コード例 #1
0
ファイル: device_cpu.cpp プロジェクト: sobotka/blender
 void mem_free(device_memory &mem)
 {
   if (mem.type == MEM_TEXTURE) {
     tex_free(mem);
   }
   else if (mem.device_pointer) {
     if (mem.type == MEM_DEVICE_ONLY) {
       util_aligned_free((void *)mem.device_pointer);
     }
     mem.device_pointer = 0;
     stats.mem_free(mem.device_size);
     mem.device_size = 0;
   }
 }
コード例 #2
0
ファイル: device_cpu.cpp プロジェクト: sobotka/blender
  void mem_copy_to(device_memory &mem)
  {
    if (mem.type == MEM_TEXTURE) {
      tex_free(mem);
      tex_alloc(mem);
    }
    else if (mem.type == MEM_PIXELS) {
      assert(!"mem_copy_to not supported for pixels.");
    }
    else {
      if (!mem.device_pointer) {
        mem_alloc(mem);
      }

      /* copy is no-op */
    }
  }
コード例 #3
0
ファイル: CCmpAIManager.cpp プロジェクト: Gallaecio/0ad
		/**
		 * Debug function for AI scripts to dump 2D array data (e.g. terrain tile weights).
		 */
		static void DumpImage(void* UNUSED(cbdata), std::wstring name, std::vector<u32> data, u32 w, u32 h, u32 max)
		{
			// TODO: this is totally not threadsafe.

			VfsPath filename = L"screenshots/aidump/" + name;

			if (data.size() != w*h)
			{
				debug_warn(L"DumpImage: data size doesn't match w*h");
				return;
			}

			if (max == 0)
			{
				debug_warn(L"DumpImage: max must not be 0");
				return;
			}

			const size_t bpp = 8;
			int flags = TEX_BOTTOM_UP|TEX_GREY;

			const size_t img_size = w * h * bpp/8;
			const size_t hdr_size = tex_hdr_size(filename);
			shared_ptr<u8> buf;
			AllocateAligned(buf, hdr_size+img_size, maxSectorSize);
			Tex t;
			if (tex_wrap(w, h, bpp, flags, buf, hdr_size, &t) < 0)
				return;

			u8* img = buf.get() + hdr_size;
			for (size_t i = 0; i < data.size(); ++i)
				img[i] = (u8)((data[i] * 255) / max);

			tex_write(&t, filename);
			tex_free(&t);
		}
コード例 #4
0
ファイル: background.c プロジェクト: JINXSHADYLANE/quibble
void background_close(void) {
	tex_free(triangle);
	tex_free(background);
}
コード例 #5
0
///////////////////////////////////////////////////////////////////
// Load all sky textures
void SkyManager::LoadSkyTextures()
{
	for (size_t i = 0; i < ARRAY_SIZE(m_SkyTexture); ++i)
	{
		VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(s_imageNames[i])+L".dds");

		CTextureProperties textureProps(path);
		textureProps.SetWrap(GL_CLAMP_TO_EDGE);
		CTexturePtr texture = g_Renderer.GetTextureManager().CreateTexture(textureProps);
		texture->Prefetch();
		m_SkyTexture[i] = texture;
	}
	
	glGenTextures(1, &m_SkyCubeMap);
	glBindTexture(GL_TEXTURE_CUBE_MAP, m_SkyCubeMap);
	
	int types[] = {
		GL_TEXTURE_CUBE_MAP_POSITIVE_X,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_X,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Z,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Z,
		GL_TEXTURE_CUBE_MAP_POSITIVE_Y,
		GL_TEXTURE_CUBE_MAP_NEGATIVE_Y
	};
	
	const wchar_t* images[numTextures+1] = {
		L"front",
		L"back",
		L"right",
		L"left",
		L"top",
		L"top"
	};
	
	for (size_t i = 0; i < numTextures+1; ++i)
	{
		VfsPath path = VfsPath("art/textures/skies") / m_SkySet / (Path::String(images[i])+L".dds");
		
		shared_ptr<u8> file;
		size_t fileSize;
		g_VFS->LoadFile(path, file, fileSize);
		
		Tex tex;
		tex_decode(file, fileSize, &tex);
		
		tex_transform_to(&tex, (tex.flags | TEX_BOTTOM_UP | TEX_ALPHA) & ~(TEX_DXT | TEX_MIPMAPS));
		
		u8* data = tex_get_data(&tex);
		
		if (types[i] == GL_TEXTURE_CUBE_MAP_NEGATIVE_Y || types[i] == GL_TEXTURE_CUBE_MAP_POSITIVE_Y)
		{
			std::vector<u8> rotated(tex.dataSize);
		
			for (size_t y = 0; y < tex.h; ++y)
			{
				for (size_t x = 0; x < tex.w; ++x)
				{
					size_t invx = y, invy = tex.w-x-1;
					
					rotated[(y*tex.w + x) * 4 + 0] = data[(invy*tex.w + invx) * 4 + 0];
					rotated[(y*tex.w + x) * 4 + 1] = data[(invy*tex.w + invx) * 4 + 1];
					rotated[(y*tex.w + x) * 4 + 2] = data[(invy*tex.w + invx) * 4 + 2];
					rotated[(y*tex.w + x) * 4 + 3] = data[(invy*tex.w + invx) * 4 + 3];
				}
			}
			
			glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, &rotated[0]);
		}
		else
		{
			glTexImage2D(types[i], 0, GL_RGB, tex.w, tex.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
		}
		
		tex_free(&tex);
	}
	
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
	glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
	
	glBindTexture(GL_TEXTURE_2D, 0);
}
コード例 #6
0
ファイル: gui_style.c プロジェクト: JINXSHADYLANE/quibble
void greed_gui_free(void) {
	tex_free(gui_tex);
	font_free(huge_font);
	font_free(big_font);
	font_free(small_font);
}	
コード例 #7
0
ファイル: pview.c プロジェクト: JINXSHADYLANE/quibble
int dgreed_main(int argc, const char** argv) {
	log_init("pview.log", LOG_LEVEL_INFO);
	video_init(800, 600, "PView");
	rand_init(666);

	GuiDesc style = greed_gui_style(false);

	gui_init(&style);
	particles_init("greed_assets/", 5);

	TexHandle empty = tex_load("greed_assets/empty.png");

	if(psystem_descs_count < 1) 
		LOG_ERROR("No particle systems described!");
	
	int active_backg = 0;
	int active_desc = 0;
	const char* active_desc_name = psystem_descs[active_desc].name;

	RectF gui_area = rectf(0.0f, 0.0f, 520.0f, 80.0f);		
	RectF gui_area2 = rectf(0.0f, 500.0f, 280.0f, 600.0f);
	Vector2 button_prev_pos = vec2(10.0f, 10.0f);
	Vector2 button_next_pos = vec2(280.0f, 10.0f);
	Vector2 button_backg_pos = vec2(10.0f, 550.0f);
	Vector2 label_name_pos = vec2(20.0f, 60.0f);
	char label_text[256];
	
	while(system_update()) {
		RectF src = rectf_null();
		RectF dest = {0.0f, 0.0f, EDITOR_WIDTH, EDITOR_HEIGHT};
		Color c = backgrounds[active_backg % ARRAY_SIZE(backgrounds)];
		video_draw_rect(empty, 0, &src, &dest, c);
		if(mouse_down(MBTN_LEFT)) {
			uint x, y;
			mouse_pos(&x, &y);
			Vector2 pos = vec2((float)x, (float)y);
			if(!rectf_contains_point(&gui_area, &pos))
				if(!rectf_contains_point(&gui_area2, &pos))
					particles_spawn(active_desc_name, &pos, 0.0f);
		}	

		particles_update(time_ms() / 1000.0f);

		sprintf(label_text, "Current psystem: %s", active_desc_name);
		gui_label(&label_name_pos, label_text); 	
		if(gui_button(&button_prev_pos, "Previuos")) 
			active_desc = MAX(0, active_desc-1);
		if(gui_button(&button_next_pos, "Next"))
			active_desc = MIN(psystem_descs_count-1, active_desc+1);
		if(gui_button(&button_backg_pos, "Background color"))
				active_backg++;
		active_desc_name = psystem_descs[active_desc].name;	

		particles_draw();
		draw_grid(0, 12.0f);

		video_present();
	}	

	tex_free(empty);
	particles_close();
	gui_close();
	greed_gui_free();
	video_close();
	
	log_close();
	return 0;
}