0ad/source/graphics/TerrainTextureEntry.cpp
historic_bruno 41e3bad341 More build fixes for FreeBSD.
Adds BSD sysdep.
Adds support for MAKE variable, overriding make command in our build
scripts.
Fixes more files not ending with newline.

This was SVN commit r10994.
2012-01-31 00:06:56 +00:00

106 lines
2.9 KiB
C++

/* Copyright (C) 2012 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "TerrainTextureEntry.h"
#include "lib/utf8.h"
#include "lib/ogl.h"
#include "lib/res/graphics/ogl_tex.h"
#include "graphics/Terrain.h"
#include "graphics/TerrainTextureManager.h"
#include "graphics/TerrainProperties.h"
#include "graphics/Texture.h"
#include "renderer/Renderer.h"
#include <map>
CTerrainTextureEntry::CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path):
m_pProperties(props),
m_BaseColor(0),
m_BaseColorValid(false)
{
ENSURE(props);
CTextureProperties texture(path);
texture.SetWrap(GL_REPEAT);
// TODO: anisotropy should probably be user-configurable, but we want it to be
// at least 2 for terrain else the ground looks very blurry when you tilt the
// camera upwards
texture.SetMaxAnisotropy(2.0f);
if (CRenderer::IsInitialised())
m_Texture = g_Renderer.GetTextureManager().CreateTexture(texture);
float texAngle = 0.f;
float texSize = 1.f;
if (m_pProperties)
{
m_Groups = m_pProperties->GetGroups();
texAngle = m_pProperties->GetTextureAngle();
texSize = m_pProperties->GetTextureSize();
}
m_TextureMatrix.SetZero();
m_TextureMatrix._11 = cosf(texAngle) / texSize;
m_TextureMatrix._13 = -sinf(texAngle) / texSize;
m_TextureMatrix._21 = -sinf(texAngle) / texSize;
m_TextureMatrix._23 = -cosf(texAngle) / texSize;
m_TextureMatrix._44 = 1.f;
GroupVector::iterator it=m_Groups.begin();
for (;it!=m_Groups.end();++it)
(*it)->AddTerrain(this);
m_Tag = utf8_from_wstring(path.Basename().string());
}
CTerrainTextureEntry::~CTerrainTextureEntry()
{
for (GroupVector::iterator it=m_Groups.begin();it!=m_Groups.end();++it)
(*it)->RemoveTerrain(this);
}
// BuildBaseColor: calculate the root colour of the texture, used for coloring minimap, and store
// in m_BaseColor member
void CTerrainTextureEntry::BuildBaseColor()
{
// Use the explicit properties value if possible
if (m_pProperties && m_pProperties->HasBaseColor())
{
m_BaseColor=m_pProperties->GetBaseColor();
m_BaseColorValid = true;
return;
}
// Use the texture colour if available
if (m_Texture->TryLoad())
{
m_BaseColor = m_Texture->GetBaseColour();
m_BaseColorValid = true;
}
}
const float* CTerrainTextureEntry::GetTextureMatrix()
{
return &m_TextureMatrix._11;
}