3 #include "texture_manager.hpp"
12 #include "physfs/physfs_sdl.hpp"
13 #include "image_texture.hpp"
16 TextureManager* texture_manager = NULL;
18 TextureManager::TextureManager()
22 TextureManager::~TextureManager()
24 for(ImageTextures::iterator i = image_textures.begin();
25 i != image_textures.end(); ++i) {
29 std::cerr << "Warning: Texture '" << i->first << "' not freed\n";
36 TextureManager::get(const std::string& filename)
38 ImageTextures::iterator i = image_textures.find(filename);
40 ImageTexture* texture = NULL;
41 if(i != image_textures.end())
45 texture = create_image_texture(filename);
46 image_textures[filename] = texture;
53 TextureManager::release(ImageTexture* texture)
55 image_textures[texture->filename] = NULL;
60 TextureManager::register_texture(Texture* texture)
62 textures.insert(texture);
66 TextureManager::remove_texture(Texture* texture)
68 textures.erase(texture);
71 static inline int next_power_of_two(int val)
80 TextureManager::create_image_texture(const std::string& filename)
82 SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
84 std::ostringstream msg;
85 msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
86 throw std::runtime_error(msg.str());
89 int texture_w = next_power_of_two(image->w);
90 int texture_h = next_power_of_two(image->h);
92 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
93 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
94 texture_w, texture_h, 32,
95 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
97 SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
98 texture_w, texture_h, 32,
99 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
103 throw std::runtime_error("Couldn't create texture: out of memory");
105 SDL_SetAlpha(image, 0, 0);
106 SDL_BlitSurface(image, 0, convert, 0);
108 ImageTexture* result = NULL;
110 result = new ImageTexture(convert);
111 result->filename = filename;
112 result->image_width = image->w;
113 result->image_height = image->h;
116 SDL_FreeSurface(convert);
120 SDL_FreeSurface(convert);
125 TextureManager::save_textures()
127 glPixelStorei(GL_PACK_ROW_LENGTH, 0);
128 glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
129 glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
130 glPixelStorei(GL_PACK_SKIP_ROWS, 0);
131 glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
132 glPixelStorei(GL_PACK_ALIGNMENT, 1);
133 for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
136 for(ImageTextures::iterator i = image_textures.begin();
137 i != image_textures.end(); ++i) {
138 save_texture(i->second);
143 TextureManager::save_texture(Texture* texture)
145 SavedTexture saved_texture;
146 saved_texture.texture = texture;
147 glBindTexture(GL_TEXTURE_2D, texture->get_handle());
148 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
149 &saved_texture.width);
150 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
151 &saved_texture.height);
152 glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
153 &saved_texture.border);
154 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
155 &saved_texture.min_filter);
156 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
157 &saved_texture.mag_filter);
158 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
159 &saved_texture.wrap_s);
160 glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
161 &saved_texture.wrap_t);
163 size_t pixelssize = saved_texture.width * saved_texture.height * 4;
164 saved_texture.pixels = new char[pixelssize];
166 glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
167 saved_texture.pixels);
169 saved_textures.push_back(saved_texture);
171 glDeleteTextures(1, &(texture->handle));
174 assert_gl("retrieving texture");
178 TextureManager::reload_textures()
180 glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
181 glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
182 glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
183 glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
184 glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
185 glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
187 for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
188 i != saved_textures.end(); ++i) {
189 SavedTexture& saved_texture = *i;
192 glGenTextures(1, &handle);
193 assert_gl("creating texture handle");
195 glBindTexture(GL_TEXTURE_2D, handle);
196 glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
197 saved_texture.width, saved_texture.height,
198 saved_texture.border, GL_RGBA,
199 GL_UNSIGNED_BYTE, saved_texture.pixels);
200 delete[] saved_texture.pixels;
201 assert_gl("uploading texture pixel data");
203 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
204 saved_texture.min_filter);
205 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
206 saved_texture.mag_filter);
207 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
208 saved_texture.wrap_s);
209 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
210 saved_texture.wrap_t);
212 assert_gl("setting texture_params");
213 saved_texture.texture->handle = handle;
216 saved_textures.clear();