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#include "texturemanager.hpp"
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#include <osg/Stats>
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#include <osg/Texture2D>
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#include <components/resource/scenemanager.hpp>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/objectcache.hpp>
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namespace Terrain
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{
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TextureManager::TextureManager(Resource::SceneManager *sceneMgr)
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: ResourceManager(sceneMgr->getVFS())
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, mSceneManager(sceneMgr)
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{
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}
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struct UpdateTextureFilteringFunctor
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{
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UpdateTextureFilteringFunctor(Resource::SceneManager* sceneMgr)
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: mSceneManager(sceneMgr)
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{
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}
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Resource::SceneManager* mSceneManager;
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void operator()(osg::Object* obj)
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{
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mSceneManager->applyFilterSettings(static_cast<osg::Texture2D*>(obj));
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}
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};
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void TextureManager::updateTextureFiltering()
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{
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UpdateTextureFilteringFunctor f(mSceneManager);
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mCache->call(f);
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}
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osg::ref_ptr<osg::Texture2D> TextureManager::getTexture(const std::string &name)
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{
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// don't bother with case folding, since there is only one way of referring to terrain textures we can assume the case is always the same
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osg::ref_ptr<osg::Object> obj = mCache->getRefFromObjectCache(name);
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if (obj)
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return static_cast<osg::Texture2D*>(obj.get());
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else
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{
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osg::ref_ptr<osg::Texture2D> texture (new osg::Texture2D(mSceneManager->getImageManager()->getImage(name)));
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texture->setWrap(osg::Texture::WRAP_S, osg::Texture::REPEAT);
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texture->setWrap(osg::Texture::WRAP_T, osg::Texture::REPEAT);
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mSceneManager->applyFilterSettings(texture);
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mCache->addEntryToObjectCache(name, texture.get());
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return texture;
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}
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}
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void TextureManager::reportStats(unsigned int frameNumber, osg::Stats *stats) const
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{
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stats->setAttribute(frameNumber, "Terrain Texture", mCache->getCacheSize());
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}
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}
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