khanat-opennel-code/code/nel/src/3d/hls_texture_manager.cpp
2010-05-06 02:08:41 +02:00

114 lines
3.3 KiB
C++

// 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/hls_texture_manager.h"
#include "nel/misc/common.h"
#include "nel/misc/algo.h"
using namespace std;
using namespace NLMISC;
namespace NL3D {
// ***************************************************************************
CHLSTextureManager::CHLSTextureManager()
{
}
// ***************************************************************************
CHLSTextureManager::~CHLSTextureManager()
{
reset();
}
// ***************************************************************************
void CHLSTextureManager::reset()
{
// delete instances.
contReset(_Instances);
// delete banks.
for(uint i=0;i<_Banks.size();i++)
{
delete _Banks[i];
}
contReset(_Banks);
}
// ***************************************************************************
void CHLSTextureManager::addBank(CHLSTextureBank *bank)
{
// add the bank to the list
_Banks.push_back(bank);
// Add the bank instance list to the main.
bank->fillHandleArray(_Instances);
// then re-sort this array.
sort(_Instances.begin(), _Instances.end());
}
// ***************************************************************************
sint CHLSTextureManager::findTexture(const std::string &name) const
{
// empty?
if(_Instances.empty())
return -1;
// Build a valid key.
string nameLwr= toLower(name);
CHLSTextureBank::CTextureInstance textKey;
CHLSTextureBank::CTextureInstanceHandle textKeyHandle;
textKey.buildAsKey(nameLwr.c_str());
textKeyHandle.Texture= &textKey;
// logN search it in the array
uint id= searchLowerBound(_Instances, textKeyHandle);
// verify if really same name (index must exist since 0 if error, and not empty here)
CHLSTextureBank::CTextureInstance &textInst= *_Instances[id].Texture;
if( textInst.sameName(nameLwr.c_str()) )
return id;
else
return -1;
}
// ***************************************************************************
bool CHLSTextureManager::buildTexture(sint textId, NLMISC::CBitmap &out) const
{
if(textId<0 || textId>=(sint)_Instances.size())
return false;
else
{
// Ok. build the bitmap
CHLSTextureBank::CTextureInstance &textInst= *_Instances[textId].Texture;
textInst.buildColorVersion(out);
return true;
}
}
// ***************************************************************************
const char *CHLSTextureManager::getTextureName(uint i) const
{
nlassert(i<_Instances.size());
return _Instances[i].Texture->getName();
}
} // NL3D