UPDATE:
I've posted the Renderer code below, since this code here doesn't seem to be the problem.
I'm having a problem with some code of mine where when I try to upload multiple textures to openGL, one at a time, it fails somewhat spectacularly, with the renderer only ending up using a single texture. I've done a bit of debugging to trace the error to this function, but I'm having problems figuring out what part of the function is at fault. Are there are particularly obvious screwups I'm making that I'm simply not seeing, or is there a more subtle flaw in my code?
Here're the structs I use for storing texture information and generally just keeping track of all my pointers
typedef struct {
float Width;
float Height;
} texInfo;
typedef struct {
dshlib::utfstr ResourceName;
texInfo * TextureInfo;
GLuint TextureNum;
SDL_Surface * Image;
} texCacheItem;
And here's the current WIP graphics loader. Basically, it loads a named .png file out of a .zip archive using a prewritten library (incidentally, it's being tested with this program). Then it's loaded with libpng and then loaded up as a texture, with caching thrown in to speed loading up and avoid loading a single texture more than once. I omitted the #include statements since they were just cruft.
texCacheItem * loadGraphics(dshlib::utfstr FileName) {
for(int i = 0; i < NumTexCached; i++) { //First see if this texture has already been loaded
if(TextureCache[i]->ResourceName == FileName)
return TextureCache[i];
}
dshlib::utfstr FullFileName = "Data/Graphics/"; //If not, create the full file path in the archive
FullFileName += FileName;
dshlib::FilePtr file = resourceCtr.OpenFile(FullFileName); //And open the file
if (!file->IsOk()) { //If the file failed to load...
EngineState = ENGINESTATE_ERR;
return NULL;
}
SDL_Surface * T = loadPNG(file);
texCacheItem * Texture = new texCacheItem;
Texture->TextureInfo = new texInfo;
glGenTextures(1, &Texture->TextureNum); //Allocate one more texture and save the name to the texCacheItem
glBindTexture(GL_TEXTURE_2D, Texture->TextureNum); //Then create it
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, T->w, T->h, 0, GL_RGBA, GL_UNSIGNED_BYTE, T->pixels);
Texture->TextureInfo->Width = (float)T->w; //Write the useful data
Texture->TextureInfo->Height = (float)T->h;
Texture->ResourceName = FileName; //And the caching info needed
Texture->Image = T; //And save the image for if it's needed later and for deleting
if (!TexCacheSize) { //If this is the first load this is 0, so allocate the first 8 Cache slots.
TexCacheSize = 8;
TextureCache = new texCacheItem*[8];
}
if(NumTexCached == TexCacheSize) { //If we're out of cache space
if (TexCacheSize == 32768) { //If too many cache items, error out
EngineState = ENGINESTATE_ERR;
return NULL;
}
TexCacheSize <<= 1; //Double cache size
texCacheItem ** NewSet = new texCacheItem*[TexCacheSize];
memcpy(NewSet, TextureCache, NumTexCached * sizeof(texCacheItem*)); //And copy over the old cache
delete TextureCache; //Delete the old cache
TextureCache = NewSet; //And assign the pointer to the new one
}
TextureCache[NumTexCached++] = Texture; //Store the texCacheItem to the Cache
file->Close(); //Close the file
file = NULL; //And NULL the smart pointer. [NTS: Confirm with Disch this is what won't cause a memory leak]
return Texture; //And return the loaded texture in texCacheItem form.
}
SDL_Surface *loadPNG(dshlib::FilePtr File)
{
Uint8 *PNGFile = new Uint8[(long)File->GetSize()];
File->GetAr<Uint8>(PNGFile, (long)File->GetSize());
return IMG_LoadPNG_RW(SDL_RWFromMem(PNGFile, (long)File->GetSize()));
}
Here's the renderer code file. It's quite messy at the moment, apologies for that. level->activeMap basically tells the renderer which "layer" of the tilemap (0 being the front, 3 the back) to draw the sprites above.
#include "../MegaJul.h"
void render(void) {
//Render the current tilemap to the screen
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -4.0f);
if (level) {
glBegin(GL_QUADS);
float dT = 32.0f / level->dTex;
float sX, fX, fXa, sY, tX, tY, sYa, sYb, sXa, tXa, tYa;
unsigned long m = level->mapDimensions[0] * level->mapDimensions[1];
float ai; long long t; Sint16 * p;
glBindTexture(GL_TEXTURE_2D, level->tilemap->TextureNum);
for (int i = 3; i >= 0; i--) {
if (level->layers[i]->mapPosition[0] > 0)
level->layers[i]->mapPosition[0] = 0;
if (level->layers[i]->mapPosition[0] < 0 - (signed long)((level->mapDimensions[0] - 21) * 32))
level->layers[i]->mapPosition[0] = 0 - (signed long)((level->mapDimensions[0] - 21) * 32);
if (level->layers[i]->mapPosition[1] < 0)
level->layers[i]->mapPosition[1] = 0;
if (level->layers[i]->mapPosition[1] > (signed long)((level->mapDimensions[1] - 16) * 32))
level->layers[i]->mapPosition[1] = (signed long)((level->mapDimensions[1] - 16) * 32);
if (i == level->activeMap) {
for (int j = 0; j < NumSprites; j++) {
glBindTexture(GL_TEXTURE_2D, Sprites[j]->Graphics->TextureNum);
Sprites[j]->render(level->layers[i]->mapPosition[0], level->layers[i]->mapPosition[1]);
}
for (int j = 0; j < NumBullets; j++) {
glBindTexture(GL_TEXTURE_2D, Bullets[j]->Texture->TextureNum);
Bullets[j]->render(level->layers[i]->mapPosition[0], level->layers[i]->mapPosition[1]);
}
}
glBindTexture(GL_TEXTURE_2D, level->tilemap->TextureNum);
t = 0 - ((level->layers[i]->mapPosition[0] - (level->layers[i]->mapPosition[0] % 32)) /32) + (((level->layers[i]->mapPosition[1] - (level->layers[i]->mapPosition[1] % 32)) /32) * level->mapDimensions[0]);
ai = (float)(3 - i); //Invert Z-Index
sX = (float)((level->layers[i]->mapPosition[0] % 32));
sY = (float)((level->layers[i]->mapPosition[1] % 32));
if (sX > 0)
sX -= 32;
if (sY < 0)
sY += 32;
fX = sX /= 32.0f;
sY /= 32.0f;
fXa = sXa = sX + 1.0f;
sYa = sY + 14.0f;
sYb = sY + 15.0f;
for (int y = 0; y < 16; y++) {
for (int x = 0; x < 21; x++) {
p = level->tiles[level->layers[i]->map[t]]->position;
tX = p[0] / level->dTex;
tY = p[1] / level->dTex;
tXa = tX + dT;
tYa = tY + dT;
glTexCoord2f(tX, tYa); glVertex3f(fX, sYa, ai); // Bottom Left Of The Texture and Quad
glTexCoord2f(tXa,tYa); glVertex3f(fXa, sYa, ai); // Bottom Right Of The Texture and Quad
glTexCoord2f(tXa,tY); glVertex3f(fXa, sYb, ai); // Top Right Of The Texture and Quad
glTexCoord2f(tX, tY); glVertex3f(fX, sYb, ai); // Top Left Of The Texture and Quad
fX += 1.0f;
fXa += 1.0f;
t++;
if (t >= m) break;
}
sYb -= 1.0f; sYa -= 1.0f;
fXa = sXa; fX = sX;
t += level->mapDimensions[0] - 21; //21 is the number of tiles drawn on a line (20 visible + 1 extra for scrolling)
}
}
glEnd();
}
SDL_GL_SwapBuffers();
}
Here's the code segments that set the tilemap data for sprites and the level:
Level:
void loadLevel(dshlib::utfstr FileName) {
-snip-
texCacheItem * Tex = loadGraphics(FileName);
if (!Tex) { //Load the tile graphics for the level
unloadLevel();
EngineState = ENGINESTATE_ERR;
return;
} else {
level->dTex = Tex->TextureInfo->Width;
level->tilemap = Tex;
}
-snip-
}
Sprite:
void SpriteBase::created() {
this->Graphics = loadGraphics(DefaultGFX());
-snip-
}
UPDATE 2:
Sid Farkus noted one big mistake I made with the renderer, so here's an updated renderer.cpp:
#include "../MegaJul.h"
void render(void) {
//Render the current tilemap to the screen
glClear(GL_COLOR_BUFFER_BIT|GL_DEPTH_BUFFER_BIT);
glLoadIdentity();
glTranslatef(0.0f, 0.0f, -4.0f);
if (level) {
float dT = 32.0f / level->dTex;
float sX, fX, fXa, sY, tX, tY, sYa, sYb, sXa, tXa, tYa;
unsigned long m = level->mapDimensions[0] * level->mapDimensions[1];
float ai; long long t; Sint16 * p;
for (int i = 3; i >= 0; i--) {
if (level->layers[i]->mapPosition[0] > 0)
level->layers[i]->mapPosition[0] = 0;
if (level->layers[i]->mapPosition[0] < 0 - (signed long)((level->mapDimensions[0] - 21) * 32))
level->layers[i]->mapPosition[0] = 0 - (signed long)((level->mapDimensions[0] - 21) * 32);
if (level->layers[i]->mapPosition[1] < 0)
level->layers[i]->mapPosition[1] = 0;
if (level->layers[i]->mapPosition[1] > (signed long)((level->mapDimensions[1] - 16) * 32))
level->layers[i]->mapPosition[1] = (signed long)((level->mapDimensions[1] - 16) * 32);
if (i == level->activeMap) {
for (int j = 0; j < NumSprites; j++) {
glBindTexture(GL_TEXTURE_2D, Sprites[j]->Graphics->TextureNum);
glBegin(GL_QUADS);
Sprites[j]->render(level->layers[i]->mapPosition[0], level->layers[i]->mapPosition[1]);
glEnd();
}
for (int j = 0; j < NumBullets; j++) {
glBindTexture(GL_TEXTURE_2D, Bullets[j]->Texture->TextureNum);
glBegin(GL_QUADS);
Bullets[j]->render(level->layers[i]->mapPosition[0], level->layers[i]->mapPosition[1]);
glEnd();
}
}
glBindTexture(GL_TEXTURE_2D, level->tilemap->TextureNum);
glBegin(GL_QUADS);
-snipped out renderer since it was bloat
glEnd();
}
SDL_GL_SwapBuffers();
}