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forked from 0ad/0ad
0ad/source/graphics/TerrainTextureEntry.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

92 lines
2.6 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_TERRAINTEXTUREENTRY
#define INCLUDED_TERRAINTEXTUREENTRY
#include <map>
#include "TerrainTextureManager.h"
#include "TextureManager.h"
#include "lib/res/handle.h"
#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
class XMBElement;
class CXeromyces;
//////////////////////////////////////////////////////////////////////////////////////////////////////////
// CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
// elements - color of minimap, terrain "group" it belongs to, etc
class CTerrainTextureEntry
{
public:
typedef std::vector<CTerrainGroup *> GroupVector;
private:
// Tag = file name stripped of path and extension (grass_dark_1)
CStrW m_Tag;
// The property sheet used by this texture
CTerrainPropertiesPtr m_pProperties;
CTexturePtr m_Texture;
// BGRA color of topmost mipmap level, for coloring minimap, or a color
// specified by the terrain properties
u32 m_BaseColor;
// ..Valid is true if the base color has been cached
bool m_BaseColorValid;
// All terrain type groups we're a member of
GroupVector m_Groups;
// calculate the root color of the texture, used for coloring minimap
void BuildBaseColor();
public:
// Most of the texture's data is delay-loaded, so after the constructor has
// been called, the texture entry is ready to be used.
CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
~CTerrainTextureEntry();
CStr GetTag() const
{ return m_Tag; }
CTerrainPropertiesPtr GetProperties() const
{ return m_pProperties; }
// Get texture handle, load texture if not loaded.
const CTexturePtr& GetTexture() {
return m_Texture;
}
// Get mipmap color in BGRA format
u32 GetBaseColor() {
if (!m_BaseColorValid) BuildBaseColor();
return m_BaseColor;
}
// ScEd wants to sort textures by their group's index.
size_t GetType() const
{ return m_Groups[0]->GetIndex(); }
const GroupVector &GetGroups() const
{ return m_Groups; }
};
#endif