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forked from 0ad/0ad
0ad/source/graphics/TextureManager.cpp
2004-06-02 14:27:54 +00:00

193 lines
4.8 KiB
C++
Executable File

#include "TextureManager.h"
#include "lib.h"
#include "ogl.h"
#include "res/tex.h"
#ifdef _WIN32
#include <io.h>
#endif
#include <algorithm>
const char* SupportedTextureFormats[] = { ".png", ".dds", ".tga", ".bmp" };
CTextureManager::CTextureManager()
{
m_TerrainTextures.reserve(32);
}
CTextureManager::~CTextureManager()
{
for (size_t i=0;i<m_TerrainTextures.size();i++) {
for (size_t j=0;j<m_TerrainTextures[i].m_Textures.size();j++) {
delete m_TerrainTextures[i].m_Textures[j];
}
}
}
void CTextureManager::AddTextureType(const char* name)
{
m_TerrainTextures.resize(m_TerrainTextures.size()+1);
STextureType& ttype=m_TerrainTextures.back();
ttype.m_Name=name;
ttype.m_Index=m_TerrainTextures.size()-1;
}
CTextureEntry* CTextureManager::FindTexture(const char* filename)
{
// check if file already loaded
for (uint k=0;k<m_TerrainTextures.size();k++) {
STextureType& ttype=m_TerrainTextures[k];
for (uint i=0;i<ttype.m_Textures.size();i++) {
if (strcmp((const char*) ttype.m_Textures[i]->m_Name,filename)==0) {
return ttype.m_Textures[i];
}
}
}
return 0;
}
CTextureEntry* CTextureManager::FindTexture(Handle handle)
{
for (uint k=0;k<m_TerrainTextures.size();k++) {
STextureType& ttype=m_TerrainTextures[k];
for (uint i=0;i<ttype.m_Textures.size();i++) {
if (handle==ttype.m_Textures[i]->m_Handle) {
return ttype.m_Textures[i];
}
}
}
return 0;
}
CTextureEntry* CTextureManager::AddTexture(const char* filename,int type)
{
assert((uint)type<m_TerrainTextures.size());
CStr pathname("art/textures/terrain/types/");
pathname+=m_TerrainTextures[type].m_Name;
pathname+='/';
pathname+=filename;
Handle h=tex_load((const char*) pathname);
if (h <= 0) {
LOG(ERROR, "CTextureManager::AddTexture(): texture %s failed loading\n", pathname.c_str());
return 0;
} else {
int tw;
int th;
tex_info(h, &tw, &th, NULL, NULL, NULL);
tw &= (tw-1);
th &= (th-1);
if (tw || th) {
return 0;
}
}
// create new texture entry
CTextureEntry* texentry=new CTextureEntry;
texentry->m_Name=filename;
texentry->m_Handle=h;
texentry->m_Type=type;
// upload texture for future GL use
tex_upload(h,GL_LINEAR_MIPMAP_LINEAR);
// setup texture to repeat
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
// get root color 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:
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,&texentry->m_BaseColor);
delete[] buf;
// add entry to list ..
m_TerrainTextures[type].m_Textures.push_back(texentry);
// .. and return it
return texentry;
}
void CTextureManager::DeleteTexture(CTextureEntry* entry)
{
// find entry in list
std::vector<CTextureEntry*>& textures=m_TerrainTextures[entry->m_Type].m_Textures;
typedef std::vector<CTextureEntry*>::iterator Iter;
Iter i=std::find(textures.begin(),textures.end(),entry);
if (i!=textures.end()) {
textures.erase(i);
}
delete entry;
}
void CTextureManager::LoadTerrainTextures(int terraintype,const char* fileext)
{
CStr pathname("art/textures/terrain/types/");
pathname+=m_TerrainTextures[terraintype].m_Name;
pathname+="/";
Handle dir=vfs_open_dir(pathname.c_str());
vfsDirEnt dent;
if (dir > 0)
{
while (vfs_next_dirent(dir, &dent, fileext) == 0)
{
LOG(NORMAL, "CTextureManager::LoadTerrainTextures(): texture %s added to type %s\n", dent.name, m_TerrainTextures[terraintype].m_Name.c_str());
AddTexture(dent.name, terraintype);
}
vfs_close_dir(dir);
}
}
void CTextureManager::BuildTerrainTypes()
{
Handle dir=vfs_open_dir("art/textures/terrain/types/");
vfsDirEnt dent;
if (dir > 0)
{
while (vfs_next_dirent(dir, &dent, "/") == 0)
{
AddTextureType(dent.name);
}
vfs_close_dir(dir);
}
}
void CTextureManager::LoadTerrainTextures()
{
// find all the terrain types by directory name
BuildTerrainTypes();
// now iterate through terrain types loading all textures of that type
for (uint i=0;i<m_TerrainTextures.size();i++) {
for (uint j=0;j<sizeof(SupportedTextureFormats)/sizeof(const char*);j++) {
LoadTerrainTextures(i,SupportedTextureFormats[j]);
}
}
}