)
+ {
+ script.push(GL_CLAMP); script.set("CLAMP");
+ script.push(GL_REPEAT); script.set("REPEAT");
+ script.push(GL_LINEAR); script.set("LINEAR");
+ script.push(GL_NEAREST); script.set("NEAREST");
+ script.push(GL_LINEAR_MIPMAP_LINEAR); script.set("LINEAR_MIPMAP_LINEAR");
+ script.push(GL_LINEAR_MIPMAP_NEAREST); script.set("LINEAR_MIPMAP_NEAREST");
+ script.push(GL_NEAREST_MIPMAP_LINEAR); script.set("NEAREST_MIPMAP_LINEAR");
+ script.push(GL_NEAREST_MIPMAP_NEAREST); script.set("NEAREST_MIPMAP_NEAREST");
+ }
+
public:
/**
* Construction is initialization.
*/
- explicit TextureImpl(const std::string& name) :
- Mippleton<TextureImpl>(name),
- width_(0),
- height_(0),
- mode_(0),
- minFilter_(GL_NEAREST),
- maxFilter_(GL_NEAREST),
- wrapU_(GL_CLAMP),
- wrapV_(GL_CLAMP),
- object_(0)
+ Impl() :
+ mMinFilter(GL_NEAREST),
+ mMagFilter(GL_NEAREST),
+ mWrapS(GL_CLAMP),
+ mWrapT(GL_CLAMP),
+ mTilesS(1),
+ mTilesT(1),
+ mObject(0)
{
- uploadToGL();
+ // make sure we have a video context
+ ASSERT(video && "cannot load textures without a current video context");
// we want to know when the GL context is recreated
- Dispatcher::instance().addHandler("video.context_recreated",
- boost::bind(&TextureImpl::contextRecreated, this, _1), this);
+ mDispatchHandler = core.addHandler("video.newcontext",
+ boost::bind(&Impl::contextRecreated, this));
}
- ~TextureImpl()
+ ~Impl()
{
unloadFromGL();
-
- Dispatcher::instance().removeHandler(this);
}
* method makes them ready.
*/
+ /*
static SDL_Surface* prepareImageForGL(SDL_Surface* surface)
{
int w = powerOfTwo(surface->w);
int h = powerOfTwo(surface->h);
+ // 2. OpenGL textures make more sense within the coordinate system when
+ // they are "upside down," so let's flip it.
+
+ flipSurface(surface);
+
// 1. OpenGL images must (generally) have dimensions of a power-of-two.
// If this one doesn't, we can at least be more friendly by expanding
// the dimensions so that they are, though there will be some empty
- // space within the range of normal texture coordinates. It's better of
+ // space within the range of normal texture coordinates. It's better if
// textures are the right size to begin with.
SDL_Surface* image = SDL_CreateRGBSurface
w, h,
32,
#if SDL_BYTEORDER == SDL_LIL_ENDIAN
- 0x000000FF,
- 0x0000FF00,
- 0x00FF0000,
+ 0x000000FF,
+ 0x0000FF00,
+ 0x00FF0000,
0xFF000000
#else
0xFF000000,
- 0x00FF0000,
- 0x0000FF00,
+ 0x00FF0000,
+ 0x0000FF00,
0x000000FF
#endif
);
SDL_SetAlpha(surface, savedFlags, savedAlpha);
}
- // 2. OpenGL textures make more sense within the coordinate system when
- // they are "upside down," so let's flip it.
-
- Uint8 line[image->pitch];
-
- Uint8 *pixels = static_cast<Uint8*>(image->pixels);
- Uint16 pitch = image->pitch;
- int ybegin = 0;
- int yend = image->h - 1;
-
- if (SDL_MUSTLOCK(image)) SDL_LockSurface(image);
- while (ybegin < yend)
- {
- memcpy(line, pixels + pitch * ybegin, pitch);
- memcpy(pixels + pitch * ybegin, pixels + pitch * yend, pitch);
- memcpy(pixels + pitch * yend, line, pitch);
- ybegin++;
- yend--;
- }
- if (SDL_MUSTLOCK(image)) SDL_UnlockSurface(image);
-
return image;
}
+ */
/**
* Use SDL_image to load images from file. A surface with the image data is
* @return Image data.
*/
- SDL_Surface* loadImageData()
+ void init(const std::string& name)
{
- SDL_Surface* surface;
-
- surface = IMG_Load(Texture::getPathToResource(getName()).c_str());
+ std::string path = Texture::getPath(name);
- if (!surface)
+ mImage = Image::alloc(path);
+ if (!mImage->isValid())
{
- throw Texture::Exception("loading failed");
+ logWarning << "texture not found: " << path << std::endl;
+ Error(Error::RESOURCE_NOT_FOUND, path).raise();
}
- SDL_Surface* temp = prepareImageForGL(surface);
- SDL_FreeSurface(surface);
+ mImage->flip();
- if (!temp)
- {
- throw Texture::Exception("image couldn't be prepared for GL");
- }
+ Mf::Script script;
- if (temp->format->BytesPerPixel == 3)
- {
- mode_ = GL_RGB;
- }
- else if (temp->format->BytesPerPixel == 4)
+ importLogFunctions(script);
+ bindScriptConstants(script);
+
+ if (script.doString(mImage->getComment()) != Mf::Script::SUCCESS)
{
- mode_ = GL_RGBA;
+ std::string str;
+ script[-1].get(str);
+ Mf::logWarning(str);
}
else
{
- SDL_FreeSurface(temp);
- throw Texture::Exception("image is not the required 24 or 32 bpp");
- }
+ Mf::logInfo << "loading tiles from texture " << path << std::endl;
+
+ Mf::Script::Slot globals = script.getGlobalTable();
+ Mf::Script::Slot top = script[-1];
+
+ globals.pushField("tiles_s");
+ top.get(mTilesS);
+
+ globals.pushField("tiles_t");
+ top.get(mTilesT);
+
+ globals.pushField("min_filter");
+ top.get(mMinFilter);
+
+ globals.pushField("mag_filter");
+ top.get(mMagFilter);
- width_ = temp->w;
- height_ = temp->h;
+ globals.pushField("wrap_s");
+ top.get(mWrapS);
- return temp;
+ globals.pushField("wrap_t");
+ top.get(mWrapT);
+ }
}
void uploadToGL()
{
- if (object_)
+ if (mObject)
{
- // Already loaded.
+ // already loaded
return;
}
- SDL_Surface* imageData = loadImageData();
-
- glGenTextures(1, &object_);
- glBindTexture(GL_TEXTURE_2D, object_);
+ glGenTextures(1, &mObject);
+ glBindTexture(GL_TEXTURE_2D, mObject);
glTexImage2D
+ //gluBuild2DMipmaps
(
GL_TEXTURE_2D,
0,
- mode_,
- imageData->w,
- imageData->h,
+ mImage->getMode(),
+ //3,
+ mImage->getWidth(),
+ mImage->getHeight(),
0,
- mode_,
+ mImage->getMode(),
GL_UNSIGNED_BYTE,
- imageData->pixels
+ mImage->getPixels()
);
setProperties();
-
- SDL_FreeSurface(imageData);
}
void setProperties()
{
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter_);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, maxFilter_);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, wrapU_);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, wrapV_);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mMinFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mMagFilter);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mWrapS);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mWrapT);
+ }
+
+ inline void setMinFilter(GLuint filter)
+ {
+ bind();
+ mMinFilter = filter;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, mMinFilter);
+ }
+
+ inline void setMagFilter(GLuint filter)
+ {
+ bind();
+ mMagFilter = filter;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mMagFilter);
+ }
+
+ inline void setWrapS(GLuint wrap)
+ {
+ bind();
+ mWrapS = wrap;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mWrapS);
+ }
+
+ inline void setWrapT(GLuint wrap)
+ {
+ bind();
+ mWrapT = wrap;
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mWrapT);
+ }
+
+
+ inline void bind()
+ {
+ if (mObject == 0)
+ {
+ uploadToGL();
+ }
+ if (mObject != gObject)
+ {
+ glBindTexture(GL_TEXTURE_2D, mObject);
+ gObject = mObject;
+ }
+ }
+
+
+ bool getTileCoords(Texture::TileIndex index, Scalar coords[8]) const
+ {
+ // make sure the index represents a real tile
+ if (index >= mTilesS * mTilesT) return false;
+
+ Scalar w = 1.0 / Scalar(mTilesS);
+ Scalar h = 1.0 / Scalar(mTilesT);
+
+ coords[0] = Scalar(index % mTilesS) * w;
+ coords[1] = (Scalar(mTilesT - 1) -
+ Scalar(index / mTilesS)) * h;
+ coords[2] = coords[0] + w;
+ coords[3] = coords[1];
+ coords[4] = coords[2];
+ coords[5] = coords[1] + h;
+ coords[6] = coords[0];
+ coords[7] = coords[5];
+
+ return true;
}
+ ImageP mImage;
- unsigned width_; ///< Horizontal dimension of the image.
- unsigned height_; ///< Vertical dimension.
+ GLuint mMinFilter; ///< Minification filter.
+ GLuint mMagFilter; ///< Magnification filter.
+ GLuint mWrapS; ///< Wrapping behavior horizontally.
+ GLuint mWrapT; ///< Wrapping behavior vertically.
+ unsigned mTilesS;
+ unsigned mTilesT;
- GLuint mode_; ///< Depth of the image, GL_RGB or GL_RGBA.
- GLuint minFilter_; ///< Filter.
- GLuint maxFilter_; ///< Filter.
- GLuint wrapU_; ///< Wrapping behavior horizontally.
- GLuint wrapV_; ///< Wrapping behavior vertically.
- GLuint object_; ///< GL texture handle.
+ GLuint mObject; ///< GL texture handle.
+ static GLuint gObject; ///< Global GL texture handle.
+
+ Dispatch::Handler mDispatchHandler;
};
+GLuint Texture::Impl::gObject = 0;
+
Texture::Texture(const std::string& name) :
+ Image(Texture::getPath(name)),
// pass through
- impl_(Texture::TextureImpl::retain(name), &Texture::TextureImpl::release)
-{}
+ mImpl(Texture::Impl::getInstance(name)) {}
/**
* Bind the GL texture for mapping, etc.
*/
-void Texture::bind()
+void Texture::bind() const
{
- glBindTexture(GL_TEXTURE_2D, getObject());
+ // pass through
+ mImpl->bind();
}
* Get the texture object, for the curious.
*/
-GLuint Texture::getObject()
+GLuint Texture::getObject() const
{
// pass through
- return impl_->object_;
+ return mImpl->mObject;
}
-unsigned Texture::getWidth()
+void Texture::resetBind()
{
- // pass through
- return impl_->width_;
+ glBindTexture(GL_TEXTURE_2D, 0);
+ Impl::gObject = 0;
}
-unsigned Texture::getHeight()
+
+void Texture::setMinFilter(GLuint filter)
{
// pass through
- return impl_->height_;
+ mImpl->setMinFilter(filter);
}
-
-void Texture::setMinFilter(GLuint filter)
+void Texture::setMagFilter(GLuint filter)
{
- impl_->minFilter_ = filter;
+ // pass through
+ mImpl->setMagFilter(filter);
}
-void Texture::setMaxFilter(GLuint filter)
+void Texture::setWrapS(GLuint wrap)
{
- impl_->maxFilter_ = filter;
+ // pass through
+ mImpl->setWrapS(wrap);
}
-void Texture::setWrapU(GLuint wrap)
+void Texture::setWrapT(GLuint wrap)
{
- impl_->wrapU_ = wrap;
+ // pass through
+ mImpl->setWrapT(wrap);
}
-void Texture::setWrapV(GLuint wrap)
+
+bool Texture::getTileCoords(TileIndex index, Scalar coords[8]) const
{
- impl_->wrapV_ = wrap;
+ // pass through
+ return mImpl->getTileCoords(index, coords);
}
-
-void Texture::applyChanges()
+bool Texture::getTileCoords(TileIndex index, Scalar coords[8],
+ Orientation orientation) const
{
- bind();
- impl_->setProperties();
+ if (getTileCoords(index, coords))
+ {
+ if (orientation & FLIP)
+ {
+ // this looks kinda weird, but it's just swapping in a way that
+ // doesn't require an intermediate variable
+ coords[1] = coords[5];
+ coords[5] = coords[3];
+ coords[3] = coords[7];
+ coords[7] = coords[5];
+ }
+ if (orientation & REVERSE)
+ {
+ coords[0] = coords[2];
+ coords[2] = coords[6];
+ coords[4] = coords[6];
+ coords[6] = coords[0];
+ }
+
+ return true;
+ }
+
+ return false;
}
-std::string Texture::getPathToResource(const std::string& name)
+std::string Texture::getPath(const std::string& name)
{
- // TODO since this is a generic library class, more than PNG should be
- // supported
- return Resource::getPathToResource("textures/" + name + ".png");
+ if (boost::find_last(name, ".png"))
+ {
+ return Resource::getPath(name);
+ }
+ else
+ {
+ std::string path("textures/");
+ path += name;
+ path += ".png";
+ return Resource::getPath(path);
+ }
}