]> Dogcows Code - chaz/yoink/blobdiff - src/Moof/Texture.cc
renamed mippleton to library
[chaz/yoink] / src / Moof / Texture.cc
index 44a0b423719d6dfbb10c1be2ae98630a97c6e05c..78dc0c8148b478c092f0375ac46c3ecff2d7f707 100644 (file)
@@ -26,7 +26,7 @@
 
 *******************************************************************************/
 
-#include <cstdlib>
+#include <cstring>             // memcpy
 
 #include <boost/bind.hpp>
 
@@ -34,7 +34,8 @@
 #include <SDL/SDL_image.h>
 
 #include "Dispatcher.hh"
-#include "Mippleton.hh"
+#include "Library.hh"
+#include "Log.hh"
 #include "OpenGL.hh"
 #include "Texture.hh"
 
@@ -51,7 +52,7 @@ namespace Mf {
  * objects and avoid having duplicate textures loaded to GL.
  */
 
-class Texture::TextureImpl : public Mippleton<TextureImpl>
+class Texture::Impl : public Library<Impl>
 {
 
        /**
@@ -60,22 +61,27 @@ class Texture::TextureImpl : public Mippleton<TextureImpl>
 
        void unloadFromGL()
        {
-               if (object_)
+               if (mObject)
                {
-                       glDeleteTextures(1, &object_);
-                       object_ = 0;
+                       if (mObject == globalObject_)
+                       {
+                               globalObject_ = 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(const Notification* note)
        {
-               unloadFromGL();
+               mObject = globalObject_ = 0;
                uploadToGL();
        }
 
@@ -95,35 +101,64 @@ class Texture::TextureImpl : public Mippleton<TextureImpl>
                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:
 
        /**
         * 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)
+       explicit Impl(const std::string& name) :
+               Library<Impl>(name),
+               mContext(0),
+               mWidth(0),
+               mHeight(0),
+               mMode(0),
+               mMinFilter(GL_NEAREST),
+               mMagFilter(GL_NEAREST),
+               mWrapS(GL_CLAMP),
+               mWrapT(GL_CLAMP),
+               mObject(0)
        {
-               uploadToGL();
+               loadFromFile();
 
                // we want to know when the GL context is recreated
-               Dispatcher::instance().addHandler("video.context_recreated",
-                               boost::bind(&TextureImpl::contextRecreated, this, _1), this);
+               Dispatcher::getInstance().addHandler("video.context_recreated",
+                               boost::bind(&Impl::contextRecreated, this, _1), this);
        }
 
-       ~TextureImpl()
+       ~Impl()
        {
+               if (mContext)
+               {
+                       SDL_FreeSurface(mContext);
+               }
+
                unloadFromGL();
 
-               Dispatcher::instance().removeHandler(this);
+               Dispatcher::getInstance().removeHandler(this);
        }
 
 
@@ -139,10 +174,15 @@ public:
                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
@@ -151,14 +191,14 @@ public:
                        w, h,
                        32,
 #if SDL_BYTEORDER == SDL_LIL_ENDIAN
-                       0x000000FF, 
-                       0x0000FF00, 
-                       0x00FF0000, 
+                       0x000000FF,
+                       0x0000FF00,
+                       0x00FF0000,
                        0xFF000000
 #else
                        0xFF000000,
-                       0x00FF0000, 
-                       0x0000FF00, 
+                       0x00FF0000,
+                       0x0000FF00,
                        0x000000FF
 #endif
                );
@@ -187,27 +227,6 @@ public:
                        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;
        }
 
@@ -217,15 +236,16 @@ public:
         * @return Image data.
         */
 
-       SDL_Surface* loadImageData()
+       void loadFromFile()
        {
                SDL_Surface* surface;
 
-               surface = IMG_Load(Texture::getPathToResource(getName()).c_str());
+               surface = IMG_Load(Texture::getPath(getName()).c_str());
 
                if (!surface)
                {
-                       throw Texture::Exception("loading failed");
+                       logWarning("texture not found: %s", getName().c_str());
+                       throw Exception(Exception::FILE_NOT_FOUND);
                }
 
                SDL_Surface* temp = prepareImageForGL(surface);
@@ -233,27 +253,27 @@ public:
 
                if (!temp)
                {
-                       throw Texture::Exception("image couldn't be prepared for GL");
+                       throw Exception(Exception::OPENGL_ERROR);
                }
 
                if (temp->format->BytesPerPixel == 3)
                {
-                       mode_ = GL_RGB;
+                       mMode = GL_RGB;
                }
                else if (temp->format->BytesPerPixel == 4)
                {
-                       mode_ = GL_RGBA;
+                       mMode = GL_RGBA;
                }
                else
                {
                        SDL_FreeSurface(temp);
-                       throw Texture::Exception("image is not the required 24 or 32 bpp");
+                       throw Exception(Exception::BAD_IMAGE_FORMAT);
                }
 
-               width_ = temp->w;
-               height_ = temp->h;
+               mWidth = temp->w;
+               mHeight = temp->h;
 
-               return temp;
+               mContext = temp;
        }
 
 
@@ -264,33 +284,36 @@ public:
 
        void uploadToGL()
        {
-               if (object_)
+               if (mObject)
                {
-                       // Already loaded.
+                       // already loaded
                        return;
                }
 
-               SDL_Surface* imageData = loadImageData();
+               if (!mContext) loadFromFile();
 
-               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,
+                       mMode,
+                       //3,
+                       mContext->w,
+                       mContext->h,
                        0,
-                       mode_,
+                       mMode,
                        GL_UNSIGNED_BYTE,
-                       imageData->pixels
+                       mContext->pixels
                );
 
                setProperties();
 
-               SDL_FreeSurface(imageData);
+               SDL_FreeSurface(mContext);
+               mContext = 0;
        }
 
 
@@ -301,38 +324,85 @@ public:
 
        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 != globalObject_)
+               {
+                       glBindTexture(GL_TEXTURE_2D, mObject);
+                       globalObject_ = mObject;
+               }
+       }
 
-       unsigned        width_;                 ///< Horizontal dimension of the image.
-       unsigned        height_;                ///< Vertical dimension.
 
-       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.
+       SDL_Surface*    mContext;
+       unsigned                mWidth;                 ///< Horizontal dimension of the image.
+       unsigned                mHeight;                ///< Vertical dimension.
+
+       GLuint                  mMode;                  ///< Depth of the image, GL_RGB or GL_RGBA.
+       GLuint                  mMinFilter;             ///< Minifcation filter.
+       GLuint                  mMagFilter;             ///< Magnification filter.
+       GLuint                  mWrapS;                 ///< Wrapping behavior horizontally.
+       GLuint                  mWrapT;                 ///< Wrapping behavior vertically.
+
+       GLuint                  mObject;                ///< GL texture handle.
+       static GLuint   globalObject_;  ///< Global GL texture handle.
 };
 
+GLuint Texture::Impl::globalObject_ = 0;
+
 
 Texture::Texture(const std::string& 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();
 }
 
 
@@ -340,59 +410,62 @@ void Texture::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::globalObject_ = 0;
 }
 
-unsigned Texture::getHeight()
+
+unsigned Texture::getWidth() const
 {
        // pass through
-       return impl_->height_;
+       return mImpl->mWidth;
 }
 
-
-void Texture::setMinFilter(GLuint filter)
+unsigned Texture::getHeight() const
 {
-       impl_->minFilter_ = filter;
+       // pass through
+       return mImpl->mHeight;
 }
 
-void Texture::setMaxFilter(GLuint filter)
+
+void Texture::setMinFilter(GLuint filter)
 {
-       impl_->maxFilter_ = filter;
+       // pass through
+       mImpl->setMinFilter(filter);
 }
 
-void Texture::setWrapU(GLuint wrap)
+void Texture::setMagFilter(GLuint filter)
 {
-       impl_->wrapU_ = wrap;
+       // pass through
+       mImpl->setMagFilter(filter);
 }
 
-void Texture::setWrapV(GLuint wrap)
+void Texture::setWrapS(GLuint wrap)
 {
-       impl_->wrapV_ = wrap;
+       // pass through
+       mImpl->setWrapS(wrap);
 }
 
-
-void Texture::applyChanges()
+void Texture::setWrapT(GLuint wrap)
 {
-       bind();
-       impl_->setProperties();
+       // pass through
+       mImpl->setWrapT(wrap);
 }
 
 
-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");
+       std::string path = Resource::getPath("textures/" + name + ".png");
+       return path;
 }
 
 
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