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			62 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
			
		
		
	
	
			62 lines
		
	
	
	
		
			1.9 KiB
		
	
	
	
		
			C++
		
	
	
	
	
	
#include "texturemanager.hpp"
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#include <osg/Stats>
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#include <osg/Texture2D>
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#include <components/resource/imagemanager.hpp>
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#include <components/resource/objectcache.hpp>
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#include <components/resource/scenemanager.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()(std::string, 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
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        // 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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