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forked from 0ad/0ad
0ad/source/graphics/TextureEntry.cpp

128 lines
3.6 KiB
C++

#include "precompiled.h"
#include <map>
#include "ogl.h"
#include "lib/res/graphics/ogl_tex.h"
#include "CLogger.h"
#include "TextureEntry.h"
#include "TextureManager.h"
#include "TerrainProperties.h"
#include "Texture.h"
#include "Renderer.h"
#define LOG_CATEGORY "graphics"
using namespace std;
map<Handle, CTextureEntry *> CTextureEntry::m_LoadedTextures;
/////////////////////////////////////////////////////////////////////////////////////
// CTextureEntry constructor
CTextureEntry::CTextureEntry(CTerrainPropertiesPtr props, CStr path):
m_pProperties(props),
m_Bitmap(NULL),
m_Handle(-1),
m_BaseColor(0),
m_BaseColorValid(false),
m_TexturePath(path)
{
if (m_pProperties)
m_Groups = m_pProperties->GetGroups();
GroupVector::iterator it=m_Groups.begin();
for (;it!=m_Groups.end();++it)
(*it)->AddTerrain(this);
long slashPos=m_TexturePath.ReverseFind("/");
long dotPos=m_TexturePath.ReverseFind(".");
if (slashPos == -1)
slashPos = 0;
else
slashPos++; // Skip the actual slash
if (dotPos == -1)
dotPos = (long)m_TexturePath.Length();
m_Tag = m_TexturePath.GetSubstring(slashPos, dotPos-slashPos);
}
/////////////////////////////////////////////////////////////////////////////////////
// CTextureEntry destructor
CTextureEntry::~CTextureEntry()
{
map<Handle,CTextureEntry *>::iterator it=m_LoadedTextures.find(m_Handle);
if (it != m_LoadedTextures.end())
m_LoadedTextures.erase(it);
if (m_Handle > 0)
ogl_tex_free(m_Handle);
for (GroupVector::iterator it=m_Groups.begin();it!=m_Groups.end();++it)
(*it)->RemoveTerrain(this);
}
/////////////////////////////////////////////////////////////////////////////////////
// LoadTexture: actually load the texture resource from file
void CTextureEntry::LoadTexture()
{
CTexture texture;
texture.SetName(m_TexturePath);
if (g_Renderer.LoadTexture(&texture,GL_REPEAT)) {
m_Handle=texture.GetHandle();
m_LoadedTextures[m_Handle] = this;
} else {
m_Handle=0;
}
}
////////////////////////////////////////////////////////////////////////////////////////////////////////////
// BuildBaseColor: calculate the root colour of the texture, used for coloring minimap, and store
// in m_BaseColor member
void CTextureEntry::BuildBaseColor()
{
if (m_pProperties && m_pProperties->HasBaseColor())
{
m_BaseColor=m_pProperties->GetBaseColor();
m_BaseColorValid=true;
return;
}
ogl_tex_bind(GetHandle());
// get root colour for coloring minimap by querying root level of the texture
// (this should decompress any compressed textures for us),
// then scaling it down to a 1x1 size
// - an alternative approach of just grabbing the top level of the mipmap tree fails
// (or gives an incorrect colour) in some cases:
// - suspect bug on Radeon cards when SGIS_generate_mipmap is used
// - any textures without mipmaps
// we'll just take the basic approach here.
//
// jw: this is horribly inefficient (taking 750ms for 10 texture types),
// but it is no longer called, since terrain XML files are supposed to
// include a minimap color attribute. therefore, leave it as-is.
int width,height;
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_WIDTH,&width);
glGetTexLevelParameteriv(GL_TEXTURE_2D,0,GL_TEXTURE_HEIGHT,&height);
unsigned char* buf=new unsigned char[width*height*4];
glGetTexImage(GL_TEXTURE_2D,0,GL_BGRA_EXT,GL_UNSIGNED_BYTE,buf);
gluScaleImage(GL_BGRA_EXT,width,height,GL_UNSIGNED_BYTE,buf,
1,1,GL_UNSIGNED_BYTE,&m_BaseColor);
delete[] buf;
m_BaseColorValid=true;
}
CTextureEntry *CTextureEntry::GetByHandle(Handle handle)
{
map<Handle, CTextureEntry *>::iterator it=m_LoadedTextures.find(handle);
if (it != m_LoadedTextures.end())
return it->second;
else
return NULL;
}