tibia-client/src/framework/graphics/animatedtexture.cpp

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/*
* Copyright (c) 2010-2011 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
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#include "animatedtexture.h"
#include "graphics.h"
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#include <framework/core/eventdispatcher.h>
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AnimatedTexture::AnimatedTexture(int width, int height, int channels, int numFrames, uchar *framesPixels, int *framesDelay) :
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Texture(),
m_numFrames(numFrames)
{
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m_size.resize(width, height);
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m_framesTextureId.resize(numFrames);
m_framesDelay.resize(numFrames);
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for(int i=0;i<numFrames;++i) {
uchar *framePixels = framesPixels + (i*height*width* channels);
uint id = internalLoadGLTexture(framePixels, channels, width, height);
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m_framesTextureId[i] = id;
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m_framesDelay[i] = framesDelay[i];
}
m_currentFrame = -1;
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, this), 0);
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}
AnimatedTexture::~AnimatedTexture()
{
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glDeleteTextures(m_numFrames, &m_framesTextureId[0]);
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m_textureId = 0;
}
void AnimatedTexture::enableBilinearFilter()
{
for(int i=0;i<m_numFrames;++i) {
glBindTexture(GL_TEXTURE_2D, m_framesTextureId[i]);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
}
void AnimatedTexture::processAnimation()
{
m_currentFrame++;
if(m_currentFrame >= m_numFrames)
m_currentFrame = 0;
m_textureId = m_framesTextureId[m_currentFrame];
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AnimatedTexturePtr self = asAnimatedTexture();
// continue to animate only if something still referencing this texture
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if(self.use_count() > 2)
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g_dispatcher.scheduleEvent(std::bind(&AnimatedTexture::processAnimation, self), m_framesDelay[m_currentFrame]);
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}