-/*******************************************************************************
-
- Copyright (c) 2009, Charles McGarvey
- All rights reserved.
-
- Redistribution and use in source and binary forms, with or without
- modification, are permitted provided that the following conditions are met:
-
- * Redistributions of source code must retain the above copyright notice,
- this list of conditions and the following disclaimer.
- * Redistributions in binary form must reproduce the above copyright notice,
- this list of conditions and the following disclaimer in the documentation
- and/or other materials provided with the distribution.
-
- THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
- AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
- IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
- DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
- FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
- DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
- SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
- CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
- OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
- OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
-
-*******************************************************************************/
+/*] Copyright (c) 2009-2010, Charles McGarvey [**************************
+**] All rights reserved.
+*
+* vi:ts=4 sw=4 tw=75
+*
+* Distributable under the terms and conditions of the 2-clause BSD license;
+* see the file COPYING for a complete text of the license.
+*
+**************************************************************************/
#include <cstdio> // FILE
#include <cstring> // strncmp
+#include <boost/algorithm/string.hpp>
#include <boost/bind.hpp>
#include "Dispatch.hh"
-#include "Core.hh"
#include "Error.hh"
-#include "Image.hh"
-#include "Library.hh"
+#include "Manager.hh"
#include "Log.hh"
#include "OpenGL.hh"
+#include "Script.hh"
#include "Texture.hh"
#include "Video.hh"
/**
- * The texture implementation just contains all the information about the image
- * 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
- * library so that multiple texture objects can share the same internal objects
- * and avoid having duplicate textures loaded to GL.
+ * The texture implementation just contains all the information about the
+ * image 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 manager so that multiple texture
+ * objects can share the same internal objects and avoid having duplicate
+ * textures loaded to GL.
*/
-class Texture::Impl : public Library<Impl>
+class Texture::Impl : public Manager<Impl>
{
/**
}
/**
- * 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.
+ * 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()
}
/**
- * This is a helper method used by some of the texture loading code. It
- * returns the first power of two which is greater than the input value.
+ * This is a helper method used by some of the texture loading code.
+ * It returns the first power of two which is greater than the input
+ * value.
*/
static int powerOfTwo(int input)
return value;
}
+
+ static void bindScriptConstants(Script& script)
+ {
+ Script::Slot g = script.globals();
+
+ g.setField("CLAMP", GL_CLAMP);
+ g.setField("REPEAT", GL_REPEAT);
+ g.setField("LINEAR", GL_LINEAR);
+ g.setField("NEAREST", GL_NEAREST);
+ g.setField("LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR);
+ g.setField("LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST);
+ g.setField("NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR);
+ g.setField("NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST);
+ }
+
public:
/**
* Construction is initialization.
*/
- explicit Impl(const std::string& name) :
- Library<Impl>(name),
- //mContext(0),
- mImage(Texture::getPath(getName())),
- mWidth(0),
- mHeight(0),
- mMode(0),
+ Impl() :
mMinFilter(GL_NEAREST),
mMagFilter(GL_NEAREST),
mWrapS(GL_CLAMP),
mWrapT(GL_CLAMP),
+ mTilesS(1),
+ mTilesT(1),
mObject(0)
{
// make sure we have a video context
- //ASSERT(video && "cannot load textures without a current video context");
+ Video* video = Video::current();
+ ASSERT(video && "should have a video context set");
// we want to know when the GL context is recreated
- mDispatchHandler = core.addHandler("video.newcontext",
- boost::bind(&Impl::contextRecreated, this));
-
- loadFromFile();
+ Dispatch& dispatch = Dispatch::global();
+ mNewContextDispatch = dispatch.addTarget("video.newcontext",
+ boost::bind(&Impl::contextRecreated, this));
}
~Impl()
/**
- * Adapted from some public domain code. This stuff is common enough that
- * it really should be included in SDL_image... We need this because images
- * loaded with SDL_image aren't exactly GL-ready right out of the box. This
- * method makes them ready.
+ * Adapted from some public domain code. This stuff is common enough
+ * that it really should be included in SDL_image... We need this
+ * because images loaded with SDL_image aren't exactly GL-ready right
+ * out of the box. This method makes them ready.
*/
/*
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.
+ // 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 if
- // textures are the right size to begin with.
+ // 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 if textures are the right size
+ // to begin with.
SDL_Surface* image = SDL_CreateRGBSurface
(
*/
/**
- * Use SDL_image to load images from file. A surface with the image data is
- * returned.
+ * Use SDL_image to load images from file. A surface with the image
+ * data is returned.
* @return Image data.
*/
- void loadFromFile()
+ void init(const std::string& name)
{
- if (!mImage.isValid())
+ std::string path(name);
+
+ Texture::getPath(path);
+
+ mImage = Image::alloc(path);
+ if (!mImage->isValid())
{
- logWarning << "texture not found: " << getName() << std::endl;
- throw Error(Error::RESOURCE_NOT_FOUND, getName());
+ logWarning << "texture not found: " << path << std::endl;
+ Error(Error::RESOURCE_NOT_FOUND, path).raise();
}
- mImage.flip();
+ mImage->flip();
- mWidth = mImage.getWidth();
- mHeight = mImage.getHeight();
- mMode = mImage.getColorMode();
+ Script script;
+
+ importLogFunctions(script);
+ bindScriptConstants(script);
+
+ if (script.doString(mImage->getComment()) != Script::SUCCESS)
+ {
+ std::string str;
+ script[-1].get(str);
+ logWarning(str);
+ }
+ else
+ {
+ logInfo << "loading tiles from texture " << path
+ << std::endl;
+
+ Script::Slot globals = script.globals();
+ globals.get(mTilesS, "tiles_s");
+ globals.get(mTilesT, "tiles_t");
+ globals.get(mMinFilter, "min_filter");
+ globals.get(mMagFilter, "mag_filter");
+ globals.get(mWrapS, "wrap_s");
+ globals.get(mWrapT, "wrap_t");
+ }
}
return;
}
- //if (!mContext) loadFromFile();
-
glGenTextures(1, &mObject);
glBindTexture(GL_TEXTURE_2D, mObject);
(
GL_TEXTURE_2D,
0,
- mMode,
+ mImage->getMode(),
//3,
- mWidth,
- mHeight,
+ mImage->getWidth(),
+ mImage->getHeight(),
0,
- mMode,
+ mImage->getMode(),
GL_UNSIGNED_BYTE,
- mImage.getPixels()
+ mImage->getPixels()
);
setProperties();
-
- //SDL_FreeSurface(mContext);
- //mContext = 0;
}
/**
- * Sets some texture properties such as the filters and external coordinate
- * behavior.
+ * Sets some texture properties such as the filters and external
+ * coordinate behavior.
*/
void setProperties()
}
- Image mImage;
- unsigned mWidth; ///< Horizontal dimension of the image.
- unsigned mHeight; ///< Vertical dimension.
+ 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;
- GLuint mMode; ///< GL_RGB or GL_RGBA.
- GLuint mMinFilter; ///< Minifcation filter.
- GLuint mMagFilter; ///< Magnification filter.
- GLuint mWrapS; ///< Wrapping behavior horizontally.
- GLuint mWrapT; ///< Wrapping behavior vertically.
+ GLuint mMinFilter; ///< Minification filter.
+ GLuint mMagFilter; ///< Magnification filter.
+ GLuint mWrapS; ///< Wrapping behavior horizontally.
+ GLuint mWrapT; ///< Wrapping behavior vertically.
+ unsigned mTilesS;
+ unsigned mTilesT;
- GLuint mObject; ///< GL texture handle.
- static GLuint gObject; ///< Global GL texture handle.
+ GLuint mObject; ///< GL texture handle.
+ static GLuint gObject; ///< Global GL texture handle.
- Dispatch::Handler mDispatchHandler;
+ Dispatch::Handle mNewContextDispatch;
};
GLuint Texture::Impl::gObject = 0;
-Texture::Texture(const std::string& name) :
+Texture::Texture(const std::string& name) : // TODO hmm..
+ Image(name),
// pass through
mImpl(Texture::Impl::getInstance(name)) {}
}
-unsigned Texture::getWidth() const
-{
- // pass through
- return mImpl->mWidth;
-}
-
-unsigned Texture::getHeight() const
-{
- // pass through
- return mImpl->mHeight;
-}
-
-
void Texture::setMinFilter(GLuint filter)
{
// pass through
}
-std::string Texture::getPath(const std::string& name)
+bool Texture::getTileCoords(TileIndex index, Scalar coords[8]) const
{
- std::string path = Resource::getPath("textures/" + name + ".png");
- return path;
+ // pass through
+ return mImpl->getTileCoords(index, coords);
}
+bool Texture::getTileCoords(TileIndex index, Scalar coords[8],
+ Orientation orientation) const
+{
+ 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;
+}
-} // namespace Mf
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
+bool Texture::getPath(std::string& name)
+{
+ return Resource::getPath(name, "textures/", "png");
+}
+
+
+} // namespace Mf