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