Example #1
0
int register_graphics::loadTexture(lua_State *L)
{
        texture2D* tex = checkTexture(L, 1);
        luaL_checkstring(L, 2);
        const char* path = lua_tostring(L, 2);

        tex->create(path);
        return 1;
}
Example #2
0
int register_graphics::deleteTexture(lua_State *L)
{
        texture2D* f = checkTexture(L, 1);
        if (f != NULL){
                SAFE_DELETE(f);
        }else{
                LOG("can not delete texture because it is null!");
                return 0;
        }
        return 1;
}
	void ResourceManualFont::initialise()
	{
		if (mVectorPairCodeCoord.empty()) return;

		std::sort(mVectorPairCodeCoord.begin(), mVectorPairCodeCoord.end());

		const IntSize& size = texture_utility::getTextureSize(mSource);
		float aspect = (float)size.width / (float)size.height;

		Char code = mVectorPairCodeCoord.front().code;
		size_t count = mVectorPairCodeCoord.size();
		size_t first = 0;

		for (size_t pos = 1; pos < count; ++pos)
		{
			// диапазон оборвался
			if (code + 1 != mVectorPairCodeCoord[pos].code)
			{
				addRange(mVectorPairCodeCoord, first, pos - 1, size.width, size.height, aspect);
				code = mVectorPairCodeCoord[pos].code;
				first = pos;
			}
			else
			{
				code ++;
			}
		}

		addRange(mVectorPairCodeCoord, first, count - 1, size.width, size.height, aspect);

		// уничтожаем буфер
		VectorPairCodeCoord tmp;
		std::swap(tmp, mVectorPairCodeCoord);

		checkTexture();
	}
Example #4
0
	// ===================================================================
	uint CTextureCache::loadTexture(const std::string& filename, uint newTextureID){

		uint textureID;
		SDL_Surface* loadedImageTmp = 0;
		SDL_Surface* loadedImage = 0;

		//std::cout << "[CTextureManager::loadTexture] RUTA TEXTURA: " << filename << "\n";

		uint existingID =checkTexture(filename);
		if( existingID != (uint)-1)
			return existingID;

		loadedImageTmp = IMG_Load(filename.c_str());

		if(!loadedImageTmp){
			#ifdef _DEBUG
			cerr<<"Error en la carga de la imagen:"<<filename<<" motivo: "<<SDL_GetError()<<"\n";
			#endif
			return 0;
		}

		//std::cout << "[CTextureManager::loadTexture] Leo la imagen\n";

		//loadedImage = rotozoomSurfaceXY(loadedImageTmp, 0, 1, -1, 0);

		loadedImage = loadedImageTmp;
/*
		if(!loadedImage){
			#ifdef _DEBUG
			cerr<<"Error en la carga de la imagen: "<<SDL_GetError() << "\n";
			#endif
			return 0;
		}
*/
		textureID = getNewTextureID(newTextureID);
		//std::cout << "[CTextureManager::loadTexture] ID textura: "<<textureID<<"\n";
		glBindTexture(GL_TEXTURE_2D, textureID);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);

		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);

		// Obtenemos el numero de canales de la surface SDL
		GLint nOfColors = loadedImage->format->BytesPerPixel;

		GLenum texture_format;
		switch(nOfColors){
		case 3:	// No tiene canal alpha
			if (loadedImage->format->Rmask == 0x000000ff)
					texture_format = GL_RGB;
			else
					texture_format = GL_BGR;
			break;
		case 4: // Tiene canal alpha
			if (loadedImage->format->Rmask == 0x000000ff)
					texture_format = GL_RGBA;
			else
					texture_format = GL_BGRA;
			break;
		default:
			texture_format = GL_RGBA;
		}

		gluBuild2DMipmaps(
				GL_TEXTURE_2D,
				nOfColors,
				loadedImage->w,
				loadedImage->h,
				texture_format,
				GL_UNSIGNED_BYTE,
				loadedImage->pixels
				);

		SDL_FreeSurface(loadedImage);
		//SDL_FreeSurface(loadedImageTmp);

		// Si no ha sido posible asignarse una textura, se habra otorgado el ID 0
		if(!textureID)
			return 0;

		_textureIDs[filename] = textureID;

		//std::cout << "[CTextureManager::loadTexture] Llego al final\n";
		return textureID;
	}
Example #5
0
int register_graphics::unBindTexture(lua_State *L)
{
        texture2D* tex = checkTexture(L, 1);
        tex->unbind();
        return 1;
}