-/*******************************************************************************
-
- 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
/**
- * 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.
+ * 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 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)
}
- static void bindScriptConstants(Mf::Script& script)
+ static void bindScriptConstants(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");
+ 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:
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));
+ 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 init(const std::string& name)
{
- std::string path = Texture::getPath(name);
+ std::string path(name);
+
+ Texture::getPath(path);
mImage = Image::alloc(path);
if (!mImage->isValid())
mImage->flip();
- Mf::Script script;
+ Script script;
importLogFunctions(script);
bindScriptConstants(script);
- if (script.doString(mImage->getComment()) != Mf::Script::SUCCESS)
+ if (script.doString(mImage->getComment()) != Script::SUCCESS)
{
std::string str;
script[-1].get(str);
- Mf::logWarning(str);
+ logWarning(str);
}
else
{
- 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);
-
- globals.pushField("wrap_s");
- top.get(mWrapS);
-
- globals.pushField("wrap_t");
- top.get(mWrapT);
+ 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");
}
}
/**
- * 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()
Scalar h = 1.0 / Scalar(mTilesT);
coords[0] = Scalar(index % mTilesS) * w;
- coords[1] = (Scalar(mTilesT - 1) -
- Scalar(index / mTilesS)) * h;
+ coords[1] = (Scalar(mTilesT - 1) - Scalar(index / mTilesS)) * h;
coords[2] = coords[0] + w;
coords[3] = coords[1];
coords[4] = coords[2];
ImageP mImage;
- GLuint mMinFilter; ///< Minification 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) :
- Image(Texture::getPath(name)),
+Texture::Texture(const std::string& name) : // TODO hmm..
+ Image(name),
// pass through
mImpl(Texture::Impl::getInstance(name)) {}
}
-std::string Texture::getPath(const std::string& name)
+bool Texture::getPath(std::string& name)
{
- if (boost::find_last(name, ".png"))
- {
- return Resource::getPath(name);
- }
- else
- {
- std::string path("textures/");
- path += name;
- path += ".png";
- return Resource::getPath(path);
- }
+ return Resource::getPath(name, "textures/", "png");
}
} // namespace Mf
-/** vim: set ts=4 sw=4 tw=80: *************************************************/
-