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- /*!
- * \file include/TextureManager.h
- * \brief Texture registry
- *
- * \author Mongoose
- * \author xythobuz
- */
-
- #ifndef _TEXTURE_MANAGER_H
- #define _TEXTURE_MANAGER_H
-
- #include <cstdint>
- #include <vector>
- #include <glm/vec2.hpp>
-
- // These are loaded into TextureStorage::SYSTEM by initialize()!
- #define TEXTURE_WHITE 0
- #define TEXTURE_SPLASH 1
-
- class TextureTileVertex {
- public:
- TextureTileVertex(uint8_t xc, uint8_t xp, uint8_t yc, uint8_t yp)
- : xCoordinate(xc), xPixel(xp), yCoordinate(yc), yPixel(yp) { }
-
- uint8_t xCoordinate, xPixel;
- uint8_t yCoordinate, yPixel;
- };
-
- class TextureTile {
- public:
- TextureTile(unsigned int a, unsigned int t) : attribute(a), texture(t) { }
- void add(TextureTileVertex t) { vertices.push_back(t); }
-
- unsigned int getTexture() { return texture; }
- glm::vec2 getUV(unsigned int i) { return glm::vec2(vertices.at(i).xPixel / 255.0f,
- vertices.at(i).yPixel / 255.0f); }
-
- private:
- unsigned int attribute;
- unsigned int texture;
- std::vector<TextureTileVertex> vertices;
- };
-
- /*!
- * \brief Texture registry
- */
- class TextureManager {
- public:
-
- enum class ColorMode {
- RGB,
- RGBA,
- ARGB,
- BGR,
- BGRA
- };
-
- enum class TextureStorage {
- GAME,
- SYSTEM
- };
-
- ~TextureManager();
-
- int initialize();
- int initializeSplash();
-
- void clear();
-
- int numTextures(TextureStorage s = TextureStorage::GAME);
-
- /*!
- * \brief Binds the texture for use in GL
- * \param n valid texture index
- * \param s Which TextureStorage should be accessed
- * \param unit Which GL texture unit should be used
- */
- void bindTextureId(unsigned int n, TextureStorage s = TextureStorage::GAME, unsigned int unit = 0);
-
- /*!
- * \brief Loads Buffer as texture
- * \param image pixmap matching other params
- * \param width width of image
- * \param height height of image
- * \param mode mode of image
- * \param bpp bits per pixel of image
- * \param s Which TextureStorage should be accessed
- * \param slot slot (ID) of image
- * \param filter if the texture should be mipmap filtered
- * \returns texture ID or < 0 on error
- */
- int loadBufferSlot(unsigned char* image = nullptr,
- unsigned int width = 256, unsigned int height = 256,
- ColorMode mode = ColorMode::RGBA, unsigned int bpp = 32,
- TextureStorage s = TextureStorage::GAME,
- int slot = -1, bool filter = true);
-
- int loadImage(const char* filename, TextureStorage s = TextureStorage::GAME, int slot = -1);
-
- void addTile(TextureTile* t);
- int numTiles();
- TextureTile& getTile(int index);
-
- void addAnimatedTile(int index, int tile);
- int numAnimatedTiles();
- int getFirstTileAnimation(int index);
- int getNextTileAnimation(int tile);
-
- private:
- std::vector<unsigned int>& getIds(TextureStorage s);
-
- int loadTGA(const char* filename, TextureStorage s, int slot);
- int loadPCX(const char* filename, TextureStorage s, int slot);
- int loadPNG(const char* filename, TextureStorage s, int slot);
-
- std::vector<unsigned int> mTextureIdsGame;
- std::vector<unsigned int> mTextureIdsSystem;
-
- std::vector<TextureTile*> tiles;
- std::vector<std::vector<int>> animations;
- };
-
- TextureManager& getTextureManager();
-
- #endif
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