4 // Copyright (C) 2006 Matthias Braun <matze@braunis.de>
6 // This program is free software; you can redistribute it and/or
7 // modify it under the terms of the GNU General Public License
8 // as published by the Free Software Foundation; either version 2
9 // of the License, or (at your option) any later version.
11 // This program is distributed in the hope that it will be useful,
12 // but WITHOUT ANY WARRANTY; without even the implied warranty of
13 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
14 // GNU General Public License for more details.
16 // You should have received a copy of the GNU General Public License
17 // along with this program; if not, write to the Free Software
18 // Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 #include "texture_manager.hpp"
26 #include <SDL_image.h>
30 #include "physfs/physfs_sdl.hpp"
31 #include "video_systems.hpp"
32 #include "gl_texture.hpp"
34 #include "gameconfig.hpp"
35 #include "file_system.hpp"
37 #include "texture.hpp"
39 TextureManager* texture_manager = NULL;
41 TextureManager::TextureManager()
45 TextureManager::~TextureManager()
47 for(ImageTextures::iterator i = image_textures.begin();
48 i != image_textures.end(); ++i) {
51 log_warning << "Texture '" << i->first << "' not freed" << std::endl;
57 TextureManager::get(const std::string& _filename)
59 std::string filename = FileSystem::normalize(_filename);
60 ImageTextures::iterator i = image_textures.find(filename);
62 Texture* texture = NULL;
63 if(i != image_textures.end())
67 texture = create_image_texture(filename);
68 image_textures[filename] = texture;
75 TextureManager::release(Texture* texture)
77 image_textures.erase(texture->get_filename());
83 TextureManager::register_texture(GL::Texture* texture)
85 textures.insert(texture);
89 TextureManager::remove_texture(GL::Texture* texture)
91 textures.erase(texture);
96 TextureManager::create_image_texture(const std::string& filename)
100 SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
102 std::ostringstream msg;
103 msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
104 throw std::runtime_error(msg.str());
109 result = new_texture(image);
110 result->set_filename(filename);
113 SDL_FreeSurface(image);
117 SDL_FreeSurface(image);
120 } catch (const std::runtime_error& err) {
121 const std::string dummy_texture_fname = "images/engine/missing.png";
122 if (filename == dummy_texture_fname) throw err;
124 // on error, try loading placeholder file
127 Texture* tex = create_image_texture(dummy_texture_fname);
128 log_warning << "Couldn't load texture '" << filename << "' (now using dummy texture): " << err.what() << std::endl;
133 // on error (when loading placeholder), try using empty surface
136 SDL_Surface* image = SDL_CreateRGBSurface(0, 1024, 1024, 8, 0, 0, 0, 0);
143 result = new_texture(image);
144 result->set_filename("-dummy-texture-.png");
147 SDL_FreeSurface(image);
151 SDL_FreeSurface(image);
152 log_warning << "Couldn't load texture '" << filename << "' (now using empty one): " << err.what() << std::endl;
155 // on error (when trying to use empty surface), give up
156 } catch (const std::runtime_error& err) {
165 TextureManager::save_textures()
167 #ifdef GL_PACK_ROW_LENGTH
168 /* all this stuff is not support by OpenGL ES */
169 glPixelStorei(GL_PACK_ROW_LENGTH, 0);
170 glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
171 glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
172 glPixelStorei(GL_PACK_SKIP_ROWS, 0);
173 glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
176 glPixelStorei(GL_PACK_ALIGNMENT, 1);
177 for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
180 for(ImageTextures::iterator i = image_textures.begin();
181 i != image_textures.end(); ++i) {
182 save_texture(dynamic_cast<GL::Texture *>(i->second));
187 TextureManager::save_texture(GL::Texture* texture)
189 SavedTexture saved_texture;
190 saved_texture.texture = texture;
191 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
193 //this doesn't work with OpenGL ES (but we don't need it on the GP2X anyway)
194 #ifndef GL_VERSION_ES_CM_1_0
195 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
196 &saved_texture.width);
197 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
198 &saved_texture.height);
199 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
200 &saved_texture.border);
201 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
202 &saved_texture.min_filter);
203 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
204 &saved_texture.mag_filter);
205 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
206 &saved_texture.wrap_s);
207 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
208 &saved_texture.wrap_t);
210 size_t pixelssize = saved_texture.width * saved_texture.height * 4;
211 saved_texture.pixels = new char[pixelssize];
213 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
214 saved_texture.pixels);
217 saved_textures.push_back(saved_texture);
219 glDeleteTextures(1, &(texture->get_handle()));
220 texture->set_handle(0);
222 assert_gl("retrieving texture for save");
226 TextureManager::reload_textures()
228 #ifdef GL_UNPACK_ROW_LENGTH
229 /* OpenGL ES doesn't support these */
230 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
231 glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
232 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
233 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
234 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
236 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
238 for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
239 i != saved_textures.end(); ++i) {
240 SavedTexture& saved_texture = *i;
243 glGenTextures(1, &handle);
244 assert_gl("creating texture handle");
246 glBindTexture(GL_TEXTURE_2D, handle);
247 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
248 saved_texture.width, saved_texture.height,
249 saved_texture.border, GL_RGBA,
250 GL_UNSIGNED_BYTE, saved_texture.pixels);
251 delete[] saved_texture.pixels;
252 assert_gl("uploading texture pixel data");
254 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
255 saved_texture.min_filter);
256 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
257 saved_texture.mag_filter);
258 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
259 saved_texture.wrap_s);
260 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
261 saved_texture.wrap_t);
263 assert_gl("setting texture_params");
264 saved_texture.texture->set_handle(handle);
267 saved_textures.clear();