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#include "AppHdr.h"
#ifdef USE_TILE_LOCAL
#include "tiletex.h"
#include "files.h"
#include "glwrapper.h"
#include "rltiles/tiledef-dngn.h"
#include "rltiles/tiledef-gui.h"
#include "rltiles/tiledef-icons.h"
#include "rltiles/tiledef-main.h"
#include "rltiles/tiledef-player.h"
#include "windowmanager.h"
GenericTexture::GenericTexture() :
m_handle(0),
m_width(0),
m_height(0),
m_orig_width(0),
m_orig_height(0)
{
}
GenericTexture::~GenericTexture()
{
unload_texture();
}
void GenericTexture::unload_texture()
{
if (!m_handle)
return;
glmanager->delete_textures(1, &m_handle);
}
bool GenericTexture::load_texture(const char *filename,
MipMapOptions mip_opt,
tex_proc_func proc,
bool force_power_of_two)
{
bool success = false;
success = wm->load_texture(this, filename, mip_opt, m_orig_width,
m_orig_height, proc, force_power_of_two);
return success;
}
bool GenericTexture::load_texture(unsigned char *pixels, unsigned int new_width,
unsigned int new_height,
MipMapOptions mip_opt,
int offsetx, int offsety)
{
if (!new_width || !new_height)
return false;
// sequence of events:
// 1. if needed, the glmanager generates a texture name at m_handle.
// the amount of abstraction is a bit obnoxious, but really m_handle
// is a cast to GLuint, where texture names are ints of this type.
// 2. we bind the texture name for writing
// 3. load the texture with the actual tile sheet (or other texture data)
// in question
if (offsetx == -1 && offsety == -1)
{
m_width = new_width;
m_height = new_height;
glmanager->generate_textures(1, &m_handle);
}
bind();
glmanager->load_texture(pixels, new_width, new_height, mip_opt, offsetx, offsety);
return true;
}
void GenericTexture::bind() const
{
ASSERT(m_handle);
glmanager->bind_texture(m_handle);
}
TilesTexture::TilesTexture() :
GenericTexture(), m_tile_max(0), m_info_func(nullptr)
{
}
void TilesTexture::set_info(int tile_max, tile_info_func *info_func)
{
m_tile_max = tile_max;
m_info_func = info_func;
}
const tile_info &TilesTexture::get_info(tileidx_t idx) const
{
ASSERT(m_info_func);
return m_info_func(idx);
}
// XX write a coherent docstring for this, should be done by someone who really
// understands this code
bool TilesTexture::get_coords(tileidx_t idx,
int ofs_x, int ofs_y, // input: offset in output space
float &pos_sx, float &pos_sy, // output: start x,y of tile in output space
float &pos_ex, float &pos_ey, // output: end x,y of tile in output space
float &tex_sx, float &tex_sy, // output: start x,y of tile in tile sheet
float &tex_ex, float &tex_ey, // output: end x,y of tile in tile sheet
bool centre, int ymin, int ymax, // input: centring, allow y trimming
float tile_x, float tile_y) const // input: x,y scaling
{
const tile_info &inf = get_info(idx);
float fwidth = m_width;
float fheight = m_height;
// Centre tiles on x, but allow taller tiles to extend upwards.
int size_ox = centre ? TILE_X / 2 - inf.width / 2 : 0;
int size_oy = centre ? TILE_Y - inf.height : 0;
int pos_sy_adjust = ofs_y + inf.offset_y + size_oy;
int pos_ey_adjust = pos_sy_adjust + inf.ey - inf.sy;
int sy = pos_sy_adjust;
if (ymin >= 0)
sy = max(ymin, sy);
int ey = pos_ey_adjust;
if (ymax >= 0)
ey = min(ymax, ey);
// at this point we have calculated the y bounds and y output adjustments(?)
if (sy >= ey)
return false; // Nothing to draw.
pos_sx += (ofs_x + inf.offset_x + size_ox) / tile_x;
pos_sy += sy / tile_y;
pos_ex = pos_sx + (inf.ex - inf.sx) / tile_x;
pos_ey = pos_sy + (ey - sy) / tile_y;
tex_sx = inf.sx / fwidth;
tex_sy = (inf.sy + sy - pos_sy_adjust) / fheight;
tex_ex = inf.ex / fwidth;
tex_ey = (inf.ey + ey - pos_ey_adjust) / fheight;
return true;
}
static const vector<string> &get_texture_filenames()
{
// This array should correspond to the TEX_ enum.
static vector<string> _filenames =
{
"floor.png",
"wall.png",
"feat.png",
"player.png",
"main.png",
"gui.png",
"icons.png",
};
ASSERT(_filenames.size() == TEX_MAX);
return _filenames;
}
ImageManager::ImageManager()
{
}
ImageManager::~ImageManager()
{
unload_textures();
}
bool ImageManager::load_textures(bool need_mips)
{
MipMapOptions mip = need_mips ?
MIPMAP_CREATE : MIPMAP_NONE;
int i = 0;
for (const auto &f : get_texture_filenames())
if (!m_textures[i++].load_texture(f.c_str(), mip))
return false;
m_textures[TEX_FLOOR].set_info(TILE_FLOOR_MAX, &tile_floor_info);
m_textures[TEX_WALL].set_info(TILE_DNGN_MAX, &tile_wall_info);
m_textures[TEX_FEAT].set_info(TILE_DNGN_MAX, &tile_feat_info);
m_textures[TEX_DEFAULT].set_info(TILEP_PLAYER_MAX, &tile_main_info);
m_textures[TEX_PLAYER].set_info(TILEP_PLAYER_MAX, &tile_player_info);
m_textures[TEX_GUI].set_info(TILEG_GUI_MAX, &tile_gui_info);
m_textures[TEX_ICONS].set_info(TILEI_ICONS_MAX, &tile_icons_info);
return true;
}
void ImageManager::unload_textures()
{
for (int i = 0; i < TEX_MAX; i++)
m_textures[i].unload_texture();
}
const TilesTexture &ImageManager::get_texture(TextureID t) const
{
return m_textures[t];
}
FontWrapper *ImageManager::get_glyph_font() const
{
return tiles.get_glyph_font();
}
#endif
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