SBSPSS/Utils/MapEdit/TexCache.cpp
2001-01-03 22:11:13 +00:00

192 lines
4.9 KiB
C++

/*********************/
/*** Texture Cache ***/
/*********************/
#include "stdafx.h"
#include <gl\gl.h>
#include <gl\glu.h>
#include <frame.hpp>
#include <Vector>
#include "TexCache.h"
#include "utils.h"
/*****************************************************************************/
/*****************************************************************************/
/*****************************************************************************/
int CTexCache::GetTexIdx(char *Filename,int Flags)
{
sTex Tex;
strcpy(Tex.Filename,Filename);
Tex.Flags=Flags;
return(TexList.Find(Tex));
}
/*****************************************************************************/
// Checks loaded files for dups, assumes all passed RGB is unique
int CTexCache::ProcessTexture(char *Filename,int Flags,sRGBData *RGBData)
{
int ListSize=TexList.size();
sTex NewTex;
sRGBData ThisRGB;
strcpy(NewTex.Filename,Filename);
NewTex.Flags=Flags;
NewTex.Flags=Flags;
if (!RGBData) // Need to load file
{
int Idx=GetTexIdx(NewTex); // Is already loaded?
if (Idx!=-1) return(Idx);
// TRACE1("Loading Texture %s\n",NewTex.Filename);
if (!LoadBMP(NewTex.Filename,ThisRGB))
{
exit(-1);
return(ListSize);
}
RGBData=&ThisRGB;
LoadTex(NewTex,RGBData);
FreeBMP(ThisRGB);
NewTex.Loaded=TRUE;
}
else
{
LoadTex(NewTex,RGBData);
NewTex.Loaded=FALSE;
}
TexList.push_back(NewTex);
return(ListSize);
}
/**************************************************************************************/
/**************************************************************************************/
/**************************************************************************************/
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);
}
/**************************************************************************************/
bool CTexCache::LoadBMP(char *Filename,sRGBData &RGBData)
{
Frame ThisFrame;
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);
}
fclose(File);
ThisFrame.LoadBMP(Filename);
RGBData.Width=ThisFrame.GetWidth();
RGBData.Height=ThisFrame.GetHeight();
RGBData.RGB=(u8*)malloc(RGBData.Width*RGBData.Height*3);
ThisFrame.FlipY();
ThisFrame.MakeRGB(RGBData.RGB);
return(true);
}
/**************************************************************************************/
void CTexCache::FreeBMP(sRGBData &RGBData)
{
if (RGBData.RGB)
{
free(RGBData.RGB);
}
}
/**************************************************************************************/
void CTexCache::LoadTex(sTex &ThisTex,sRGBData *TexData)
{
u8 *Buffer;
int TexWidth=TexData->Width;
int TexHeight=TexData->Height;
int GLWidth=AlignSize(TexWidth);
int GLHeight=AlignSize(TexHeight);
u8 *Src,*Dst;
// create RGB & alpha texture & ensuse texture is correct size for GL
Buffer=(u8*)malloc(GLWidth*GLHeight*4);
Src=TexData->RGB;
Dst=&Buffer[0];
for (int Y=0; Y<TexHeight; Y++)
{
for (int X=0; X<TexWidth; X++)
{
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!!)
{
A=0;
}
*Dst++=R;
*Dst++=G;
*Dst++=B;
*Dst++=A;
}
Dst+=(GLWidth-TexWidth)*4;
}
ThisTex.TexWidth=TexWidth;
ThisTex.TexHeight=TexHeight;
ThisTex.dW=(1.0f)/(float)(GLWidth/16.0f);
ThisTex.dH=(1.0f)/(float)(GLHeight/16.0f);
glGenTextures(1, &ThisTex.TexID);
glBindTexture(GL_TEXTURE_2D, ThisTex.TexID);
glTexImage2D(GL_TEXTURE_2D, 0, 4, GLWidth, GLHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &Buffer[0]);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S,GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T,GL_CLAMP);
glBindTexture(GL_TEXTURE_2D, 0);
free(Buffer);
}
/**************************************************************************************/
/**************************************************************************************/
/**************************************************************************************/
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();
}
/**************************************************************************************/