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0ad/source/graphics/TerrainTextureEntry.h

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/* Copyright (C) 2021 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/>.
*/
#ifndef INCLUDED_TERRAINTEXTUREENTRY
#define INCLUDED_TERRAINTEXTUREENTRY
#include "graphics/Material.h"
#include "graphics/TerrainTextureManager.h"
#include "graphics/TextureManager.h"
#include "lib/file/vfs/vfs_path.h"
#include "lib/res/handle.h"
#include "maths/Matrix3D.h"
#include "ps/CStr.h"
#include <vector>
// CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTerrainTextureEntry
{
public:
using GroupVector = std::vector<CTerrainGroup*>;
// Most of the texture's data is delay-loaded, so after the constructor has
// been called, the texture entry is ready to be used.
CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
~CTerrainTextureEntry();
const CStr& GetTag() const { return m_Tag; }
const CTerrainProperties& GetProperties() const { return *m_pProperties; }
// Get texture handle, load texture if not loaded.
const CTexturePtr& GetTexture() const { return m_Material.GetDiffuseTexture(); }
const CMaterial& GetMaterial() const { return m_Material; }
// Returns a matrix of the form [c 0 -s 0; -s 0 -c 0; 0 0 0 0; 0 0 0 1]
// mapping world-space (x,y,z,1) coordinates onto (u,v,0,1) texcoords
const float* GetTextureMatrix() const;
// Used in Atlas to retrieve a texture for previews. Can't use textures
// directly because they're required on CPU side. Another solution is to
// retrieve path from diffuse texture from material.
const VfsPath& GetDiffuseTexturePath() const { return m_DiffuseTexturePath; }
// Get mipmap color in BGRA format
u32 GetBaseColor()
{
if (!m_BaseColorValid) BuildBaseColor();
return m_BaseColor;
}
CTerrainTextureManager::TerrainAlphaMap::iterator m_TerrainAlpha;
private:
// Tag = file name stripped of path and extension (grass_dark_1)
CStr m_Tag;
VfsPath m_DiffuseTexturePath;
// The property sheet used by this texture
CTerrainPropertiesPtr m_pProperties;
CMaterial m_Material;
CMatrix3D m_TextureMatrix;
// BGRA color of topmost mipmap level, for coloring minimap, or a color
// specified by the terrain properties
u32 m_BaseColor;
// ..Valid is true if the base color has been cached
bool m_BaseColorValid;
// All terrain type groups we're a member of
GroupVector m_Groups;
// calculate the root color of the texture, used for coloring minimap
void BuildBaseColor();
void LoadAlphaMaps(const VfsPath& alphaMapType);
};
#endif