forked from 0ad/0ad
Ykkrosh
1c7e33b528
Handle most CStr8/CStrW conversions via UTF-8 instead of effectively assuming Latin-1. Return UTF-8 strings from Xeromyces API. This was SVN commit r8929.
84 lines
2.3 KiB
C++
84 lines
2.3 KiB
C++
/* Copyright (C) 2010 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include <map>
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#include "lib/ogl.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "TerrainTextureEntry.h"
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#include "TerrainTextureManager.h"
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#include "TerrainProperties.h"
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#include "Texture.h"
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#include "renderer/Renderer.h"
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CTerrainTextureEntry::CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path):
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m_pProperties(props),
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m_BaseColor(0),
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m_BaseColorValid(false)
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{
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debug_assert(props);
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CTextureProperties texture(path);
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texture.SetWrap(GL_REPEAT);
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// TODO: anisotropy should probably be user-configurable, but we want it to be
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// at least 2 for terrain else the ground looks very blurry when you tilt the
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// camera upwards
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texture.SetMaxAnisotropy(2.0f);
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if (CRenderer::IsInitialised())
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m_Texture = g_Renderer.GetTextureManager().CreateTexture(texture);
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if (m_pProperties)
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m_Groups = m_pProperties->GetGroups();
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GroupVector::iterator it=m_Groups.begin();
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for (;it!=m_Groups.end();++it)
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(*it)->AddTerrain(this);
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m_Tag = CStrW(fs::basename(path)).ToUTF8();
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}
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CTerrainTextureEntry::~CTerrainTextureEntry()
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{
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for (GroupVector::iterator it=m_Groups.begin();it!=m_Groups.end();++it)
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(*it)->RemoveTerrain(this);
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}
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// BuildBaseColor: calculate the root colour of the texture, used for coloring minimap, and store
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// in m_BaseColor member
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void CTerrainTextureEntry::BuildBaseColor()
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{
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// Use the explicit properties value if possible
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if (m_pProperties && m_pProperties->HasBaseColor())
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{
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m_BaseColor=m_pProperties->GetBaseColor();
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m_BaseColorValid = true;
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return;
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}
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// Use the texture colour if available
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if (m_Texture->TryLoad())
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{
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m_BaseColor = m_Texture->GetBaseColour();
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m_BaseColorValid = true;
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}
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}
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