From 7ee1701de3faa287c6d013bd14cefb2cded25bfc Mon Sep 17 00:00:00 2001 From: Nguyễn Gia Phong Date: Mon, 13 Sep 2021 15:46:47 +0700 Subject: Remove excess abstractions around texture loading --- src/Decals.cpp | 15 ------------ src/Decals.h | 3 --- src/GameInitDispose.cpp | 61 +++++++++++++++++++++---------------------------- src/Sprites.cpp | 35 ---------------------------- src/Sprites.h | 7 ------ src/Text.cpp | 5 ---- src/Text.h | 1 - src/Textures.cpp | 12 ++++------ src/Textures.h | 3 +-- 9 files changed, 32 insertions(+), 110 deletions(-) (limited to 'src') diff --git a/src/Decals.cpp b/src/Decals.cpp index 30db128..ad98343 100644 --- a/src/Decals.cpp +++ b/src/Decals.cpp @@ -274,21 +274,6 @@ int Decals::DeleteDecal(int which){ return 0; } -void Decals::LoadBulletHoleTexture(char *fileName) -{ - bulletholetextureptr = loadTexture(fileName); -} - -void Decals::LoadBloodTexture(char *fileName, int which) -{ - bloodtextureptr[which] = loadTexture(fileName); -} - -void Decals::LoadCraterTexture(char *fileName) -{ - cratertextureptr = loadTexture(fileName); -} - void Decals::DoStuff() { for(int i=0;iinitialized) { - LoadPersonSpriteTexture((char*) ":Data:Textures:Personsprite.png", - &game->personspritetextureptr); - LoadPersonSpriteTexture((char*) ":Data:Textures:DeadPersonsprite.png", - &game->deadpersonspritetextureptr); - LoadPersonSpriteTexture((char*) ":Data:Textures:Scope.png", - &game->scopetextureptr); - LoadPersonSpriteTexture((char*) ":Data:Textures:Flare.png", - &game->flaretextureptr); - sprites.LoadFlareTexture((char*) ":Data:Textures:HitFlash.png"); - sprites.LoadMuzzleFlareTexture((char*) ":Data:Textures:MuzzleFlash.png"); - sprites.LoadSmokeTexture((char*) ":Data:Textures:Smoke.png"); - sprites.LoadBloodTexture((char*) ":Data:Textures:Blood.png"); - sprites.LoadRainTexture((char*) ":Data:Textures:rain.png"); - sprites.LoadSnowTexture((char*) ":Data:Textures:snow.png"); - decals.LoadBulletHoleTexture((char*) ":Data:Textures:BulletHole.png"); - decals.LoadCraterTexture((char*) ":Data:Textures:Crater.png"); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood1.png", 0); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood2.png", 1); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood3.png", 2); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood4.png", 3); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood5.png", 4); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood6.png", 5); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood7.png", 6); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood8.png", 7); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood9.png", 8); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood10.png", 9); - decals.LoadBloodTexture((char*) ":Data:Textures:Blood:Blood11.png", 10); + game->personspritetextureptr = loadTexture((char*) ":Data:Textures:Personsprite.png"); + game->deadpersonspritetextureptr = loadTexture((char*) ":Data:Textures:DeadPersonsprite.png"); + game->scopetextureptr = loadTexture((char*) ":Data:Textures:Scope.png"); + game->flaretextureptr = loadTexture((char*) ":Data:Textures:Flare.png"); + + sprites.flaretextureptr = loadTexture((char*) ":Data:Textures:HitFlash.png"); + sprites.muzzleflaretextureptr = loadTexture((char*) ":Data:Textures:MuzzleFlash.png"); + sprites.smoketextureptr = loadTexture((char*) ":Data:Textures:Smoke.png"); + sprites.bloodtextureptr = loadTexture((char*) ":Data:Textures:Blood.png"); + sprites.raintextureptr = loadTexture((char*) ":Data:Textures:rain.png"); + sprites.snowtextureptr = loadTexture((char*) ":Data:Textures:snow.png"); + + decals.bulletholetextureptr = loadTexture((char*) ":Data:Textures:BulletHole.png"); + decals.cratertextureptr = loadTexture((char*) ":Data:Textures:Crater.png"); + decals.bloodtextureptr[0] = loadTexture((char*) ":Data:Textures:Blood:Blood1.png"); + decals.bloodtextureptr[1] = loadTexture((char*) ":Data:Textures:Blood:Blood2.png"); + decals.bloodtextureptr[2] = loadTexture((char*) ":Data:Textures:Blood:Blood3.png"); + decals.bloodtextureptr[3] = loadTexture((char*) ":Data:Textures:Blood:Blood4.png"); + decals.bloodtextureptr[4] = loadTexture((char*) ":Data:Textures:Blood:Blood5.png"); + decals.bloodtextureptr[5] = loadTexture((char*) ":Data:Textures:Blood:Blood6.png"); + decals.bloodtextureptr[6] = loadTexture((char*) ":Data:Textures:Blood:Blood7.png"); + decals.bloodtextureptr[7] = loadTexture((char*) ":Data:Textures:Blood:Blood8.png"); + decals.bloodtextureptr[8] = loadTexture((char*) ":Data:Textures:Blood:Blood9.png"); + decals.bloodtextureptr[9] = loadTexture((char*) ":Data:Textures:Blood:Blood10.png"); + decals.bloodtextureptr[10] = loadTexture((char*) ":Data:Textures:Blood:Blood11.png"); } // Setup clip plane equation @@ -1811,7 +1802,7 @@ void initGame(Game* game) void initGl(Game* game) { - game->text.LoadFontTexture((char*) ":Data:Textures:Font.png"); + game->text.FontTexture = loadTexture((char*) ":Data:Textures:Font.png"); game->text.BuildFont(); glAlphaFunc(GL_GREATER, 0.01); glDepthFunc(GL_LESS); diff --git a/src/Sprites.cpp b/src/Sprites.cpp index 2459593..df8eeb1 100644 --- a/src/Sprites.cpp +++ b/src/Sprites.cpp @@ -83,41 +83,6 @@ int Sprites::DeleteSprite(int which){ return 0; } -void Sprites::LoadFlareTexture(char *fileName) -{ - flaretextureptr = loadTexture(fileName); -} - -void Sprites::LoadMuzzleFlareTexture(char *fileName) -{ - muzzleflaretextureptr = loadTexture(fileName); -} - -void Sprites::LoadSmokeTexture(char *fileName) -{ - smoketextureptr = loadTexture(fileName); -} - -void Sprites::LoadBloodTexture(char *fileName) -{ - bloodtextureptr = loadTexture(fileName); -} - -void Sprites::LoadRainTexture(char *fileName) -{ - raintextureptr = loadTexture(fileName); -} - -void Sprites::LoadSnowTexture(char *fileName) -{ - snowtextureptr = loadTexture(fileName); -} - -void Sprites::LoadBulletTexture(char *fileName) -{ - bullettextureptr = loadTexture(fileName); -} - void Sprites::DoStuff() { for(int i=0;i -GLuint loadTexture(const char* filename, GLenum minFilter = GL_LINEAR, - GLenum magFilter = GL_LINEAR, bool mipmaps = true); +GLuint loadTexture(const char*); #endif // BLACKSHADES_TEXTURES_H -- cgit 1.4.1