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itgmania212121/stepmania/src/RageBitmapTexture.cpp
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#include "stdafx.h"
/*
-----------------------------------------------------------------------------
File: RageBitmapTexture.h
Desc: Holder for a static texture with metadata. Can load just about any image format.
Copyright (c) 2001 Chris Danford. All rights reserved.
-----------------------------------------------------------------------------
*/
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//-----------------------------------------------------------------------------
// In-line Links
//-----------------------------------------------------------------------------
//#pragma comment(lib, "winmm.lib")
#pragma comment(lib, "dxerr8.lib")
//-----------------------------------------------------------------------------
// Includes
//-----------------------------------------------------------------------------
#include "RageBitmapTexture.h"
#include "dxerr8.h"
#include "DXUtil.h"
#include "RageUtil.h"
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#include "GameInfo.h"
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//#include <stdio.h>
#include <assert.h>
//-----------------------------------------------------------------------------
// RageBitmapTexture constructor
//-----------------------------------------------------------------------------
RageBitmapTexture::RageBitmapTexture( LPRageScreen pScreen, CString sFilePath ) :
RageTexture( pScreen, sFilePath )
{
// RageLog( "RageBitmapTexture::RageBitmapTexture()" );
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m_pd3dTexture = NULL;
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Create();
CreateFrameRects();
}
RageBitmapTexture::~RageBitmapTexture()
{
SAFE_RELEASE(m_pd3dTexture);
}
//-----------------------------------------------------------------------------
// GetTexture
//-----------------------------------------------------------------------------
LPDIRECT3DTEXTURE8 RageBitmapTexture::GetD3DTexture()
{
return m_pd3dTexture;
}
void RageBitmapTexture::Create()
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{
HRESULT hr;
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D3DFORMAT fmtTexture;
if( !GAMEINFO )
{
fmtTexture = D3DFMT_A4R4G4B4;
}
else
{
switch( GAMEINFO->m_GameOptions.m_iTextureColor )
{
case 16: fmtTexture = D3DFMT_A4R4G4B4; break;
case 32: fmtTexture = D3DFMT_A8R8G8B8; break;
default: ASSERT( true ); // invalid iTextureColor value
}
}
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D3DXIMAGE_INFO ddii;
// load texture
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if( FAILED( hr = D3DXCreateTextureFromFileEx(
m_pd3dDevice, // device
m_sFilePath, // soure file
D3DX_DEFAULT, D3DX_DEFAULT, // width, height
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3, // mip map levels
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0, // usage (is a render target?)
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fmtTexture, // our preferred texture format
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D3DPOOL_MANAGED, // which memory pool
D3DX_FILTER_BOX | D3DX_FILTER_DITHER, // filter
D3DX_FILTER_BOX | D3DX_FILTER_DITHER, // mip filter
0, // no color key
&ddii, // struct to fill with source image info
NULL, // no palette
&m_pd3dTexture ) ) )
{
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RageErrorHr( ssprintf("D3DXCreateTextureFromFileEx() failed for file '%s'.", m_sFilePath), hr );
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}
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// save the source image's width and height
m_uSourceWidth = ddii.Width;
m_uSourceHeight= ddii.Height;
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//RageLog( "info.Width = %d, info.Height = %d, devCaps.MaxTextureWidth = %d, devCaps.MaxTextureHeight = %d",
// info.Width, info.Height, devCaps.MaxTextureWidth, devCaps.MaxTextureHeight );
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D3DSURFACE_DESC ddsd;
if ( FAILED( hr = m_pd3dTexture->GetLevelDesc( 0, &ddsd ) ) )
RageErrorHr( "Could not get level Description of D3DX texture!", hr );
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// save information about the texture
m_uTextureWidth = ddsd.Width;
m_uTextureHeight = ddsd.Height;
m_TextureFormat = ddsd.Format;
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}