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forked from 0ad/0ad
0ad/source/graphics/TerrainTextureEntry.cpp
Ykkrosh 03c75100ab # Fix terrain blending logic.
Add terrain priority rendering mode in Atlas.
Fix terrain painting in Atlas to be less profligate with priority
values.
Support hotloading of blend textures.
Clean up some trivial things.

This was SVN commit r8872.
2011-01-29 16:31:48 +00:00

82 lines
2.3 KiB
C++

/* Copyright (C) 2010 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 <map>
#include "lib/ogl.h"
#include "lib/res/graphics/ogl_tex.h"
#include "TerrainTextureEntry.h"
#include "TerrainTextureManager.h"
#include "TerrainProperties.h"
#include "Texture.h"
#include "renderer/Renderer.h"
CTerrainTextureEntry::CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path):
m_pProperties(props),
m_BaseColor(0),
m_BaseColorValid(false)
{
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);
if (m_pProperties)
m_Groups = m_pProperties->GetGroups();
GroupVector::iterator it=m_Groups.begin();
for (;it!=m_Groups.end();++it)
(*it)->AddTerrain(this);
m_Tag = CStr(CStrW(fs::basename(path)));
}
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;
}
}