open_toontown_panda3d/panda/src/gobj/texture.cxx

961 lines
33 KiB
C++

// Filename: texture.cxx
// Created by: mike (09Jan97)
//
////////////////////////////////////////////////////////////////////
//
// PANDA 3D SOFTWARE
// Copyright (c) 2001 - 2004, Disney Enterprises, Inc. All rights reserved
//
// All use of this software is subject to the terms of the Panda 3d
// Software license. You should have received a copy of this license
// along with this source code; you will also find a current copy of
// the license at http://etc.cmu.edu/panda3d/docs/license/ .
//
// To contact the maintainers of this program write to
// panda3d-general@lists.sourceforge.net .
//
////////////////////////////////////////////////////////////////////
#include "pandabase.h"
#include "texture.h"
#include "config_gobj.h"
#include "texturePool.h"
#include "textureContext.h"
#include "datagram.h"
#include "datagramIterator.h"
#include "bamReader.h"
#include "bamWriter.h"
#include "string_utils.h"
#include "preparedGraphicsObjects.h"
#include <stddef.h>
TypeHandle Texture::_type_handle;
////////////////////////////////////////////////////////////////////
// Function: up_to_power_2
// Description: Returns the smallest power of 2 greater than or equal
// to value.
////////////////////////////////////////////////////////////////////
static int
up_to_power_2(int value) {
int x = 1;
while (x < value) {
x = (x << 1);
}
return x;
}
////////////////////////////////////////////////////////////////////
// Function: down_to_power_2
// Description: Returns the largest power of 2 less than or equal
// to value.
////////////////////////////////////////////////////////////////////
static int
down_to_power_2(int value) {
int x = 1;
while ((x << 1) <= value) {
x = (x << 1);
}
return x;
}
////////////////////////////////////////////////////////////////////
// Function: consider_rescale
// Description: Scales the PNMImage according to the whims of the
// Configrc file.
////////////////////////////////////////////////////////////////////
static void
consider_rescale(PNMImage &pnmimage, const string &name) {
int new_x_size = pnmimage.get_x_size();
int new_y_size = pnmimage.get_y_size();
if (textures_down_power_2) {
new_x_size = down_to_power_2(new_x_size);
new_y_size = down_to_power_2(new_y_size);
} else if (textures_up_power_2) {
new_x_size = up_to_power_2(new_x_size);
new_y_size = up_to_power_2(new_y_size);
}
if (textures_down_square) {
new_x_size = new_y_size = min(new_x_size, new_y_size);
} else if (textures_up_square) {
new_x_size = new_y_size = max(new_x_size, new_y_size);
}
if (max_texture_dimension > 0) {
new_x_size = min(new_x_size, max_texture_dimension);
new_y_size = min(new_y_size, max_texture_dimension);
}
if (pnmimage.get_x_size() != new_x_size ||
pnmimage.get_y_size() != new_y_size) {
gobj_cat.info()
<< "Automatically rescaling " << name << " from "
<< pnmimage.get_x_size() << " by " << pnmimage.get_y_size() << " to "
<< new_x_size << " by " << new_y_size << "\n";
PNMImage scaled(new_x_size, new_y_size, pnmimage.get_num_channels(),
pnmimage.get_maxval(), pnmimage.get_type());
scaled.quick_filter_from(pnmimage);
pnmimage = scaled;
}
}
////////////////////////////////////////////////////////////////////
// Function: consider_downgrade
// Description: Reduces the number of channels in the texture, if
// necessary, according to num_channels.
////////////////////////////////////////////////////////////////////
static void
consider_downgrade(PNMImage &pnmimage, int num_channels,
const string &name) {
if (num_channels != 0 && num_channels < pnmimage.get_num_channels()) {
// One special case: we can't reduce from 3 to 2 components, since
// that would require adding an alpha channel.
if (pnmimage.get_num_channels() == 3 && num_channels == 2) {
return;
}
gobj_cat.info()
<< "Downgrading " << name << " from " << pnmimage.get_num_channels()
<< " components to " << num_channels << ".\n";
pnmimage.set_num_channels(num_channels);
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
Texture::
Texture() : ImageBuffer() {
_magfilter = FT_linear;
_minfilter = FT_linear;
_wrapu = WM_repeat;
_wrapv = WM_repeat;
_anisotropic_degree = 1;
_keep_ram_image = false;
_pbuffer = new PixelBuffer;
// _has_requested_size = false;
_all_dirty_flags = 0;
_border_color.set(0.0f, 0.0f, 0.0f, 1.0f);
_border_width = 0;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::Constructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
Texture::
Texture(int xsize, int ysize, int components, int component_width,
PixelBuffer::Type type,
PixelBuffer::Format format, bool bAllocateRAM) : ImageBuffer() {
_magfilter = FT_linear;
_minfilter = FT_linear;
_wrapu = WM_repeat;
_wrapv = WM_repeat;
_anisotropic_degree = 1;
_keep_ram_image = bAllocateRAM;
_pbuffer = new PixelBuffer(xsize,ysize,components,component_width,type,format,bAllocateRAM);
// _has_requested_size = false;
_all_dirty_flags = 0;
_border_color.set(0.0f, 0.0f, 0.0f, 1.0f);
_border_width = 0;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::Destructor
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
Texture::
~Texture() {
release_all();
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Reads the texture from the indicated filename. If
// num_channels is not 0, it specifies the number of
// components to downgrade the image to if it is greater
// than this number.
////////////////////////////////////////////////////////////////////
bool Texture::
read(const Filename &fullpath, int primary_file_num_channels) {
PNMImage image;
if (!image.read(fullpath)) {
gobj_cat.error()
<< "Texture::read() - couldn't read: " << fullpath << endl;
return false;
}
if (!has_name()) {
set_name(fullpath.get_basename_wo_extension());
}
if (!has_filename()) {
set_filename(fullpath);
clear_alpha_filename();
}
set_fullpath(fullpath);
clear_alpha_fullpath();
// Check to see if we need to scale it.
consider_rescale(image, get_name());
consider_downgrade(image, primary_file_num_channels, get_name());
_primary_file_num_channels = image.get_num_channels();
_alpha_file_channel = 0;
return load(image);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::read
// Access: Published
// Description: Combine a 3-component image with a grayscale image
// to get a 4-component image
////////////////////////////////////////////////////////////////////
bool Texture::
read(const Filename &fullpath, const Filename &alpha_fullpath,
int primary_file_num_channels, int alpha_file_channel) {
PNMImage image;
if (!image.read(fullpath)) {
gobj_cat.error()
<< "Texture::read() - couldn't read: " << fullpath << endl;
return false;
}
PNMImage alpha_image;
if (!alpha_image.read(alpha_fullpath)) {
gobj_cat.error()
<< "Texture::read() - couldn't read: " << alpha_fullpath << endl;
return false;
}
if (!has_name()) {
set_name(fullpath.get_basename_wo_extension());
}
if (!has_filename()) {
set_filename(fullpath);
set_alpha_filename(alpha_fullpath);
}
set_fullpath(fullpath);
set_alpha_fullpath(alpha_fullpath);
consider_rescale(image, get_name());
// The grayscale (alpha channel) image must be the same size as the
// main image.
if (image.get_x_size() != alpha_image.get_x_size() ||
image.get_y_size() != alpha_image.get_y_size()) {
gobj_cat.info()
<< "Automatically rescaling " << alpha_fullpath.get_basename()
<< " from " << alpha_image.get_x_size() << " by "
<< alpha_image.get_y_size() << " to " << image.get_x_size()
<< " by " << image.get_y_size() << "\n";
PNMImage scaled(image.get_x_size(), image.get_y_size(),
alpha_image.get_num_channels(),
alpha_image.get_maxval(), alpha_image.get_type());
scaled.quick_filter_from(alpha_image);
alpha_image = scaled;
}
consider_downgrade(image, primary_file_num_channels, get_name());
_primary_file_num_channels = image.get_num_channels();
// Make the original image a 4-component image by taking the
// grayscale value from the second image.
image.add_alpha();
if (alpha_file_channel == 4 ||
(alpha_file_channel == 2 && alpha_image.get_num_channels() == 2)) {
// Use the alpha channel.
for (int x = 0; x < image.get_x_size(); x++) {
for (int y = 0; y < image.get_y_size(); y++) {
image.set_alpha(x, y, alpha_image.get_alpha(x, y));
}
}
_alpha_file_channel = alpha_image.get_num_channels();
} else if (alpha_file_channel >= 1 && alpha_file_channel <= 3 &&
alpha_image.get_num_channels() >= 3) {
// Use the appropriate red, green, or blue channel.
for (int x = 0; x < image.get_x_size(); x++) {
for (int y = 0; y < image.get_y_size(); y++) {
image.set_alpha(x, y, alpha_image.get_channel_val(x, y, alpha_file_channel - 1));
}
}
_alpha_file_channel = alpha_file_channel;
} else {
// Use the grayscale channel.
for (int x = 0; x < image.get_x_size(); x++) {
for (int y = 0; y < image.get_y_size(); y++) {
image.set_alpha(x, y, alpha_image.get_gray(x, y));
}
}
_alpha_file_channel = 0;
}
return load(image);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::write
// Access: Published
// Description: Writes the texture to the indicated filename.
////////////////////////////////////////////////////////////////////
bool Texture::
write(const Filename &name) const {
nassertr(has_ram_image(), false);
PNMImage pnmimage;
if (!_pbuffer->store(pnmimage)) {
return false;
}
if (!pnmimage.write(name)) {
gobj_cat.error()
<< "Texture::write() - couldn't write: " << name << endl;
return false;
}
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_wrapu
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void Texture::
set_wrapu(Texture::WrapMode wrap) {
if (_wrapu != wrap) {
mark_dirty(DF_wrap);
_wrapu = wrap;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_wrapv
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void Texture::
set_wrapv(Texture::WrapMode wrap) {
if (_wrapv != wrap) {
mark_dirty(DF_wrap);
_wrapv = wrap;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_minfilter
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void Texture::
set_minfilter(Texture::FilterType filter) {
if (_minfilter != filter) {
if (is_mipmap(_minfilter) != is_mipmap(filter)) {
mark_dirty(DF_filter | DF_mipmap);
} else {
mark_dirty(DF_filter);
}
_minfilter = filter;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_magfilter
// Access: Published
// Description:
////////////////////////////////////////////////////////////////////
void Texture::
set_magfilter(Texture::FilterType filter) {
if (_magfilter != filter) {
mark_dirty(DF_filter);
_magfilter = filter;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_anisotropic_degree
// Access: Published
// Description: Specifies the level of anisotropic filtering to apply
// to the texture. Normally, this is 1, to indicate
// anisotropic filtering is disabled. This may be set
// to a number higher than one to enable anisotropic
// filtering, if the rendering backend supports this.
////////////////////////////////////////////////////////////////////
void Texture::
set_anisotropic_degree(int anisotropic_degree) {
if (_anisotropic_degree != anisotropic_degree) {
mark_dirty(DF_filter);
_anisotropic_degree = anisotropic_degree;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_border_color
// Access: Published
// Description: Specifies the uniform color of the texture border, if
// it has one (see set_border_width()), and if the
// border color is not part of the image.
////////////////////////////////////////////////////////////////////
void Texture::
set_border_color(const Colorf &color) {
if (_border_color != color) {
mark_dirty(DF_border);
_border_color = color;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::set_border_width
// Access: Published
// Description: Specifies the width of the texture border, in pixels.
// Generally, this can be either 0 or 1, and the default
// is 0. This is intended to be used for tiling large
// textures, although it has one or two other
// applications.
////////////////////////////////////////////////////////////////////
void Texture::
set_border_width(int width) {
if (_border_width != width) {
mark_dirty(DF_border);
_border_width = width;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::prepare
// Access: Published
// Description: Indicates that the texture should be enqueued to be
// prepared in the indicated prepared_objects at the
// beginning of the next frame. This will ensure the
// texture is already loaded into texture memory if it
// is expected to be rendered soon.
//
// Use this function instead of prepare_now() to preload
// textures from a user interface standpoint.
////////////////////////////////////////////////////////////////////
void Texture::
prepare(PreparedGraphicsObjects *prepared_objects) {
prepared_objects->enqueue_texture(this);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::load
// Access: Public
// Description: Creates the texture from the already-read PNMImage.
////////////////////////////////////////////////////////////////////
bool Texture::
load(const PNMImage &pnmimage) {
if (!_pbuffer->load(pnmimage))
return false;
mark_dirty(DF_image);
return true;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::store
// Access: Public
// Description: Saves the texture to the indicated PNMImage, but does
// not write it to disk.
////////////////////////////////////////////////////////////////////
bool Texture::
store(PNMImage &pnmimage) const {
return _pbuffer->store( pnmimage );
}
////////////////////////////////////////////////////////////////////
// Function: Texture::is_mipmap
// Access: Public, Static
// Description: Returns true if the indicated filter type requires
// the use of mipmaps, or false if it does not.
////////////////////////////////////////////////////////////////////
bool Texture::
is_mipmap(FilterType type) {
switch (type) {
case FT_nearest_mipmap_nearest:
case FT_linear_mipmap_nearest:
case FT_nearest_mipmap_linear:
case FT_linear_mipmap_linear:
return true;
default:
return false;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::prepare_now
// Access: Public
// Description: Creates a context for the texture on the particular
// GSG, if it does not already exist. Returns the new
// (or old) TextureContext. This assumes that the
// GraphicsStateGuardian is the currently active
// rendering context and that it is ready to accept new
// textures. If this is not necessarily the case, you
// should use prepare() instead.
//
// Normally, this is not called directly except by the
// GraphicsStateGuardian; a texture does not need to be
// explicitly prepared by the user before it may be
// rendered.
////////////////////////////////////////////////////////////////////
TextureContext *Texture::
prepare_now(PreparedGraphicsObjects *prepared_objects,
GraphicsStateGuardianBase *gsg) {
Contexts::const_iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
return (*ci).second;
}
TextureContext *tc = prepared_objects->prepare_texture_now(this, gsg);
if (tc != (TextureContext *)NULL) {
_contexts[prepared_objects] = tc;
// Now that we have a new TextureContext with zero dirty flags, our
// intersection of all dirty flags must be zero. This doesn't mean
// that some other contexts aren't still dirty, but at least one
// context isn't.
_all_dirty_flags = 0;
if (!keep_texture_ram && !_keep_ram_image) {
// Once we have prepared the texture, we can generally safely
// remove the pixels from main RAM. The GSG is now responsible
// for remembering what it looks like.
if (gobj_cat.is_debug()) {
gobj_cat.debug()
<< "Dumping RAM for texture " << get_name() << "\n";
}
_pbuffer->_image.clear();
}
}
return tc;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::release
// Access: Public
// Description: Frees the texture context only on the indicated object,
// if it exists there. Returns true if it was released,
// false if it had not been prepared.
////////////////////////////////////////////////////////////////////
bool Texture::
release(PreparedGraphicsObjects *prepared_objects) {
Contexts::iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
TextureContext *tc = (*ci).second;
prepared_objects->release_texture(tc);
return true;
}
// Maybe it wasn't prepared yet, but it's about to be.
return prepared_objects->dequeue_texture(this);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::release_all
// Access: Public
// Description: Frees the context allocated on all objects for which
// the texture has been declared. Returns the number of
// contexts which have been freed.
////////////////////////////////////////////////////////////////////
int Texture::
release_all() {
// We have to traverse a copy of the _contexts list, because the
// PreparedGraphicsObjects object will call clear_prepared() in response
// to each release_texture(), and we don't want to be modifying the
// _contexts list while we're traversing it.
Contexts temp = _contexts;
int num_freed = (int)_contexts.size();
Contexts::const_iterator ci;
for (ci = temp.begin(); ci != temp.end(); ++ci) {
PreparedGraphicsObjects *prepared_objects = (*ci).first;
TextureContext *tc = (*ci).second;
prepared_objects->release_texture(tc);
}
// Now that we've called release_texture() on every known context,
// the _contexts list should have completely emptied itself.
nassertr(_contexts.empty(), num_freed);
return num_freed;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::get_ram_image
// Access: Public
// Description: Returns the PixelBuffer associated with the texture.
// If the PixelBuffer does not currently have an
// associated RAM image, and the texture was generated
// by loading an image from a disk file (the most common
// case), this forces the reload of the same texture.
// This can happen if keep_texture_ram is configured to
// false, and we have previously prepared this texture
// with a GSG.
//
// Note that it is not correct to call has_ram_image()
// first to test whether this function will fail. A
// false return value from has_ram_image() indicates
// only that get_ram_image() may need to reload the
// texture from disk, which it will do automatically.
//
// On the other hand, it is possible that the texture
// cannot be found on disk or is otherwise unavailable.
// If that happens, this function returns NULL. There
// is no way to predict whether get_ram_image() will
// return NULL without calling it first.
////////////////////////////////////////////////////////////////////
PixelBuffer *Texture::
get_ram_image() {
if (!has_ram_image() && has_filename()) {
// Now we have to reload the texture image.
gobj_cat.info()
<< "Reloading texture " << get_name() << "\n";
if (has_alpha_fullpath()) {
read(get_fullpath(), get_alpha_fullpath());
} else {
read(get_fullpath());
}
}
if (has_ram_image()) {
return _pbuffer;
} else {
return (PixelBuffer *)NULL;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::mark_dirty
// Access: Public
// Description: Sets the indicated dirty bits on for all texture
// contexts that share this Texture. Does not change
// the bits that are not on. This presumably will
// inform the GSG that the texture properties have
// changed. See also TextureContext::mark_dirty().
//
// Normally, this does not need to be called directly;
// changing the properties on the texture will
// automatically call this. However, if you fiddle with
// the texture image directly, for instance by meddling
// with the _pbuffer member, you may need to explicitly
// call mark_dirty(Texture::DF_image).
////////////////////////////////////////////////////////////////////
void Texture::
mark_dirty(int flags_to_set) {
if ((_all_dirty_flags & flags_to_set) == flags_to_set) {
// If all the texture contexts already share these bits, no need
// to do anything else.
return;
}
// Otherwise, iterate through the contexts and mark them all dirty.
Contexts::iterator ci;
for (ci = _contexts.begin(); ci != _contexts.end(); ++ci) {
(*ci).second->mark_dirty(flags_to_set);
}
_all_dirty_flags |= flags_to_set;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::clear_prepared
// Access: Private
// Description: Removes the indicated PreparedGraphicsObjects table
// from the Texture's table, without actually releasing
// the texture. This is intended to be called only from
// PreparedGraphicsObjects::release_texture(); it should
// never be called by user code.
////////////////////////////////////////////////////////////////////
void Texture::
clear_prepared(PreparedGraphicsObjects *prepared_objects) {
Contexts::iterator ci;
ci = _contexts.find(prepared_objects);
if (ci != _contexts.end()) {
_contexts.erase(ci);
} else {
// If this assertion fails, clear_prepared() was given a
// prepared_objects which the texture didn't know about.
nassertv(false);
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::string_wrap_mode
// Access: Public
// Description: Returns the WrapMode value associated with the given
// string representation, or WM_invalid if the string
// does not match any known WrapMode value.
////////////////////////////////////////////////////////////////////
Texture::WrapMode Texture::
string_wrap_mode(const string &string) {
if (cmp_nocase_uh(string, "repeat") == 0) {
return WM_repeat;
} else if (cmp_nocase_uh(string, "clamp") == 0) {
return WM_clamp;
} else if (cmp_nocase_uh(string, "mirror") == 0) {
return WM_clamp;
} else if (cmp_nocase_uh(string, "mirror_once") == 0) {
return WM_clamp;
} else if (cmp_nocase_uh(string, "border_color") == 0) {
return WM_border_color;
} else {
return WM_invalid;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::string_filter_type
// Access: Public
// Description: Returns the FilterType value associated with the given
// string representation, or FT_invalid if the string
// does not match any known FilterType value.
////////////////////////////////////////////////////////////////////
Texture::FilterType Texture::
string_filter_type(const string &string) {
if (cmp_nocase_uh(string, "nearest") == 0) {
return FT_nearest;
} else if (cmp_nocase_uh(string, "linear") == 0) {
return FT_linear;
} else if (cmp_nocase_uh(string, "nearest_mipmap_nearest") == 0) {
return FT_nearest_mipmap_nearest;
} else if (cmp_nocase_uh(string, "linear_mipmap_nearest") == 0) {
return FT_linear_mipmap_nearest;
} else if (cmp_nocase_uh(string, "nearest_mipmap_linear") == 0) {
return FT_nearest_mipmap_linear;
} else if (cmp_nocase_uh(string, "linear_mipmap_linear") == 0) {
return FT_linear_mipmap_linear;
} else if (cmp_nocase_uh(string, "mipmap") == 0) {
return FT_linear_mipmap_linear;
} else {
return FT_invalid;
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::register_with_read_factory
// Access: Public, Static
// Description: Factory method to generate a Texture object
////////////////////////////////////////////////////////////////////
void Texture::
register_with_read_factory() {
BamReader::get_factory()->register_factory(get_class_type(), make_Texture);
}
////////////////////////////////////////////////////////////////////
// Function: Texture::make_Texture
// Access: Protected
// Description: Factory method to generate a Texture object
////////////////////////////////////////////////////////////////////
TypedWritable* Texture::
make_Texture(const FactoryParams &params) {
//The process of making a texture is slightly
//different than making other Writable objects.
//That is because all creation of Textures should
//be done through calls to TexturePool, which ensures
//that any loads of the same Texture, refer to the
//same memory
DatagramIterator scan;
BamReader *manager;
bool has_rawdata = false;
parse_params(params, scan, manager);
// Get the properties written by ImageBuffer::write_datagram().
string name = scan.get_string();
Filename filename = scan.get_string();
Filename alpha_filename = scan.get_string();
int primary_file_num_channels = 0;
int alpha_file_channel = 0;
if (manager->get_file_minor_ver() == 2) {
// We temporarily had a version that stored the number of channels
// here.
primary_file_num_channels = scan.get_uint8();
} else if (manager->get_file_minor_ver() >= 3) {
primary_file_num_channels = scan.get_uint8();
alpha_file_channel = scan.get_uint8();
}
// from minor version 5, read the rawdata mode, else carry on
if (manager->get_file_minor_ver() >= 5)
has_rawdata = scan.get_bool();
Texture *me = NULL;
if (has_rawdata) {
// then create a Texture and don't load from the file
me = new Texture;
} else {
if (filename.empty()) {
// This texture has no filename; since we don't have an image to
// load, we can't actually create the texture.
gobj_cat.info()
<< "Cannot create texture '" << name << "' with no filename.\n";
} else {
// This texture does have a filename, so try to load it from disk.
if (alpha_filename.empty()) {
me = TexturePool::load_texture(filename, primary_file_num_channels);
} else {
me = TexturePool::load_texture(filename, alpha_filename,
primary_file_num_channels, alpha_file_channel);
}
}
}
if (me == (Texture *)NULL) {
// Oops, we couldn't load the texture; we'll just return NULL.
// But we do need a dummy texture to read in and ignore all of the
// attributes.
PT(Texture) dummy = new Texture;
dummy->fillin(scan, manager, has_rawdata);
} else {
me->set_name(name);
me->fillin(scan, manager, has_rawdata);
/*
cerr << "_xsize = " << me->_pbuffer->get_xsize() << "\n";
cerr << "_ysize = " << me->_pbuffer->get_ysize() << "\n";
cerr << "_xorg = " << me->_pbuffer->get_xorg() << "\n";
cerr << "_yorg = " << me->_pbuffer->get_xorg() << "\n";
cerr << "_components = " << me->_pbuffer->get_num_components() << "\n";
*/
}
return me;
}
////////////////////////////////////////////////////////////////////
// Function: Texture::fillin
// Access: Protected
// Description: Function that reads out of the datagram (or asks
// manager to read) all of the data that is needed to
// re-create this object and stores it in the appropiate
// place
////////////////////////////////////////////////////////////////////
void Texture::
fillin(DatagramIterator &scan, BamReader *manager, bool has_rawdata) {
//We don't want to call ImageBuffer::fillin, like we
//would normally, since due to needing to know the name
//of the Texture before creating it, we have already read
//that name in. This is something of a problem as it forces
//Texture to know how the parent write_datagram works. And
//makes the assumption that the only data being written is
//the name
_wrapu = (enum WrapMode) scan.get_uint8();
_wrapv = (enum WrapMode) scan.get_uint8();
_minfilter = (enum FilterType) scan.get_uint8();
_magfilter = (enum FilterType) scan.get_uint8();
_anisotropic_degree = scan.get_int16();
bool has_pbuffer = scan.get_bool();
if (has_pbuffer) {
PixelBuffer::Format format = (PixelBuffer::Format)scan.get_uint8();
int num_channels = -1;
num_channels = scan.get_uint8();
if (_pbuffer != (PixelBuffer *)NULL) {
if (num_channels == _pbuffer->get_num_components()) {
// Only reset the format if the number of components hasn't
// changed, since if the number of components has changed our
// texture no longer matches what it was when the bam was
// written.
_pbuffer->set_format(format);
}
if (has_rawdata) {
// In the rawdata case, we must always set the format.
_pbuffer->set_format(format);
_pbuffer->set_xsize(scan.get_int32());
_pbuffer->set_ysize(scan.get_int32());
_pbuffer->set_image_type((PixelBuffer::Type)scan.get_uint8());
_pbuffer->set_num_components(scan.get_uint8());
_pbuffer->set_component_width(scan.get_uint8());
_pbuffer->set_loaded();
PN_uint32 u_size = scan.get_uint32();
// fill the _image buffer with image data
string temp_buff = scan.extract_bytes(u_size);
_pbuffer->_image = PTA_uchar::empty_array((int) u_size);
for (PN_uint32 u_idx=0; u_idx < u_size; ++u_idx) {
_pbuffer->_image[(int)u_idx] = (uchar) temp_buff[u_idx];
}
}
}
}
}
////////////////////////////////////////////////////////////////////
// Function: Texture::write_datagram
// Access: Public
// Description: Function to write the important information in
// the particular object to a Datagram
////////////////////////////////////////////////////////////////////
void Texture::
write_datagram(BamWriter *manager, Datagram &me) {
// We also need to write out the pixel buffer's format, even though
// that's not stored as part of the texture structure.
bool has_pbuffer = (_pbuffer != (PixelBuffer *)NULL);
bool has_rawdata = (bam_texture_mode == BTM_rawdata);
// These properties are read in again by make_Texture(), above.
ImageBuffer::write_datagram(manager, me);
// from minor version 5, you add this byte to support rawdata mode
me.add_bool(has_rawdata);
// These properties are read in again by fillin(), above.
me.add_uint8(_wrapu);
me.add_uint8(_wrapv);
me.add_uint8(_minfilter);
me.add_uint8(_magfilter);
me.add_int16(_anisotropic_degree);
me.add_bool(has_pbuffer);
if (has_pbuffer) {
me.add_uint8(_pbuffer->get_format());
me.add_uint8(_pbuffer->get_num_components());
}
// if it has rawdata, then stuff them here along with the header information
if (has_rawdata) {
me.add_int32(_pbuffer->get_xsize());
me.add_int32(_pbuffer->get_ysize());
me.add_uint8(_pbuffer->get_image_type());
me.add_uint8(_pbuffer->get_num_components());
me.add_uint8(_pbuffer->get_component_width());
me.add_uint32(_pbuffer->_image.size());
me.append_data(_pbuffer->_image, _pbuffer->_image.size());
}
}