khanat-opennel-code/code/nel/src/3d/texture.cpp

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2010-05-06 00:08:41 +00:00
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#include "std3d.h"
#include "nel/3d/texture.h"
#include "nel/3d/driver.h"
#include <vector>
namespace NL3D
{
/*==================================================================*\
ITEXTURE
\*==================================================================*/
// ***************************************************************************
ITexture::ITexture()
{
_Touched= false;
_FilterOrWrapModeTouched = false;
_GoodGenerate= false;
_Releasable= true;
_RenderTarget= false;
_WrapS= _WrapT= Repeat;
_UploadFormat= Auto;
_MagFilter= Linear;
_MinFilter= LinearMipMapLinear;
}
// ***************************************************************************
ITexture::~ITexture()
{
// Must kill the drv mirror of this texture.
releaseDriverSetup();
}
// ***************************************************************************
void ITexture::releaseDriverSetup()
{
// Must kill the drv mirror of this texture.
if (TextureDrvShare) TextureDrvShare.kill();
}
// ***************************************************************************
ITexture &ITexture::operator=(const ITexture &tex)
{
// The operator= do not copy drv info
// set touched=true. _Releasable is copied.
_UploadFormat= tex._UploadFormat;
_Releasable= tex._Releasable;
_WrapS= tex._WrapS;
_WrapT= tex._WrapT;
_MagFilter= tex._MagFilter;
_MinFilter= tex._MinFilter;
_RenderTarget= tex._RenderTarget;
_FilterOrWrapModeTouched = tex._FilterOrWrapModeTouched;
touch();
return *this;
}
// ***************************************************************************
void ITexture::setUploadFormat(TUploadFormat pf)
{
if(pf!=_UploadFormat)
{
_UploadFormat= pf;
// All the texture may be reloaded...
touch();
}
}
// ***************************************************************************
void ITexture::setFilterMode(TMagFilter magf, TMinFilter minf)
{
if (_MagFilter != magf)
{
_MagFilter= magf;
_FilterOrWrapModeTouched = true;
}
// If the MipMap mode has switched Off/On, then must recompute...
bool precOff= mipMapOff();
if (_MinFilter != minf)
{
_MinFilter= minf;
_FilterOrWrapModeTouched = true;
}
bool nowOff= mipMapOff();
if(precOff!=nowOff)
{
// Must recompute mipmaps!!
touch();
}
}
// ***************************************************************************
CTextureDrvShare::~CTextureDrvShare()
{
_Driver->removeTextureDrvSharePtr(_DriverIterator);
}
// ***************************************************************************
ITextureDrvInfos::~ITextureDrvInfos()
{
// NB: _Driver may be NULL because texture may not be stored in the share texture map.
// so there is no need to remove it from this map!!
if(_Driver)
_Driver->removeTextureDrvInfoPtr(_DriverIterator);
}
// ***************************************************************************
void ITexture::serial(NLMISC::IStream &f) throw(NLMISC::EStream)
{
/*
Version 1:
- _LoadGrayscaleAsAlpha
Version 0:
- base version.
*/
sint ver= f.serialVersion(1);
f.serialEnum(_UploadFormat);
f.serialEnum(_WrapS);
f.serialEnum(_WrapT);
f.serialEnum(_MinFilter);
f.serialEnum(_MagFilter);
if(ver>=1)
f.serial(_LoadGrayscaleAsAlpha);
}
// ***************************************************************************
void ITexture::setRenderTarget (bool enable)
{
_RenderTarget = enable;
touch ();
}
// ***************************************************************************
} // NL3D