143 lines
3.3 KiB
C++
143 lines
3.3 KiB
C++
// texmanager.cpp
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//
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// Copyright (C) 2001 Chris Laurel <claurel@shatters.net>
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//
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// This program is free software; you can redistribute it and/or
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// modify it under the terms of the GNU General Public License
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// as published by the Free Software Foundation; either version 2
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// of the License, or (at your option) any later version.
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#include <config.h>
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#include <celutil/debug.h>
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#include <iostream>
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#include <fstream>
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#include "multitexture.h"
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#include "texmanager.h"
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using namespace std;
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static TextureManager* textureManager = nullptr;
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static const char *directories[]=
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{
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"lores",
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"medres",
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"hires"
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};
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TextureManager* GetTextureManager()
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{
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if (textureManager == nullptr)
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textureManager = new TextureManager("textures");
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return textureManager;
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}
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static string resolveWildcard(const string& filename)
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{
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string base(filename, 0, filename.length() - 1);
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string pngfile = base + "png";
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{
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ifstream in(pngfile);
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if (in.good())
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return pngfile;
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}
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string jpgfile = base + "jpg";
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{
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ifstream in(jpgfile);
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if (in.good())
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return jpgfile;
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}
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string ddsfile = base + "dds";
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{
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ifstream in(ddsfile);
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if (in.good())
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return ddsfile;
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}
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string dxt5file = base + "dxt5nm";
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{
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ifstream in(dxt5file);
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if (in.good())
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return dxt5file;
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}
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string ctxfile = base + "ctx";
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{
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ifstream in(ctxfile);
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if (in.good())
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return ctxfile;
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}
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return "";
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}
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fs::path TextureInfo::resolve(const fs::path& baseDir)
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{
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bool wildcard = false;
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if (!source.empty() && source.at(source.length() - 1) == '*')
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wildcard = true;
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if (!path.empty())
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{
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fs::path filename = path / "textures" / directories[resolution] / source;
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// cout << "Resolve: testing [" << filename << "]\n";
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if (wildcard)
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{
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filename = resolveWildcard(filename.string());
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if (!filename.empty())
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return filename;
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}
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else
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{
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ifstream in(filename.string());
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if (in.good())
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return filename;
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}
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}
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fs::path filename = baseDir / directories[resolution] / source;
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if (wildcard)
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{
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string matched = resolveWildcard(filename.string());
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if (matched.empty())
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return filename; // . . . for lack of any better way to handle it.
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else
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return matched;
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}
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return filename;
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}
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Texture* TextureInfo::load(const fs::path& name)
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{
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Texture::AddressMode addressMode = Texture::EdgeClamp;
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Texture::MipMapMode mipMode = Texture::DefaultMipMaps;
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if (flags & WrapTexture)
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addressMode = Texture::Wrap;
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else if (flags & BorderClamp)
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addressMode = Texture::BorderClamp;
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if (flags & NoMipMaps)
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mipMode = Texture::NoMipMaps;
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else if (flags & AutoMipMaps)
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mipMode = Texture::AutoMipMaps;
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if (bumpHeight == 0.0f)
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{
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DPRINTF(LOG_LEVEL_ERROR, "Loading texture: %s\n", name);
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// cout << "Loading texture: " << name << '\n';
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return LoadTextureFromFile(name, addressMode, mipMode);
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}
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DPRINTF(LOG_LEVEL_ERROR, "Loading bump map: %s\n", name);
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// cout << "Loading texture: " << name << '\n';
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return LoadHeightMapFromFile(name, bumpHeight, addressMode);
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}
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