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/* The MIT License
*
* Copyright (c) 2010 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.
*/
#include <graphics/animatedtexture.h>
#include <GL/gl.h>
#include <core/engine.h>
#include <core/dispatcher.h>
AnimatedTexture::AnimatedTexture(int width, int height, int components, int numFrames, uchar *framesPixels, int *framesDelay) :
Texture(),
m_numFrames(numFrames)
{
m_size.setSize(width, height);
m_framesTextureId = new uint[numFrames];
m_framesDelay = new int[numFrames];
GLenum format = 0;
switch(components) {
case 4:
format = GL_RGBA;
break;
case 3:
format = GL_RGB;
break;
case 2:
format = GL_LUMINANCE_ALPHA;
break;
case 1:
format = GL_LUMINANCE;
break;
}
glGenTextures(numFrames, m_framesTextureId);
for(int i=0;i<numFrames;++i) {
glBindTexture(GL_TEXTURE_2D, m_framesTextureId[i]);
// load the pixels into opengl memory
uchar *framePixels = framesPixels + (i*height*width*components);
glTexImage2D(GL_TEXTURE_2D, 0, components, width, height, 0, format, GL_UNSIGNED_BYTE, framePixels);
// disable texture border
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// nearest filtering
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
m_framesDelay[i] = framesDelay[i];
}
m_currentFrame = -1;
g_dispatcher.scheduleTask(boost::bind(&AnimatedTexture::processAnimation, this), 0);
}
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 = boost::static_pointer_cast<AnimatedTexture>(shared_from_this());
if(me.use_count() > 1)
g_dispatcher.scheduleTask(boost::bind(&AnimatedTexture::processAnimation, me), m_framesDelay[m_currentFrame]);
}