/* Memonix, Viewizard Game Core ver 2.0 Copyright (c) 2001-2006 Michael Kurinnoy, Viewizard Games All Rights Reserved. Memonix game source codes available under "dual licensing" model. The licensing options available are: * Commercial Licensing. This is the appropriate option if you are creating proprietary applications and you are not prepared to distribute and share the source code of your application. Contact us for pricing at viewizard@viewizard.com * Open Source Licensing. This is the appropriate option if you want to share the source code of your application with everyone you distribute it to, and you also want to give them the right to share who uses it. You should have received a copy of the GNU General Public License version 3 with this source codes. If not, see . */ #include "../../Core.h" #include "Texture.h" //------------------------------------------------------------------------------------ // переменные //------------------------------------------------------------------------------------ eTexture *StartTexMan = 0;// Указатель на первую текстуру в списке... eTexture *EndTexMan = 0; // Указатель на последнюю текстуру в списке... int NumTexMan = 0; // Последний использов. уникальный номер // Ключ прорисовки текстуры (near, linear, ... ) int FilteringTexMan = RI_MAGFILTER_POINT | RI_MINFILTER_POINT | RI_MIPFILTER_POINT; // Ключ прорисовки текстуры (wrap, clamp ... ) int Address_ModeTexMan = RI_WRAP_U | RI_WRAP_V; // указывает, что канал есть...(или нужно создать по цвету...) bool AlphaTexMan = false; // цвет прозрачности для создания Alpha канала... BYTE ARedTexMan = 0; BYTE AGreenTexMan = 0; BYTE ABlueTexMan = 0; int AFlagTexMan = TX_ALPHA_EQUAL; bool MipMap = true; //------------------------------------------------------------------------------------ // проверка приоритета текстур //------------------------------------------------------------------------------------ void vw_CheckTexturesPrior() { eTexture *Tmp = StartTexMan; // находим эквивалент еденице float MaxCount = 0.0f; while (Tmp != 0) { eTexture *Tmp1 = Tmp->Next; if (Tmp->TexturePrior > 0.0f) if (Tmp->Width*Tmp->Height > MaxCount) MaxCount = Tmp->Width*Tmp->Height*1.0f; Tmp = Tmp1; } // устанавливаем правильный приоритет Tmp = StartTexMan; while (Tmp != 0) { eTexture *Tmp1 = Tmp->Next; float CurrPr = 0.0f; vw_GetPrioritizeTextures(Tmp->OffsetID, &CurrPr); if (Tmp->TexturePrior > 0.0f) { vw_SetPrioritizeTextures(Tmp->OffsetID, (Tmp->Width*Tmp->Height*1.0f)/MaxCount); } else { if (CurrPr > 0.0f) vw_SetPrioritizeTextures(Tmp->OffsetID, 0.0f); } Tmp->TexturePrior = 0.0f; Tmp = Tmp1; } } //------------------------------------------------------------------------------------ // освобождаем все текстуры подключенные к менеджеру текстур //------------------------------------------------------------------------------------ void vw_ReleaseAllTextures() { // Чистка памяти... eTexture *Tmp = StartTexMan; while (Tmp != 0) { eTexture *Tmp1 = Tmp->Next; vw_ReleaseTexture(Tmp); Tmp = Tmp1; } StartTexMan = 0; EndTexMan = 0; NumTexMan = 0; FilteringTexMan = RI_MAGFILTER_POINT | RI_MINFILTER_POINT | RI_MIPFILTER_POINT; Address_ModeTexMan = RI_WRAP_U | RI_WRAP_V; AlphaTexMan = false; } //------------------------------------------------------------------------------------ // подключение текстуры к менеджеру текстур //------------------------------------------------------------------------------------ void AttachTexture(eTexture* Texture) { if (Texture == 0) return; // первый в списке... if (EndTexMan == 0) { Texture->Prev = 0; Texture->Next = 0; NumTexMan += 1; Texture->Num = NumTexMan; StartTexMan = Texture; EndTexMan = Texture; } else // продолжаем заполнение... { Texture->Prev = EndTexMan; Texture->Next = 0; EndTexMan->Next = Texture; NumTexMan += 1; Texture->Num = NumTexMan; EndTexMan = Texture; } } //------------------------------------------------------------------------------------ // отключение текстуры от менеджера текстур //------------------------------------------------------------------------------------ void DetachTexture(eTexture* Texture) { if (Texture == 0) return; // переустанавливаем указатели... if (StartTexMan == Texture) StartTexMan = Texture->Next; if (EndTexMan == Texture) EndTexMan = Texture->Prev; if (Texture->Next != 0) Texture->Next->Prev = Texture->Prev; else if (Texture->Prev != 0) Texture->Prev->Next = 0; if (Texture->Prev != 0) Texture->Prev->Next = Texture->Next; else if (Texture->Next != 0) Texture->Next->Prev = 0; } //------------------------------------------------------------------------------------ // Установка свойств текстур... //------------------------------------------------------------------------------------ void vw_SetTextureProp(int nFiltering, int nAddress_Mode, bool nAlpha, int nAFlag, bool nMipMap) { FilteringTexMan = nFiltering; Address_ModeTexMan = nAddress_Mode; AlphaTexMan = nAlpha; AFlagTexMan = nAFlag; MipMap = nMipMap; } //------------------------------------------------------------------------------------ // Установка цвета альфа канала //------------------------------------------------------------------------------------ void vw_SetTextureAlpha(BYTE nARed, BYTE nAGreen, BYTE nABlue) { ARedTexMan = nARed; AGreenTexMan = nAGreen; ABlueTexMan = nABlue; } //------------------------------------------------------------------------------------ // Нахождение текстуры по уникальному номеру... //------------------------------------------------------------------------------------ eTexture* vw_FindTextureByNum(int Num) { eTexture *Tmp = StartTexMan; while (Tmp != 0) { eTexture *Tmp1 = Tmp->Next; if (Tmp->Num == Num) return Tmp; Tmp = Tmp1; } return 0; } //------------------------------------------------------------------------------------ // Нахождение текстуры по имени... //------------------------------------------------------------------------------------ eTexture* vw_FindTextureByName(const char *Name) { eTexture *Tmp = StartTexMan; while (Tmp != 0) { eTexture *Tmp1 = Tmp->Next; if( vw_strcmp(Tmp->Name, Name) == 0 ) return Tmp; Tmp = Tmp1; } return 0; }