Better texture handling.
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@@ -55,8 +55,9 @@ static inline float random_n(float r) {
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PheromoneMap::PheromoneMap(const char * file_name) {
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load_map(file_name);
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sem_init(&map_semaphore, 0, 1);
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tex_created = false;
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then = 0;
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glGenTextures(1, &handle);
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}
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PheromoneMap::~PheromoneMap() {
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@@ -64,11 +65,9 @@ PheromoneMap::~PheromoneMap() {
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delete tex_data;
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sem_destroy(&map_semaphore);
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if(tex_created) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glDeleteTextures(1, &handle);
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}
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glDeleteTextures(1, &handle);
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}
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void PheromoneMap::load_map(const char * file_name) {
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@@ -97,25 +96,16 @@ void PheromoneMap::load_map(const char * file_name) {
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GLuint PheromoneMap::s_build_texture() {
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sem_wait(&map_semaphore); {
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if(tex_created) {
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glDeleteTextures(1, &handle);
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}
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for(unsigned int i = 0; i < (m_width * m_height * m_bpp); i++) {
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tex_data[i] = static_cast<unsigned char>(data[i]);
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}
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glGenTextures(1, &handle);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_width, m_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tex_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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tex_created = true;
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} sem_post(&map_semaphore);
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glActiveTexture(GL_TEXTURE0);
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glBindTexture(GL_TEXTURE_2D, handle);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_LUMINANCE, m_width, m_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, tex_data);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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return handle;
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}
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