Updated some files sent by Boris Bralo for the txp loader.
This commit is contained in:
@@ -20,6 +20,7 @@
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*
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*****************************************************************************/
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#include "trpage_sys.h"
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#include <osg/AlphaFunc>
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#include <osg/Group>
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#include <osg/Material>
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#include <osg/Texture>
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@@ -35,7 +36,9 @@
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#include <osg/Transparency>
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#include <osg/Notify>
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#include "TrPageParser.h"
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#include "TrPageArchive.h"
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/*
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#include <stdlib.h>
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#include <stdio.h>
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@@ -48,6 +51,119 @@ using namespace osg;
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using std::vector;
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using std::string;
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Texture* txp::GetLocalTexture(trpgrImageHelper& image_helper, trpgLocalMaterial* locmat, const trpgTexture* tex)
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{
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Texture* osg_texture= 0L;
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trpg2iPoint s;
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tex->GetImageSize(s);
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int32 depth;
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tex->GetImageDepth(depth);
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trpgTexture::ImageType type;
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tex->GetImageType(type);
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Texture::InternalFormatMode internalFormatMode = Texture::USE_IMAGE_DATA_FORMAT;
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GLenum gltype = (GLenum)-1;
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switch(type)
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{
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case trpgTexture::trpg_RGB8:
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gltype = GL_RGB;
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break;
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case trpgTexture::trpg_RGBA8:
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gltype = GL_RGBA;
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break;
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case trpgTexture::trpg_INT8:
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gltype = GL_LUMINANCE;
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break;
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case trpgTexture::trpg_INTA8:
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gltype = GL_LUMINANCE_ALPHA;
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break;
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case trpgTexture::trpg_FXT1:
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case trpgTexture::trpg_Filler:
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case trpgTexture::trpg_RGBX: // MCM
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case trpgTexture::trpg_Unknown:
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case trpgTexture::trpg_DDS:
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break;
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case trpgTexture::trpg_DXT1:
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if(depth == 3)
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gltype = GL_RGB;
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else
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gltype = GL_RGBA;
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internalFormatMode = Texture::USE_S3TC_DXT1_COMPRESSION;
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break;
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case trpgTexture::trpg_DXT3:
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if(depth == 3)
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gltype = GL_RGB;
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else
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gltype = GL_RGBA;
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internalFormatMode = Texture::USE_S3TC_DXT3_COMPRESSION;
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break;
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case trpgTexture::trpg_DXT5:
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if(depth == 3)
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gltype = GL_RGB;
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else
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gltype = GL_RGBA;
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internalFormatMode = Texture::USE_S3TC_DXT5_COMPRESSION;
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break;
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}
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if(gltype!=(GLenum)-1)
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{
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osg_texture = new Texture();
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osg_texture->setInternalFormatMode(internalFormatMode);
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Image* image = new Image;
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char* data = 0L;
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int32 num_mipmaps = tex->CalcNumMipmaps();
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// osg::Image do their own mipmaps
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if(num_mipmaps <= 1)
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{
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int32 size = s.x*s.y*depth;
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// int32 size = const_cast<trpgTexture*>(tex)->MipLevelSize(1) ;
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data = (char*)::malloc(size);
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if(locmat)
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image_helper.GetImageForLocalMat(locmat,data,size);
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else
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image_helper.GetLocalGL(tex,data,size);
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}
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else
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{
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int32 size = tex->CalcTotalSize();
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trpgTexture* tmp_tex = const_cast<trpgTexture*>(tex);
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for( int j = 1 ; j <= num_mipmaps;j++ )
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size -= tmp_tex->MipLevelSize(j);//s.x*s.y*depth;
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data = (char*)::malloc(size);
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if(locmat)
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image_helper.GetImageForLocalMat(locmat,data,size);
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else
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image_helper.GetLocalGL(tex,data,size);
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}
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// AAAARRRGH! TOOK ME 2 DAYS TO FIGURE IT OUT
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// EVERY IMAGE HAS TO HAVE UNIQUE NAME FOR OPTIMIZER NOT TO OPTIMIZE IT OFF
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//
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static int unique = 0;
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char unique_name[256];
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sprintf(unique_name,"TXP_TEX_UNIQUE%d",unique++);
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image->setFileName(unique_name);
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image->setImage(s.x,s.y,1,depth,
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gltype,GL_UNSIGNED_BYTE,
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(unsigned char*)data);
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osg_texture->setImage(image);
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}
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return osg_texture;
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}
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geomRead::geomRead(TrPageParser *in_parse)
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{
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parse = in_parse;
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@@ -173,13 +289,19 @@ void* geomRead::Parse(trpgToken /*tok*/,trpgReadBuffer &buf)
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gset->setNormals(normals);
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// Note: Should check number of materials first
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// Note: Should be combining multiple geosets
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StateSet* sset = (*parse->GetMaterials())[matId].get();
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ref_ptr<StateSet> sset = 0L;
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if( local )
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sset = (*parse->GetLocalMaterials())[matId];
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else
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sset = (*parse->GetMaterials())[matId];
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if (tex_coords)
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{
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gset->setTextureCoords(tex_coords);
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gset->setTextureBinding(GeoSet::BIND_PERVERTEX);
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}
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gset->setStateSet(sset);
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gset->setStateSet(sset.get());
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geode->addDrawable(gset);
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top->addChild(geode);
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}
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@@ -270,7 +392,7 @@ void* billboardRead::Parse(trpgToken /*tok*/,trpgReadBuffer &buf)
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Billboard* bl = new Billboard();
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int m;
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bill.GetMode(m);
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if( m == trpgBillboard::Eye)
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if( m = trpgBillboard::Eye)
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bl->setMode(Billboard::POINT_ROT_EYE);
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else if(m == trpgBillboard::World )
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bl->setMode(Billboard::POINT_ROT_WORLD);
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@@ -398,6 +520,7 @@ void* tileHeaderRead::Parse(trpgToken /*tok*/,trpgReadBuffer &buf)
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trpgTileHeader *tileHead = parse->GetTileHeaderRef();
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if (!tileHead->Read(buf))
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return NULL;
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parse->LoadLocalMaterials();
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return (void *) 1;
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}
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@@ -406,8 +529,9 @@ void* tileHeaderRead::Parse(trpgToken /*tok*/,trpgReadBuffer &buf)
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//----------------------------------------------------------------------------
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// Constructor for scene graph parser
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TrPageParser::TrPageParser()
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TrPageParser::TrPageParser(TrPageArchive* parent)
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{
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parent_ = parent;
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currTop = NULL;
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top = NULL;
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@@ -442,6 +566,7 @@ Group *TrPageParser::ParseScene(trpgReadBuffer &buf,vector<ref_ptr<StateSet> > &
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{
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top = currTop = new Group();
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materials = &in_mat;
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local_materials.clear();
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models = &in_model;
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parentID = -1;
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@@ -458,6 +583,152 @@ Group *TrPageParser::ParseScene(trpgReadBuffer &buf,vector<ref_ptr<StateSet> > &
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return ret;
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}
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void TrPageParser::LoadLocalMaterials()
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{
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// new to 2.0 LOCAL materials
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trpgrImageHelper image_helper(parent_->GetEndian(),parent_->getDir(),*parent_->GetMaterialTable(),*parent_->GetTexTable());
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trpgTileHeader* tile_head = GetTileHeaderRef();
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int n_materials;
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tile_head->GetNumLocalMaterial(n_materials);
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int n_mat;
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tile_head->GetNumMaterial(n_mat);
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local_materials.clear();
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local_materials.resize(n_materials);
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{
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for (int i = 0; i < n_materials; i++)
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{
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StateSet* osg_state_set = new StateSet;
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trpgLocalMaterial locmat;
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tile_head->GetLocalMaterial(i,locmat);
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const trpgMaterial* mat;
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const trpgTexture *tex;
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int32 size;
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image_helper.GetImageInfoForLocalMat(&locmat,&mat,&tex,size);
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int texId;
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trpgTextureEnv texEnv;
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mat->GetTexture(0,texId,texEnv);
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// Set up texture environment
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TexEnv *osg_texenv = new TexEnv();
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int32 te_mode;
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texEnv.GetEnvMode(te_mode);
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switch( te_mode )
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{
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case trpgTextureEnv::Alpha :
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osg_texenv->setMode(TexEnv::REPLACE);
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break;
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case trpgTextureEnv::Decal:
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osg_texenv->setMode(TexEnv::DECAL);
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break;
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case trpgTextureEnv::Blend :
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osg_texenv->setMode(TexEnv::BLEND);
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break;
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case trpgTextureEnv::Modulate :
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osg_texenv->setMode(TexEnv::MODULATE);
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break;
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}
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osg_state_set->setAttribute(osg_texenv);
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Texture* osg_texture = GetLocalTexture(image_helper,&locmat, tex);
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if(osg_texture)
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{
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if(osg_texture->getImage())
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{
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GLenum gltype = osg_texture->getImage()->getPixelFormat();
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if( gltype == GL_RGBA || gltype == GL_LUMINANCE_ALPHA )
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{
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osg_state_set->setMode(GL_BLEND,StateAttribute::ON);
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osg_state_set->setRenderingHint(StateSet::TRANSPARENT_BIN);
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}
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}
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osg_state_set->setAttributeAndModes(osg_texture, StateAttribute::ON);
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int wrap_s, wrap_t;
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texEnv.GetWrap(wrap_s, wrap_t);
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osg_texture->setWrap(Texture::WRAP_S, wrap_s == trpgTextureEnv::Repeat ? Texture::REPEAT: Texture::CLAMP );
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osg_texture->setWrap(Texture::WRAP_T, wrap_t == trpgTextureEnv::Repeat ? Texture::REPEAT: Texture::CLAMP );
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}
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Material *osg_material = new Material;
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float64 alpha;
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mat->GetAlpha(alpha);
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trpgColor color;
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mat->GetAmbient(color);
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osg_material->setAmbient( Material::FRONT_AND_BACK ,
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Vec4(color.red, color.green, color.blue, alpha));
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mat->GetDiffuse(color);
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osg_material->setDiffuse(Material::FRONT_AND_BACK ,
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Vec4(color.red, color.green, color.blue, alpha));
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mat->GetSpecular(color);
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osg_material->setSpecular(Material::FRONT_AND_BACK ,
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Vec4(color.red, color.green, color.blue, alpha));
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mat->GetEmission(color);
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osg_material->setEmission(Material::FRONT_AND_BACK ,
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Vec4(color.red, color.green, color.blue, alpha));
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float64 shinines;
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mat->GetShininess(shinines);
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osg_material->setShininess(Material::FRONT_AND_BACK , (float)shinines/128.0);
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osg_material->setAlpha(Material::FRONT_AND_BACK ,(float)alpha);
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osg_state_set->setAttributeAndModes(osg_material, StateAttribute::ON);
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if( alpha < 1.0f )
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{
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osg_state_set->setMode(GL_BLEND,StateAttribute::ON);
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osg_state_set->setRenderingHint(StateSet::TRANSPARENT_BIN);
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}
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/* This controls what alpha values in a texture mean. It can take the values:
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None,Always,Equal,GreaterThanOrEqual,GreaterThan,
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LessThanOrEqual,LessThan,Never,NotEqual
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*/
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int alphaFunc;
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mat->GetAlphaFunc(alphaFunc);
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if( alphaFunc != trpgMaterial::None)
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{
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float64 ref;
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mat->GetAlphaRef(ref);
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AlphaFunc *osg_alpha_func = new AlphaFunc;
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osg_alpha_func->setFunction((AlphaFunc::ComparisonFunction)alphaFunc,(float)ref);
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osg_state_set->setAttributeAndModes(osg_alpha_func, StateAttribute::ON);
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}
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int cullMode;
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mat->GetCullMode(cullMode);
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// Culling mode in txp means opposite from osg i.e. Front-> show front face
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if( cullMode != trpgMaterial::FrontAndBack)
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{
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CullFace* cull_face = new CullFace;
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switch (cullMode)
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{
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case trpgMaterial::Front:
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cull_face->setMode(CullFace::BACK);
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break;
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case trpgMaterial::Back:
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cull_face->setMode(CullFace::FRONT);
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break;
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}
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osg_state_set->setAttributeAndModes(cull_face, StateAttribute::ON);
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}
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local_materials[i] = osg_state_set;
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}
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}
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}
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//----------------------------------------------------------------------------
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// Start Children
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// This is called when the parser hits a push.
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