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engines/tetraedge/te/te_3d_texture.cpp
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122
engines/tetraedge/te/te_3d_texture.cpp
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/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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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 General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (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 General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_3d_texture.h"
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#include "tetraedge/te/te_3d_texture_opengl.h"
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#include "tetraedge/te/te_3d_texture_tinygl.h"
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#include "tetraedge/te/te_resource_manager.h"
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#include "tetraedge/te/te_renderer.h"
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namespace Tetraedge {
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Te3DTexture::Te3DTexture() : _createdTexture(false),
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_loaded(false), _width(0), _height(0), _texHeight(0), _texWidth(0),
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_topBorder(0), _leftBorder(0), _rightBorder(0), _btmBorder(0),
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_flipY(false), _alphaOnly(false) {
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}
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Te3DTexture::~Te3DTexture() {
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}
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/*static*/
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TeIntrusivePtr<Te3DTexture> Te3DTexture::load2(const TetraedgeFSNode &node, bool alphaOnly) {
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const Common::Path fullPath = node.getPath().append(".3dtex");
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TeResourceManager *resMgr = g_engine->getResourceManager();
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if (!resMgr->exists(fullPath)) {
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TeIntrusivePtr<Te3DTexture> retval(makeInstance());
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if (!node.exists())
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warning("Request to load unreadable texture %s", node.toString().c_str());
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if (alphaOnly)
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retval->setLoadAlphaOnly();
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bool result = retval->load(node);
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if (!result)
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warning("Failed loading texture %s", node.toString().c_str());
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retval->setAccessName(fullPath);
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resMgr->addResource(retval.get());
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return retval;
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} else {
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return resMgr->getResourceByName<Te3DTexture>(fullPath);
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}
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}
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bool Te3DTexture::load(const TetraedgeFSNode &node) {
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TeResourceManager *resmgr = g_engine->getResourceManager();
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TeIntrusivePtr<TeImage> img = resmgr->getResource<TeImage>(node);
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bool result = load(*img);
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setAccessName(node.getPath().append(".3dtex"));
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return result;
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}
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/*static*/
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TeVector2s32 Te3DTexture::optimisedSize(const TeVector2s32 &size) {
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//
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// Note: When we enable optimized sizes it can leave artifacts around
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// movies etc unless the render size is exactly 800x600.
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//
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// There is a workaround to clear some of the texture data in
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// Te3DTextureOpenGL::load to fix this.
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//
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// The maths here is a bit funky but it just picks the nearest power of 2 (up)
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int xsize = size._x - 1;
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int ysize = size._y - 1;
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xsize = (int)xsize >> 1 | xsize;
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xsize = (int)xsize >> 2 | xsize;
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xsize = (int)xsize >> 4 | xsize;
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xsize = (int)xsize >> 8 | xsize;
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int v1 = ((int)xsize >> 0x10 | xsize) + 1;
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if (v1 < 8) {
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v1 = 8;
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}
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ysize = (int)ysize >> 1 | ysize;
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ysize = (int)ysize >> 2 | ysize;
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ysize = (int)ysize >> 4 | ysize;
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ysize = (int)ysize >> 8 | ysize;
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int v2 = ((int)ysize >> 0x10 | ysize) + 1;
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if (v2 < 8) {
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v2 = 8;
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}
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return TeVector2s32(v1, v2);
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}
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/*static*/
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Te3DTexture *Te3DTexture::makeInstance() {
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Graphics::RendererType r = g_engine->preferredRendererType();
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#if defined(USE_OPENGL_GAME)
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if (r == Graphics::kRendererTypeOpenGL)
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return new Te3DTextureOpenGL();
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#endif
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#if defined(USE_TINYGL)
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if (r == Graphics::kRendererTypeTinyGL)
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return new Te3DTextureTinyGL();
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#endif
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error("Couldn't create Te3DTexture for selected renderer");
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}
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} // end namespace Tetraedge
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