Minor code cleanup.
parent
8de9195fa9
commit
6215d145c8
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@ -10,6 +10,8 @@
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#include "celestia.h"
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#include "texmanager.h"
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using namespace std;
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TextureManager::~TextureManager()
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{
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@ -17,25 +19,25 @@ TextureManager::~TextureManager()
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}
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bool TextureManager::find(string name, CTexture** tex)
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bool TextureManager::find(const string& name, CTexture** tex)
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{
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return findResource(name, (void**) tex);
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}
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CTexture* TextureManager::load(string name)
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CTexture* TextureManager::load(const string& name)
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{
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DPRINTF("Loading texture: %s\n", name.c_str());
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CTexture* tex = LoadTextureFromFile(baseDir + "\\" + name);
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if (tex != NULL)
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tex->bindName();
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tex->bindName(true);
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addResource(name, (void*) tex);
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return tex;
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}
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CTexture* TextureManager::loadBumpMap(string name)
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CTexture* TextureManager::loadBumpMap(const string& name)
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{
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DPRINTF("Loading bump map: %s\n", name.c_str());
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CTexture* tex = LoadTextureFromFile(baseDir + "\\" + name);
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@ -20,13 +20,13 @@ class TextureManager : public ResourceManager
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{
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public:
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TextureManager() : ResourceManager() {};
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TextureManager(string _baseDir) : ResourceManager(_baseDir) {};
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TextureManager(std::string _baseDir) : ResourceManager(_baseDir) {};
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TextureManager(char* _baseDir) : ResourceManager(_baseDir) {};
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~TextureManager();
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bool find(string name, CTexture**);
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CTexture* load(std::string name);
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CTexture* loadBumpMap(std::string name);
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bool find(const std::string& name, CTexture**);
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CTexture* load(const std::string& name);
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CTexture* loadBumpMap(const std::string& name);
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};
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#endif // _TEXMANAGER_H_
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@ -230,7 +230,7 @@ CTexture* CreateProceduralTexture(int width, int height,
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}
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CTexture* LoadTextureFromFile(string filename)
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CTexture* LoadTextureFromFile(const string& filename)
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{
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int extPos = filename.length() - 3;
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if (extPos < 0)
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@ -555,6 +555,41 @@ static Vec3f cubeVector(int face, float s, float t)
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break;
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}
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#if 0
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// Silly test here . . . this produces a normal map with (0, 0, 1) on
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// on the half of the cube on the positive size of the z=0 plane and
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// (0, 0, -1) on the other half.
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//
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// TODO: Experiment with other normal maps as a way to approximate various
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// illumination functions that may be more accurate for planetary rendering
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// than the standard Lambertian model.
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v = Vec3f(0, 0, 1);
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switch (face)
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{
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case 0:
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if (s > 0)
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v = -v;
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break;
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case 1:
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if (s < 0)
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v = -v;
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break;
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case 2:
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if (t < 0)
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v = -v;
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break;
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case 3:
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if (t > 0)
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v = -v;
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break;
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case 4:
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break;
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case 5:
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v = -v;
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break;
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}
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#endif
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v.normalize();
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return v;
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@ -12,7 +12,6 @@
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#include <string>
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using namespace std;
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typedef void (*ProceduralTexEval)(float, float, float, unsigned char*);
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@ -54,7 +53,7 @@ extern CTexture* CreateJPEGTexture(const char* filename,
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int channels = CTexture::ColorChannel);
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extern CTexture* CreateBMPTexture(const char* filename);
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extern CTexture* LoadTextureFromFile(string filename);
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extern CTexture* LoadTextureFromFile(const std::string& filename);
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extern CTexture* CreateNormalizationCubeMap(int size);
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