File: texture_manager.cpp

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// ==============================================================
//	This file is part of Glest Shared Library (www.glest.org)
//
//	Copyright (C) 2001-2008 Martio Figueroa
//
//	You can redistribute this code and/or modify it under 
//	the terms of the GNU General Public License as published 
//	by the Free Software Foundation; either version 2 of the 
//	License, or (at your option) any later version
// ==============================================================

#include "texture_manager.h"

#include <cstdlib>

#include "graphics_interface.h"
#include "graphics_factory.h"

#include "leak_dumper.h"

namespace Shared{ namespace Graphics{

// =====================================================
//	class TextureManager
// =====================================================

TextureManager::TextureManager(){
	textureFilter= Texture::fBilinear;
	maxAnisotropy= 1;
}

TextureManager::~TextureManager(){
	end();
}

void TextureManager::init(){
	for(int i=0; i<textures.size(); ++i){
		textures[i]->init(textureFilter, maxAnisotropy);
	}
}

void TextureManager::end(){
	for(int i=0; i<textures.size(); ++i){
		textures[i]->end();
		delete textures[i];
	}
	textures.clear();
}

void TextureManager::setFilter(Texture::Filter textureFilter){
	this->textureFilter= textureFilter;
}

void TextureManager::setMaxAnisotropy(int maxAnisotropy){
	this->maxAnisotropy= maxAnisotropy;
}

Texture *TextureManager::getTexture(const string &path){
	for(int i=0; i<textures.size(); ++i){
		if(textures[i]->getPath()==path){
			return textures[i];
		}
	}
	return NULL;
}

Texture1D *TextureManager::newTexture1D(){
	Texture1D *texture1D= GraphicsInterface::getInstance().getFactory()->newTexture1D();
	textures.push_back(texture1D);

	return texture1D;
}

Texture2D *TextureManager::newTexture2D(){
	Texture2D *texture2D= GraphicsInterface::getInstance().getFactory()->newTexture2D();
	textures.push_back(texture2D);

	return texture2D;
}

Texture3D *TextureManager::newTexture3D(){
	Texture3D *texture3D= GraphicsInterface::getInstance().getFactory()->newTexture3D();
	textures.push_back(texture3D);

	return texture3D;
}


TextureCube *TextureManager::newTextureCube(){
	TextureCube *textureCube= GraphicsInterface::getInstance().getFactory()->newTextureCube();
	textures.push_back(textureCube);

	return textureCube;
}

}}//end namespace