564 lines
17 KiB
C++
564 lines
17 KiB
C++
// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
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// Copyright (C) 2010 Winch Gate Property Limited
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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 Affero General Public License as
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// published by the Free Software Foundation, either version 3 of the
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// License, or (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 Affero General Public License for more details.
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//
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// You should have received a copy of the GNU Affero General Public License
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// along with this program. If not, see <http://www.gnu.org/licenses/>.
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#include "std3d.h"
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#include "nel/3d/mesh_base_instance.h"
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#include "nel/3d/mesh_base.h"
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#include "nel/3d/scene.h"
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#include "nel/3d/animation.h"
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#include "nel/misc/debug.h"
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#include "nel/3d/anim_detail_trav.h"
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#include "nel/3d/texture_file.h"
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#include "nel/3d/async_texture_manager.h"
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#include <limits>
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CMeshBaseInstance::CMeshBaseInstance()
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{
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IAnimatable::resize(AnimValueLast);
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_AsyncTextureToLoadRefCount= 0;
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_AsyncTextureMode= false;
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_AsyncTextureReady= true;
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_AsyncTextureDirty= false;
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_AsyncTextureDistance= 0;
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_VPWindTreeFixed = false;
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// I am a CMeshBaseInstance!!
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CTransform::setIsMeshBaseInstance(true);
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}
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// ***************************************************************************
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CMeshBaseInstance::~CMeshBaseInstance()
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{
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// If AsyncTextureMode, must disable. This ensure that async loading stop, and that no ref still exist
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// in the AsyncTextureManager
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if(_AsyncTextureMode)
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enableAsyncTextureMode(false);
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}
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// ***************************************************************************
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void CMeshBaseInstance::registerBasic()
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{
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CScene::registerModel(MeshBaseInstanceId, TransformShapeId, CMeshBaseInstance::creator);
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}
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// ***************************************************************************
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void CMeshBaseInstance::registerToChannelMixer(CChannelMixer *chanMixer, const std::string &prefix)
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{
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uint32 i;
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CTransformShape::registerToChannelMixer(chanMixer, prefix);
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// Add any materials.
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for (i = 0; i < _AnimatedMaterials.size(); i++)
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{
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// append material matname.*
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_AnimatedMaterials[i].registerToChannelMixer(chanMixer, prefix + _AnimatedMaterials[i].getMaterialName() + ".");
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}
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// Add any morph
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for (i = 0; i < _AnimatedMorphFactor.size(); i++)
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{
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_AnimatedMorphFactor[i].registerToChannelMixer(chanMixer, prefix + _AnimatedMorphFactor[i].getName());
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}
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}
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// ***************************************************************************
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ITrack* CMeshBaseInstance::getDefaultTrack (uint valueId)
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{
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// Pointer on the CMeshBase
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CMeshBase* pMesh=(CMeshBase*)(IShape*)Shape;
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// Switch the value
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switch (valueId)
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{
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case CTransform::PosValue:
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return pMesh->getDefaultPos();
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case CTransform::RotEulerValue:
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return pMesh->getDefaultRotEuler();
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case CTransform::RotQuatValue:
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return pMesh->getDefaultRotQuat();
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case CTransform::ScaleValue:
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return pMesh->getDefaultScale();
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case CTransform::PivotValue:
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return pMesh->getDefaultPivot();
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default:
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// Problem, new values ?
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nlstop;
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};
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return NULL;
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}
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// ***************************************************************************
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uint32 CMeshBaseInstance::getNbLightMap()
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{
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CMeshBase* pMesh=(CMeshBase*)(IShape*)Shape;
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return (uint32)pMesh->_LightInfos.size();
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}
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// ***************************************************************************
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void CMeshBaseInstance::getLightMapName( uint32 nLightMapNb, std::string &LightMapName )
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{
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CMeshBase* pMesh=(CMeshBase*)(IShape*)Shape;
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if( nLightMapNb >= pMesh->_LightInfos.size() )
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return;
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LightMapName = pMesh->_LightInfos[nLightMapNb].AnimatedLight;
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}
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// ***************************************************************************
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uint32 CMeshBaseInstance::getNbBlendShape()
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{
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return (uint32)_AnimatedMorphFactor.size();
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}
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// ***************************************************************************
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void CMeshBaseInstance::getBlendShapeName (uint32 nBlendShapeNb, std::string &BlendShapeName )
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{
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if (nBlendShapeNb >= _AnimatedMorphFactor.size())
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return;
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BlendShapeName = _AnimatedMorphFactor[nBlendShapeNb].getName();
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}
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// ***************************************************************************
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void CMeshBaseInstance::setBlendShapeFactor (const std::string &BlendShapeName, float rFactor)
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{
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for (uint32 i = 0; i < _AnimatedMorphFactor.size(); ++i)
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if (BlendShapeName == _AnimatedMorphFactor[i].getName())
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{
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_AnimatedMorphFactor[i].setFactor (rFactor);
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}
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}
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// ***************************************************************************
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void CMeshBaseInstance::traverseHrc()
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{
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CMeshBase *mb = NLMISC::safe_cast<CMeshBase *>((IShape *) Shape);
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// if the base instance uses automatic animations, we must also setup the date of the channel mixer controlling this object
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if (mb->getAutoAnim())
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{
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// Unfreeze HRC for those models
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CTransform *node = this;
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while (node)
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{
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node->unfreezeHRC();
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node = node->hrcGetParent();
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}
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// setup the channel mixer date
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CChannelMixer *chanMix = getChannelMixer();
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if (chanMix)
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{
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const CAnimation *anim = chanMix->getSlotAnimation(0);
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/** We perform wrapping ourselves.
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* We avoid using a playlist, to not create one more obj.
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*/
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if (anim)
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{
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// Animation offset are setuped before clipping, they will be used for detail too.
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float animLenght = anim->getEndTime() - anim->getBeginTime();
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if (animLenght > 0)
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{
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float currTime = (TAnimationTime) getOwnerScene()->getCurrentTime();
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float startTime = (uint) (currTime / animLenght) * animLenght;
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// Set the channel mixer date using the global date of the scene
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chanMix->setSlotTime(0, anim->getBeginTime() + currTime - startTime);
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}
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else
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{
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chanMix->setSlotTime(0, anim->getBeginTime());
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}
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/** Eval non detail animation
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*/
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chanMix->eval(false);
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}
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}
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}
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CTransformShape::traverseHrc();
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}
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// ***************************************************************************
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void CMeshBaseInstance::traverseAnimDetail()
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{
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CMeshBase *mb = NLMISC::safe_cast<CMeshBase *>((IShape *) Shape);
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CTransformShape::traverseAnimDetail();
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// update animated materials.
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// test if animated materials must be updated.
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if(IAnimatable::isTouched(CMeshBaseInstance::OwnerBit))
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{
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// must test / update all AnimatedMaterials.
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for(uint i=0;i<_AnimatedMaterials.size();i++)
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{
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// This test and update the pointed material.
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_AnimatedMaterials[i].update();
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}
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IAnimatable::clearFlag(CMeshBaseInstance::OwnerBit);
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}
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// Lightmap automatic animation
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// Animated lightmap must have the same size than shape info lightmap.
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const uint count0 = (uint)_AnimatedLightmap.size();
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const uint count1 = (uint)mb->_LightInfos.size ();
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nlassert (count0 == count1);
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if (count0 == count1)
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{
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for ( uint i = 0; i < count0; ++i )
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{
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CMeshBase::CLightMapInfoList &groupInfo = mb->_LightInfos[i];
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std::list<CMeshBase::CLightMapInfoList::CMatStage>::iterator ite = groupInfo.StageList.begin ();
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while (ite != groupInfo.StageList.end ())
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{
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sint animatedLightmap = _AnimatedLightmap[i];
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if (animatedLightmap != -1)
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{
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CRGBA factor = getOwnerScene ()->getAnimatedLightFactor (animatedLightmap, groupInfo.LightGroup);
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Materials[ite->MatId].setLightMapFactor ( ite->StageId, factor );
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}
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else
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{
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CRGBA factor = getOwnerScene ()->getLightmapGroupColor (groupInfo.LightGroup);
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Materials[ite->MatId].setLightMapFactor ( ite->StageId, factor );
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}
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ite++;
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}
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}
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}
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}
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// ***************************************************************************
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void CMeshBaseInstance::selectTextureSet(uint id)
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{
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nlassert(Shape);
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CMeshBase *mb = NLMISC::safe_cast<CMeshBase *>((IShape *) Shape);
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const uint numMat = mb->getNbMaterial();
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nlassert(numMat == Materials.size());
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// see which material are selectable
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for(uint k = 0; k < numMat; ++k)
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{
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CMaterial &mat = mb->getMaterial(k);
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for(uint l = 0; l < IDRV_MAT_MAXTEXTURES; ++l)
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{
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if (mat.getTexture(uint8(l)) && mat.getTexture(uint8(l))->isSelectable())
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{
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// use a smartPtr so the textFile will be released if just used to set the name for AsyncTextures.
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CSmartPtr<ITexture> texNSV= mat.getTexture(uint8(l))->buildNonSelectableVersion(id);
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// std case: just replace the texture.
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if(!_AsyncTextureMode)
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{
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Materials[k].setTexture(uint8(l), texNSV);
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}
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// Async case
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else
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{
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// If texture file, must copy the texture name
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if(AsyncTextures[k].IsTextureFile[l])
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{
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CTextureFile *textFile= safe_cast<CTextureFile*>((ITexture*)texNSV);
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AsyncTextures[k].TextureNames[l]= textFile->getFileName();
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}
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// else replace the texture.
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else
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Materials[k].setTexture(uint8(l), texNSV);
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}
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}
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}
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}
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// Flag the instance as AsyncTextureDirty if in this mode
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if(_AsyncTextureMode)
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{
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setAsyncTextureDirty(true);
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}
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}
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// ***************************************************************************
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void CMeshBaseInstance::initAnimatedLightIndex (const CScene &scene)
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{
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/* Scan lightmaps used by the shape, and for each, bind the transform shape to an
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* animated lightmap index from the scene. This index will be used at runtime to
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* get quickly a lightmap factor. This index is not set in the CShape because
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* the CShape can be used with several CScene.
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*/
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// For each lightmap in the shape
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CMeshBase *pMB = static_cast<CMeshBase*> (static_cast<IShape*> (Shape));
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const uint count = (uint)pMB->_LightInfos.size ();
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uint i;
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// Resize the index array
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_AnimatedLightmap.resize (count);
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for (i=0; i<count; i++)
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{
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// The light info
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CMeshBase::CLightMapInfoList &lightInfo = pMB->_LightInfos[i];
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// Get the lightmap info
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_AnimatedLightmap[i] = scene.getAnimatedLightNameToIndex (lightInfo.AnimatedLight);
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}
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// Must be traversed in AnimDetail, even if no channel mixer registered
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CTransform::setIsForceAnimDetail (count != 0);
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}
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// ***************************************************************************
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uint CMeshBaseInstance::getNumMaterial () const
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{
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return (uint)Materials.size ();
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}
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// ***************************************************************************
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const CMaterial *CMeshBaseInstance::getMaterial (uint materialId) const
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{
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return &(Materials[materialId]);
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}
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// ***************************************************************************
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CMaterial *CMeshBaseInstance::getMaterial (uint materialId)
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{
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return &(Materials[materialId]);
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}
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// ***************************************************************************
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bool CMeshBaseInstance::fastIntersect(const NLMISC::CVector &p0, const NLMISC::CVector &dir, float &dist2D, float &distZ, bool computeDist2D)
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{
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if(!Shape || !supportFastIntersect())
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return false;
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// Use the system geometry to test the intersection
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CMeshBase *pMB = static_cast<CMeshBase*> (static_cast<IShape*> (Shape));
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return pMB->getSystemGeometry().fastIntersect(getWorldMatrix(), p0, dir, dist2D, distZ, computeDist2D);
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}
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// ***************************************************************************
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// ***************************************************************************
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// Async texture loading
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// ***************************************************************************
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// ***************************************************************************
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// ***************************************************************************
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void CMeshBaseInstance::enableAsyncTextureMode(bool enable)
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{
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// if same, no-op.
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if(_AsyncTextureMode==enable)
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return;
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_AsyncTextureMode= enable;
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// if comes to async texture mode, must prepare AsyncTexturing
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if(_AsyncTextureMode)
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{
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_AsyncTextureReady= true;
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// For all TextureFiles in material
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for(uint i=0;i<Materials.size();i++)
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{
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for(uint stage=0;stage<IDRV_MAT_MAXTEXTURES;stage++)
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{
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// test if really a CTextureFile
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CTextureFile *text= dynamic_cast<CTextureFile*>(Materials[i].getTexture(uint8(stage)));
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if(text)
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{
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// Must setup the AsyncTextures
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AsyncTextures[i].IsTextureFile[stage]= true;
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AsyncTextures[i].TextureNames[stage]= text->getFileName();
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AsyncTextures[i].TextIds[stage]= std::numeric_limits<uint>::max();
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// Now, must copy the textureFile, to Avoid writing in CMeshBase TextureFile descriptor !!!
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CTextureFile *tf = new CTextureFile(*text);
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// setup a dummy texture => Instance won't block rendering because texture not yet ready
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tf->setFileName("blank.tga");
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Materials[i].setTexture(uint8(stage), tf);
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}
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else
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{
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AsyncTextures[i].IsTextureFile[stage]= false;
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}
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}
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}
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// For convenience, flag the instance as Dirty.
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setAsyncTextureDirty(true);
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}
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// else, AsyncTextureMode disabled
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else
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{
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// first, must stop and release all textures in the async manager.
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releaseCurrentAsyncTextures();
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nlassert(_AsyncTextureToLoadRefCount==0);
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// clear the array => ensure good work if enableAsyncTextureMode(true) is made later
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contReset(_CurrentAsyncTextures);
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// For all TextureFiles in material, copy User setup from AsyncTextures, to real fileName
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for(uint i=0;i<Materials.size();i++)
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{
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for(uint stage=0;stage<IDRV_MAT_MAXTEXTURES;stage++)
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{
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// if an async texture file
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if(AsyncTextures[i].IsTextureFile[stage])
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{
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// copy the texture name into the texture file.
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CTextureFile *text= safe_cast<CTextureFile*>(Materials[i].getTexture(uint8(stage)));
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text->setFileName(AsyncTextures[i].TextureNames[stage]);
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// clear string space
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AsyncTextures[i].TextureNames[stage].clear();
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}
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}
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}
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}
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}
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// ***************************************************************************
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void CMeshBaseInstance::startAsyncTextureLoading(const NLMISC::CVector &position)
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{
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if(!getAsyncTextureMode())
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return;
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// If the async texutre manager is not setuped in the scene, abort.
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CAsyncTextureManager *asyncTextMgr= getOwnerScene()->getAsyncTextureManager();
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if(!asyncTextMgr)
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return;
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uint i;
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/* for all new texture names to load, add them to the manager
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NB: done first before release because of RefCount Management (in case of same texture name).
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*/
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for(i=0;i<AsyncTextures.size();i++)
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{
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for(uint stage=0;stage<IDRV_MAT_MAXTEXTURES;stage++)
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{
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if(AsyncTextures[i].IsTextureFile[stage])
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{
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uint id;
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id= asyncTextMgr->addTextureRef(AsyncTextures[i].TextureNames[stage], this, position);
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AsyncTextures[i].TextIds[stage]= id;
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}
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}
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}
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/* For all old textures (0 for the first time...), release them.
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*/
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releaseCurrentAsyncTextures();
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// OK! bkup the setup
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_CurrentAsyncTextures= AsyncTextures;
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// texture async is not ready.
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_AsyncTextureReady= false;
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}
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// ***************************************************************************
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void CMeshBaseInstance::releaseCurrentAsyncTextures()
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{
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// If the async texutre manager is not setuped in the scene, abort.
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CAsyncTextureManager *asyncTextMgr= getOwnerScene()->getAsyncTextureManager();
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if(!asyncTextMgr)
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return;
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// release all texture in the manager
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for(uint i=0;i<_CurrentAsyncTextures.size();i++)
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{
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for(uint stage=0;stage<IDRV_MAT_MAXTEXTURES;stage++)
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{
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if(_CurrentAsyncTextures[i].IsTextureFile[stage])
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{
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asyncTextMgr->releaseTexture(_CurrentAsyncTextures[i].TextIds[stage], this);
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}
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}
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}
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}
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// ***************************************************************************
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bool CMeshBaseInstance::isAsyncTextureReady()
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{
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// if ok, just quit
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if(_AsyncTextureReady)
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return true;
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// test if async loading ended
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if(_AsyncTextureToLoadRefCount==0)
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{
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// must copy all fileNames into the actual Texture Files. Those are the valid ones now!
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for(uint i=0;i<_CurrentAsyncTextures.size();i++)
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{
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for(uint stage=0;stage<IDRV_MAT_MAXTEXTURES;stage++)
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{
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if(_CurrentAsyncTextures[i].IsTextureFile[stage])
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{
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// copy the texture name into the texture file.
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CTextureFile *text= safe_cast<CTextureFile*>(Materials[i].getTexture(uint8(stage)));
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// Since the texture is really uploaded in the driver, the true driver Texture Id will
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// be bound to this texture.
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text->setFileName(_CurrentAsyncTextures[i].TextureNames[stage]);
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/* Since driver setup will only occurs when object become visible, it is a good idea to release
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Old driver info, because it may points to old driver texture data (eg: old shared textureFile).
|
|
thus doing so release VRAM Texture Memory
|
|
*/
|
|
text->releaseDriverSetup();
|
|
}
|
|
}
|
|
}
|
|
|
|
// Ok, we are now ready.
|
|
_AsyncTextureReady= true;
|
|
return true;
|
|
}
|
|
else
|
|
return false;
|
|
}
|
|
|
|
|
|
// ***************************************************************************
|
|
sint CMeshBaseInstance::getAsyncTextureId(uint matId, uint stage) const
|
|
{
|
|
if(matId>=_CurrentAsyncTextures.size())
|
|
return -1;
|
|
if(!_CurrentAsyncTextures[matId].isTextureFile(stage))
|
|
return -1;
|
|
return _CurrentAsyncTextures[matId].TextIds[stage];
|
|
}
|
|
|
|
|
|
|
|
} // NL3D
|