3 #include "texture_manager.hpp"
13 #include "physfs/physfs_sdl.hpp"
14 #include "image_texture.hpp"
16 #include "file_system.hpp"
18 TextureManager* texture_manager = NULL;
20 TextureManager::TextureManager()
24 TextureManager::~TextureManager()
26 for(ImageTextures::iterator i = image_textures.begin();
27 i != image_textures.end(); ++i) {
31 std::cerr << "Warning: Texture '" << i->first << "' not freed\n";
38 TextureManager::get(const std::string& _filename)
40 std::string filename = FileSystem::normalize(_filename);
41 ImageTextures::iterator i = image_textures.find(filename);
43 ImageTexture* texture = NULL;
44 if(i != image_textures.end())
48 texture = create_image_texture(filename);
49 image_textures[filename] = texture;
56 TextureManager::release(ImageTexture* texture)
58 image_textures[texture->filename] = NULL;
63 TextureManager::register_texture(Texture* texture)
65 textures.insert(texture);
69 TextureManager::remove_texture(Texture* texture)
71 textures.erase(texture);
74 static inline int next_power_of_two(int val)
83 TextureManager::create_image_texture(const std::string& filename)
85 SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
87 std::ostringstream msg;
88 msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
89 throw std::runtime_error(msg.str());
92 int texture_w = next_power_of_two(image->w);
93 int texture_h = next_power_of_two(image->h);
95 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
96 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
97 texture_w, texture_h, 32,
98 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
100 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
101 texture_w, texture_h, 32,
102 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
106 throw std::runtime_error("Couldn't create texture: out of memory");
108 SDL_SetAlpha(image, 0, 0);
109 SDL_BlitSurface(image, 0, convert, 0);
111 ImageTexture* result = NULL;
113 result = new ImageTexture(convert);
114 result->filename = filename;
115 result->image_width = image->w;
116 result->image_height = image->h;
119 SDL_FreeSurface(convert);
123 SDL_FreeSurface(convert);
128 TextureManager::save_textures()
130 glPixelStorei(GL_PACK_ROW_LENGTH, 0);
131 glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
132 glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
133 glPixelStorei(GL_PACK_SKIP_ROWS, 0);
134 glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
135 glPixelStorei(GL_PACK_ALIGNMENT, 1);
136 for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
139 for(ImageTextures::iterator i = image_textures.begin();
140 i != image_textures.end(); ++i) {
141 save_texture(i->second);
146 TextureManager::save_texture(Texture* texture)
148 SavedTexture saved_texture;
149 saved_texture.texture = texture;
150 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
151 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
152 &saved_texture.width);
153 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
154 &saved_texture.height);
155 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
156 &saved_texture.border);
157 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
158 &saved_texture.min_filter);
159 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
160 &saved_texture.mag_filter);
161 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
162 &saved_texture.wrap_s);
163 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
164 &saved_texture.wrap_t);
166 size_t pixelssize = saved_texture.width * saved_texture.height * 4;
167 saved_texture.pixels = new char[pixelssize];
169 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
170 saved_texture.pixels);
172 saved_textures.push_back(saved_texture);
174 glDeleteTextures(1, &(texture->handle));
177 assert_gl("retrieving texture");
181 TextureManager::reload_textures()
183 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
184 glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
185 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
186 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
187 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
188 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
190 for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
191 i != saved_textures.end(); ++i) {
192 SavedTexture& saved_texture = *i;
195 glGenTextures(1, &handle);
196 assert_gl("creating texture handle");
198 glBindTexture(GL_TEXTURE_2D, handle);
199 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
200 saved_texture.width, saved_texture.height,
201 saved_texture.border, GL_RGBA,
202 GL_UNSIGNED_BYTE, saved_texture.pixels);
203 delete[] saved_texture.pixels;
204 assert_gl("uploading texture pixel data");
206 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
207 saved_texture.min_filter);
208 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
209 saved_texture.mag_filter);
210 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
211 saved_texture.wrap_s);
212 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
213 saved_texture.wrap_t);
215 assert_gl("setting texture_params");
216 saved_texture.texture->handle = handle;
219 saved_textures.clear();