X-Git-Url: https://git.dogcows.com/gitweb?p=chaz%2Fyoink;a=blobdiff_plain;f=src%2FMoof%2FTexture.cc;h=6769d8887644a1924d2fdc67974b1afa4df4083d;hp=44a0b423719d6dfbb10c1be2ae98630a97c6e05c;hb=a295f8def17036c8071b56e181364f99a377cae7;hpb=c2321281bf12a7efaedde930422c7ddbc92080d4 diff --git a/src/Moof/Texture.cc b/src/Moof/Texture.cc index 44a0b42..6769d88 100644 --- a/src/Moof/Texture.cc +++ b/src/Moof/Texture.cc @@ -26,15 +26,17 @@ *******************************************************************************/ -#include +#include // FILE +#include // strncmp #include -#include -#include - -#include "Dispatcher.hh" -#include "Mippleton.hh" +#include "Dispatch.hh" +#include "Engine.hh" +#include "Error.hh" +#include "Image.hh" +#include "Library.hh" +#include "Log.hh" #include "OpenGL.hh" #include "Texture.hh" @@ -47,11 +49,11 @@ namespace Mf { * 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::TextureImpl : public Mippleton +class Texture::Impl : public Library { /** @@ -60,22 +62,27 @@ class Texture::TextureImpl : public Mippleton void unloadFromGL() { - if (object_) + if (mObject) { - glDeleteTextures(1, &object_); - object_ = 0; + if (mObject == gObject) + { + gObject = 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() { - unloadFromGL(); + mObject = gObject = 0; uploadToGL(); } @@ -101,29 +108,33 @@ public: * Construction is initialization. */ - explicit TextureImpl(const std::string& name) : - Mippleton(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(name), + //mContext(0), + mImage(Texture::getPath(getName())), + mWidth(0), + mHeight(0), + mMode(0), + mMinFilter(GL_NEAREST), + mMagFilter(GL_NEAREST), + mWrapS(GL_CLAMP), + mWrapT(GL_CLAMP), + mObject(0) { - uploadToGL(); + // make sure we have a video + VideoP video = engine.getVideo(); + ASSERT(video && "cannot load textures without a current video context"); // we want to know when the GL context is recreated - Dispatcher::instance().addHandler("video.context_recreated", - boost::bind(&TextureImpl::contextRecreated, this, _1), this); + mDispatchHandler = engine.addHandler("video.newcontext", + boost::bind(&Impl::contextRecreated, this)); + + loadFromFile(); } - ~TextureImpl() + ~Impl() { unloadFromGL(); - - Dispatcher::instance().removeHandler(this); } @@ -134,15 +145,21 @@ public: * method makes them ready. */ + /* static SDL_Surface* prepareImageForGL(SDL_Surface* surface) { 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 +168,14 @@ 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 ); @@ -187,29 +204,9 @@ 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(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; } + */ /** * Use SDL_image to load images from file. A surface with the image data is @@ -217,43 +214,19 @@ public: * @return Image data. */ - SDL_Surface* loadImageData() + void loadFromFile() { - SDL_Surface* surface; - - surface = IMG_Load(Texture::getPathToResource(getName()).c_str()); - - if (!surface) + if (!mImage.isValid()) { - throw Texture::Exception("loading failed"); + logWarning << "texture not found: " << getName() << std::endl; + throw Error(Error::RESOURCE_NOT_FOUND, getName()); } - SDL_Surface* temp = prepareImageForGL(surface); - SDL_FreeSurface(surface); + mImage.flip(); - if (!temp) - { - throw Texture::Exception("image couldn't be prepared for GL"); - } - - if (temp->format->BytesPerPixel == 3) - { - mode_ = GL_RGB; - } - else if (temp->format->BytesPerPixel == 4) - { - mode_ = GL_RGBA; - } - else - { - SDL_FreeSurface(temp); - throw Texture::Exception("image is not the required 24 or 32 bpp"); - } - - width_ = temp->w; - height_ = temp->h; - - return temp; + mWidth = mImage.getWidth(); + mHeight = mImage.getHeight(); + mMode = mImage.getColorMode(); } @@ -264,33 +237,36 @@ 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, + mWidth, + mHeight, 0, - mode_, + mMode, GL_UNSIGNED_BYTE, - imageData->pixels + mImage.getPixels() ); setProperties(); - SDL_FreeSurface(imageData); + //SDL_FreeSurface(mContext); + //mContext = 0; } @@ -301,38 +277,87 @@ 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); + } - unsigned width_; ///< Horizontal dimension of the image. - unsigned height_; ///< Vertical dimension. + 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 != gObject) + { + glBindTexture(GL_TEXTURE_2D, mObject); + gObject = mObject; + } + } + + + Image mImage; + unsigned mWidth; ///< Horizontal dimension of the image. + unsigned mHeight; ///< 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. + 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 mObject; ///< GL texture handle. + static GLuint gObject; ///< Global GL texture handle. + + Dispatch::Handler mDispatchHandler; }; +GLuint Texture::Impl::gObject = 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 +365,62 @@ 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::gObject = 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; }