202 lines
5.1 KiB
C++
202 lines
5.1 KiB
C++
/*********************/
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/*** Texture Cache ***/
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/*********************/
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#include "stdafx.h"
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#include "gl3d.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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#include <gl\glaux.h> // Header File For The Glaux Library
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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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int CTexCache::GetTexIdx(char *Filename,int Flags)
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{
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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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}
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/*****************************************************************************/
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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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{
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int ListSize=TexList.size();
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sTex NewTex;
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sRGBData ThisRGB;
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strcpy(NewTex.Filename,Filename);
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NewTex.Flags=Flags;
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NewTex.Flags=Flags;
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if (!RGBData) // Need to load file
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{
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int Idx=GetTexIdx(NewTex); // Is already loaded?
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if (Idx!=-1) return(Idx);
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// sprintf(NewTex.Filename,"%s%s",Path,TexName);
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TRACE1("Loading Texture %s\n",NewTex.Filename);
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LoadBMP(NewTex.Filename,ThisRGB);
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RGBData=&ThisRGB;
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LoadTex(NewTex,RGBData);
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FreeBMP(ThisRGB);
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NewTex.Loaded=TRUE;
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}
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else
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{
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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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/**************************************************************************************/
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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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/**************************************************************************************/
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void CTexCache::LoadBMP(char *Filename,sRGBData &RGBData)
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{
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FILE *File=NULL;
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AUX_RGBImageRec *Aux;
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Aux=auxDIBImageLoad(Filename);
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RGBData.Width=Aux->sizeX;
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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)
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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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free((unsigned char*)RGBData.RGB);
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}
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}
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/**************************************************************************************/
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/*
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for (int i=0;i<Size;i++)
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{
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u8 R=*RgbPtr++;
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u8 G=*RgbPtr++;
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u8 B=*RgbPtr++;
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u8 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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{
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A=0;
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}
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Buffer[(i*4)+0]=R;
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Buffer[(i*4)+1]=G;
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Buffer[(i*4)+2]=B;
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Buffer[(i*4)+3]=A;
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}
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*/
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void CTexCache::LoadTex(sTex &ThisTex,sRGBData *TexData)
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{
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std::vector<u8> Buffer;
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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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u8 R,G,B,A;
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// create RGB & alpha texture & ensuse texture is correct size for GL
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Buffer.resize(GLWidth*GLHeight*4);
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Dst=&Buffer[0];
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for (int Y=0; Y<GLHeight; Y++)
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{
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for (int X=0; X<GLWidth; X++)
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{
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if (X<=TexWidth && Y<=TexHeight)
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{
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Src=(u8*)&TexData->RGB[((Y*TexWidth)+X)*3];
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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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{
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A=0;
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}
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}
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else
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{
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R=255;
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G=0;
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B=255;
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A=255;
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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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}
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ThisTex.TexWidth=TexWidth;
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ThisTex.TexHeight=TexHeight;
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ThisTex.GLWidth=GLWidth;
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ThisTex.GLHeight=GLHeight;
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ThisTex.dW=1.0f/(GLWidth/16);
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ThisTex.dW=((float)TexWidth/(float)GLWidth)/(GLWidth/16);
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ThisTex.dH=((float)TexHeight/(float)GLHeight)/(GLHeight/16);
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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, GLWidth, GLHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, &Buffer[0]);
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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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}
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/**************************************************************************************/
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/**************************************************************************************/
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/**************************************************************************************/
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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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}
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/**************************************************************************************/
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