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

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#include "animatedtexture.h"
#include "graphics.h"
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#include <framework/platform/platform.h>
#include <framework/core/eventdispatcher.h>
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#include <GL/gl.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)
{
m_size.setSize(width, height);
m_framesTextureId = new uint[numFrames];
m_framesDelay = new int[numFrames];
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()
{
glDeleteTextures(m_numFrames, m_framesTextureId);
delete[] m_framesTextureId;
delete[] m_framesDelay;
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];
AnimatedTexturePtr me = std::static_pointer_cast<AnimatedTexture>(shared_from_this());
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if(me.use_count() > 1)
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g_dispatcher.addEvent(std::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
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}