// NeL - MMORPG Framework // 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 . #include "std3d.h" #include "nel/3d/hls_texture_bank.h" using namespace std; using namespace NLMISC; namespace NL3D { // *************************************************************************** // *************************************************************************** // CHLSTextureBank // *************************************************************************** // *************************************************************************** // *************************************************************************** CHLSTextureBank::CHLSTextureBank() { } // *************************************************************************** void CHLSTextureBank::reset() { contReset(_ColorTextures); contReset(_TextureInstanceData); contReset(_TextureInstances); } // *************************************************************************** uint32 CHLSTextureBank::addColorTexture(const CHLSColorTexture &tex) { _ColorTextures.push_back(tex); return (uint32)_ColorTextures.size()-1; } // *************************************************************************** void CHLSTextureBank::addTextureInstance(const std::string &name, uint32 colorTextureId, const vector &cols) { string nameLwr= toLower(name); // checks nlassert(colorTextureId<_ColorTextures.size()); CHLSColorTexture &colText= _ColorTextures[colorTextureId]; nlassert(cols.size()==colText.getNumMasks()); // new instance CTextureInstance textInst; textInst._ColorTextureId= colorTextureId; textInst._DataIndex= (uint32)_TextureInstanceData.size(); // leave ptrs undefined textInst._DataPtr= NULL; textInst._ColorTexturePtr= NULL; // allocate/fill data uint32 nameSize= (uint32)(nameLwr.size()+1); uint32 colSize= (uint32)cols.size()*sizeof(CHLSColorDelta); _TextureInstanceData.resize(_TextureInstanceData.size() + nameSize + colSize); // copy name if (nameSize != 0) memcpy(&_TextureInstanceData[textInst._DataIndex], nameLwr.c_str(), nameSize); // copy cols if (colSize != 0) memcpy(&_TextureInstanceData[textInst._DataIndex+nameSize], &cols[0], colSize); // add the instance. _TextureInstances.push_back(textInst); } // *************************************************************************** void CHLSTextureBank::compilePtrs() { uint8 *data= &_TextureInstanceData[0]; // For all texture instances, compute ptr. for(uint i=0;i<_TextureInstances.size();i++) { CTextureInstance &text= _TextureInstances[i]; text._DataPtr= data + text._DataIndex; text._ColorTexturePtr= &_ColorTextures[text._ColorTextureId]; } } // *************************************************************************** void CHLSTextureBank::compile() { // compile the ptrs. compilePtrs(); // No other ops for now. } // *************************************************************************** void CHLSTextureBank::serial(NLMISC::IStream &f) { f.serialVersion(0); f.serialCont(_ColorTextures); f.serialCont(_TextureInstanceData); f.serialCont(_TextureInstances); // Must compile ptrs. if(f.isReading()) { // compile the ptrs only. compilePtrs(); } } // *************************************************************************** void CHLSTextureBank::fillHandleArray(std::vector &array) { for(uint i=0;i<_TextureInstances.size();i++) { CTextureInstanceHandle h; h.Texture= &_TextureInstances[i]; array.push_back(h); } } // *************************************************************************** // *************************************************************************** // CHLSTextureBank::CTextureInstance // *************************************************************************** // *************************************************************************** // *************************************************************************** void CHLSTextureBank::CTextureInstance::serial(NLMISC::IStream &f) { f.serialVersion(0); f.serial(_DataIndex); f.serial(_ColorTextureId); } // *************************************************************************** bool CHLSTextureBank::CTextureInstance::operator<(const CTextureInstance &t) const { // compare the 2 strings. return (strcmp((const char*)_DataPtr, (const char*)t._DataPtr)<0); } // *************************************************************************** bool CHLSTextureBank::CTextureInstance::operator<=(const CTextureInstance &t) const { // compare the 2 strings. return (strcmp((const char*)_DataPtr, (const char*)t._DataPtr)<=0); } // *************************************************************************** bool CHLSTextureBank::CTextureInstance::sameName(const char *str) { return (strcmp((const char*)_DataPtr, str)==0); } // *************************************************************************** void CHLSTextureBank::CTextureInstance::buildColorVersion(NLMISC::CBitmap &out) { // get ptr to color deltas. uint nameSize= (uint)strlen((const char*)_DataPtr)+1; CHLSColorDelta *colDeltas= (CHLSColorDelta*)(_DataPtr + nameSize); // build the texture. _ColorTexturePtr->buildColorVersion(colDeltas, out); } } // NL3D