2000-10-27 20:18:30 +02:00
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/*********************/
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/*** Texture Cache ***/
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/*********************/
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#include "stdafx.h"
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#include <gl\gl.h>
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#include <gl\glu.h>
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#include <gl\glut.h>
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2000-12-11 23:42:19 +01:00
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#include <frame.hpp>
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2000-10-27 20:18:30 +02:00
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#include <Vector>
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#include "TexCache.h"
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#include "utils.h"
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/*****************************************************************************/
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/*****************************************************************************/
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/*****************************************************************************/
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2000-11-30 23:17:55 +01:00
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int CTexCache::GetTexIdx(char *Filename,int Flags)
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2000-10-27 20:18:30 +02:00
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{
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2000-11-30 23:17:55 +01:00
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sTex Tex;
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strcpy(Tex.Filename,Filename);
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Tex.Flags=Flags;
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return(TexList.Find(Tex));
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2000-11-22 23:08:47 +01:00
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}
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/*****************************************************************************/
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2000-11-30 23:17:55 +01:00
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// Checks loaded files for dups, assumes all passed RGB is unique
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int CTexCache::ProcessTexture(char *Filename,int Flags,sRGBData *RGBData)
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2000-11-22 23:08:47 +01:00
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{
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int ListSize=TexList.size();
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sTex NewTex;
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sRGBData ThisRGB;
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2000-11-30 23:17:55 +01:00
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strcpy(NewTex.Filename,Filename);
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NewTex.Flags=Flags;
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2000-10-27 22:21:39 +02:00
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NewTex.Flags=Flags;
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2000-11-22 23:08:47 +01:00
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if (!RGBData) // Need to load file
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{
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2000-11-30 23:17:55 +01:00
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int Idx=GetTexIdx(NewTex); // Is already loaded?
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if (Idx!=-1) return(Idx);
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2000-12-01 22:08:54 +01:00
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2000-12-20 15:55:43 +01:00
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// TRACE1("Loading Texture %s\n",NewTex.Filename);
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2000-11-30 23:17:55 +01:00
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LoadBMP(NewTex.Filename,ThisRGB);
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2000-11-22 23:08:47 +01:00
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RGBData=&ThisRGB;
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LoadTex(NewTex,RGBData);
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FreeBMP(ThisRGB);
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2000-11-30 23:17:55 +01:00
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NewTex.Loaded=TRUE;
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2000-11-22 23:08:47 +01:00
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}
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else
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{
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LoadTex(NewTex,RGBData);
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2000-11-30 23:17:55 +01:00
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NewTex.Loaded=FALSE;
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2000-11-22 23:08:47 +01:00
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}
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2000-10-27 20:18:30 +02:00
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TexList.push_back(NewTex);
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2000-11-22 23:08:47 +01:00
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return(ListSize);
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2000-10-27 20:18:30 +02:00
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}
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2000-11-22 23:08:47 +01:00
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/**************************************************************************************/
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/**************************************************************************************/
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2000-11-30 23:17:55 +01:00
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/**************************************************************************************/
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const int TexAlignTable[]={1,2,4,8,16,32,64,128,256};
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const int TexAlignTableSize=sizeof(TexAlignTable)/sizeof(int);
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int CTexCache::AlignSize(int Size)
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{
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for (int i=0;i<TexAlignTableSize-1; i++)
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{
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if (Size>TexAlignTable[i] && Size<TexAlignTable[i+1]) return(TexAlignTable[i+1]);
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}
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return(Size);
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}
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2000-11-22 23:08:47 +01:00
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/**************************************************************************************/
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void CTexCache::LoadBMP(char *Filename,sRGBData &RGBData)
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{
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2000-12-11 23:42:19 +01:00
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Frame ThisFrame;
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ThisFrame.LoadBMP(Filename);
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RGBData.Width=ThisFrame.GetWidth();
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RGBData.Height=ThisFrame.GetHeight();
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RGBData.RGB=(u8*)malloc(RGBData.Width*RGBData.Height*3);
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ThisFrame.FlipY();
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ThisFrame.MakeRGB(RGBData.RGB);
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2000-11-22 23:08:47 +01:00
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}
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/**************************************************************************************/
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void CTexCache::FreeBMP(sRGBData &RGBData)
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{
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if (RGBData.RGB)
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{
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2000-12-11 23:42:19 +01:00
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free(RGBData.RGB);
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2000-11-22 23:08:47 +01:00
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}
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}
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/**************************************************************************************/
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2000-11-30 23:17:55 +01:00
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void CTexCache::LoadTex(sTex &ThisTex,sRGBData *TexData)
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{
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2000-12-11 23:42:19 +01:00
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u8 *Buffer;
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2000-11-30 23:17:55 +01:00
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int TexWidth=TexData->Width;
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int TexHeight=TexData->Height;
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int GLWidth=AlignSize(TexWidth);
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int GLHeight=AlignSize(TexHeight);
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u8 *Src,*Dst;
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2000-12-01 22:08:54 +01:00
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2000-11-30 23:17:55 +01:00
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// create RGB & alpha texture & ensuse texture is correct size for GL
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2000-12-11 23:42:19 +01:00
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Buffer=(u8*)malloc(GLWidth*GLHeight*4);
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2000-12-01 22:08:54 +01:00
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Src=TexData->RGB;
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2000-11-30 23:17:55 +01:00
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Dst=&Buffer[0];
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2000-12-01 22:08:54 +01:00
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for (int Y=0; Y<TexHeight; Y++)
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2000-11-30 23:17:55 +01:00
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{
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2000-12-01 22:08:54 +01:00
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for (int X=0; X<TexWidth; X++)
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2000-11-30 23:17:55 +01:00
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{
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2000-12-01 22:08:54 +01:00
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u8 R,G,B,A;
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R=*Src++;
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G=*Src++;
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B=*Src++;
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A=255;
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if ((R==BlankRGB.rgbRed && G==BlankRGB.rgbGreen && B==BlankRGB.rgbBlue)) // Create alpha for transparent pixels (flagged with PINK!!)
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2000-11-30 23:17:55 +01:00
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{
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A=0;
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}
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*Dst++=R;
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*Dst++=G;
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*Dst++=B;
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*Dst++=A;
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}
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2000-12-01 22:08:54 +01:00
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Dst+=(GLWidth-TexWidth)*4;
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2000-11-30 23:17:55 +01:00
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}
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ThisTex.TexWidth=TexWidth;
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ThisTex.TexHeight=TexHeight;
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2000-11-22 23:08:47 +01:00
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2000-12-01 22:08:54 +01:00
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ThisTex.dW=(1.0f)/(float)(GLWidth/16.0f);
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ThisTex.dH=(1.0f)/(float)(GLHeight/16.0f);
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glGenTextures(1, &ThisTex.TexID);
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2000-11-22 23:08:47 +01:00
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glBindTexture(GL_TEXTURE_2D, ThisTex.TexID);
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2000-11-30 23:17:55 +01:00
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glTexImage2D(GL_TEXTURE_2D, 0, 4, GLWidth, GLHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &Buffer[0]);
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2000-11-22 23:08:47 +01:00
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
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glBindTexture(GL_TEXTURE_2D, 0);
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2000-12-11 23:42:19 +01:00
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free(Buffer);
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2000-11-22 23:08:47 +01:00
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}
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/**************************************************************************************/
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/**************************************************************************************/
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/**************************************************************************************/
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2000-11-14 16:03:04 +01:00
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void CTexCache::Purge()
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{
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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++)
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{
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glDeleteTextures(1,&TexList[i].TexID);
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}
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TexList.clear();
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2000-11-30 23:17:55 +01:00
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}
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/**************************************************************************************/
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