- Reworked Surface class and drawing stuff:
[supertux.git] / src / video / texture_manager.cpp
1 #include <config.h>
2
3 #include "texture_manager.hpp"
4
5 #include <assert.h>
6 #include <SDL.h>
7 #include <SDL_image.h>
8 #include <GL/gl.h>
9 #include <iostream>
10 #include <sstream>
11 #include <stdexcept>
12 #include "physfs/physfs_sdl.hpp"
13 #include "image_texture.hpp"
14 #include "glutil.hpp"
15
16 TextureManager* texture_manager = NULL;
17
18 TextureManager::TextureManager()
19 {
20 }
21
22 TextureManager::~TextureManager()
23 {
24   for(ImageTextures::iterator i = image_textures.begin();
25       i != image_textures.end(); ++i) {
26     if(i->second == NULL)
27       continue;
28 #ifdef DEBUG
29     std::cerr << "Warning: Texture '" << i->first << "' not freed\n";
30 #endif
31     delete i->second;
32   }
33 }
34
35 ImageTexture*
36 TextureManager::get(const std::string& filename)
37 {
38   ImageTextures::iterator i = image_textures.find(filename);
39
40   ImageTexture* texture = NULL;
41   if(i != image_textures.end())
42     texture = i->second;
43
44   if(texture == NULL) {
45     texture = create_image_texture(filename);
46     image_textures[filename] = texture;
47   }
48
49   return texture;
50 }
51
52 void
53 TextureManager::release(ImageTexture* texture)
54 {
55   image_textures[texture->filename] = NULL;
56   delete texture;
57 }
58
59 void
60 TextureManager::register_texture(Texture* texture)
61 {
62   textures.insert(texture);
63 }
64
65 void
66 TextureManager::remove_texture(Texture* texture)
67 {
68   textures.erase(texture);
69 }
70
71 static inline int next_power_of_two(int val)
72 {
73   int result = 1;
74   while(result < val)
75     result *= 2;
76   return result;
77 }
78
79 ImageTexture*
80 TextureManager::create_image_texture(const std::string& filename)
81 {
82   SDL_Surface* image = IMG_Load_RW(get_physfs_SDLRWops(filename), 1);
83   if(image == NULL) {
84     std::ostringstream msg;
85     msg << "Couldn't load image '" << filename << "' :" << SDL_GetError();
86     throw std::runtime_error(msg.str());
87   }
88
89   int texture_w = next_power_of_two(image->w);
90   int texture_h = next_power_of_two(image->h);
91
92 #if SDL_BYTEORDER == SDL_BIG_ENDIAN
93   SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
94       texture_w, texture_h, 32,
95       0xff000000, 0x00ff0000, 0x0000ff00, 0x000000ff);
96 #else
97   SDL_Surface* convert = SDL_CreateRGBSurface(SDL_SWSURFACE,
98       texture_w, texture_h, 32,
99       0x000000ff, 0x0000ff00, 0x00ff0000, 0xff000000);
100 #endif
101
102   if(convert == 0)
103     throw std::runtime_error("Couldn't create texture: out of memory");
104
105   SDL_SetAlpha(image, 0, 0);
106   SDL_BlitSurface(image, 0, convert, 0);
107
108   ImageTexture* result = NULL;
109   try {
110     result = new ImageTexture(convert);
111     result->filename = filename;
112     result->image_width = image->w;
113     result->image_height = image->h;
114   } catch(...) {
115     delete result;
116     SDL_FreeSurface(convert);
117     throw;
118   }
119   
120   SDL_FreeSurface(convert);
121   return result;
122 }
123
124 void
125 TextureManager::save_textures()
126 {
127   glPixelStorei(GL_PACK_ROW_LENGTH, 0);
128   glPixelStorei(GL_PACK_IMAGE_HEIGHT, 0);
129   glPixelStorei(GL_PACK_SKIP_PIXELS, 0);
130   glPixelStorei(GL_PACK_SKIP_ROWS, 0);
131   glPixelStorei(GL_PACK_SKIP_IMAGES, 0);
132   glPixelStorei(GL_PACK_ALIGNMENT, 1);
133   for(Textures::iterator i = textures.begin(); i != textures.end(); ++i) {
134     save_texture(*i);
135   }
136   for(ImageTextures::iterator i = image_textures.begin();
137       i != image_textures.end(); ++i) {
138     save_texture(i->second);
139   }
140 }
141
142 void
143 TextureManager::save_texture(Texture* texture)
144 {
145   SavedTexture saved_texture;
146   saved_texture.texture = texture;
147   glBindTexture(GL_TEXTURE_2D, texture->get_handle());
148   glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH,
149                            &saved_texture.width);
150   glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT,
151                            &saved_texture.height);
152   glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_BORDER,
153                            &saved_texture.border);
154   glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
155                       &saved_texture.min_filter);
156   glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
157                       &saved_texture.mag_filter);
158   glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
159                       &saved_texture.wrap_s);
160   glGetTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
161                       &saved_texture.wrap_t);
162
163   size_t pixelssize = saved_texture.width * saved_texture.height * 4;
164   saved_texture.pixels = new char[pixelssize];
165   
166   glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE,
167                 saved_texture.pixels);
168
169   saved_textures.push_back(saved_texture);
170
171   glDeleteTextures(1, &(texture->handle));
172   texture->handle = 0;
173
174   assert_gl("retrieving texture");
175 }
176
177 void
178 TextureManager::reload_textures()
179 {
180   glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
181   glPixelStorei(GL_UNPACK_IMAGE_HEIGHT, 0);
182   glPixelStorei(GL_UNPACK_SKIP_PIXELS, 0);
183   glPixelStorei(GL_UNPACK_SKIP_ROWS, 0);
184   glPixelStorei(GL_UNPACK_SKIP_IMAGES, 0);
185   glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
186   
187   for(std::vector<SavedTexture>::iterator i = saved_textures.begin();
188       i != saved_textures.end(); ++i) {
189     SavedTexture& saved_texture = *i;
190     
191     GLuint handle;
192     glGenTextures(1, &handle);
193     assert_gl("creating texture handle");
194
195     glBindTexture(GL_TEXTURE_2D, handle);
196     glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA,
197                  saved_texture.width, saved_texture.height,
198                  saved_texture.border, GL_RGBA,
199                  GL_UNSIGNED_BYTE, saved_texture.pixels);
200     delete[] saved_texture.pixels;
201     assert_gl("uploading texture pixel data");
202
203     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
204                     saved_texture.min_filter);
205     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
206                     saved_texture.mag_filter);
207     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
208                     saved_texture.wrap_s);
209     glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
210                     saved_texture.wrap_t);
211
212     assert_gl("setting texture_params");
213     saved_texture.texture->handle = handle;
214   }
215
216   saved_textures.clear();
217 }
218