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source: orxonox.OLD/branches/ODE/src/lib/graphics/importer/texture_sequence.cc @ 10613

Last change on this file since 10613 was 9869, checked in by bensch, 18 years ago

orxonox/trunk: merged the new_class_id branche back to the trunk.
merged with command:
svn merge https://svn.orxonox.net/orxonox/branches/new_class_id trunk -r9683:HEAD
no conflicts… puh..

File size: 6.0 KB
Line 
1/*
2   orxonox - the future of 3D-vertical-scrollers
3
4   Copyright (C) 2004 orx
5
6   This program is free software; you can redistribute it and/or modify
7   it under the terms of the GNU General Public License as published by
8   the Free Software Foundation; either version 2, or (at your option)
9   any later version.
10
11   ### File Specific:
12   main-programmer: Benjamin Grauer
13   co-programmer: ...
14*/
15
16#define DEBUG_SPECIAL_MODULE DEBUG_MODULE_IMPORTER
17
18#include "texture_sequence.h"
19
20#include "debug.h"
21#include "graphics_engine.h"
22#include <stdarg.h>
23
24#ifdef HAVE_SDL_IMAGE_H
25#include <SDL_image.h>
26#else
27#include <SDL/SDL_image.h>
28#endif
29
30ObjectListDefinition(TextureSequence);
31
32/**
33 * @brief Constructor for a Texture
34 */
35TextureSequence::TextureSequence(unsigned int count, ...)
36{
37  this->registerObject(this, TextureSequence::_objectList);
38
39  va_list textureNameList;
40  va_start(textureNameList, count);
41
42  for (unsigned int i = 0; i < count; i++)
43  {
44    this->addFrame(va_arg(textureNameList, char*));
45  }
46  va_end(textureNameList);
47
48  this->loadImageSeries(count, textureNameList);
49}
50
51/**
52 * @brief Creates an ImageSeries out of TextureNames.
53 * @param textureNames The Names of the Textures
54 * @param prependFolder Optional you can prepend a Folder of Textures.
55 */
56TextureSequence::TextureSequence(const std::vector<std::string>& textureNames, const std::string& prependFolder)
57{
58  this->registerObject(this, TextureSequence::_objectList);
59  this->loadImageSeries(textureNames, prependFolder);
60}
61
62
63/**
64 * @brief Destructor of a TextureSequence
65 *
66 * Frees Data, and deletes the textures from GL
67 */
68TextureSequence::~TextureSequence()
69{
70  this->clearLists();
71}
72
73void TextureSequence::clearLists()
74{
75  // delete all images
76  while(!this->images.empty())
77  {
78    SDL_FreeSurface(this->images.back());
79    this->images.pop_back();
80  }
81
82  // delete all textures.
83  while(!this->textures.empty())
84  {
85    if (glIsTexture(this->textures.back()))
86      glDeleteTextures(1, &this->textures.back());
87    this->textures.pop_back();
88  }
89}
90
91/**
92 * @brief loads an image Sequence
93 * @param count how many images to load to the TextureSequence
94 * @param ... the names of the Images to load
95 * @returns true on success, false otherwise
96 */
97bool TextureSequence::loadImageSeries(unsigned int count, ...)
98{
99  bool retVal = true;
100  va_list textureNameList;
101  va_start(textureNameList, count);
102
103  for (unsigned int i = 0; i < count; i++)
104  {
105    if( !this->addFrame(va_arg(textureNameList, char*)))
106      retVal = false;
107  }
108  va_end(textureNameList);
109  return retVal;
110}
111
112/**
113 * @brief Load an TextureSeries from TextureNames
114 * @param textureNames The Names of the Textures.
115 * @param prependFolder (optional) the Folder to prepend
116 * @return true on success.
117 */
118bool TextureSequence::loadImageSeries(const std::vector<std::string>& textureNames, const std::string& prependFolder)
119{
120  bool retVal = true;
121  for (unsigned int i = 0; i < textureNames.size(); i++)
122  {
123    if( !this->addFrame(prependFolder + textureNames[i]))
124      retVal = false;
125  }
126  return retVal;
127}
128
129
130/**
131 * @brief Loads an Image-Series into the TextureSequence.
132 * @param imageNameSubstitue The Prefix of the Image
133 * @param from From which image
134 * @param to To which image
135 * @return true on success.
136 *
137 * @example to load the Files image_001.jpg, image_002.jpg, ... image_099.jpg
138 * use loadImageSeries("image_###.jpg", 0, 99);
139 * @note important is, that the count of ###'s is correct.
140 */
141bool TextureSequence::loadImageSeries(const std::string& imageNameSubstitue, unsigned int from, unsigned int to)
142{
143  unsigned int index = 0;
144  unsigned int frameSize = 0;
145  // search for the special character # in the LoadParam
146  if ((index = imageNameSubstitue.find("_#")) != std::string::npos)
147  {
148    std::string _imageNameSubstitue = imageNameSubstitue;
149    index++; // start at #
150    while(imageNameSubstitue[index+frameSize] == '#')
151    {
152      _imageNameSubstitue[index+frameSize] = '0';
153      frameSize++;
154    }
155
156    PRINTF(4)("Found %d '#'s in %s... searching for LOD's\n", frameSize, imageNameSubstitue.c_str());
157    char tmpString[32];
158    for (unsigned int i = from; i < to; i++)
159    {
160      sprintf(tmpString, "%d", i);
161      _imageNameSubstitue.replace(index+frameSize -strlen(tmpString), strlen(tmpString), tmpString);
162      this->addFrame(_imageNameSubstitue);
163    }
164    return true;
165  }
166  return false;
167}
168
169
170/**
171 * @brief adds a new Frame to this Sequence (at the end)
172 * @param imageName the Name of the Image to add
173 * @returns true on success
174 */
175bool TextureSequence::addFrame(const std::string& imageName)
176{
177  SDL_Surface* addSurface = IMG_Load(imageName.c_str());
178  if (addSurface == NULL)
179  {
180    PRINTF(2)("Unable to load Image %s\n", imageName.c_str());
181    return false;
182  }
183  bool success = this->addFrame(addSurface);
184  SDL_FreeSurface(addSurface);
185
186  return success;
187}
188
189/**
190 * @brief adds a new Frame at the end of the Sequence.
191 * @param surface the Surface to add at the end of the Sequence.
192 */
193bool TextureSequence::addFrame(SDL_Surface* surface)
194{
195  if (surface == NULL)
196    return false;
197  bool hasAlpha;
198  SDL_Surface* newSurf = this->prepareSurface(surface, hasAlpha);
199  if (newSurf != NULL)
200  {
201    this->images.push_back(newSurf);
202    this->textures.push_back(Texture::loadTexToGL(newSurf));
203  }
204  this->setAlpha(hasAlpha);
205
206  return true;
207}
208
209/**
210 * @brief adds a new Frame at the end of the Sequence.
211 * @param texture the texture to add at the end of the Sequence.
212 */
213bool TextureSequence::addFrame(GLuint texture)
214{
215  if (texture == 0)
216    return false;
217  this->textures.push_back(texture);
218
219  return true;
220}
221
222
223
224/**
225 * @brief rebuilds all the textures from the Images stored in this FrameSequence
226 */
227bool TextureSequence::rebuild()
228{
229  PRINTF(3)("Reloading TextureSequence of %s '%s'\n", this->getClassCName(), this->getCName());
230
231  for (unsigned int i = 0; i < this->textures.size(); i++)
232  {
233    if (glIsTexture(this->textures[i]))
234    {
235      glDeleteTextures(1, &this->textures[i]);
236      this->textures[i] = 0;
237    }
238
239    if (this->images[i] != NULL)
240      this->textures[i] = loadTexToGL(this->images[i]);
241  }
242  return true;
243}
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