SBSPSS/Utils/MapEdit/TexCache.cpp

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/*********************/
/*** Texture Cache ***/
/*********************/
#include "stdafx.h"
#include "gl3d.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <gl\glut.h>
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#include <gl\glaux.h> // Header File For The Glaux Library
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#include <Vector>
#include "TexCache.h"
#include "utils.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
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int CTexCache::GetTexIdx(char *Filename,int Flags)
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{
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sTex Tex;
strcpy(Tex.Filename,Filename);
Tex.Flags=Flags;
return(TexList.Find(Tex));
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}
/*****************************************************************************/
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// Checks loaded files for dups, assumes all passed RGB is unique
int CTexCache::ProcessTexture(char *Filename,int Flags,sRGBData *RGBData)
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{
int ListSize=TexList.size();
sTex NewTex;
sRGBData ThisRGB;
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strcpy(NewTex.Filename,Filename);
NewTex.Flags=Flags;
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NewTex.Flags=Flags;
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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);
// sprintf(NewTex.Filename,"%s%s",Path,TexName);
TRACE1("Loading Texture %s\n",NewTex.Filename);
LoadBMP(NewTex.Filename,ThisRGB);
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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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/**************************************************************************************/
const int TexAlignTable[]={1,2,4,8,16,32,64,128,256};
const int TexAlignTableSize=sizeof(TexAlignTable)/sizeof(int);
int CTexCache::AlignSize(int Size)
{
for (int i=0;i<TexAlignTableSize-1; i++)
{
if (Size>TexAlignTable[i] && Size<TexAlignTable[i+1]) return(TexAlignTable[i+1]);
}
return(Size);
}
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/**************************************************************************************/
void CTexCache::LoadBMP(char *Filename,sRGBData &RGBData)
{
FILE *File=NULL;
AUX_RGBImageRec *Aux;
Aux=auxDIBImageLoad(Filename);
RGBData.Width=Aux->sizeX;
RGBData.Height=Aux->sizeY;
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RGBData.RGB=Aux->data;
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free(Aux); // Safe to free aux now, contents copied (I HATE AUX)
}
/**************************************************************************************/
void CTexCache::FreeBMP(sRGBData &RGBData)
{
if (RGBData.RGB)
{
free((unsigned char*)RGBData.RGB);
}
}
/**************************************************************************************/
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/*
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for (int i=0;i<Size;i++)
{
u8 R=*RgbPtr++;
u8 G=*RgbPtr++;
u8 B=*RgbPtr++;
u8 A=255;
if ((R==BlankRGB.rgbRed && G==BlankRGB.rgbGreen && B==BlankRGB.rgbBlue)) // Create alpha for transparent pixels (flagged with PINK!!)
{
A=0;
}
Buffer[(i*4)+0]=R;
Buffer[(i*4)+1]=G;
Buffer[(i*4)+2]=B;
Buffer[(i*4)+3]=A;
}
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*/
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void CTexCache::LoadTex(sTex &ThisTex,sRGBData *TexData)
{
std::vector<u8> Buffer;
int TexWidth=TexData->Width;
int TexHeight=TexData->Height;
int GLWidth=AlignSize(TexWidth);
int GLHeight=AlignSize(TexHeight);
u8 *Src,*Dst;
u8 R,G,B,A;
// create RGB & alpha texture & ensuse texture is correct size for GL
Buffer.resize(GLWidth*GLHeight*4);
Dst=&Buffer[0];
for (int Y=0; Y<GLHeight; Y++)
{
for (int X=0; X<GLWidth; X++)
{
if (X<=TexWidth && Y<=TexHeight)
{
Src=(u8*)&TexData->RGB[((Y*TexWidth)+X)*3];
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!!)
{
A=0;
}
}
else
{
R=255;
G=0;
B=255;
A=255;
}
*Dst++=R;
*Dst++=G;
*Dst++=B;
*Dst++=A;
}
}
ThisTex.TexWidth=TexWidth;
ThisTex.TexHeight=TexHeight;
ThisTex.GLWidth=GLWidth;
ThisTex.GLHeight=GLHeight;
ThisTex.dW=1.0f/(GLWidth/16);
ThisTex.dW=((float)TexWidth/(float)GLWidth)/(GLWidth/16);
ThisTex.dH=((float)TexHeight/(float)GLHeight)/(GLHeight/16);
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glGenTextures(1, &ThisTex.TexID);
glBindTexture(GL_TEXTURE_2D, ThisTex.TexID);
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glTexImage2D(GL_TEXTURE_2D, 0, 4, GLWidth, GLHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &Buffer[0]);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glBindTexture(GL_TEXTURE_2D, 0);
}
/**************************************************************************************/
/**************************************************************************************/
/**************************************************************************************/
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void CTexCache::Purge()
{
int ListSize=TexList.size();
TRACE1("Purging %i textures\n",ListSize);
for (int i=0; i<ListSize; i++)
{
glDeleteTextures(1,&TexList[i].TexID);
}
TexList.clear();
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}
/**************************************************************************************/