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forked from 0ad/0ad
0ad/source/graphics/TextureManager.cpp
janwas 01700f0e9f # refactor VFS path-related functions; split into separate files
- replace all hardcoded strrchr functions (used to get extension / file
name only) with path helper functions (found a few bugs in the process)
- split VFS-independent path helper functions into lib/path_util (allows
including by other files without pulling in entire VFS)
- renamed pp_* functions path_package_*
- split remaining path helper functions into lib/res/file/path
- vfs: split should-reload logic out of vfs_reload_changed_files

- lib: add comments to rand/xrand

This was SVN commit r3796.
2006-04-22 16:26:16 +00:00

216 lines
5.8 KiB
C++
Executable File

#include "precompiled.h"
#include <algorithm>
#include <vector>
#include "TextureManager.h"
#include "TextureEntry.h"
#include "TerrainProperties.h"
#include "lib/res/res.h"
#include "lib/res/graphics/ogl_tex.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/VFSUtil.h"
#define LOG_CATEGORY "graphics"
using namespace std;
// filter for vfs_next_dirent
static const char* SupportedTextureFormats[] = { "*.png", "*.dds", "*.tga", "*.bmp" };
CTextureManager::CTextureManager():
m_LastGroupIndex(0)
{}
CTextureManager::~CTextureManager()
{
UnloadTerrainTextures();
}
void CTextureManager::UnloadTerrainTextures()
{
for (size_t i=0; i < m_TextureEntries.size(); i++)
delete m_TextureEntries[i];
m_TextureEntries.clear();
TerrainGroupMap::iterator it = m_TerrainGroups.begin();
while (it != m_TerrainGroups.end())
{
delete it->second;
++it;
}
m_TerrainGroups.clear();
m_LastGroupIndex = 0;
}
CTextureEntry* CTextureManager::FindTexture(CStr tag)
{
// Strip extension off of tag
long pos=tag.ReverseFind(".");
if (pos != -1)
{
tag = tag.GetSubstring(0, pos);
}
for (uint i=0;i<m_TextureEntries.size();i++)
{
if (m_TextureEntries[i]->GetTag() == tag)
return m_TextureEntries[i];
}
LOG(WARNING, LOG_CATEGORY, "TextureManager: Couldn't find terrain %s\n", tag.c_str());
return 0;
}
CTextureEntry* CTextureManager::FindTexture(Handle handle)
{
return CTextureEntry::GetByHandle(handle);
}
CTerrainPropertiesPtr CTextureManager::GetPropertiesFromFile(CTerrainPropertiesPtr props, const char* path)
{
return CTerrainProperties::FromXML(props, path);
}
CTextureEntry *CTextureManager::AddTexture(CTerrainPropertiesPtr props, CStr path)
{
CTextureEntry *entry = new CTextureEntry(props, path);
m_TextureEntries.push_back(entry);
return entry;
}
void CTextureManager::DeleteTexture(CTextureEntry* entry)
{
typedef std::vector<CTextureEntry*>::iterator Iter;
Iter i=std::find(m_TextureEntries.begin(),m_TextureEntries.end(),entry);
if (i!=m_TextureEntries.end()) {
m_TextureEntries.erase(i);
}
delete entry;
}
// FIXME This could be effectivized by surveying the xml files in the directory
// instead of trial-and-error checking for existence of the xml file through
// the VFS.
// jw: indeed this is inefficient and RecurseDirectory should be implemented
// via VFSUtil::EnumFiles, but it works fine and "only" takes 25ms for
// typical maps. therefore, we'll leave it for now.
void CTextureManager::LoadTextures(CTerrainPropertiesPtr props, const char* dir)
{
VFSUtil::FileList files;
if(!VFSUtil::FindFiles(dir, 0, files))
// FindFiles has already logged the failure
return;
for(VFSUtil::FileList::iterator it = files.begin(); it != files.end(); ++it)
{
const char* texture_name = it->c_str();
// skip files that obviously aren't textures.
// note: this loop runs for each file in dir, even .xml;
// we should skip those to avoid spurious "texture load failed".
// we can't use FindFile's filter param because new texture formats
// may later be added and that interface doesn't support specifying
// multiple extensions.
if(!tex_is_known_extension(texture_name))
continue;
// build name of associated xml file (i.e. replace extension)
char xml_name[PATH_MAX+5]; // add room for .XML
strcpy_s(xml_name, PATH_MAX, texture_name);
const char* ext = path_extension(texture_name);
SAFE_STRCPY(xml_name + (ext-texture_name), "xml");
CTerrainPropertiesPtr myprops;
// Has XML file -> attempt to load properties
if (vfs_exists(xml_name))
{
myprops = GetPropertiesFromFile(props, xml_name);
if (myprops)
LOG(NORMAL, LOG_CATEGORY, "CTextureManager: Successfully loaded override xml %s for texture %s\n", xml_name, texture_name);
}
// Error or non-existant xml file -> use parent props
if (!myprops)
myprops = props;
AddTexture(myprops, texture_name);
}
}
void CTextureManager::RecurseDirectory(CTerrainPropertiesPtr parentProps, const char* cur_dir_path)
{
//LOG(NORMAL, LOG_CATEGORY, "CTextureManager::RecurseDirectory(%s)", path.c_str());
CTerrainPropertiesPtr props;
// Load terrains.xml first, if it exists
char fn[PATH_MAX];
snprintf(fn, PATH_MAX, "%s/%s", cur_dir_path, "terrains.xml");
if (vfs_exists(fn))
props = GetPropertiesFromFile(parentProps, fn);
// No terrains.xml, or read failures -> use parent props (i.e.
if (!props)
{
LOG(NORMAL, LOG_CATEGORY,
"CTextureManager::RecurseDirectory(%s): no terrains.xml (or errors while loading) - using parent properties", cur_dir_path);
props = parentProps;
}
// Recurse once for each subdirectory
VFSUtil::FileList subdirs;
VFSUtil::FindFiles(cur_dir_path, "/", subdirs);
for (uint i=0;i<subdirs.size();i++)
{
RecurseDirectory(props, subdirs[i].c_str());
}
LoadTextures(props, cur_dir_path);
}
int CTextureManager::LoadTerrainTextures()
{
RecurseDirectory(CTerrainPropertiesPtr(), "art/textures/terrain/types");
return 0;
}
CTerrainGroup *CTextureManager::FindGroup(CStr name)
{
TerrainGroupMap::const_iterator it=m_TerrainGroups.find(name);
if (it != m_TerrainGroups.end())
return it->second;
else
return m_TerrainGroups[name] = new CTerrainGroup(name, ++m_LastGroupIndex);
}
/* There was a GetRandomTexture in MainFrm.cpp (sced) previously that gave compile errors...
So I thought "better fix it up and put it in CTextureManager instead".. well, it is never used
except for one *comment* in MainFrm.cpp - d'oh */
CTextureEntry* CTextureManager::GetRandomTexture()
{
if (!m_TextureEntries.size())
return NULL;
u32 type=rand()%(u32)m_TextureEntries.size();
return m_TextureEntries[type];
}
void CTerrainGroup::AddTerrain(CTextureEntry *pTerrain)
{
m_Terrains.push_back(pTerrain);
}
void CTerrainGroup::RemoveTerrain(CTextureEntry *pTerrain)
{
vector<CTextureEntry *>::iterator it;
it=find(m_Terrains.begin(), m_Terrains.end(), pTerrain);
if (it != m_Terrains.end())
m_Terrains.erase(it);
}