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forked from 0ad/0ad
0ad/source/graphics/TerrainTextureManager.h
Ykkrosh 67a94572ec # Add new texture loading system with automatic compression.
Replace almost all texture uses with calls to the new system.
Add some anistropic filtering to terrain textures.
Let Atlas load terrain texture previews partly-asynchronously by
polling.
Fix inefficient texture colour determination for minimap.
Remove unused global g_TerrainModified.
Change GUI texcoord computation to be less efficient but to cope with
dynamic texture changes.
Fix GUI renderer effects leaving bogus colour state.

This was SVN commit r8099.
2010-09-10 21:02:10 +00:00

125 lines
3.8 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/>.
*/
#ifndef INCLUDED_TERRAINTEXTUREMANAGER
#define INCLUDED_TERRAINTEXTUREMANAGER
#include <vector>
#include <map>
#include <boost/shared_ptr.hpp>
#include "lib/res/handle.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "ps/Singleton.h"
// access to sole CTerrainTextureManager object
#define g_TexMan CTerrainTextureManager::GetSingleton()
class XMBElement;
class CXeromyces;
class CTerrainTextureEntry;
class CTerrainProperties;
typedef shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
class CTerrainGroup
{
// name of this terrain group (as specified by the terrain XML)
CStr m_Name;
// "index".. basically a bogus integer that can be used by ScEd to set texture
// priorities
size_t m_Index;
// list of textures of this type (found from the texture directory)
std::vector<CTerrainTextureEntry*> m_Terrains;
public:
CTerrainGroup(CStr name, size_t index):
m_Name(name),
m_Index(index)
{}
// Add a texture entry to this terrain type
void AddTerrain(CTerrainTextureEntry *);
// Remove a texture entry
void RemoveTerrain(CTerrainTextureEntry *);
size_t GetIndex() const
{ return m_Index; }
CStr GetName() const
{ return m_Name; }
const std::vector<CTerrainTextureEntry*> &GetTerrains() const
{ return m_Terrains; }
};
///////////////////////////////////////////////////////////////////////////////////////////
// CTerrainTextureManager : manager class for all terrain texture objects
class CTerrainTextureManager : public Singleton<CTerrainTextureManager>
{
public:
typedef std::map<CStr, CTerrainGroup *> TerrainGroupMap;
private:
// All texture entries created by this class, for easy freeing now that
// textures may be in several STextureType's
std::vector<CTerrainTextureEntry *> m_TextureEntries;
TerrainGroupMap m_TerrainGroups;
size_t m_LastGroupIndex;
// Find+load all textures in directory; check if
// there's an override XML with the same basename (if there is, load it)
void LoadTextures(const CTerrainPropertiesPtr& props, const VfsPath& path);
// Load all terrains below path, using props as the parent property sheet.
void RecurseDirectory(const CTerrainPropertiesPtr& props, const VfsPath& path);
CTerrainPropertiesPtr GetPropertiesFromFile(const CTerrainPropertiesPtr& props, const VfsPath& pathname);
public:
// constructor, destructor
CTerrainTextureManager();
~CTerrainTextureManager();
// Find all XML's in the directory (with subdirs) and try to load them as
// terrain XML's
int LoadTerrainTextures();
void UnloadTerrainTextures();
CTerrainTextureEntry* FindTexture(const CStr& tag);
// Create a texture object for a new terrain texture at path, using the
// property sheet props.
CTerrainTextureEntry *AddTexture(const CTerrainPropertiesPtr& props, const VfsPath& path);
// Remove the texture from all our maps and lists and delete it afterwards.
void DeleteTexture(CTerrainTextureEntry* entry);
// Find or create a new texture group. All terrain groups are owned by the
// texturemanager (TerrainTypeManager)
CTerrainGroup *FindGroup(const CStr& name);
const TerrainGroupMap &GetGroups() const
{ return m_TerrainGroups; }
};
#endif