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0ad/source/graphics/TerrainTextureEntry.cpp

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/* 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;
}