/*! * \file src/TextureManager.cpp * \brief Texture registry * * \author Mongoose * \author xythobuz */ #include "stb/stb_image.h" #include "global.h" #include "Log.h" #include "RunTime.h" #include "utils/Folder.h" #include "utils/pcx.h" #include "utils/pixel.h" #include "utils/random.h" #include "utils/strings.h" #include "TextureManager.h" std::vector TextureManager::mTextureIdsGame; std::vector TextureManager::mTextureIdsSystem; std::vector TextureManager::tiles; std::vector> TextureManager::animations; std::vector TextureManager::gameUnits; std::vector TextureManager::systemUnits; unsigned int TextureManager::nextFreeTextureUnit = 0; int TextureManager::initialize() { assert(mTextureIdsGame.size() == 0); assert(mTextureIdsSystem.size() == 0); while (mTextureIdsSystem.size() < 2) { unsigned int id; glGenTextures(1, &id); mTextureIdsSystem.push_back(id); } return 0; } int TextureManager::initializeSplash() { unsigned char* image = generateColorTexture(WHITE, 32, 32, 32); int res = loadBufferSlot(image, 32, 32, ColorMode::RGBA, 32, TextureStorage::SYSTEM, TEXTURE_WHITE, false); delete [] image; if (res < 0) { return -1; } Folder f(RunTime::getPakDir()); std::vector files; f.findRecursiveFilesEndingWith(files, ".pcx"); if (files.size() == 0) { if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) { return -2; } } else { int i = randomInteger(files.size() - 1); if (loadImage(files.at(i).getPath(), TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) { if (loadImage(RunTime::getDataDir() + "/splash.tga", TextureStorage::SYSTEM, TEXTURE_SPLASH) < 0) { return -3; } } } return 0; } void TextureManager::shutdown() { while (mTextureIdsSystem.size() > 0) { unsigned int id = mTextureIdsSystem.at(mTextureIdsSystem.size() - 1); glDeleteTextures(1, &id); mTextureIdsSystem.pop_back(); } clear(); } void TextureManager::clear() { while (mTextureIdsGame.size() > 0) { unsigned int id = mTextureIdsGame.at(mTextureIdsGame.size() - 1); glDeleteTextures(1, &id); mTextureIdsGame.pop_back(); } while (!tiles.empty()) { delete tiles.at(tiles.size() - 1); tiles.pop_back(); } animations.clear(); gameUnits.clear(); systemUnits.clear(); nextFreeTextureUnit = 0; } int TextureManager::loadBufferSlot(unsigned char* image, unsigned int width, unsigned int height, ColorMode mode, unsigned int bpp, TextureStorage s, int slot, bool filter) { assert(width > 0); assert(height > 0); assert((mode == ColorMode::RGB) || (mode == ColorMode::BGR) || (mode == ColorMode::ARGB) || (mode == ColorMode::RGBA) || (mode == ColorMode::BGRA)); assert((bpp == 8) || (bpp == 24) || (bpp == 32)); if (slot < 0) slot = getIds(s).size(); while (getIds(s).size() <= slot) { unsigned int id; glGenTextures(1, &id); getIds(s).push_back(id); } if (image == nullptr) return slot; unsigned int glcMode; switch (mode) { case ColorMode::BGR: glcMode = GL_BGR; break; case ColorMode::RGB: glcMode = GL_RGB; break; case ColorMode::ARGB: argb2rgba32(image, width, height); glcMode = GL_RGBA; break; case ColorMode::BGRA: glcMode = GL_BGRA; break; case ColorMode::RGBA: glcMode = GL_RGBA; break; } glPixelStorei(GL_UNPACK_ALIGNMENT, 1); bindTexture(slot, s); glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, glcMode, GL_UNSIGNED_BYTE, image); if (filter) { // Trilinear filtering glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); glGenerateMipmap(GL_TEXTURE_2D); } else { glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } return slot; } int TextureManager::numTextures(TextureStorage s) { return getIds(s).size(); } void TextureManager::bindTextureId(unsigned int n, TextureStorage s, unsigned int unit) { assert(n < getIds(s).size()); assert(unit < 80); //! \todo Query GL_MAX_COMBINED_TEXTURE_IMAGE_UNITS glActiveTexture(GL_TEXTURE0 + unit); glBindTexture(GL_TEXTURE_2D, getIds(s).at(n)); } int TextureManager::bindTexture(unsigned int n, TextureStorage s) { assert(n < getIds(s).size()); if ((n < getUnits(s).size()) && (getUnits(s).at(n) >= 0)) { bindTextureId(n, s, getUnits(s).at(n)); return getUnits(s).at(n); } else { while (getUnits(s).size() <= n) getUnits(s).push_back(-1); getUnits(s).at(n) = nextFreeTextureUnit; bindTextureId(n, s, nextFreeTextureUnit); nextFreeTextureUnit++; return nextFreeTextureUnit - 1; } } void TextureManager::addTile(TextureTile* t) { tiles.push_back(t); } int TextureManager::numTiles() { return tiles.size(); } TextureTile& TextureManager::getTile(int index) { assert(index >= 0); assert(index < tiles.size()); return *tiles.at(index); } void TextureManager::addAnimatedTile(int index, int tile) { while (index >= animations.size()) animations.push_back(std::vector()); animations.at(index).push_back(tile); } int TextureManager::numAnimatedTiles() { return animations.size(); } int TextureManager::getFirstTileAnimation(int index) { assert(index < animations.size()); assert(animations.at(index).size() > 0); return animations.at(index).at(0); } int TextureManager::getNextTileAnimation(int tile) { for (int a = 0; a < animations.size(); a++) { for (int i = 0; i < animations.at(a).size(); i++) { if (animations.at(a).at(i) == tile) { if (i < (animations.at(a).size() - 1)) return animations.at(a).at(i + 1); else return animations.at(a).at(0); } } } return -1; } int TextureManager::loadImage(std::string filename, TextureStorage s, int slot) { if (stringEndsWith(filename, ".pcx")) { return loadPCX(filename, s, slot); } else { int x, y, n; unsigned char* data = stbi_load(filename.c_str(), &x, &y, &n, 0); if (data) { if ((n < 3) || (n > 4)) { Log::get(LOG_ERROR) << "Image \"" << filename << "\" has unsupported format (" << n << ")!" << Log::endl; stbi_image_free(data); return -2; } int id = loadBufferSlot(data, x, y, (n == 3) ? ColorMode::RGB : ColorMode::RGBA, (n == 3) ? 24 : 32, s, slot); stbi_image_free(data); return id; } else { Log::get(LOG_ERROR) << "Can't load image \"" << filename << "\"!" << Log::endl; return -1; } } } int TextureManager::loadPCX(std::string filename, TextureStorage s, int slot) { int error = pcxCheck(filename.c_str()); if (!error) { unsigned char* image; unsigned int w, h, bpp; ColorMode c; error = pcxLoad(filename.c_str(), &image, &w, &h, &c, &bpp); if (!error) { unsigned char* image2 = scaleBuffer(image, &w, &h, bpp); if (image2) { delete [] image; image = image2; } int id = loadBufferSlot(image, w, h, c, bpp, s, slot); delete [] image; return id; } return -5; } return -4; } std::vector& TextureManager::getIds(TextureStorage s) { if (s == TextureStorage::GAME) return mTextureIdsGame; else return mTextureIdsSystem; } std::vector& TextureManager::getUnits(TextureStorage s) { if (s == TextureStorage::GAME) return gameUnits; else return systemUnits; } // ---------------------------------------------------------------------------- glm::vec2 TextureTile::getUV(unsigned int i) { glm::vec2 uv(vertices.at(i).xPixel, vertices.at(i).yPixel); /*! \fixme * This is my somewhat hacky approach to fixing * the bad texture-bleeding problems everywhere. * That's better, but makes the seams between * each sector much more visible! */ if (vertices.at(i).xCoordinate == 1) { uv.x += 0.375f; } if (vertices.at(i).yCoordinate == 1) { uv.y += 0.375f; } return uv / 256.0f; }