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