1 /*---------------------------------------------------------------------------*
2 Project: NintendoWare
3 File: gfx_ResGraphicsFile.cpp
4
5 Copyright (C)2009-2010 Nintendo Co., Ltd./HAL Laboratory, Inc. All rights reserved.
6
7 These coded instructions, statements, and computer programs contain
8 proprietary information of Nintendo of America Inc. and/or Nintendo
9 Company Ltd., and are protected by Federal copyright law. They may
10 not be disclosed to third parties or copied or duplicated in any form,
11 in whole or in part, without the prior written consent of Nintendo.
12
13 $Revision: 19456 $
14 *---------------------------------------------------------------------------*/
15
16 #include "../precompiled.h"
17
18 #include <nw/ut/ut_ResUtil.h>
19 #include <nw/ut/ut_ResDictionary.h>
20 #include <nw/gfx/gfx_SceneObject.h>
21 #include <nw/gfx/res/gfx_ResShape.h>
22 #include <nw/gfx/res/gfx_ResModel.h>
23 #include <nw/gfx/res/gfx_ResMaterial.h>
24 #include <nw/gfx/res/gfx_ResGraphicsFile.h>
25 #include <nw/gfx/gfx_Common.h>
26 #include <GLES2/gl2.h>
27 #include <GLES2/gl2ext.h>
28
29 namespace nw {
30 namespace gfx {
31 namespace res {
32
33 //----------------------------------------------------------------------------
34 Result
Setup(os::IAllocator * allocator,ResGraphicsFile graphicsFile)35 ResGraphicsFile::Setup(os::IAllocator* allocator, ResGraphicsFile graphicsFile)
36 {
37 Result result = RESOURCE_RESULT_OK;
38 NW_ASSERT( this->IsValid() );
39 NW_ASSERT( internal::ResCheckRevision( *this ) );
40 NW_ASSERT( internal::ResCheckRevision( graphicsFile ) );
41
42 s32 lutSetsNum = this->GetLutSetsCount();
43 for ( int i = 0; i < lutSetsNum; ++i )
44 {
45 result |= this->GetLutSets( i ).Setup(allocator, graphicsFile);
46 }
47
48 s32 lightNum = this->GetLightsCount();
49 for ( int i = 0; i < lightNum; ++i )
50 {
51 result |= this->GetLights( i ).Setup(allocator, graphicsFile);
52 }
53
54 s32 fogNum = this->GetFogsCount();
55 for ( int i = 0; i < fogNum; ++i )
56 {
57 result |= this->GetFogs( i ).Setup(allocator, graphicsFile);
58 }
59
60 s32 shaderNum = this->GetShadersCount();
61 for ( int i = 0; i < shaderNum; ++i )
62 {
63 result |= this->GetShaders( i ).Setup(allocator, graphicsFile);
64 }
65
66 s32 textureNum = this->GetTexturesCount();
67 for ( int i = 0; i < textureNum; ++i )
68 {
69 result |= this->GetTextures( i ).Setup(allocator, graphicsFile);
70 }
71
72 s32 skeletalAnimNum = this->GetSkeletalAnimsCount();
73 for ( int i = 0; i < skeletalAnimNum; ++i )
74 {
75 result |= this->GetSkeletalAnims( i ).Setup(allocator, graphicsFile);
76 }
77
78 s32 materialAnimNum = this->GetMaterialAnimsCount();
79 for ( int i = 0; i < materialAnimNum; ++i )
80 {
81 result |= this->GetMaterialAnims( i ).Setup(allocator, graphicsFile);
82 }
83
84 s32 visibilityAnimNum = this->GetVisibilityAnimsCount();
85 for ( int i = 0; i < visibilityAnimNum; ++i )
86 {
87 result |= this->GetVisibilityAnims( i ).Setup(allocator, graphicsFile);
88 }
89
90 s32 cameraAnimNum = this->GetCameraAnimsCount();
91 for ( int i = 0; i < cameraAnimNum; ++i )
92 {
93 result |= this->GetCameraAnims( i ).Setup(allocator, graphicsFile);
94 }
95
96 s32 lightAnimNum = this->GetLightAnimsCount();
97 for ( int i = 0; i < lightAnimNum; ++i )
98 {
99 result |= this->GetLightAnims( i ).Setup(allocator, graphicsFile);
100 }
101
102 s32 modelNum = this->GetModelsCount();
103 for ( int i = 0; i < modelNum; ++i )
104 {
105 result |= this->GetModels( i ).Setup(allocator, graphicsFile);
106 }
107
108 return result;
109 }
110
111 //----------------------------------------------------------------------------
112 void
Cleanup()113 ResGraphicsFile::Cleanup()
114 {
115 NW_ASSERT( this->IsValid() );
116
117 ut::SafeCleanupAll(this->GetModels());
118
119 ut::SafeCleanupAll(this->GetLightAnims());
120
121 ut::SafeCleanupAll(this->GetCameraAnims());
122
123 ut::SafeCleanupAll(this->GetVisibilityAnims());
124
125 ut::SafeCleanupAll(this->GetMaterialAnims());
126
127 ut::SafeCleanupAll(this->GetSkeletalAnims());
128
129 ut::SafeCleanupAll(this->GetTextures());
130
131 ut::SafeCleanupAll(this->GetShaders());
132
133 ut::SafeCleanupAll(this->GetFogs());
134
135 ut::SafeCleanupAll(this->GetLights());
136
137 ut::SafeCleanupAll(this->GetLutSets());
138 }
139
140 } /* namespace res */
141 } /* namespace gfx */
142 } /* namespace nw */
143
144