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ryzom-core/code/nel/src/cegui/neltexture.cpp

215 lines
6.9 KiB
C++

/**
* \file neltexture.cpp
* \date November 2004
* \author Matt Raykowski
* \author Henri Kuuste
*/
// 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/>.
/************************************************************************
purpose: Implementation for main Nevrax Engine GUI texture class
For use with GUI Library:
Crazy Eddie's GUI System (http://crayzedsgui.sourceforge.net)
Copyright (C)2004 Paul D Turner (crayzed@users.sourceforge.net)
This file contains code that is specific to NeL (http://www.nevrax.org)
*************************************************************************/
// NeL Renderer includes
#include <nel/cegui/neltexture.h>
#include <nel/cegui/nelrenderer.h>
// CEGUI includes
#include "CEGUIExceptions.h"
// ditch min/max, they mess stuff up.
#undef max
#undef min
//nel includes
#include <nel/misc/file.h>
#include <nel/misc/bitmap.h>
#include <nel/3d/texture_mem.h>
#include <nel/3d/material.h>
namespace CEGUI
{
NeLTexture::NeLTexture(Renderer *owner) : Texture(owner)
{
m_Owner=dynamic_cast<NeLRenderer *>(owner);
m_Material = m_Owner->getNeLDriver().createMaterial();
m_TextureFile=NULL;
m_TextureMem=NULL;
m_UsingFile=false;
m_UsingMem=false;
}
NeLTexture::~NeLTexture(void)
{
freeNeLTexture();
// can't free material in the same phase as the texture.
m_Owner->getNeLDriver().deleteMaterial(m_Material);
m_Material=NULL;
}
void NeLTexture::loadFromFile(const String &filename, const String& resourceGroup)
{
String file = NLMISC::CPath::lookup(filename.c_str()).c_str();
// this object can only contain one texture at a time, free the old one if it exists.
freeNeLTexture();
// create the texture from a file...
/* TODO: Determine if Kervala was correct in removing setWrapS/T */
m_TextureFile=m_Owner->getNeLDriver().createTextureFile(file.c_str());
m_TextureFile->setWrapS(NL3D::UTexture::Clamp);
m_TextureFile->setWrapT(NL3D::UTexture::Clamp);
if(m_TextureFile == 0) { // failed to load the texture.
nlinfo("Failed to load texture: %s",filename.c_str());
return;
}
// because nel unloads the texture from RAM when it loads it into VRAM
// we need to load the texture into a bitmap to get the sizes.
NL3D::CBitmap tmpBitmap;
NLMISC::CIFile nelfile(file.c_str());
tmpBitmap.load(nelfile);
d_width=tmpBitmap.getWidth();
d_height=tmpBitmap.getHeight();
// set the material up.
m_UsingFile=true; m_UsingMem=false;
m_Material.setTexture(m_TextureFile);
m_Material.setBlend(true);
m_Material.setBlendFunc(NL3D::UMaterial::srcalpha, NL3D::UMaterial::invsrcalpha);
m_Material.setAlphaTest(false);
m_Material.setZFunc(NL3D::UMaterial::always);
m_Material.setDoubleSided();
}
void NeLTexture::loadFromMemory(const void *buffPtr, uint buffWidth, uint buffHeight, PixelFormat pixelFormat)
{
// this object can only contain one texture at a time, free the old one if it exists.
freeNeLTexture();
/**
* This debugging is handy when you're not sure if the memory buffer
* being sent to you from CEGUI is valid. Uncomment it and it'll create
* a file called loadfrommem###.tga in your working directory.
*
* NLMISC::CBitmap btm;
* btm.reset();
* btm.resize(buffWidth,buffHeight,NLMISC::CBitmap::RGBA);
* uint8 *dest=&(btm.getPixels()[0]);
* memcpy(dest,buffPtr,buffWidth*buffHeight*4);
* std::string filename = NLMISC::CFile::findNewFile("loadfrommem.tga");
* NLMISC::COFile fs(filename);
* btm.writeTGA(fs);
*/
int size=4;
switch(pixelFormat)
{
case PF_RGB:
size = 3;
break;
case PF_RGBA:
size = 4;
break;
}
// copy the memory stream for use in the NeL texture.
uint8 *pTmpBuf=new uint8[buffWidth*buffHeight*size];
memcpy(pTmpBuf,buffPtr,buffWidth*buffHeight*size);
// create the texture
m_TextureMem=new NL3D::CTextureMem( pTmpBuf,buffWidth*buffHeight*size,true,false,buffWidth,buffHeight,NLMISC::CBitmap::RGBA);
m_TextureMem->setWrapS(NL3D::ITexture::Clamp);
m_TextureMem->setWrapT(NL3D::ITexture::Clamp);
m_TextureMem->setFilterMode(NL3D::ITexture::Linear, NL3D::ITexture::LinearMipMapOff);
m_TextureMem->setReleasable(false);
m_TextureMem->generate();
if(m_TextureMem == 0) { // failed to load the texture.
nlinfo("Failed to load texture from memory");
return;
}
/**
* Configure the material. This is a little more complicated than loading a texture from
* a file, since CTextureFileUser and CTextureFile take care of prepping all of the
* necessary alpha settings.
*/
NL3D::CMaterial *mat = m_Material.getObjectPtr();
mat->initUnlit();
mat->setShader(NL3D::CMaterial::Normal);
mat->setTexture(0, m_TextureMem);
/**
* We still use alpha testing to cull out pixels to speed up
* blending and multitexturing.
*/
m_Material.setAlphaTest(true);
m_Material.setAlphaTestThreshold(0.1f);
m_Material.setBlend(true);
m_Material.setBlendFunc(NL3D::UMaterial::srcalpha,NL3D::UMaterial::invsrcalpha);
m_Material.texEnvOpRGB(0, NL3D::UMaterial::Modulate);
m_Material.texEnvArg0RGB(0, NL3D::UMaterial::Texture, NL3D::UMaterial::SrcColor);
m_Material.texEnvArg1RGB(0, NL3D::UMaterial::Diffuse, NL3D::UMaterial::SrcColor);
m_Material.texEnvOpAlpha(0, NL3D::UMaterial::Modulate);
m_Material.texEnvArg0Alpha(0, NL3D::UMaterial::Texture, NL3D::UMaterial::SrcAlpha);
m_Material.texEnvArg1Alpha(0, NL3D::UMaterial::Diffuse, NL3D::UMaterial::SrcAlpha);
m_Material.setZFunc(NL3D::UMaterial::always);
m_Material.setDoubleSided(true);
// make sure to record our changes.
d_width=buffWidth;
d_height=buffHeight;
m_UsingFile=false; m_UsingMem=true;
}
NL3D::UMaterial NeLTexture::getNeLTexture(void) {
return m_Material;
}
void NeLTexture::freeNeLTexture(void)
{
// never been populated.
if(m_TextureMem==NULL && m_TextureFile==NULL)
return;
if(m_UsingFile==true) {
m_Owner->getNeLDriver().deleteTextureFile(m_TextureFile);
m_TextureFile=NULL;
m_UsingFile=false;
} else if(m_UsingMem==true) {
//m_Owner->getNeLDriver().deleteTextureMem(m_TextureMem);
m_TextureMem=NULL;
m_UsingMem=false;
} else {
nlwarning("Something has gone horribly wrong, unable to free any type of texture.");
}
}
} // end namespace CEGUI