3 #include "texture_manager.hpp"
12 #include "physfs/physfs_sdl.hpp"
13 #include "image_texture.hpp"
15 #include "file_system.hpp"
17 TextureManager* texture_manager = NULL;
19 TextureManager::TextureManager()
23 TextureManager::~TextureManager()
25 for(ImageTextures::iterator i = image_textures.begin();
26 i != image_textures.end(); ++i) {
30 std::cerr << "Warning: Texture '" << i->first << "' not freed\n";
37 TextureManager::get(const std::string& _filename)
39 std::string filename = FileSystem::normalize(_filename);
40 ImageTextures::iterator i = image_textures.find(filename);
42 ImageTexture* texture = NULL;
43 if(i != image_textures.end())
47 texture = create_image_texture(filename);
48 image_textures[filename] = texture;
55 TextureManager::release(ImageTexture* texture)
57 image_textures[texture->filename] = NULL;
62 TextureManager::register_texture(Texture* texture)
64 textures.insert(texture);
68 TextureManager::remove_texture(Texture* texture)
70 textures.erase(texture);
73 static inline int next_power_of_two(int val)
82 TextureManager::create_image_texture(const std::string& filename)
84 SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
86 std::ostringstream msg;
87 msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
88 throw std::runtime_error(msg.str());
91 int texture_w = next_power_of_two(image->w);
92 int texture_h = next_power_of_two(image->h);
94 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
95 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
96 texture_w, texture_h, 32,
97 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
99 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
100 texture_w, texture_h, 32,
101 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
105 throw std::runtime_error("Couldn't create texture: out of memory");
107 SDL_SetAlpha(image, 0, 0);
108 SDL_BlitSurface(image, 0, convert, 0);
110 ImageTexture* result = NULL;
112 result = new ImageTexture(convert);
113 result->filename = filename;
114 result->image_width = image->w;
115 result->image_height = image->h;
118 SDL_FreeSurface(convert);
122 SDL_FreeSurface(convert);
127 TextureManager::save_textures()
129 glPixelStorei(GL_PACK_ROW_LENGTH, 0);
130 glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
131 glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
132 glPixelStorei(GL_PACK_SKIP_ROWS, 0);
133 glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
134 glPixelStorei(GL_PACK_ALIGNMENT, 1);
135 for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
138 for(ImageTextures::iterator i = image_textures.begin();
139 i != image_textures.end(); ++i) {
140 save_texture(i->second);
145 TextureManager::save_texture(Texture* texture)
147 SavedTexture saved_texture;
148 saved_texture.texture = texture;
149 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
150 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
151 &saved_texture.width);
152 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
153 &saved_texture.height);
154 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
155 &saved_texture.border);
156 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
157 &saved_texture.min_filter);
158 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
159 &saved_texture.mag_filter);
160 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
161 &saved_texture.wrap_s);
162 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
163 &saved_texture.wrap_t);
165 size_t pixelssize = saved_texture.width * saved_texture.height * 4;
166 saved_texture.pixels = new char[pixelssize];
168 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
169 saved_texture.pixels);
171 saved_textures.push_back(saved_texture);
173 glDeleteTextures(1, &(texture->handle));
176 assert_gl("retrieving texture");
180 TextureManager::reload_textures()
182 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
183 glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
184 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
185 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
186 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
187 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
189 for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
190 i != saved_textures.end(); ++i) {
191 SavedTexture& saved_texture = *i;
194 glGenTextures(1, &handle);
195 assert_gl("creating texture handle");
197 glBindTexture(GL_TEXTURE_2D, handle);
198 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
199 saved_texture.width, saved_texture.height,
200 saved_texture.border, GL_RGBA,
201 GL_UNSIGNED_BYTE, saved_texture.pixels);
202 delete[] saved_texture.pixels;
203 assert_gl("uploading texture pixel data");
205 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
206 saved_texture.min_filter);
207 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
208 saved_texture.mag_filter);
209 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
210 saved_texture.wrap_s);
211 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
212 saved_texture.wrap_t);
214 assert_gl("setting texture_params");
215 saved_texture.texture->handle = handle;
218 saved_textures.clear();