// 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/texture_blend.h" #include "nel/misc/common.h" namespace NL3D { CTextureBlend::CTextureBlend() : _BlendFactor(0), _SharingEnabled(true) { } //************************************************************************ bool CTextureBlend::supportSharing() const { return _BlendTex[0] && _BlendTex[0]->supportSharing() && _BlendTex[1] && _BlendTex[1]->supportSharing(); } //************************************************************************ std::string CTextureBlend::getShareName() const { nlassert(supportSharing()); char fmt[1024]; NLMISC::smprintf(fmt, 1024, "BlendTex0:%s:BlendTex1:%s:blendFactor:%d", _BlendTex[0]->getShareName().c_str(), _BlendTex[1]->getShareName().c_str(), (uint) _BlendFactor ); return fmt; } //************************************************************************ void CTextureBlend::enableSharing(bool enabled /*= false*/) { _SharingEnabled = enabled; } //************************************************************************ void CTextureBlend::release() { if (_BlendTex[0] && _BlendTex[0]->getReleasable()) _BlendTex[0]->release(); if (_BlendTex[1] && _BlendTex[1]->getReleasable()) _BlendTex[1]->release(); ITexture::release(); } //************************************************************************ bool CTextureBlend::setBlendFactor(uint16 factor) { nlassert(factor <= 256); if (factor != _BlendFactor) { _BlendFactor = factor; touch(); // need to recompute blending return true; } return false; } //************************************************************************ void CTextureBlend::setBlendTexture(uint index, ITexture *tex) { nlassert(index < 2); if (tex != _BlendTex[index]) { _BlendTex[index] = tex; touch(); // need to recompute blending } } //************************************************************************ void CTextureBlend::doGenerate(bool async) { if (!_BlendTex[0] || !_BlendTex[1]) { makeDummy(); return; } //NLMISC::TTicks start = NLMISC::CTime::getPerformanceTime(); _BlendTex[0]->generate(); _BlendTex[1]->generate(); this->blend(*_BlendTex[0], *_BlendTex[1], _BlendFactor, true); /*NLMISC::TTicks end = NLMISC::CTime::getPerformanceTime(); nlinfo("blend time = %.2f", (float) (1000 * NLMISC::CTime::ticksToSecond(end - start)));*/ } //************************************************************************ void CTextureBlend::serial(NLMISC::IStream &f) throw(NLMISC::EStream) { f.serialVersion(0); ITexture::serial(f); for (uint k = 0; k < 2; ++k) { ITexture *tex = NULL; if (f.isReading()) { f.serialPolyPtr(tex); _BlendTex[k] = tex; touch(); } else { tex = _BlendTex[k]; f.serialPolyPtr(tex); } } f.serial(_SharingEnabled, _BlendFactor); } } // NL3D