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