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#include <memory></memory>
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#include "ext/meshtexturizer.h"
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// TnzCore includes
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#include "tgl.h" // OpenGL includes
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// Qt includes
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#include <qreadwritelock></qreadwritelock>
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#include <qreadlocker></qreadlocker>
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#include <qwritelocker></qwritelocker>
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// tcg includes
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#include "tcg/tcg_macros.h"
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#include "tcg/tcg_list.h"
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#include "tcg/tcg_misc.h"
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#define COPIED_BORDER 1								 // Amount of tile border from the original image
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#define TRANSP_BORDER 1								 // Amount of transparent tile border
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#define NONPREM_BORDER 1							 // Amount of nonpremultiplied copied transparent border
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#define TOTAL_BORDER (COPIED_BORDER + TRANSP_BORDER) // Overall border to texture tiles above
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#define TOTAL_BORDER_2 (2 * TOTAL_BORDER)			 // Twice the above
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TCG_STATIC_ASSERT(COPIED_BORDER > 0);				// Due to GL_LINEAR alpha blending on tile seams
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TCG_STATIC_ASSERT(TRANSP_BORDER > 0);				// Due to GL_CLAMP beyond tile limits
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TCG_STATIC_ASSERT(NONPREM_BORDER <= TRANSP_BORDER); // The nonpremultiplied border is transparent
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//******************************************************************************************
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//    MeshTexturizer::Imp  definition
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//******************************************************************************************
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class MeshTexturizer::Imp
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{
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	typedef MeshTexturizer::TextureData TextureData;
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public:
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	QReadWriteLock m_lock;									  //!< Lock for synchronized access
Shinya Kitaoka e5734a
	tcg::list<std::shared_ptr<texturedata>> m_textureDatas; //!< Pool of texture datas</std::shared_ptr<texturedata>
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public:
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	Imp() : m_lock(QReadWriteLock::Recursive) {}
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	bool testTextureAlloc(int lx, int ly);
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	GLuint textureAlloc(const TRaster32P &ras, const TRaster32P &aux,
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						int x, int y, int textureLx, int textureLy,
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						bool premultiplied);
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	void allocateTextures(int groupIdx, const TRaster32P &ras, const TRaster32P &aux,
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						  int x, int y, int textureLx, int textureLy,
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						  bool premultiplied);
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	TextureData *getTextureData(int groupIdx);
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};
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//---------------------------------------------------------------------------------
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bool MeshTexturizer::Imp::testTextureAlloc(int lx, int ly)
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{
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	lx += TOTAL_BORDER_2, ly += TOTAL_BORDER_2; // Add border
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	glTexImage2D(GL_PROXY_TEXTURE_2D,
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				 0,				   // one level only
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				 GL_RGBA,		   // number of pixel channels
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				 lx,			   // width
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				 ly,			   // height
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				 0,				   // border size
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				 TGL_FMT,		   // pixel format
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				 GL_UNSIGNED_BYTE, // pixel data type
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				 0);
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	int outLx;
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	glGetTexLevelParameteriv(GL_PROXY_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &outLx);
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	return (lx == outLx);
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}
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//---------------------------------------------------------------------------------
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GLuint MeshTexturizer::Imp::textureAlloc(const TRaster32P &ras, const TRaster32P &aux,
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										 int x, int y, int textureLx, int textureLy,
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										 bool premultiplied)
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{
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	struct locals {
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		static void clearMatte(const TRaster32P &ras, int xBegin, int yBegin, int xEnd, int yEnd)
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		{
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			for (int y = yBegin; y != yEnd; ++y) {
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				TPixel32 *line = ras->pixels(y), *pixEnd = line + xEnd;
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				for (TPixel32 *pix = line + xBegin; pix != pixEnd; ++pix)
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					pix->m = 0;
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			}
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		}
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		static void clearMatte_border(const TRaster32P &ras, int border0, int border1)
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		{
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			assert(border0 < border1);
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			// Horizontal
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			clearMatte(ras, border0, border0, ras->getLx() - border0, border1);
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			clearMatte(ras, border0, ras->getLy() - border1, ras->getLx() - border0, ras->getLy() - border0);
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			// Vertical
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			clearMatte(ras, border0, border1, border1, ras->getLy() - border1);
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			clearMatte(ras, ras->getLx() - border1, border1, ras->getLx() - border0, ras->getLy() - border1);
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		}
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	}; // locals
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	// Prepare the texture tile
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	assert(aux->getLx() >= textureLx + TOTAL_BORDER_2 && aux->getLy() >= textureLy + TOTAL_BORDER_2);
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	TRect rasRect(x, y, x + textureLx - 1, y + textureLy - 1);
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	rasRect = rasRect.enlarge(premultiplied ? COPIED_BORDER : COPIED_BORDER + NONPREM_BORDER);
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	rasRect = rasRect * ras->getBounds();
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	TRect auxRect(rasRect - TPoint(x - TOTAL_BORDER, y - TOTAL_BORDER));
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	// An auxiliary raster must be used to supply the transparent border
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	TRaster32P tex(aux->extract(0, 0, textureLx + TOTAL_BORDER_2 - 1, textureLy + TOTAL_BORDER_2 - 1));
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	tex->clear();
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	aux->extract(auxRect)->copy(ras->extract(rasRect));
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	if (!premultiplied && NONPREM_BORDER > 0)
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		locals::clearMatte_border(aux, TRANSP_BORDER - NONPREM_BORDER, TRANSP_BORDER);
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	// Pass the raster into VRAM
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	GLuint texId;
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	glGenTextures(1, &texId);
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	glBindTexture(GL_TEXTURE_2D, texId);
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);	  // These must be used on a bound texture,
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);	  // and are remembered in the OpenGL context.
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // They can be set here, no need for
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	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); // the user to do it.
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	glPixelStorei(GL_UNPACK_ROW_LENGTH, tex->getWrap());
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	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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	glTexImage2D(GL_TEXTURE_2D,
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				 0,				   // one level only
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				 GL_RGBA,		   // pixel channels count
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				 tex->getLx(),	 // width
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				 tex->getLy(),	 // height
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				 0,				   // border size
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				 TGL_FMT,		   // pixel format
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				 GL_UNSIGNED_BYTE, // pixel data type
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				 (GLvoid *)tex->getRawData());
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	return texId;
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}
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//---------------------------------------------------------------------------------
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void MeshTexturizer::Imp::allocateTextures(int groupIdx, const TRaster32P &ras, const TRaster32P &aux,
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										   int x, int y, int textureLx, int textureLy,
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										   bool premultiplied)
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{
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	TextureData *data = m_textureDatas[groupIdx].get();
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	// Test the specified texture allocation
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	if (testTextureAlloc(textureLx, textureLy)) {
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		TPointD scale(data->m_geom.getLx() / (double)ras->getLx(),
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					  data->m_geom.getLy() / (double)ras->getLy());
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		TRectD tileGeom(
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			TRectD(
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				scale.x * (x - TOTAL_BORDER), scale.y * (y - TOTAL_BORDER),
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				scale.x * (x + textureLx + TOTAL_BORDER), scale.y * (y + textureLy + TOTAL_BORDER)) +
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			data->m_geom.getP00());
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		GLuint texId = textureAlloc(ras, aux, x, y, textureLx, textureLy, premultiplied);
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		TextureData::TileData td = {texId, tileGeom};
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		data->m_tileDatas.push_back(td);
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		return;
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	}
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	if (textureLx <= 1 && textureLy <= 1)
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		return; // No texture can be allocated
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	// The texture could not be allocated. Then, bisecate and branch.
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	if (textureLx > textureLy) {
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		int textureLx_2 = textureLx >> 1;
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		allocateTextures(groupIdx, ras, aux, x, y, textureLx_2, textureLy, premultiplied);
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		allocateTextures(groupIdx, ras, aux, x + textureLx_2, y, textureLx_2, textureLy, premultiplied);
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	} else {
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		int textureLy_2 = textureLy >> 1;
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		allocateTextures(groupIdx, ras, aux, x, y, textureLx, textureLy_2, premultiplied);
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		allocateTextures(groupIdx, ras, aux, x, y + textureLy_2, textureLx, textureLy_2, premultiplied);
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	}
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}
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//---------------------------------------------------------------------------------
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MeshTexturizer::TextureData *MeshTexturizer::Imp::getTextureData(int groupIdx)
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{
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	typedef MeshTexturizer::TextureData TextureData;
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	// Copy tile datas container
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	return m_textureDatas[groupIdx].get();
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}
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//******************************************************************************************
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//    MeshTexturizer  implementation
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//******************************************************************************************
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MeshTexturizer::MeshTexturizer()
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	: m_imp(new Imp)
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{
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}
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//---------------------------------------------------------------------------------
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MeshTexturizer::~MeshTexturizer()
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{
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}
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//---------------------------------------------------------------------------------
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int MeshTexturizer::bindTexture(const TRaster32P &ras, const TRectD &geom,
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								PremultMode premultiplyMode)
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{
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	QWriteLocker locker(&m_imp->m_lock);
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	// Backup the state of some specific OpenGL variables that will be changed throughout the code
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	int row_length, alignment;
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	glGetIntegerv(GL_UNPACK_ROW_LENGTH, &row_length);
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	glGetIntegerv(GL_UNPACK_ALIGNMENT, &alignment);
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	// Initialize a new texture data
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	int dataIdx = m_imp->m_textureDatas.push_back(std::make_shared<texturedata>(geom));</texturedata>
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	// Textures must have 2-power sizes. So, let's start with the smallest 2 power
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	// >= ras's sizes.
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	int textureLx = tcg::numeric_ops::GE_2Power((unsigned int)ras->getLx() + TOTAL_BORDER_2);
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	int textureLy = tcg::numeric_ops::GE_2Power((unsigned int)ras->getLy() + TOTAL_BORDER_2);
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	// We'll assume a strict granularity max of 512 x 512 textures
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	textureLx = tmin(textureLx, 1 << 9);
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	textureLy = tmin(textureLy, 1 << 9);
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	// Allocate a suitable texture raster. The texture will include a transparent 1-pix border
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	// that is needed to perform texture mapping with GL_CLAMP transparent wrapping
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	TRaster32P tex(textureLx, textureLy);
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	// Now, let's tile the specified raster. We'll start from the lower-left corner in case
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	// the raster can be completely included in just one tile
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	int lx = ras->getLx(), ly = ras->getLy();
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	int tileLx = textureLx - TOTAL_BORDER_2, tileLy = textureLy - TOTAL_BORDER_2; // Texture size without border
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	int xEntireCells = (lx - 1) / tileLx, yEntireCells = (ly - 1) / tileLy; // +1 so in case l == tileL, we get the remainder case
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	int lastTexLx = tcg::numeric_ops::GE_2Power((unsigned int)(lx - xEntireCells * tileLx + TOTAL_BORDER_2));
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	int lastTexLy = tcg::numeric_ops::GE_2Power((unsigned int)(ly - yEntireCells * tileLy + TOTAL_BORDER_2));
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	int lastTileLx = lastTexLx - TOTAL_BORDER_2, lastTileLy = lastTexLy - TOTAL_BORDER_2;
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	bool premultiplied = (premultiplyMode == PREMULTIPLIED);
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	int i, j;
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	for (i = 0; i < yEntireCells; ++i) {
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		for (j = 0; j < xEntireCells; ++j)
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			// Perform a (possibly subdividing) allocation of the specified tile
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			m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx, tileLy, premultiplied);
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		m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, lastTileLx, tileLy, premultiplied);
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	}
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	for (j = 0; j < xEntireCells; ++j)
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		m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, tileLx, lastTileLy, premultiplied);
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	m_imp->allocateTextures(dataIdx, ras, tex, j * tileLx, i * tileLy, lastTileLx, lastTileLy, premultiplied);
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	// Restore OpenGL variables
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	glPixelStorei(GL_UNPACK_ROW_LENGTH, row_length);
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	glPixelStorei(GL_UNPACK_ALIGNMENT, alignment);
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	return dataIdx;
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}
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//---------------------------------------------------------------------------------
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void MeshTexturizer::rebindTexture(int texId, const TRaster32P &ras, const TRectD &geom,
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								   PremultMode premultiplyMode)
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{
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	QWriteLocker locker(&m_imp->m_lock);
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	unbindTexture(texId);
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	int newTexId = bindTexture(ras, geom, premultiplyMode);
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	assert(texId == newTexId);
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}
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//---------------------------------------------------------------------------------
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void MeshTexturizer::unbindTexture(int texId)
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{
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	QWriteLocker locker(&m_imp->m_lock);
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	m_imp->m_textureDatas.erase(texId);
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}
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//---------------------------------------------------------------------------------
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MeshTexturizer::TextureData *MeshTexturizer::getTextureData(int textureId)
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{
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	QReadLocker locker(&m_imp->m_lock);
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	return m_imp->getTextureData(textureId);
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}