SBSPSS/Utils/MapEdit/TexCache.cpp

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/*********************/
/*** Texture Cache ***/
/*********************/
#include "stdafx.h"
#include <gl\gl.h>
#include <gl\glu.h>
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#include <frame.hpp>
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#include <gfname.hpp>
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#include <Vector>
#include "TexCache.h"
#include "utils.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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// Checks loaded files for dups, assumes all passed RGB is unique
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int CTexCache::ProcessTexture(const char *Filename,sRGBData *RGBData)
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{
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int ListSize=TexList.size();
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sTex NewTex;
sRGBData ThisRGB;
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GFName FName=Filename;
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NewTex.Name=FName.File();
NewTex.Filename=Filename;
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if (!RGBData) // Need to load file
{
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int Idx=GetTexIdx(NewTex); // Is already loaded?
if (Idx!=-1) return(Idx);
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// TRACE1("Loading Texture %s\n",NewTex.Filename);
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if (!LoadBMP(NewTex.Filename,ThisRGB))
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{
exit(-1);
return(ListSize);
}
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RGBData=&ThisRGB;
LoadTex(NewTex,RGBData);
FreeBMP(ThisRGB);
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NewTex.Loaded=true;
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}
else
{
LoadTex(NewTex,RGBData);
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NewTex.Loaded=FALSE;
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}
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TexList.push_back(NewTex);
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return(ListSize);
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}
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/**************************************************************************************/
/**************************************************************************************/
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/**************************************************************************************/
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void CTexCache::CreateAlignTex(Frame &ThisFrame,sRGBData &RGBData)
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{
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int FrameW=ThisFrame.GetWidth();
int FrameH=ThisFrame.GetHeight();
int AlignW=AlignSize(FrameW);
int AlignH=AlignSize(FrameH);
RGBData.RGB=(u8*)MemAlloc(AlignW*AlignH*3);
ThisFrame.FlipY();
RGBData.OldW=FrameW;
RGBData.OldH=FrameH;
RGBData.TexW=AlignW;
RGBData.TexH=AlignH;
RGBData.ScaleU=(float)FrameW/(float)AlignW;
RGBData.ScaleV=(float)FrameH/(float)AlignH;
if (FrameW==AlignW && FrameH==AlignH)
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{
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ThisFrame.MakeRGB(RGBData.RGB);
return;
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}
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// Tex is mis aligned, so align and fill borders with pure pink
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u8 *Buffer=(u8*)MemAlloc(FrameW*FrameH*3);
u8 *Src,*Dst;
int X,Y;
ThisFrame.MakeRGB(Buffer);
Dst=RGBData.RGB;
Src=Buffer;
Dst=RGBData.RGB;
for (Y=0; Y<FrameH; Y++)
{
for (X=0; X<FrameW; X++)
{
*Dst++=*Src++;
*Dst++=*Src++;
*Dst++=*Src++;
}
for (X; X<AlignW; X++)
{
*Dst++=BlankRGB.rgbRed;
*Dst++=BlankRGB.rgbGreen;
*Dst++=BlankRGB.rgbBlue;
}
}
for (Y; Y<AlignH; Y++)
{
for (X=0; X<AlignW; X++)
{
*Dst++=BlankRGB.rgbRed;
*Dst++=BlankRGB.rgbGreen;
*Dst++=BlankRGB.rgbBlue;
}
}
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MemFree(Buffer);
}
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/**************************************************************************************/
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bool CTexCache::LoadBMP(const char *Filename,sRGBData &RGBData)
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{
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Frame ThisFrame;
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FILE *File;
// Check File exists
File=fopen(Filename,"r");
if (!File)
{
CString mexstr;
mexstr.Format("%s Not Found\n", Filename);
AfxMessageBox(mexstr,MB_OK | MB_ICONEXCLAMATION);
exit(EXIT_FAILURE );
return(false);
}
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fclose(File);
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ThisFrame.LoadBMP(Filename);
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CreateAlignTex(ThisFrame,RGBData);
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return(true);
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}
/**************************************************************************************/
void CTexCache::FreeBMP(sRGBData &RGBData)
{
if (RGBData.RGB)
{
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MemFree(RGBData.RGB);
RGBData.RGB=0;
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}
}
/**************************************************************************************/
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void CTexCache::LoadTex(sTex &ThisTex,sRGBData *RGBData)
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{
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u8 *Buffer;
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u8 *Src,*Dst;
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// create RGB & alpha texture & ensuse texture is correct size for GL
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Buffer=(u8*)MemAlloc(RGBData->TexW*RGBData->TexH*4);
ASSERT(Buffer);
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Src=RGBData->RGB;
Dst=Buffer;
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for (int Y=0; Y<RGBData->TexH; Y++)
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{
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for (int X=0; X<RGBData->TexW; X++)
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{
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u8 R,G,B,A;
R=*Src++;
G=*Src++;
B=*Src++;
A=255;
if ((R==BlankRGB.rgbRed && G==BlankRGB.rgbGreen && B==BlankRGB.rgbBlue)) // Create alpha for transparent pixels (flagged with PINK!!)
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{
A=0;
}
*Dst++=R;
*Dst++=G;
*Dst++=B;
*Dst++=A;
}
}
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ThisTex.OldW=RGBData->OldW;
ThisTex.OldH=RGBData->OldH;
ThisTex.TexW=RGBData->TexW;
ThisTex.TexH=RGBData->TexH;
ThisTex.ScaleU=RGBData->ScaleU;
ThisTex.ScaleV=RGBData->ScaleV;
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glGenTextures(1, &ThisTex.TexID);
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glBindTexture(GL_TEXTURE_2D, ThisTex.TexID);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, RGBData->TexW, RGBData->TexH, 0, GL_RGBA, GL_UNSIGNED_BYTE, Buffer);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
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glBindTexture(GL_TEXTURE_2D, 0);
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MemFree(Buffer);
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}
/**************************************************************************************/
/**************************************************************************************/
/**************************************************************************************/
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void CTexCache::Purge()
{
int ListSize=TexList.size();
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// TRACE1("Purging %i textures\n",ListSize);
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for (int i=0; i<ListSize; i++)
{
glDeleteTextures(1,&TexList[i].TexID);
}
TexList.clear();
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}
/**************************************************************************************/