コード例 #1
0
ファイル: connmanagerif.hpp プロジェクト: as-xjc/bamboo
  std::shared_ptr<PROTOCOL> CreateProtocol(ARGS&& ... args) {
    static_assert(std::is_base_of<bamboo::protocol::ProtocolIf, PROTOCOL>::value,
                  "protocol must be base of bamboo::protocol::ProtocolIf");
    BB_ASSERT(!protocol_);
    BB_ASSERT(!reader_);

    auto ptr = std::make_shared<PROTOCOL>(std::forward<ARGS>(args)...);
    protocol_ = std::dynamic_pointer_cast<bamboo::protocol::ProtocolIf>(ptr);
    reader_ = [this](bamboo::net::SocketPtr so, const char* data, std::size_t size) -> std::size_t {
      return protocol_->ReceiveData(so, data, size);
    };
    return ptr;
  }
コード例 #2
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
void BBTexture_activate (BBTexture* texture, GLuint channel)
{
	BB_ASSERT(texture);
	glActiveTexture(GL_TEXTURE0 + channel);
	glBindTexture(texture->type, texture->handle);
	glEnable(texture->type);
}
コード例 #3
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
GLuint BBMaterial_activate (BBMaterial* material, GLboolean forceAdditive)
{
	GLsizei i;
	BB_ASSERT(material && material->program);

	glUseProgram(material->program);

	for (i = 0; i < BB_MATERIAL_MAX_TEXTURES; i++)
		if (material->textures[i])
			BBTexture_activate(material->textures[i], i);
#if 1
	if (material->additive || forceAdditive)
	{
		glEnable(GL_BLEND);
//		glBlendFunc(GL_ONE, GL_ONE);
	}
	else if (material->blend)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
	}
	else if (material->tone)
	{
		glEnable(GL_BLEND);
		glBlendFunc(GL_ZERO, GL_SRC_ALPHA_SATURATE);
	}
#else
	glEnable(GL_BLEND);
	glBlendFunc(GL_ONE, GL_ONE);
#endif

	return material->program;
}
コード例 #4
0
ファイル: acceptorif.cpp プロジェクト: as-xjc/bamboo
void AcceptorIf::SetAddress(std::string address, uint16_t port) {
  BB_ASSERT(acceptor_ == nullptr);

  auto end = boost::asio::ip::make_address(address);
  boost::asio::ip::tcp::endpoint endpoint(end, port);
  acceptor_.reset(new boost::asio::ip::tcp::acceptor(io_, endpoint));
}
コード例 #5
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
void BBTexture_destroy (BBTexture* texture)
{
	BB_ASSERT(texture);
//	printf("Deleting texture %s\n", texture->name);
	glDeleteTextures(1, &texture->handle);
	free(texture->name);
	free(texture);
}
コード例 #6
0
ファイル: compress.cpp プロジェクト: nsweb/bigball
/** Uncompress a buffer using zlib, will fail if UncompressedBuffer is too small */
bool UncompressZLIB( void* UncompressedBuffer, uint32 UncompressedSize, const void* CompressedBuffer, uint32 CompressedSize )
{
	// zlib uses unsigned long
	unsigned long ZCompressedSize = CompressedSize;
	unsigned long ZUncompressedSize	= UncompressedSize;
	
	// Uncompress data.
	bool bOperationSucceeded = uncompress( (uint8*) UncompressedBuffer, &ZUncompressedSize, (const uint8*) CompressedBuffer, ZCompressedSize ) == Z_OK ? true : false;

	// Sanity check to make sure we uncompressed as much data as we expected to.
	BB_ASSERT( UncompressedSize == ZUncompressedSize );
	return bOperationSucceeded;
}
コード例 #7
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
void BBMaterialStore_destroy (BBMaterialStore* matStore)
{
	BB_ASSERT(matStore);
	{
		BBMaterial* current = matStore->firstMaterial;
		while (current)
		{
			BBMaterial* next = current->next;
			BBMaterial_destroy(current);
			current = next;
		}
	}
	free(matStore);
}
コード例 #8
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
void BBTextureStore_destroy (BBTextureStore* texStore)
{
	BB_ASSERT(texStore);
	{
		BBTexture* current = texStore->firstTexture;
		while (current)
		{
			BBTexture* next = current->next;
			BBTexture_destroy(current);
			current = next;
		}
	}
	free(texStore);
}
コード例 #9
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
BBMaterial* BBMaterialStore_getMaterial (BBMaterialStore* matStore, const char* name)
{
	BBMaterial* current;
	BB_ASSERT(matStore && name);

	current = matStore->firstMaterial;
	while (current)
	{
		if (strcmp(current->name, name) == 0)
			return current;

		current = current->next;
	}

	return NULL;
}
コード例 #10
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
void BBMaterial_deactivate (BBMaterial* material, GLboolean forceAdditive)
{
	GLsizei i;
	BB_ASSERT(material);

	for (i = 0; i < BB_MATERIAL_MAX_TEXTURES; i++)
		if (material->textures[i])
			BBTexture_deactivate(material->textures[i], i);

	if (material->additive || forceAdditive)
	{
		glDisable(GL_BLEND);
	}
	else if (material->blend || material->tone)
	{
		glDisable(GL_BLEND);
		glBlendFunc(GL_SRC_ALPHA, GL_ONE);
	}
}
コード例 #11
0
ファイル: acceptorif.cpp プロジェクト: as-xjc/bamboo
void AcceptorIf::SetConnManager(ConnManagerPtr& mgr) {
  BB_ASSERT(connManager_ == nullptr && mgr != nullptr);
  connManager_ = mgr;
}
コード例 #12
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
GLboolean BBMaterial_isTransparent (BBMaterial* material)
{
	BB_ASSERT(material);
	return material->blend || material->additive || material->tone;
}
コード例 #13
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
const char* BBTexture_getName (BBTexture* texture)
{
	BB_ASSERT(texture);
	return texture->name;
}
コード例 #14
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
void BBMaterial_destroy (BBMaterial* material)
{
	BB_ASSERT(material);
	free(material->name);
	free(material);
}
コード例 #15
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
GLenum BBTexture_getType (BBTexture* texture)
{
	BB_ASSERT(texture);
	return texture->type;
}
コード例 #16
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
void BBTexture_deactivate (BBTexture* texture, GLuint channel)
{
	BB_ASSERT(texture);
	glActiveTexture(GL_TEXTURE0 + channel);
	glDisable(texture->type);
}
コード例 #17
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
BBTexture* BBTextureStore_loadCube (BBTextureStore* texStore, const char* name, int startLodLevel)
{
	BBTexture* texture;
	BBTga* tga[6];
	GLubyte* dataList[6];
	GLsizei width = 0;
	GLsizei height = 0;
	GLsizei bits = 0;
	GLuint i;
	BB_ASSERT(texStore && name);

	texture = BBTextureStore_find(texStore, name, GL_TEXTURE_CUBE_MAP);
	if (texture)
		return texture;

	if (strlen(name) > 240)
	{
#ifdef BB_DEVEL
		printf("Error: Filename too long \"%s\"\n", name);
#endif
		return NULL;
	}

	for (i = 0; i < 6; i++)
	{
		char filename[256];
		GLboolean error = GL_FALSE;

		strcpy(filename, name);

		switch (i)
		{
		case 0:
			strcat(filename, "_px");
			break;
		case 1:
			strcat(filename, "_py");
			break;
		case 2:
			strcat(filename, "_pz");
			break;
		case 3:
			strcat(filename, "_nx");
			break;
		case 4:
			strcat(filename, "_ny");
			break;
		case 5:
			strcat(filename, "_nz");
			break;
		default:
			BB_ASSERT(0);
			break;
		}

		catenateMipMapFilename(filename, startLodLevel);
		strcat(filename, ".tga");

		tga[i] = BBTga_load(filename);
		if (!tga[i])
			error = GL_TRUE;

		if (!error && width != 0 && height != 0 && bits != 0)
			if (tga[i]->width != width || tga[i]->height != height || tga[i]->bits != bits)
				error = GL_TRUE;

		if (error)
		{
			while (i--)
				BBTga_destroy(tga[i]);

			return NULL;
		}

		width = tga[i]->width;
		height = tga[i]->height;
		bits = tga[i]->bits;

		dataList[i] = tga[i]->data;
	}

	texture = BBTexture_create(name, width, height, GL_TEXTURE_CUBE_MAP, bits == 24 ? GL_RGB : GL_RGBA, (const void **)dataList);

	for (i = 0; i < 6; i++)
		BBTga_destroy(tga[i]);

	if (texture)
	{
		texture->next = texStore->firstTexture;
		texStore->firstTexture = texture;
	}

	return texture;
}
コード例 #18
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
BBTexture* BBTextureStore_load (BBTextureStore* texStore, const char* name, int startLodLevel)
{
	BBTexture* texture = NULL;
	BBTga* tga[MAX_MIPMAPS];
	char filename[256];
	GLsizei level = 0;
	GLboolean bottomOk = GL_TRUE;
	GLsizei width = 1;
	GLsizei height = 1;

	BB_ASSERT(texStore && name);

	memset(tga, 0, sizeof(BBTga*) * MAX_MIPMAPS);

	texture = BBTextureStore_find(texStore, name, GL_TEXTURE_2D);
	if (texture)
		return texture;

	if (strlen(name) > 240)
	{
#ifdef BB_DEVEL
		printf("Error: Filename too long \"%s\"\n", name);
#endif
		return NULL;
	}

	while (width >= 1 || height >= 1)
	{
		if (width < 1)
			width = 1;
		if (height < 1)
			height = 1;

		strcpy(filename, name);
		catenateMipMapFilename(filename, level + startLodLevel);
		strcat(filename, ".tga");

		tga[level] = BBTga_load(filename);
		if (!tga[level])
		{
			if (level == 0)
			{
				bottomOk = GL_FALSE;
				break;
			}
		}
		else
		{
			if (level == 0)
			{
				width = tga[0]->width;
				height = tga[0]->height;
			}
			else
			{
				if (tga[level]->width != width ||
					tga[level]->height != height ||
					tga[level]->bits != tga[0]->bits)
				{
					BBTga_destroy(tga[level]);
					tga[level] = NULL;
				}
			}
		}

		width >>= 1;
		height >>= 1;
		level++;
		BB_ASSERT(level < MAX_MIPMAPS);
	}

	if (bottomOk)
	{
		void* dataList[MAX_MIPMAPS];
		GLboolean generated[MAX_MIPMAPS];
		GLsizei i;
		GLboolean errorsInMipMaps = GL_FALSE;

		memset(dataList, 0, sizeof(void*) * MAX_MIPMAPS);
		memset(generated, 0, sizeof(GLboolean) * MAX_MIPMAPS);

		for (i = 0; i < level; i++)
		{
			if (tga[i] && tga[i]->data)
			{
				dataList[i] = tga[i]->data;
			}
			else
			{
				GLsizei bpp = tga[0]->bits == 24 ? 3 : 4;
				GLsizei width = tga[0]->width >> i;
				GLsizei height = tga[0]->height >> i;

				BB_ASSERT(i != 0 || (width < 1 && height < 1));

				if (width < 1)
					width = 1;
				if (height < 1)
					height = 1;

				dataList[i] = (GLubyte*)malloc(width * height * bpp * sizeof(GLubyte));
				if (dataList[i])
				{
					generateMipMap(tga[0]->data, tga[0]->width, tga[0]->height, tga[0]->bits == 24 ? GL_RGB : GL_RGBA, i, dataList[i]);

					{
						strcpy(filename, name);
						catenateMipMapFilename(filename, i);
						strcat(filename, ".tga");

						if (BBTga_save(filename, width, height, tga[0]->bits == 24 ? 3 : 4, dataList[i], GL_TRUE))
						{
#ifdef BB_DEVEL
							printf("Generated mipmap level %d for texture %s.\n", i, name);
#endif
						}
						else
						{
#ifdef BB_DEVEL
							printf("Failed to save mipmap level %d for texture %s.\n", i, name);
#endif
						}
					}

					generated[i] = GL_TRUE;
				}
				else
				{
					errorsInMipMaps = GL_TRUE;
					break;
				}
			}
		}

		if (!errorsInMipMaps)
			texture = BBTexture_create(name, tga[0]->width, tga[0]->height, GL_TEXTURE_2D, tga[0]->bits == 24 ? GL_RGB : GL_RGBA, (const void **)dataList);

		for (i = 0; i < level; i++)
		{
			if (generated[i])
				free(dataList[i]);
		}
	}

	while (level-- > 0)
	{
		if (tga[level])
		{
			BBTga_destroy(tga[level]);
			tga[level] = NULL;
		}
	}

	if (texture)
	{
		texture->next = texStore->firstTexture;
		texStore->firstTexture = texture;
	}

	return texture;
}
コード例 #19
0
ファイル: bbMaterial.c プロジェクト: fco-carrillo/bbpinball
GLboolean BBMaterialStore_load (BBMaterialStore* matStore,
								BBShaderStack* shaderStack,
								BBTextureStore* texStore,
								const char* filename, int startLodLevel)
{
	char* buffer;
	BB_ASSERT(matStore && shaderStack && texStore && filename);

	buffer = bbReadFileToBuffer(filename);
	if (!buffer)
		return GL_FALSE;

	{
		char* stream = buffer;
		GLboolean exit = GL_FALSE;
		while (!exit)
		{
			char* materialName = NULL;
			if (*stream == '"')
			{
				stream++;	/* Skip '"' */
				materialName = bbParseString(&stream, "\"");
			}

			if (materialName)
			{
				BBMaterial* material = BBMaterial_create();
				char* vertexShaderName = NULL;
				char* fragShaderName = NULL;
				char* textureName = NULL;
				char* texture2Name = NULL;
				char* texture3Name = NULL;
				char* texture4Name = NULL;
				char* cubeTextureName = NULL;
				if (!material)
				{
					free(materialName);
					break;
				}

				material->name = materialName;

				bbSkipWhite(&stream);
				if (*stream == '{')
				{
					GLboolean innerExit = GL_FALSE;
					stream++;	/* Skip '{' */
					while (!innerExit)
					{
						char* name = bbParseString(&stream, " \t\"\n\r");
						bbSkipWhite(&stream);

						if (*stream == '"')
						{
							stream++;	/* Skip '"' */

							if (!vertexShaderName && strcmp(name, "vertexShader") == 0)
								vertexShaderName = bbParseString(&stream, "\"");
							else if (!fragShaderName && strcmp(name, "fragShader") == 0)
								fragShaderName = bbParseString(&stream, "\"");
							else if (!textureName && strcmp(name, "texture") == 0)
								textureName = bbParseString(&stream, "\"");
							else if (!texture2Name && strcmp(name, "texture2") == 0)
								texture2Name = bbParseString(&stream, "\"");
							else if (!texture3Name && strcmp(name, "texture3") == 0)
								texture3Name = bbParseString(&stream, "\"");
							else if (!texture4Name && strcmp(name, "texture4") == 0)
								texture4Name = bbParseString(&stream, "\"");
							else if (!cubeTextureName && strcmp(name, "cubeTexture") == 0)
								cubeTextureName = bbParseString(&stream, "\"");
						}
						else
						{
							if (strcmp(name, "blend") == 0)
								material->blend = GL_TRUE;
							else if (strcmp(name, "additive") == 0)
								material->additive = GL_TRUE;
							else if (strcmp(name, "tone") == 0)
								material->tone = GL_TRUE;
						}

						bbSkipWhite(&stream);

						if (*stream == '}' || *stream == '\0')
						{
							if (*stream == '}')
								stream++;	/* Skip '}' */
							innerExit = GL_TRUE;
						}

						free(name);
					}
				}

				if (vertexShaderName && fragShaderName)
					material->program = BBShaderStack_getProgram(shaderStack, vertexShaderName, fragShaderName);

				if (cubeTextureName)
					material->textures[0] = BBTextureStore_loadCube(texStore, cubeTextureName, startLodLevel);
				else if (textureName)
					material->textures[0] = BBTextureStore_load(texStore, textureName, startLodLevel);
				
				if (texture2Name)
					material->textures[1] = BBTextureStore_load(texStore, texture2Name, startLodLevel);
				if (texture3Name)
					material->textures[2] = BBTextureStore_load(texStore, texture3Name, startLodLevel);
				if (texture4Name)
					material->textures[3] = BBTextureStore_load(texStore, texture4Name, startLodLevel);

				free(cubeTextureName);
				free(texture4Name);
				free(texture3Name);
				free(texture2Name);
				free(textureName);
				free(fragShaderName);
				free(vertexShaderName);

				if (!material->program)
				{
#ifdef BB_DEVEL
					printf("Errors in material: \"%s\"\n", material->name);
#endif
					BBMaterial_destroy(material);
					break;
				}

				material->next = matStore->firstMaterial;
				matStore->firstMaterial = material;

				bbSkipWhite(&stream);
			}
			else
			{
				exit = GL_TRUE;
			}
		}
	}

	free(buffer);

	return GL_TRUE;
}
コード例 #20
0
ファイル: bbTexture.c プロジェクト: fco-carrillo/bbpinball
BBTexture* BBTexture_create (const char* name, GLsizei width, GLsizei height,
							 GLenum type, GLenum channels, const void** data)
{
	BBTexture* texture;
	BB_ASSERT(data);

	if (!(isPow2(width) && isPow2(height)))
	{
#ifdef BB_DEVEL
		printf("Error: Invalid texture size.\n");
#endif
		return NULL;
	}

	texture = malloc(sizeof(BBTexture));
	if (!texture)
		return NULL;

	texture->name = NULL;
	texture->width = width;
	texture->height = height;
	texture->type = type;
	texture->handle = 0;
	texture->next = NULL;

	texture->name = strdup(name);
	if (!texture->name)
	{
		BBTexture_destroy(texture);
		return NULL;
	}

	switch (type)
	{
	case GL_TEXTURE_2D:
		glGenTextures(1, &texture->handle);
		glBindTexture(GL_TEXTURE_2D, texture->handle);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
//		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
		{
//			GLubyte* origBitmap = (GLubyte*)data[0];
//			GLubyte* scaledBitmap = NULL;
			GLuint level = 0;
			GLuint w = texture->width;
			GLuint h = texture->height;
			GLboolean end = GL_FALSE;
			while (!end)
			{
//				if (level > 0)
//				{
//					if (!scaledBitmap)
//					{
//						GLsizei bpp = 4;
//						if (channels == GL_RGB)
//							bpp = 3;
//						scaledBitmap = (GLubyte*)malloc(w * h * bpp * sizeof(GLubyte));
//						if (!scaledBitmap)
//							break;
//					}
//					generateMipMap(origBitmap, texture->width, texture->height, channels, level, scaledBitmap);
//					glTexImage2D(GL_TEXTURE_2D, level, channels, w, h, 0, channels, GL_UNSIGNED_BYTE, scaledBitmap);
//				}
//				else
//				{
//					glTexImage2D(GL_TEXTURE_2D, level, channels, w, h, 0, channels, GL_UNSIGNED_BYTE, origBitmap);
//				}

				BB_ASSERT(level < MAX_MIPMAPS && data[level]);
				glTexImage2D(GL_TEXTURE_2D, level, channels, w, h, 0, channels, GL_UNSIGNED_BYTE, data[level]);

				w >>= 1;
				h >>= 1;
				if (w == 0 && h == 0)
				{
					end = GL_TRUE;
				}
				else
				{
					if (w < 1)
						w = 1;
					if (h < 1)
						h = 1;
					level++;
				}
			}
//			free(scaledBitmap);
		}
		break;
	case GL_TEXTURE_CUBE_MAP:
		glGenTextures(1, &texture->handle);
		glBindTexture(GL_TEXTURE_CUBE_MAP, texture->handle);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
		glTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[0]);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[1]);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[2]);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[3]);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[4]);
		glTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, channels, texture->width, texture->height, 0, channels, GL_UNSIGNED_BYTE, data[5]);
		break;
	default:
		BBTexture_destroy(texture);
		return NULL;
	}

	return texture;
}