#include <assert.h>
#include <SDL.h>
#include <SDL_image.h>
-#include <GL/gl.h>
-#include <GL/glext.h>
#include <iostream>
#include <sstream>
#include <stdexcept>
#include "physfs/physfs_sdl.hpp"
-#include "image_texture.hpp"
+#include "video_systems.hpp"
+#include "gl_texture.hpp"
#include "glutil.hpp"
+#include "gameconfig.hpp"
#include "file_system.hpp"
#include "log.hpp"
+#include "texture.hpp"
TextureManager* texture_manager = NULL;
}
}
-ImageTexture*
+Texture*
TextureManager::get(const std::string& _filename)
{
std::string filename = FileSystem::normalize(_filename);
ImageTextures::iterator i = image_textures.find(filename);
- ImageTexture* texture = NULL;
+ Texture* texture = NULL;
if(i != image_textures.end())
texture = i->second;
}
void
-TextureManager::release(ImageTexture* texture)
+TextureManager::release(Texture* texture)
{
- image_textures.erase(texture->filename);
+ image_textures.erase(texture->get_filename());
delete texture;
}
+#ifdef HAVE_OPENGL
void
-TextureManager::register_texture(Texture* texture)
+TextureManager::register_texture(GL::Texture* texture)
{
textures.insert(texture);
}
void
-TextureManager::remove_texture(Texture* texture)
+TextureManager::remove_texture(GL::Texture* texture)
{
textures.erase(texture);
}
+#endif
-static inline int next_power_of_two(int val)
-{
- int result = 1;
- while(result < val)
- result *= 2;
- return result;
-}
-
-ImageTexture*
+Texture*
TextureManager::create_image_texture(const std::string& filename)
{
SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
- if(image == NULL) {
+ if(image == 0) {
std::ostringstream msg;
msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
throw std::runtime_error(msg.str());
}
- int texture_w = next_power_of_two(image->w);
- int texture_h = next_power_of_two(image->h);
-
-#if SDL_BYTEORDER == SDL_BIG_ENDIAN
- SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
- texture_w, texture_h, 32,
- 0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
-#else
- SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
- texture_w, texture_h, 32,
- 0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
-#endif
-
- if(convert == 0)
- throw std::runtime_error("Couldn't create texture: out of memory");
-
- SDL_SetAlpha(image, 0, 0);
- SDL_BlitSurface(image, 0, convert, 0);
-
- ImageTexture* result = NULL;
+ Texture* result = 0;
try {
- result = new ImageTexture(convert);
- result->filename = filename;
- result->image_width = image->w;
- result->image_height = image->h;
+ result = new_texture(image);
+ result->set_filename(filename);
} catch(...) {
delete result;
- SDL_FreeSurface(convert);
+ SDL_FreeSurface(image);
throw;
}
- SDL_FreeSurface(convert);
+ SDL_FreeSurface(image);
return result;
}
+#ifdef HAVE_OPENGL
void
TextureManager::save_textures()
{
}
for(ImageTextures::iterator i = image_textures.begin();
i != image_textures.end(); ++i) {
- save_texture(i->second);
+ save_texture(dynamic_cast<GL::Texture *>(i->second));
}
}
void
-TextureManager::save_texture(Texture* texture)
+TextureManager::save_texture(GL::Texture* texture)
{
SavedTexture saved_texture;
saved_texture.texture = texture;
saved_textures.push_back(saved_texture);
- glDeleteTextures(1, &(texture->handle));
- texture->handle = 0;
+ glDeleteTextures(1, &(texture->get_handle()));
+ texture->set_handle(0);
assert_gl("retrieving texture for save");
}
saved_texture.wrap_t);
assert_gl("setting texture_params");
- saved_texture.texture->handle = handle;
+ saved_texture.texture->set_handle(handle);
}
saved_textures.clear();
}
+#endif