1 /*---------------------------------------------------------------------------*
2   Project:  NintendoWare
3   File:     gfx_ResGraphicsFile.cpp
4 
5   Copyright (C)2009-2011 Nintendo/HAL Laboratory, Inc.  All rights reserved.
6 
7   These coded instructions, statements, and computer programs contain proprietary
8   information of Nintendo and/or its licensed developers and are protected by
9   national and international copyright laws. They may not be disclosed to third
10   parties or copied or duplicated in any form, in whole or in part, without the
11   prior written consent of Nintendo.
12 
13   The content herein is highly confidential and should be handled accordingly.
14 
15   $Revision: $
16  *---------------------------------------------------------------------------*/
17 
18 #include "../precompiled.h"
19 
20 #include <nw/ut/ut_ResUtil.h>
21 #include <nw/ut/ut_ResDictionary.h>
22 #include <nw/gfx/gfx_SceneObject.h>
23 #include <nw/gfx/res/gfx_ResShape.h>
24 #include <nw/gfx/res/gfx_ResModel.h>
25 #include <nw/gfx/res/gfx_ResMaterial.h>
26 #include <nw/gfx/res/gfx_ResGraphicsFile.h>
27 #include <GLES2/gl2.h>
28 #include <GLES2/gl2ext.h>
29 
30 namespace nw {
31 namespace gfx {
32 namespace res {
33 
34 //----------------------------------------------------------------------------
35 Result
Setup(os::IAllocator * allocator,ResGraphicsFile graphicsFile)36 ResGraphicsFile::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile)
37 {
38     Result result = RESOURCE_RESULT_OK;
39     NW_ASSERT( this->IsValid() );
40     NW_ASSERT( internal::ResCheckRevision( *this ) );
41     NW_ASSERT( internal::ResCheckRevision( graphicsFile ) );
42 
43     s32 lutSetsNum = this->GetLutSetsCount();
44     for ( int i = 0; i < lutSetsNum; ++i )
45     {
46         result |= this->GetLutSets( i ).Setup(allocator, graphicsFile);
47     }
48 
49     s32 lightNum = this->GetLightsCount();
50     for ( int i = 0; i < lightNum; ++i )
51     {
52         result |= this->GetLights( i ).Setup(allocator, graphicsFile);
53     }
54 
55     s32 fogNum = this->GetFogsCount();
56     for ( int i = 0; i < fogNum; ++i )
57     {
58         result |= this->GetFogs( i ).Setup(allocator, graphicsFile);
59     }
60 
61     s32 shaderNum = this->GetShadersCount();
62     for ( int i = 0; i < shaderNum; ++i )
63     {
64         result |= this->GetShaders( i ).Setup(allocator, graphicsFile);
65     }
66 
67     s32 textureNum = this->GetTexturesCount();
68     for ( int i = 0; i < textureNum; ++i )
69     {
70         result |= this->GetTextures( i ).Setup(allocator, graphicsFile);
71     }
72 
73     s32 skeletalAnimNum = this->GetSkeletalAnimsCount();
74     for ( int i = 0; i < skeletalAnimNum; ++i )
75     {
76         result |= this->GetSkeletalAnims( i ).Setup(allocator, graphicsFile);
77     }
78 
79     s32 materialAnimNum = this->GetMaterialAnimsCount();
80     for ( int i = 0; i < materialAnimNum; ++i )
81     {
82         result |= this->GetMaterialAnims( i ).Setup(allocator, graphicsFile);
83     }
84 
85     s32 visibilityAnimNum = this->GetVisibilityAnimsCount();
86     for ( int i = 0; i < visibilityAnimNum; ++i )
87     {
88         result |= this->GetVisibilityAnims( i ).Setup(allocator, graphicsFile);
89     }
90 
91     s32 cameraAnimNum = this->GetCameraAnimsCount();
92     for ( int i = 0; i < cameraAnimNum; ++i )
93     {
94         result |= this->GetCameraAnims( i ).Setup(allocator, graphicsFile);
95     }
96 
97     s32 lightAnimNum = this->GetLightAnimsCount();
98     for ( int i = 0; i < lightAnimNum; ++i )
99     {
100         result |= this->GetLightAnims( i ).Setup(allocator, graphicsFile);
101     }
102 
103     s32 modelNum = this->GetModelsCount();
104     for ( int i = 0; i < modelNum; ++i )
105     {
106         result |= this->GetModels( i ).Setup(allocator, graphicsFile);
107     }
108 
109     return result;
110 }
111 
112 //----------------------------------------------------------------------------
113 void
Cleanup()114 ResGraphicsFile::Cleanup()
115 {
116     NW_ASSERT( this->IsValid() );
117 
118     ut::SafeCleanupAll(this->GetModels());
119 
120     ut::SafeCleanupAll(this->GetLightAnims());
121 
122     ut::SafeCleanupAll(this->GetCameraAnims());
123 
124     ut::SafeCleanupAll(this->GetVisibilityAnims());
125 
126     ut::SafeCleanupAll(this->GetMaterialAnims());
127 
128     ut::SafeCleanupAll(this->GetSkeletalAnims());
129 
130     ut::SafeCleanupAll(this->GetTextures());
131 
132     ut::SafeCleanupAll(this->GetShaders());
133 
134     ut::SafeCleanupAll(this->GetFogs());
135 
136     ut::SafeCleanupAll(this->GetLights());
137 
138     ut::SafeCleanupAll(this->GetLutSets());
139 }
140 
141 } /* namespace res */
142 } /* namespace gfx */
143 } /* namespace nw */
144 
145