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Aquaria/BBGE/Texture.h

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria is free software; you can redistribute it 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.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
2017-02-06 02:34:41 +00:00
#ifndef BBGE_TEXTURE_H
#define BBGE_TEXTURE_H
#include <string>
#include "Refcounted.h"
struct TexCoordBox
{
float u1, v1; // upper left (x,y)
float u2, v2; // lower right (x,y)
bool isStandard() const;
void setStandard();
bool operator==(const TexCoordBox& o) const
{
return u1 == o.u1 && v1 == o.v1 && u2 == o.u2 && v2 == o.v2;
}
inline bool operator!=(const TexCoordBox& o) const
{
return !(*this == o);
}
};
enum TextureLoadResult
{
TEX_FAILED,
TEX_SUCCESS
};
struct ImageData;
class Texture : public Refcounted
{
public:
Texture();
~Texture();
void apply() const;
void unload();
unsigned gltexid;
int width, height;
void writeRGBA(int tx, int ty, int w, int h, const unsigned char *pixels);
void readRGBA(unsigned char *pixels) const;
const unsigned char *getBufferAndSize(int *w, int *h, size_t *size) const; // returned memory is owned by the Texture
size_t sizeBytes() const;
std::string name, filename;
bool upload(const ImageData& img, bool mipmap);
Worldmap overhaul, part 1 In short: - No more grid-for-alpha; everything uses generated textures now (With proper bilinear filtering so it looks like the old method) - All tiles are now shown partially uncovered at the same time; selecting one is no longer needed - Gems can now be local (associated to a tile) or global. Local games move with their tile, global ones stay where they were placed Background: Originally there were two possible implementations of how to render the world map: - One used write-alpha-to-texture to implement graual uncovering. - The other (permanently enabled) used the DrawGrid to render the map tiles as a fine grid, each little square having its own alpha value The downside of the first method was that it didn't look as good as the second, so i guess that's why it was never fully finished. The main downside of the second method was that it burned a lot of vertices just to do alpha, so only one tile at a time could show the detailed grid. I also never liked how an entire tile was effectively fully uncovered once the map was first entered, taking away a lot of the exploration feeling that could have been there if everything that hasn't been explored would be completely invisible. I've added this worldmap uncovering method as an optional config param, <WorldMap revealMethod="1"/> but i've decided to fully switch over now. Things left to be done: - create a WorldMapRender instance only once and keep the tiles across map loads - add debug option to reload/recreate worldmap at runtime - cleanup gem storage and carry over the player gem properly (ged rid of std::list) - remove "worldmap" grid render type - Add more user "pyramid" gems as world map markers. More colors! - check that gems and beacons still work as they should
2024-11-15 02:12:14 +00:00
bool uploadAndKeep(ImageData& img, bool mipmap);
bool success;
protected:
Worldmap overhaul, part 1 In short: - No more grid-for-alpha; everything uses generated textures now (With proper bilinear filtering so it looks like the old method) - All tiles are now shown partially uncovered at the same time; selecting one is no longer needed - Gems can now be local (associated to a tile) or global. Local games move with their tile, global ones stay where they were placed Background: Originally there were two possible implementations of how to render the world map: - One used write-alpha-to-texture to implement graual uncovering. - The other (permanently enabled) used the DrawGrid to render the map tiles as a fine grid, each little square having its own alpha value The downside of the first method was that it didn't look as good as the second, so i guess that's why it was never fully finished. The main downside of the second method was that it burned a lot of vertices just to do alpha, so only one tile at a time could show the detailed grid. I also never liked how an entire tile was effectively fully uncovered once the map was first entered, taking away a lot of the exploration feeling that could have been there if everything that hasn't been explored would be completely invisible. I've added this worldmap uncovering method as an optional config param, <WorldMap revealMethod="1"/> but i've decided to fully switch over now. Things left to be done: - create a WorldMapRender instance only once and keep the tiles across map loads - add debug option to reload/recreate worldmap at runtime - cleanup gem storage and carry over the player gem properly (ged rid of std::list) - remove "worldmap" grid render type - Add more user "pyramid" gems as world map markers. More colors! - check that gems and beacons still work as they should
2024-11-15 02:12:14 +00:00
void _freePixbuf();
int ow, oh;
bool _mipmap;
mutable unsigned char *_pixbuf; // retrieved when needed
};
#define UNREFTEX(x) {x = NULL;}
#endif