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186 lines
5.6 KiB
186 lines
5.6 KiB
/*==LICENSE==* |
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CyanWorlds.com Engine - MMOG client, server and tools |
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Copyright (C) 2011 Cyan Worlds, Inc. |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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You should have received a copy of the GNU General Public License |
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along with this program. If not, see <http://www.gnu.org/licenses/>. |
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Additional permissions under GNU GPL version 3 section 7 |
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If you modify this Program, or any covered work, by linking or |
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combining it with any of RAD Game Tools Bink SDK, Autodesk 3ds Max SDK, |
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NVIDIA PhysX SDK, Microsoft DirectX SDK, OpenSSL library, Independent |
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JPEG Group JPEG library, Microsoft Windows Media SDK, or Apple QuickTime SDK |
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(or a modified version of those libraries), |
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containing parts covered by the terms of the Bink SDK EULA, 3ds Max EULA, |
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PhysX SDK EULA, DirectX SDK EULA, OpenSSL and SSLeay licenses, IJG |
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JPEG Library README, Windows Media SDK EULA, or QuickTime SDK EULA, the |
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licensors of this Program grant you additional |
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permission to convey the resulting work. Corresponding Source for a |
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non-source form of such a combination shall include the source code for |
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the parts of OpenSSL and IJG JPEG Library used as well as that of the covered |
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work. |
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You can contact Cyan Worlds, Inc. by email legal@cyan.com |
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or by snail mail at: |
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Cyan Worlds, Inc. |
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14617 N Newport Hwy |
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Mead, WA 99021 |
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*==LICENSE==*/ |
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#include "hsTypes.h" |
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#include "plLoadMask.h" |
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#include "hsStream.h" |
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#include "hsTemplates.h" |
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#include "plQuality.h" |
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/////////////////////////////////////////////////////////////////// |
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// Global settings first. Implemented here for convenience (mine). |
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// They could go in pnSingletons, but they require LoadMask to link |
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// (and compile) anyway. Mostly, I just wanted the plQuality interface |
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// in its own header file so you would know to include plQuality.h |
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// to get plQuality::Func, rather than the less obvious plLoadMask.h. |
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/////////////////////////////////////////////////////////////////// |
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int plQuality::fQuality = 0; |
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int plQuality::fCapability = 0; |
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void plQuality::SetQuality(int q) |
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{ |
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fQuality = q; |
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plLoadMask::SetGlobalQuality(q); |
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} |
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// Set by the pipeline according to platform capabilities. |
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void plQuality::SetCapability(int c) |
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{ |
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fCapability = c; |
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plLoadMask::SetGlobalCapability(c); |
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} |
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/////////////////////////////////////////////////////////////////// |
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// Now the LoadMask implementation. |
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/////////////////////////////////////////////////////////////////// |
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const plLoadMask plLoadMask::kAlways; |
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UInt8 plLoadMask::fGlobalQuality = UInt8(1); |
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UInt8 plLoadMask::fGlobalCapability = UInt8(0); |
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void plLoadMask::Read(hsStream* s) |
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{ |
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// read as packed byte |
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UInt8 qc; |
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s->LogReadLE(&qc,"Quality|Capabilty"); |
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fQuality[0] = (qc & 0xf0) >> 4; |
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fQuality[1] = (qc & 0x0f); |
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// Or in the bits we stripped on write, or else IsUsed() won't work. |
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fQuality[0] |= 0xf0; |
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fQuality[1] |= 0xf0; |
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} |
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void plLoadMask::Write(hsStream* s) const |
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{ |
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// write packed into 1 byte |
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UInt8 qc = (fQuality[0]<<4) | (fQuality[1] & 0xf); |
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s->WriteLE(qc); |
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} |
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UInt32 plLoadMask::ValidateReps(int num, const int quals[], const int caps[]) |
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{ |
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UInt32 retVal = 0; |
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int i; |
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for( i = 1; i < num; i++ ) |
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{ |
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int j; |
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for( j = 0; j < i; j++ ) |
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{ |
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if( (quals[i] >= quals[j]) && (caps[i] >= caps[j]) ) |
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{ |
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// Bogus, this would double load. |
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retVal |= (1 << i); |
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} |
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} |
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} |
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return retVal; |
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} |
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UInt32 plLoadMask::ValidateMasks(int num, plLoadMask masks[]) |
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{ |
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UInt32 retVal = 0; |
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int i; |
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for( i = 0; i < num; i++ ) |
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{ |
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if( !masks[i].fQuality[0] && !masks[i].fQuality[1] ) |
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retVal |= (1 << i); |
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int j; |
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for( j = 0; j < i; j++ ) |
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{ |
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int k; |
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for( k = 0; k <= kMaxCap; k++ ) |
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{ |
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if( masks[i].fQuality[k] & masks[j].fQuality[k] ) |
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{ |
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masks[i].fQuality[k] &= ~masks[j].fQuality[k]; |
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retVal |= (1 << i); |
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} |
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} |
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} |
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} |
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return retVal; |
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} |
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hsBool plLoadMask::ComputeRepMasks( |
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int num, |
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const int quals[], |
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const int caps[], |
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plLoadMask masks[]) |
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{ |
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hsBool retVal = false; // Okay till proven otherwise. |
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int i; |
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for( i = 0; i < num; i++ ) |
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{ |
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int k; |
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for( k = 0; k <= kMaxCap; k++ ) |
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{ |
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// Q starts off the bits higher than or equal to 1 << qual. |
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// I.e. we just turned off all lower quality bits. |
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UInt8 q = ~( (1 << quals[i]) - 1 ); |
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// For this cap level, if we require higher caps, |
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// turn off our quality (i.e. we won't load at this |
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// cap for any quality setting. |
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UInt8 c = caps[i] > kMaxCap ? kMaxCap : caps[i]; |
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if( c > k ) |
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q = 0; |
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// Turn off all bits already covered for this cap level |
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// so we never double load. |
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int j; |
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for( j = 0; j < i; j++ ) |
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{ |
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q &= ~masks[j].fQuality[k]; |
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} |
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masks[i].fQuality[k] = q; |
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} |
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if( masks[i].NeverLoads() ) |
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retVal = true; |
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} |
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return retVal; |
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}
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