2012-05-29 13:31:11 +00:00
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// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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//
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// This program is free software: you can redistribute it and/or modify
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// it under the terms of the GNU Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (at your option) any later version.
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//
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// This program is distributed in the hope that it will be useful,
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// but WITHOUT ANY WARRANTY; without even the implied warranty of
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// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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// GNU Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/hls_texture_bank.h"
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using namespace std;
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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// ***************************************************************************
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// CHLSTextureBank
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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CHLSTextureBank::CHLSTextureBank()
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{
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}
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// ***************************************************************************
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void CHLSTextureBank::reset()
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{
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contReset(_ColorTextures);
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contReset(_TextureInstanceData);
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contReset(_TextureInstances);
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}
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// ***************************************************************************
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uint32 CHLSTextureBank::addColorTexture(const CHLSColorTexture &tex)
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{
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_ColorTextures.push_back(tex);
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return (uint32)_ColorTextures.size()-1;
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}
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// ***************************************************************************
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void CHLSTextureBank::addTextureInstance(const std::string &name, uint32 colorTextureId, const vector<CHLSColorDelta> &cols)
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{
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string nameLwr= toLower(name);
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// checks
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nlassert(colorTextureId<_ColorTextures.size());
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CHLSColorTexture &colText= _ColorTextures[colorTextureId];
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nlassert(cols.size()==colText.getNumMasks());
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// new instance
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CTextureInstance textInst;
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textInst._ColorTextureId= colorTextureId;
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textInst._DataIndex= (uint32)_TextureInstanceData.size();
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// leave ptrs undefined
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textInst._DataPtr= NULL;
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textInst._ColorTexturePtr= NULL;
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// allocate/fill data
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uint32 nameSize= (uint32)(nameLwr.size()+1);
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uint32 colSize= (uint32)cols.size()*sizeof(CHLSColorDelta);
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_TextureInstanceData.resize(_TextureInstanceData.size() + nameSize + colSize);
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// copy name
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if (nameSize != 0) memcpy(&_TextureInstanceData[textInst._DataIndex], nameLwr.c_str(), nameSize);
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// copy cols
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if (colSize != 0) memcpy(&_TextureInstanceData[textInst._DataIndex+nameSize], &cols[0], colSize);
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// add the instance.
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_TextureInstances.push_back(textInst);
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}
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// ***************************************************************************
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void CHLSTextureBank::compilePtrs()
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{
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uint8 *data= &_TextureInstanceData[0];
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// For all texture instances, compute ptr.
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for(uint i=0;i<_TextureInstances.size();i++)
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{
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CTextureInstance &text= _TextureInstances[i];
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text._DataPtr= data + text._DataIndex;
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text._ColorTexturePtr= &_ColorTextures[text._ColorTextureId];
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}
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}
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// ***************************************************************************
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void CHLSTextureBank::compile()
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{
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// compile the ptrs.
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compilePtrs();
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// No other ops for now.
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}
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// ***************************************************************************
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void CHLSTextureBank::serial(NLMISC::IStream &f)
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{
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f.serialVersion(0);
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f.serialCont(_ColorTextures);
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f.serialCont(_TextureInstanceData);
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f.serialCont(_TextureInstances);
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// Must compile ptrs.
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if(f.isReading())
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{
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// compile the ptrs only.
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compilePtrs();
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}
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}
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// ***************************************************************************
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void CHLSTextureBank::fillHandleArray(std::vector<CTextureInstanceHandle> &array)
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{
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for(uint i=0;i<_TextureInstances.size();i++)
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{
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CTextureInstanceHandle h;
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h.Texture= &_TextureInstances[i];
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array.push_back(h);
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}
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}
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// ***************************************************************************
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// ***************************************************************************
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// CHLSTextureBank::CTextureInstance
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CHLSTextureBank::CTextureInstance::serial(NLMISC::IStream &f)
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{
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f.serialVersion(0);
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f.serial(_DataIndex);
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f.serial(_ColorTextureId);
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}
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// ***************************************************************************
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bool CHLSTextureBank::CTextureInstance::operator<(const CTextureInstance &t) const
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{
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// compare the 2 strings.
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return (strcmp((const char*)_DataPtr, (const char*)t._DataPtr)<0);
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}
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// ***************************************************************************
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bool CHLSTextureBank::CTextureInstance::operator<=(const CTextureInstance &t) const
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{
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// compare the 2 strings.
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return (strcmp((const char*)_DataPtr, (const char*)t._DataPtr)<=0);
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}
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// ***************************************************************************
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bool CHLSTextureBank::CTextureInstance::sameName(const char *str)
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{
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return (strcmp((const char*)_DataPtr, str)==0);
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}
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// ***************************************************************************
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void CHLSTextureBank::CTextureInstance::buildColorVersion(NLMISC::CBitmap &out)
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{
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// get ptr to color deltas.
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uint nameSize= (uint)strlen((const char*)_DataPtr)+1;
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CHLSColorDelta *colDeltas= (CHLSColorDelta*)(_DataPtr + nameSize);
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// build the texture.
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_ColorTexturePtr->buildColorVersion(colDeltas, out);
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}
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} // NL3D
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