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Dogcows Code - chaz/yoink/blob - src/Moof/Texture.cc
2 /*******************************************************************************
4 Copyright (c) 2009, Charles McGarvey
7 Redistribution and use in source and binary forms, with or without
8 modification, are permitted provided that the following conditions are met:
10 * Redistributions of source code must retain the above copyright notice,
11 this list of conditions and the following disclaimer.
12 * Redistributions in binary form must reproduce the above copyright notice,
13 this list of conditions and the following disclaimer in the documentation
14 and/or other materials provided with the distribution.
16 THIS SOFTWARE IS PROVIDED BY THE COPYRIGHT HOLDERS AND CONTRIBUTORS "AS IS"
17 AND ANY EXPRESS OR IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE
18 IMPLIED WARRANTIES OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE
19 DISCLAIMED. IN NO EVENT SHALL THE COPYRIGHT HOLDER OR CONTRIBUTORS BE LIABLE
20 FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL
21 DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
22 SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER
23 CAUSED AND ON ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY,
24 OR TORT (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE
25 OF THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
27 *******************************************************************************/
29 #include <cstring> // memcpy
31 #include <boost/bind.hpp>
34 #include <SDL/SDL_image.h>
36 #include "Dispatcher.hh"
47 * The texture implementation just contains all the information about the image
48 * which is worth having in memory. The image data itself is not worth keeping
49 * in memory if the texture has been loaded to GL, but the name of the resource
50 * is retained so that it can be reloaded if necessary. The implementation is a
51 * mippleton so that multiple texture objects can share the same internal
52 * objects and avoid having duplicate textures loaded to GL.
55 class Texture::Impl
: public Library
<Impl
>
59 * Delete the texture (if it is loaded) from GL.
66 if (mObject
== globalObject_
)
71 glDeleteTextures(1, &mObject
);
77 * If the GL context was recreated, we need to reload the texture. This may
78 * involve reading it from disk again, but hopefully the OS was smart enough
79 * to cache it if the client has plenty of RAM.
82 void contextRecreated(const Notification
* note
)
84 mObject
= globalObject_
= 0;
89 * This is a helper method used by some of the texture loading code. It
90 * returns the first power of two which is greater than the input value.
93 static int powerOfTwo(int input
)
105 static void flipSurface(SDL_Surface
* image
)
107 unsigned char* pixels
= (Uint8
*)(image
->pixels
);
109 unsigned pitch
= image
->pitch
;
110 unsigned char line
[pitch
];
113 int yEnd
= image
->h
- 1;
115 if (SDL_MUSTLOCK(image
)) SDL_LockSurface(image
);
116 while (yBegin
< yEnd
)
118 memcpy(line
, pixels
+ pitch
* yBegin
, pitch
);
119 memcpy(pixels
+ pitch
* yBegin
, pixels
+ pitch
* yEnd
, pitch
);
120 memcpy(pixels
+ pitch
* yEnd
, line
, pitch
);
124 if (SDL_MUSTLOCK(image
)) SDL_UnlockSurface(image
);
130 * Construction is initialization.
133 explicit Impl(const std::string
& name
) :
139 mMinFilter(GL_NEAREST
),
140 mMagFilter(GL_NEAREST
),
147 // we want to know when the GL context is recreated
148 Dispatcher::getInstance().addHandler("video.context_recreated",
149 boost::bind(&Impl::contextRecreated
, this, _1
), this);
156 SDL_FreeSurface(mContext
);
161 Dispatcher::getInstance().removeHandler(this);
166 * Adapted from some public domain code. This stuff is common enough that
167 * it really should be included in SDL_image... We need this because images
168 * loaded with SDL_image aren't exactly GL-ready right out of the box. This
169 * method makes them ready.
172 static SDL_Surface
* prepareImageForGL(SDL_Surface
* surface
)
174 int w
= powerOfTwo(surface
->w
);
175 int h
= powerOfTwo(surface
->h
);
177 // 2. OpenGL textures make more sense within the coordinate system when
178 // they are "upside down," so let's flip it.
180 flipSurface(surface
);
182 // 1. OpenGL images must (generally) have dimensions of a power-of-two.
183 // If this one doesn't, we can at least be more friendly by expanding
184 // the dimensions so that they are, though there will be some empty
185 // space within the range of normal texture coordinates. It's better if
186 // textures are the right size to begin with.
188 SDL_Surface
* image
= SDL_CreateRGBSurface
193 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
211 Uint32 savedFlags
= surface
->flags
&(SDL_SRCALPHA
|SDL_RLEACCELOK
);
212 Uint8 savedAlpha
= surface
->format
->alpha
;
213 if (savedFlags
& SDL_SRCALPHA
)
215 SDL_SetAlpha(surface
, 0, 0);
218 SDL_Rect srcArea
, destArea
;
219 srcArea
.x
= 0; destArea
.x
= 0;
220 srcArea
.y
= 0; destArea
.y
= h
- surface
->h
;
221 srcArea
.w
= surface
->w
;
222 srcArea
.h
= surface
->h
;
223 SDL_BlitSurface(surface
, &srcArea
, image
, &destArea
);
225 if (savedFlags
& SDL_SRCALPHA
)
227 SDL_SetAlpha(surface
, savedFlags
, savedAlpha
);
234 * Use SDL_image to load images from file. A surface with the image data is
236 * @return Image data.
241 SDL_Surface
* surface
;
243 surface
= IMG_Load(Texture::getPath(getName()).c_str());
247 logWarning("texture not found: %s", getName().c_str());
248 throw Exception(Exception::FILE_NOT_FOUND
);
251 SDL_Surface
* temp
= prepareImageForGL(surface
);
252 SDL_FreeSurface(surface
);
256 throw Exception(Exception::OPENGL_ERROR
);
259 if (temp
->format
->BytesPerPixel
== 3)
263 else if (temp
->format
->BytesPerPixel
== 4)
269 SDL_FreeSurface(temp
);
270 throw Exception(Exception::BAD_IMAGE_FORMAT
);
281 * Upload the image to GL so that it will be accessible by a much more
282 * manageable handle and hopefully reside in video memory.
293 if (!mContext
) loadFromFile();
295 glGenTextures(1, &mObject
);
296 glBindTexture(GL_TEXTURE_2D
, mObject
);
315 SDL_FreeSurface(mContext
);
321 * Sets some texture properties such as the filters and external coordinate
327 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, mMinFilter
);
328 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, mMagFilter
);
329 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, mWrapS
);
330 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, mWrapT
);
333 inline void setMinFilter(GLuint filter
)
337 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MIN_FILTER
, mMinFilter
);
340 inline void setMagFilter(GLuint filter
)
344 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_MAG_FILTER
, mMagFilter
);
347 inline void setWrapS(GLuint wrap
)
351 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_S
, mWrapS
);
354 inline void setWrapT(GLuint wrap
)
358 glTexParameteri(GL_TEXTURE_2D
, GL_TEXTURE_WRAP_T
, mWrapT
);
368 if (mObject
!= globalObject_
)
370 glBindTexture(GL_TEXTURE_2D
, mObject
);
371 globalObject_
= mObject
;
376 SDL_Surface
* mContext
;
377 unsigned mWidth
; ///< Horizontal dimension of the image.
378 unsigned mHeight
; ///< Vertical dimension.
380 GLuint mMode
; ///< Depth of the image, GL_RGB or GL_RGBA.
381 GLuint mMinFilter
; ///< Minifcation filter.
382 GLuint mMagFilter
; ///< Magnification filter.
383 GLuint mWrapS
; ///< Wrapping behavior horizontally.
384 GLuint mWrapT
; ///< Wrapping behavior vertically.
386 GLuint mObject
; ///< GL texture handle.
387 static GLuint globalObject_
; ///< Global GL texture handle.
390 GLuint
Texture::Impl::globalObject_
= 0;
393 Texture::Texture(const std::string
& name
) :
395 mImpl(Texture::Impl::getInstance(name
)) {}
399 * Bind the GL texture for mapping, etc.
402 void Texture::bind() const
410 * Get the texture object, for the curious.
413 GLuint
Texture::getObject() const
416 return mImpl
->mObject
;
420 void Texture::resetBind()
422 glBindTexture(GL_TEXTURE_2D
, 0);
423 Impl::globalObject_
= 0;
427 unsigned Texture::getWidth() const
430 return mImpl
->mWidth
;
433 unsigned Texture::getHeight() const
436 return mImpl
->mHeight
;
440 void Texture::setMinFilter(GLuint filter
)
443 mImpl
->setMinFilter(filter
);
446 void Texture::setMagFilter(GLuint filter
)
449 mImpl
->setMagFilter(filter
);
452 void Texture::setWrapS(GLuint wrap
)
455 mImpl
->setWrapS(wrap
);
458 void Texture::setWrapT(GLuint wrap
)
461 mImpl
->setWrapT(wrap
);
465 std::string
Texture::getPath(const std::string
& name
)
467 std::string path
= Resource::getPath("textures/" + name
+ ".png");
474 /** vim: set ts=4 sw=4 tw=80: *************************************************/
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