*******************************************************************************/
-#include <cstring> // memcpy
+#include <cstdio> // FILE
+#include <cstring> // strncmp
#include <boost/bind.hpp>
-#include <SDL/SDL.h>
-#include <SDL/SDL_image.h>
-
#include "Dispatch.hh"
#include "Engine.hh"
-#include "Exception.hh"
+#include "Error.hh"
+#include "Image.hh"
#include "Library.hh"
#include "Log.hh"
#include "OpenGL.hh"
* 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.
+ * library 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>
return value;
}
-
- static void flipSurface(SDL_Surface* image)
- {
- unsigned char* pixels = (Uint8*)(image->pixels);
-
- unsigned pitch = image->pitch;
- unsigned char line[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);
- }
-
public:
/**
explicit Impl(const std::string& name) :
Library<Impl>(name),
- mContext(0),
+ //mContext(0),
+ mImage(Texture::getPath(getName())),
mWidth(0),
mHeight(0),
mMode(0),
mWrapT(GL_CLAMP),
mObject(0)
{
- // make sure the engine is initialized
- Engine& engine = Engine::getInstance();
+ // make sure we have a video
VideoP video = engine.getVideo();
ASSERT(video && "cannot load textures without a current video context");
~Impl()
{
- if (mContext)
- {
- SDL_FreeSurface(mContext);
- }
-
unloadFromGL();
}
* method makes them ready.
*/
+ /*
static SDL_Surface* prepareImageForGL(SDL_Surface* surface)
{
int w = powerOfTwo(surface->w);
return image;
}
+ */
/**
* Use SDL_image to load images from file. A surface with the image data is
void loadFromFile()
{
- SDL_Surface* surface;
-
- surface = IMG_Load(Texture::getPath(getName()).c_str());
-
- if (!surface)
+ if (!mImage.isValid())
{
logWarning << "texture not found: " << getName() << std::endl;
- throw Exception(ErrorCode::FILE_NOT_FOUND, getName());
- }
-
- SDL_Surface* temp = prepareImageForGL(surface);
- SDL_FreeSurface(surface);
-
- if (!temp)
- {
- throw Exception(ErrorCode::UNKNOWN_IMAGE_FORMAT, getName());
- }
-
- if (temp->format->BytesPerPixel == 3)
- {
- mMode = GL_RGB;
- }
- else if (temp->format->BytesPerPixel == 4)
- {
- mMode = GL_RGBA;
- }
- else
- {
- SDL_FreeSurface(temp);
- throw Exception(ErrorCode::UNKNOWN_IMAGE_FORMAT, getName());
+ throw Error(Error::RESOURCE_NOT_FOUND, getName());
}
- mWidth = temp->w;
- mHeight = temp->h;
+ mImage.flip();
- mContext = temp;
+ mWidth = mImage.getWidth();
+ mHeight = mImage.getHeight();
+ mMode = mImage.getColorMode();
}
return;
}
- if (!mContext) loadFromFile();
+ //if (!mContext) loadFromFile();
glGenTextures(1, &mObject);
glBindTexture(GL_TEXTURE_2D, mObject);
0,
mMode,
//3,
- mContext->w,
- mContext->h,
+ mWidth,
+ mHeight,
0,
mMode,
GL_UNSIGNED_BYTE,
- mContext->pixels
+ mImage.getPixels()
);
setProperties();
- SDL_FreeSurface(mContext);
- mContext = 0;
+ //SDL_FreeSurface(mContext);
+ //mContext = 0;
}
}
- SDL_Surface* mContext;
+ Image mImage;
unsigned mWidth; ///< Horizontal dimension of the image.
unsigned mHeight; ///< Vertical dimension.