Merge branch 'master' of https://github.com/worklist/hifi into animation_server_jurisdictions

Conflicts:
	libraries/voxels/src/JurisdictionMap.h
This commit is contained in:
ZappoMan 2013-08-15 12:27:00 -07:00
commit 04440d30d8
19 changed files with 2177 additions and 67 deletions

1891
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@ -0,0 +1,28 @@
#version 120
//
// diffuse.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the diffused color
uniform sampler2D diffusedTexture;
void main(void) {
float ds = dFdx(gl_TexCoord[0].s);
float dt = dFdy(gl_TexCoord[0].t);
gl_FragColor = (texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, -dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, 0.0)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(ds, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(0.0, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, dt)) +
texture2D(diffusedTexture, gl_TexCoord[0].st + vec2(-ds, 0.0))) / 8.5 + texture2D(originalTexture, gl_TexCoord[0].st) * 0.1;
}

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@ -0,0 +1,17 @@
#version 120
//
// glow_add.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
void main(void) {
vec4 color = texture2D(originalTexture, gl_TexCoord[0].st);
gl_FragColor = color * (1.0 + color.a);
}

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@ -0,0 +1,20 @@
#version 120
//
// glow_add_separate.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the blurred color
uniform sampler2D blurredTexture;
void main(void) {
vec4 blurred = texture2D(blurredTexture, gl_TexCoord[0].st);
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
}

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@ -4,25 +4,21 @@
// vertical_blur.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/8/13.
// Created by Andrzej Kapolka on 8/14/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the horizontally blurred color
uniform sampler2D horizontallyBlurredTexture;
uniform sampler2D originalTexture;
void main(void) {
float dt = dFdy(gl_TexCoord[0].t);
vec4 blurred = (texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
gl_FragColor = (texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(originalTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
}

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@ -0,0 +1,28 @@
#version 120
//
// vertical_blur_add.frag
// fragment shader
//
// Created by Andrzej Kapolka on 8/8/13.
// Copyright (c) 2013 High Fidelity, Inc. All rights reserved.
//
// the texture containing the original color
uniform sampler2D originalTexture;
// the texture containing the horizontally blurred color
uniform sampler2D horizontallyBlurredTexture;
void main(void) {
float dt = dFdy(gl_TexCoord[0].t);
vec4 blurred = (texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -7.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * -1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 1.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 3.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 5.5)) +
texture2D(horizontallyBlurredTexture, gl_TexCoord[0].st + vec2(0.0, dt * 7.5))) / 8.0;
gl_FragColor = blurred * blurred.a + texture2D(originalTexture, gl_TexCoord[0].st) * (1.0 + blurred.a * 0.5);
}

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@ -1553,7 +1553,6 @@ void Application::chooseVoxelPaintColor() {
const int MAXIMUM_EDIT_VOXEL_MESSAGE_SIZE = 1500;
struct SendVoxelsOperationArgs {
unsigned char* newBaseOctCode;
Application* app;
};
bool Application::sendVoxelsOperation(VoxelNode* node, void* extraData) {
@ -1585,7 +1584,8 @@ bool Application::sendVoxelsOperation(VoxelNode* node, void* extraData) {
codeColorBuffer[bytesInCode + GREEN_INDEX] = node->getColor()[GREEN_INDEX];
codeColorBuffer[bytesInCode + BLUE_INDEX ] = node->getColor()[BLUE_INDEX ];
args->app->_voxelEditSender.queueVoxelEditMessage(PACKET_TYPE_SET_VOXEL_DESTRUCTIVE, codeColorBuffer, codeAndColorLength);
getInstance()->_voxelEditSender.queueVoxelEditMessage(PACKET_TYPE_SET_VOXEL_DESTRUCTIVE,
codeColorBuffer, codeAndColorLength);
delete[] codeColorBuffer;
}
@ -1769,7 +1769,6 @@ void Application::importVoxels() {
// the server as an set voxel message, this will also rebase the voxels to the new location
unsigned char* calculatedOctCode = NULL;
SendVoxelsOperationArgs args;
args.app = this;
// we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the
// voxel size/position details.
@ -1818,7 +1817,6 @@ void Application::pasteVoxels() {
// Recurse the clipboard tree, where everything is root relative, and send all the colored voxels to
// the server as an set voxel message, this will also rebase the voxels to the new location
SendVoxelsOperationArgs args;
args.app = this;
// we only need the selected voxel to get the newBaseOctCode, which we can actually calculate from the
// voxel size/position details. If we don't have an actual selectedNode then use the mouseVoxel to create a
@ -1899,6 +1897,7 @@ void Application::initMenu() {
_renderAvatarBalls->setChecked(false);
renderMenu->addAction("Cycle Voxel Mode", _myAvatar.getVoxels(), SLOT(cycleMode()));
renderMenu->addAction("Cycle Face Mode", &_myAvatar.getHead().getFace(), SLOT(cycleRenderMode()));
renderMenu->addAction("Cycle Glow Mode", &_glowEffect, SLOT(cycleRenderMode()));
(_renderFrameTimerOn = renderMenu->addAction("Show Timer"))->setCheckable(true);
_renderFrameTimerOn->setChecked(false);
(_renderLookatOn = renderMenu->addAction("Lookat Vectors"))->setCheckable(true);

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@ -474,7 +474,7 @@ private:
VoxelSceneStats _voxelSceneStats;
int parseVoxelStats(unsigned char* messageData, ssize_t messageLength, sockaddr senderAddress);
std::map<uint16_t,JurisdictionMap> _voxelServerJurisdictions;
std::map<uint16_t, JurisdictionMap> _voxelServerJurisdictions;
std::vector<VoxelFade> _voxelFades;
};

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@ -20,10 +20,10 @@ class Application;
class EditPacketBuffer {
public:
EditPacketBuffer() { _currentSize = 0; _currentType = PACKET_TYPE_UNKNOWN; _nodeID = UNKNOWN_NODE_ID; }
uint16_t _nodeID;
PACKET_TYPE _currentType;
unsigned char _currentBuffer[MAX_PACKET_SIZE];
ssize_t _currentSize;
uint16_t _nodeID;
PACKET_TYPE _currentType;
unsigned char _currentBuffer[MAX_PACKET_SIZE];
ssize_t _currentSize;
};
/// Threaded processor for queueing and sending of outbound edit voxel packets.

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@ -14,9 +14,12 @@
#include "GlowEffect.h"
#include "ProgramObject.h"
static ProgramObject* createBlurProgram(const QString& direction) {
GlowEffect::GlowEffect() : _renderMode(BLUR_ADD_MODE) {
}
static ProgramObject* createProgram(const QString& name) {
ProgramObject* program = new ProgramObject();
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/" + direction + "_blur.frag");
program->addShaderFromSourceFile(QGLShader::Fragment, "resources/shaders/" + name + ".frag");
program->link();
program->bind();
@ -28,12 +31,25 @@ static ProgramObject* createBlurProgram(const QString& direction) {
void GlowEffect::init() {
switchToResourcesParentIfRequired();
_horizontalBlurProgram = createBlurProgram("horizontal");
_verticalBlurProgram = createBlurProgram("vertical");
_verticalBlurProgram->bind();
_verticalBlurProgram->setUniformValue("horizontallyBlurredTexture", 1);
_verticalBlurProgram->release();
_addProgram = createProgram("glow_add");
_horizontalBlurProgram = createProgram("horizontal_blur");
_verticalBlurAddProgram = createProgram("vertical_blur_add");
_verticalBlurProgram = createProgram("vertical_blur");
_addSeparateProgram = createProgram("glow_add_separate");
_diffuseProgram = createProgram("diffuse");
_verticalBlurAddProgram->bind();
_verticalBlurAddProgram->setUniformValue("horizontallyBlurredTexture", 1);
_verticalBlurAddProgram->release();
_addSeparateProgram->bind();
_addSeparateProgram->setUniformValue("blurredTexture", 1);
_addSeparateProgram->release();
_diffuseProgram->bind();
_diffuseProgram->setUniformValue("diffusedTexture", 1);
_diffuseProgram->release();
}
void GlowEffect::prepare() {
@ -43,8 +59,8 @@ void GlowEffect::prepare() {
_isEmpty = true;
}
void GlowEffect::begin(float amount) {
glBlendColor(0.0f, 0.0f, 0.0f, amount);
void GlowEffect::begin(float intensity) {
glBlendColor(0.0f, 0.0f, 0.0f, intensity);
_isEmpty = false;
}
@ -93,7 +109,42 @@ void GlowEffect::render() {
glDisable(GL_TEXTURE_2D);
glEnable(GL_LIGHTING);
}
} else {
} else if (_renderMode == ADD_MODE) {
_addProgram->bind();
renderFullscreenQuad();
_addProgram->release();
} else if (_renderMode == DIFFUSE_ADD_MODE) {
// diffuse into the secondary/tertiary (alternating between frames)
QOpenGLFramebufferObject* oldDiffusedFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
QOpenGLFramebufferObject* newDiffusedFBO =
Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
if ((_isOddFrame = !_isOddFrame)) {
qSwap(oldDiffusedFBO, newDiffusedFBO);
}
newDiffusedFBO->bind();
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, oldDiffusedFBO->texture());
_diffuseProgram->bind();
renderFullscreenQuad();
_diffuseProgram->release();
newDiffusedFBO->release();
// add diffused texture to the primary
glBindTexture(GL_TEXTURE_2D, newDiffusedFBO->texture());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
} else { // _renderMode == BLUR_ADD_MODE || _renderMode == BLUR_PERSIST_ADD_MODE
// render the primary to the secondary with the horizontal blur
QOpenGLFramebufferObject* secondaryFBO =
Application::getInstance()->getTextureCache()->getSecondaryFramebufferObject();
@ -105,13 +156,48 @@ void GlowEffect::render() {
secondaryFBO->release();
// render the secondary to the screen with the vertical blur
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
if (_renderMode == BLUR_ADD_MODE) {
// render the secondary to the screen with the vertical blur
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
_verticalBlurAddProgram->bind();
renderFullscreenQuad();
_verticalBlurAddProgram->release();
} else { // _renderMode == BLUR_PERSIST_ADD_MODE
// render the secondary to the tertiary with horizontal blur and persistence
QOpenGLFramebufferObject* tertiaryFBO =
Application::getInstance()->getTextureCache()->getTertiaryFramebufferObject();
tertiaryFBO->bind();
glEnable(GL_BLEND);
glBlendFunc(GL_ONE_MINUS_CONSTANT_ALPHA, GL_CONSTANT_ALPHA);
const float PERSISTENCE_SMOOTHING = 0.9f;
glBlendColor(0.0f, 0.0f, 0.0f, PERSISTENCE_SMOOTHING);
glBindTexture(GL_TEXTURE_2D, secondaryFBO->texture());
_verticalBlurProgram->bind();
renderFullscreenQuad();
_verticalBlurProgram->release();
_verticalBlurProgram->bind();
renderFullscreenQuad();
_verticalBlurProgram->release();
glBlendColor(0.0f, 0.0f, 0.0f, 0.0f);
glBlendFuncSeparate(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA, GL_CONSTANT_ALPHA, GL_ONE);
glDisable(GL_BLEND);
// now add the tertiary to the primary buffer
tertiaryFBO->release();
glBindTexture(GL_TEXTURE_2D, primaryFBO->texture());
glActiveTexture(GL_TEXTURE1);
glBindTexture(GL_TEXTURE_2D, tertiaryFBO->texture());
_addSeparateProgram->bind();
renderFullscreenQuad();
_addSeparateProgram->release();
}
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
@ -126,3 +212,7 @@ void GlowEffect::render() {
glEnable(GL_DEPTH_TEST);
glBindTexture(GL_TEXTURE_2D, 0);
}
void GlowEffect::cycleRenderMode() {
_renderMode = (RenderMode)((_renderMode + 1) % RENDER_MODE_COUNT);
}

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@ -9,26 +9,51 @@
#ifndef __interface__GlowEffect__
#define __interface__GlowEffect__
#include <QObject>
class ProgramObject;
class GlowEffect {
/// A generic full screen glow effect.
class GlowEffect : public QObject {
Q_OBJECT
public:
GlowEffect();
void init();
/// Prepares the glow effect for rendering the current frame. To be called before rendering the scene.
void prepare();
void begin(float amount = 1.0f);
/// Starts using the glow effect.
/// \param intensity the desired glow intensity, from zero to one
void begin(float intensity = 1.0f);
/// Stops using the glow effect.
void end();
/// Renders the glow effect. To be called after rendering the scene.
void render();
public slots:
void cycleRenderMode();
private:
ProgramObject* _horizontalBlurProgram;
ProgramObject* _verticalBlurProgram;
enum RenderMode { ADD_MODE, BLUR_ADD_MODE, BLUR_PERSIST_ADD_MODE, DIFFUSE_ADD_MODE, RENDER_MODE_COUNT };
bool _isEmpty;
RenderMode _renderMode;
ProgramObject* _addProgram;
ProgramObject* _horizontalBlurProgram;
ProgramObject* _verticalBlurAddProgram;
ProgramObject* _verticalBlurProgram;
ProgramObject* _addSeparateProgram;
ProgramObject* _diffuseProgram;
bool _isEmpty; ///< set when nothing in the scene is currently glowing
bool _isOddFrame; ///< controls the alternation between texture targets in diffuse add mode
};
#endif /* defined(__interface__GlowEffect__) */

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@ -14,7 +14,7 @@
#include "TextureCache.h"
TextureCache::TextureCache() : _permutationNormalTextureID(0),
_primaryFramebufferObject(NULL), _secondaryFramebufferObject(NULL) {
_primaryFramebufferObject(NULL), _secondaryFramebufferObject(NULL), _tertiaryFramebufferObject(NULL) {
}
TextureCache::~TextureCache() {
@ -27,6 +27,9 @@ TextureCache::~TextureCache() {
if (_secondaryFramebufferObject != NULL) {
delete _secondaryFramebufferObject;
}
if (_tertiaryFramebufferObject != NULL) {
delete _tertiaryFramebufferObject;
}
}
GLuint TextureCache::getPermutationNormalTextureID() {
@ -72,6 +75,14 @@ QOpenGLFramebufferObject* TextureCache::getSecondaryFramebufferObject() {
return _secondaryFramebufferObject;
}
QOpenGLFramebufferObject* TextureCache::getTertiaryFramebufferObject() {
if (_tertiaryFramebufferObject == NULL) {
_tertiaryFramebufferObject = new QOpenGLFramebufferObject(Application::getInstance()->getGLWidget()->size());
Application::getInstance()->getGLWidget()->installEventFilter(this);
}
return _tertiaryFramebufferObject;
}
bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
if (event->type() == QEvent::Resize) {
QSize size = static_cast<QResizeEvent*>(event)->size();
@ -83,6 +94,10 @@ bool TextureCache::eventFilter(QObject* watched, QEvent* event) {
delete _secondaryFramebufferObject;
_secondaryFramebufferObject = NULL;
}
if (_tertiaryFramebufferObject != NULL && _tertiaryFramebufferObject->size() != size) {
delete _tertiaryFramebufferObject;
_tertiaryFramebufferObject = NULL;
}
}
return false;
}

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@ -25,7 +25,8 @@ public:
QOpenGLFramebufferObject* getPrimaryFramebufferObject();
QOpenGLFramebufferObject* getSecondaryFramebufferObject();
QOpenGLFramebufferObject* getTertiaryFramebufferObject();
virtual bool eventFilter(QObject* watched, QEvent* event);
private:
@ -34,6 +35,7 @@ private:
QOpenGLFramebufferObject* _primaryFramebufferObject;
QOpenGLFramebufferObject* _secondaryFramebufferObject;
QOpenGLFramebufferObject* _tertiaryFramebufferObject;
};
#endif /* defined(__interface__TextureCache__) */

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@ -32,19 +32,19 @@ public:
NetworkPacket(sockaddr& address, unsigned char* packetData, ssize_t packetLength);
sockaddr& getAddress() { return _address; };
ssize_t getLength() const { return _packetLength; };
unsigned char* getData() { return &_packetData[0]; };
sockaddr& getAddress() { return _address; };
ssize_t getLength() const { return _packetLength; };
unsigned char* getData() { return &_packetData[0]; };
const sockaddr& getAddress() const { return _address; };
const unsigned char* getData() const { return &_packetData[0]; };
const sockaddr& getAddress() const { return _address; };
const unsigned char* getData() const { return &_packetData[0]; };
private:
void copyContents(const sockaddr& address, const unsigned char* packetData, ssize_t packetLength);
sockaddr _address;
ssize_t _packetLength;
unsigned char _packetData[MAX_PACKET_SIZE];
sockaddr _address;
ssize_t _packetLength;
unsigned char _packetData[MAX_PACKET_SIZE];
};
#endif /* defined(__shared_NetworkPacket__) */

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@ -29,6 +29,10 @@ void PacketSender::queuePacket(sockaddr& address, unsigned char* packetData, ssi
}
bool PacketSender::process() {
if (_packets.size() == 0) {
const uint64_t SEND_THREAD_SLEEP_INTERVAL = (1000 * 1000)/60; // check at 60fps
usleep(SEND_THREAD_SLEEP_INTERVAL);
}
while (_packets.size() > 0) {
NetworkPacket& packet = _packets.front();

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@ -18,6 +18,10 @@ void ReceivedPacketProcessor::queuePacket(sockaddr& address, unsigned char* pack
}
bool ReceivedPacketProcessor::process() {
if (_packets.size() == 0) {
const uint64_t RECEIVED_THREAD_SLEEP_INTERVAL = (1000 * 1000)/60; // check at 60fps
usleep(RECEIVED_THREAD_SLEEP_INTERVAL);
}
while (_packets.size() > 0) {
NetworkPacket& packet = _packets.front();
processPacket(packet.getAddress(), packet.getData(), packet.getLength());

View file

@ -20,7 +20,6 @@
// copy assignment
JurisdictionMap& JurisdictionMap::operator=(const JurisdictionMap& other) {
copyContents(other);
//printf("JurisdictionMap COPY ASSIGNMENT %p from %p\n", this, &other);
return *this;
}
@ -30,7 +29,6 @@ JurisdictionMap::JurisdictionMap(JurisdictionMap&& other) : _rootOctalCode(NULL)
init(other._rootOctalCode, other._endNodes);
other._rootOctalCode = NULL;
other._endNodes.clear();
//printf("JurisdictionMap MOVE CONSTRUCTOR %p from %p\n", this, &other);
}
// move assignment
@ -38,7 +36,6 @@ JurisdictionMap& JurisdictionMap::operator=(JurisdictionMap&& other) {
init(other._rootOctalCode, other._endNodes);
other._rootOctalCode = NULL;
other._endNodes.clear();
//printf("JurisdictionMap MOVE ASSIGNMENT %p from %p\n", this, &other);
return *this;
}
#endif
@ -46,10 +43,9 @@ JurisdictionMap& JurisdictionMap::operator=(JurisdictionMap&& other) {
// Copy constructor
JurisdictionMap::JurisdictionMap(const JurisdictionMap& other) : _rootOctalCode(NULL) {
copyContents(other);
//printf("JurisdictionMap COPY CONSTRUCTOR %p from %p\n", this, &other);
}
void JurisdictionMap::copyContents(unsigned char* rootCodeIn, const std::vector<unsigned char*> endNodesIn) {
void JurisdictionMap::copyContents(unsigned char* rootCodeIn, const std::vector<unsigned char*>& endNodesIn) {
unsigned char* rootCode;
std::vector<unsigned char*> endNodes;
if (rootCodeIn) {
@ -78,7 +74,6 @@ void JurisdictionMap::copyContents(const JurisdictionMap& other) {
JurisdictionMap::~JurisdictionMap() {
clear();
//printf("JurisdictionMap DESTRUCTOR %p\n",this);
}
void JurisdictionMap::clear() {
@ -101,19 +96,16 @@ JurisdictionMap::JurisdictionMap() : _rootOctalCode(NULL) {
std::vector<unsigned char*> emptyEndNodes;
init(rootCode, emptyEndNodes);
//printf("JurisdictionMap DEFAULT CONSTRUCTOR %p\n",this);
}
JurisdictionMap::JurisdictionMap(const char* filename) : _rootOctalCode(NULL) {
clear(); // clean up our own memory
readFromFile(filename);
//printf("JurisdictionMap INI FILE CONSTRUCTOR %p\n",this);
}
JurisdictionMap::JurisdictionMap(unsigned char* rootOctalCode, const std::vector<unsigned char*>& endNodes)
: _rootOctalCode(NULL) {
init(rootOctalCode, endNodes);
//printf("JurisdictionMap OCTCODE CONSTRUCTOR %p\n",this);
}
JurisdictionMap::JurisdictionMap(const char* rootHexCode, const char* endNodesHexCodes) {
@ -130,7 +122,6 @@ JurisdictionMap::JurisdictionMap(const char* rootHexCode, const char* endNodesHe
//printOctalCode(endNodeOctcode);
_endNodes.push_back(endNodeOctcode);
}
//printf("JurisdictionMap HEX STRING CONSTRUCTOR %p\n",this);
}

View file

@ -25,7 +25,7 @@ public:
JurisdictionMap(const JurisdictionMap& other); // copy constructor
// standard assignment
JurisdictionMap& operator= (JurisdictionMap const &other); // copy assignment
JurisdictionMap& operator=(const JurisdictionMap& other); // copy assignment
#ifdef HAS_MOVE_SEMANTICS
// move constructor and assignment
@ -48,7 +48,7 @@ public:
unsigned char* getEndNodeOctalCode(int index) const { return _endNodes[index]; }
int getEndNodeCount() const { return _endNodes.size(); }
void copyContents(unsigned char* rootCodeIn, const std::vector<unsigned char*> endNodesIn);
void copyContents(unsigned char* rootCodeIn, const std::vector<unsigned char*>& endNodesIn);
int unpackFromMessage(unsigned char* sourceBuffer, int availableBytes);
int packIntoMessage(unsigned char* destinationBuffer, int availableBytes);

View file

@ -171,7 +171,7 @@ private:
static int const MAX_ITEM_VALUE_LENGTH = 128;
char _itemValueBuffer[MAX_ITEM_VALUE_LENGTH];
unsigned char* _jurisdictionRoot;
unsigned char* _jurisdictionRoot;
std::vector<unsigned char*> _jurisdictionEndNodes;
};