Lines 16-22
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*/ |
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*/ |
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public class Texture { |
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public class Texture { |
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public: |
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public: |
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static char[] imagesDir = "images/"; |
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static char[] imagesDir = "/usr/share/games/valandrick/images/"; |
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static SDL_Surface*[char[]] surface; |
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static SDL_Surface*[char[]] surface; |
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private: |
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private: |
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GLuint num, maskNum; |
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GLuint num, maskNum; |
Lines 25-33
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Uint32[128 * 128] maskPixels; |
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Uint32[128 * 128] maskPixels; |
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public static SDL_Surface* loadBmp(char[] name) { |
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public static SDL_Surface* loadBmp(char[] name) { |
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if (surface[name]) { |
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{ |
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return surface[name]; |
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} else { |
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char[] fileName = imagesDir ~ name; |
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char[] fileName = imagesDir ~ name; |
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SDL_Surface *s = SDL_LoadBMP(std.string.toStringz(fileName)); |
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SDL_Surface *s = SDL_LoadBMP(std.string.toStringz(fileName)); |
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if (!s) |
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if (!s) |
Lines 97-109
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} |
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} |
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glBindTexture(GL_TEXTURE_2D, num + ti); |
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glBindTexture(GL_TEXTURE_2D, num + ti); |
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, panelWidth, panelHeight, |
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, panelWidth, panelHeight, |
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GL_RGBA, GL_UNSIGNED_BYTE, pixels); |
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GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, pixels); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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if (maskColor != 0xffffffffu) { |
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if (maskColor != 0xffffffffu) { |
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glBindTexture(GL_TEXTURE_2D, maskNum + ti); |
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glBindTexture(GL_TEXTURE_2D, maskNum + ti); |
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, panelWidth, panelHeight, |
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gluBuild2DMipmaps(GL_TEXTURE_2D, 4, panelWidth, panelHeight, |
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GL_RGBA, GL_UNSIGNED_BYTE, maskPixels); |
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GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV, maskPixels); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_NEAREST); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); |
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} |
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} |