janwas
3c411dd174
(mostly passing arguments by const reference and checking LibError return codes) This was SVN commit r6214.
200 lines
5.5 KiB
C++
200 lines
5.5 KiB
C++
#include "precompiled.h"
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#include <algorithm>
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#include <vector>
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#include "TextureManager.h"
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#include "TextureEntry.h"
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#include "TerrainProperties.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/ogl.h"
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#include "lib/timer.h"
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#include "ps/CLogger.h"
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#include "ps/Filesystem.h"
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#define LOG_CATEGORY "graphics"
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CTextureManager::CTextureManager():
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m_LastGroupIndex(0)
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{}
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CTextureManager::~CTextureManager()
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{
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UnloadTerrainTextures();
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}
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void CTextureManager::UnloadTerrainTextures()
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{
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for (size_t i=0; i < m_TextureEntries.size(); i++)
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delete m_TextureEntries[i];
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m_TextureEntries.clear();
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TerrainGroupMap::iterator it = m_TerrainGroups.begin();
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while (it != m_TerrainGroups.end())
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{
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delete it->second;
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++it;
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}
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m_TerrainGroups.clear();
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m_LastGroupIndex = 0;
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}
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CTextureEntry* CTextureManager::FindTexture(const CStr& tag_)
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{
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CStr tag(tag_);
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// Strip extension off of tag
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long pos=tag.ReverseFind(".");
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if (pos != -1)
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{
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tag = tag.substr(0, pos);
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}
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for (size_t i=0;i<m_TextureEntries.size();i++)
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{
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if (m_TextureEntries[i]->GetTag() == tag)
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return m_TextureEntries[i];
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}
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LOG(CLogger::Warning, LOG_CATEGORY, "TextureManager: Couldn't find terrain %s", tag.c_str());
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return 0;
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}
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CTextureEntry* CTextureManager::FindTexture(Handle handle)
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{
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return CTextureEntry::GetByHandle(handle);
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}
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CTerrainPropertiesPtr CTextureManager::GetPropertiesFromFile(const CTerrainPropertiesPtr& props, const char* path)
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{
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return CTerrainProperties::FromXML(props, path);
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}
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CTextureEntry *CTextureManager::AddTexture(const CTerrainPropertiesPtr& props, const CStr& path)
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{
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CTextureEntry *entry = new CTextureEntry(props, path);
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m_TextureEntries.push_back(entry);
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return entry;
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}
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void CTextureManager::DeleteTexture(CTextureEntry* entry)
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{
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typedef std::vector<CTextureEntry*>::iterator Iter;
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Iter i=std::find(m_TextureEntries.begin(),m_TextureEntries.end(),entry);
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if (i!=m_TextureEntries.end()) {
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m_TextureEntries.erase(i);
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}
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delete entry;
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}
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// FIXME This could be effectivized by surveying the xml files in the directory
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// instead of trial-and-error checking for existence of the xml file through
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// the VFS.
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// jw: indeed this is inefficient and RecurseDirectory should be implemented
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// via VFSUtil::EnumFiles, but it works fine and "only" takes 25ms for
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// typical maps. therefore, we'll leave it for now.
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void CTextureManager::LoadTextures(const CTerrainPropertiesPtr& props, const char* dir)
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{
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VfsPaths pathnames;
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if(fs_GetPathnames(g_VFS, dir, 0, pathnames) < 0)
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return;
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for(size_t i = 0; i < pathnames.size(); i++)
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{
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const char* texture_name = pathnames[i].string().c_str();
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// skip files that obviously aren't textures.
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// note: this loop runs for each file in dir, even .xml;
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// we should skip those to avoid spurious "texture load failed".
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// we can't use FindFile's filter param because new texture formats
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// may later be added and that interface doesn't support specifying
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// multiple extensions.
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if(!tex_is_known_extension(texture_name))
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continue;
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// build name of associated xml file (i.e. replace extension)
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char xml_name[PATH_MAX+5]; // add room for .XML
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strcpy_s(xml_name, PATH_MAX, texture_name);
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const char* ext = path_extension(texture_name);
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SAFE_STRCPY(xml_name + (ext-texture_name), "xml");
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CTerrainPropertiesPtr myprops;
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// Has XML file -> attempt to load properties
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if (FileExists(xml_name))
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{
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myprops = GetPropertiesFromFile(props, xml_name);
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if (myprops)
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LOG(CLogger::Normal, LOG_CATEGORY, "CTextureManager: Successfully loaded override xml %s for texture %s", xml_name, texture_name);
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}
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// Error or non-existant xml file -> use parent props
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if (!myprops)
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myprops = props;
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AddTexture(myprops, texture_name);
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}
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}
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void CTextureManager::RecurseDirectory(const CTerrainPropertiesPtr& parentProps, const char* cur_dir_path)
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{
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//LOG(CLogger::Normal, LOG_CATEGORY, "CTextureManager::RecurseDirectory(%s)", path.c_str());
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CTerrainPropertiesPtr props;
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// Load terrains.xml first, if it exists
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char fn[PATH_MAX];
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snprintf(fn, PATH_MAX, "%s%s", cur_dir_path, "terrains.xml");
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fn[PATH_MAX-1] = '\0';
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if (FileExists(fn))
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props = GetPropertiesFromFile(parentProps, fn);
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// No terrains.xml, or read failures -> use parent props (i.e.
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if (!props)
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{
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LOG(CLogger::Normal, LOG_CATEGORY,
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"CTextureManager::RecurseDirectory(%s): no terrains.xml (or errors while loading) - using parent properties", cur_dir_path);
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props = parentProps;
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}
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// Recurse once for each subdirectory
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DirectoryNames subdirectoryNames;
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(void)g_VFS->GetDirectoryEntries(cur_dir_path, 0, &subdirectoryNames);
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for (size_t i=0;i<subdirectoryNames.size();i++)
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{
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char subdirectoryPath[PATH_MAX];
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path_append(subdirectoryPath, cur_dir_path, subdirectoryNames[i].c_str(), PATH_APPEND_SLASH);
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RecurseDirectory(props, subdirectoryPath);
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}
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LoadTextures(props, cur_dir_path);
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}
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int CTextureManager::LoadTerrainTextures()
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{
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RecurseDirectory(CTerrainPropertiesPtr(), "art/textures/terrain/types/");
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return 0;
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}
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CTerrainGroup *CTextureManager::FindGroup(const CStr& name)
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{
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TerrainGroupMap::const_iterator it=m_TerrainGroups.find(name);
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if (it != m_TerrainGroups.end())
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return it->second;
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else
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return m_TerrainGroups[name] = new CTerrainGroup(name, ++m_LastGroupIndex);
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}
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void CTerrainGroup::AddTerrain(CTextureEntry *pTerrain)
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{
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m_Terrains.push_back(pTerrain);
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}
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void CTerrainGroup::RemoveTerrain(CTextureEntry *pTerrain)
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{
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std::vector<CTextureEntry *>::iterator it;
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it=find(m_Terrains.begin(), m_Terrains.end(), pTerrain);
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if (it != m_Terrains.end())
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m_Terrains.erase(it);
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}
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