105 lines
3.6 KiB
C++
105 lines
3.6 KiB
C++
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/* The MIT License
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*
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* Copyright (c) 2010 OTClient, https://github.com/edubart/otclient
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*
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* Permission is hereby granted, free of charge, to any person obtaining a copy
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* of this software and associated documentation files (the "Software"), to deal
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* in the Software without restriction, including without limitation the rights
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* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
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* copies of the Software, and to permit persons to whom the Software is
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* furnished to do so, subject to the following conditions:
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*
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* The above copyright notice and this permission notice shall be included in
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* all copies or substantial portions of the Software.
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*
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* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
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* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
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* THE SOFTWARE.
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*/
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#include <graphics/animatedtexture.h>
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#include <core/engine.h>
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#include <core/dispatcher.h>
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AnimatedTexture::AnimatedTexture(int width, int height, int components, int numFrames, uchar *framesPixels, int *framesDelay) :
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Texture(),
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m_numFrames(numFrames)
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{
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m_size.setSize(width, height);
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m_framesTextureId = new uint[numFrames];
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m_framesDelay = new int[numFrames];
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GLenum format = 0;
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switch(components) {
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case 4:
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format = GL_RGBA;
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break;
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case 3:
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format = GL_RGB;
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break;
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case 2:
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format = GL_LUMINANCE_ALPHA;
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break;
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case 1:
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format = GL_LUMINANCE;
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break;
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}
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glGenTextures(numFrames, m_framesTextureId);
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for(int i=0;i<numFrames;++i) {
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glBindTexture(GL_TEXTURE_2D, m_framesTextureId[i]);
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// load the pixels into opengl memory
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uchar *framePixels = framesPixels + (i*height*width*components);
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glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, format, GL_UNSIGNED_BYTE, framePixels);
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// disable texture border
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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// nearest filtering
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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m_framesDelay[i] = framesDelay[i];
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}
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m_currentFrame = -1;
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g_dispatcher.scheduleTask(boost::bind(&AnimatedTexture::processAnimation, this), 0);
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}
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AnimatedTexture::~AnimatedTexture()
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{
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glDeleteTextures(m_numFrames, m_framesTextureId);
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delete[] m_framesTextureId;
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delete[] m_framesDelay;
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m_textureId = 0;
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}
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void AnimatedTexture::enableBilinearFilter()
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{
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for(int i=0;i<m_numFrames;++i) {
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glBindTexture(GL_TEXTURE_2D, m_framesTextureId[i]);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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void AnimatedTexture::processAnimation()
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{
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m_currentFrame++;
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if(m_currentFrame >= m_numFrames)
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m_currentFrame = 0;
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m_textureId = m_framesTextureId[m_currentFrame];
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AnimatedTexturePtr me = boost::static_pointer_cast<AnimatedTexture>(shared_from_this());
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if(me.use_count() > 1)
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g_dispatcher.scheduleTask(boost::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
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}
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