forked from 0ad/0ad
145 lines
4.3 KiB
C++
145 lines
4.3 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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#ifndef INCLUDED_TERRAINTEXTUREMANAGER
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#define INCLUDED_TERRAINTEXTUREMANAGER
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#include <vector>
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#include <map>
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#include <boost/shared_ptr.hpp>
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#include "lib/res/graphics/ogl_tex.h"
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#include "lib/res/handle.h"
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#include "lib/file/vfs/vfs_path.h"
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#include "ps/CStr.h"
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#include "ps/Singleton.h"
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// access to sole CTerrainTextureManager object
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#define g_TexMan CTerrainTextureManager::GetSingleton()
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#define NUM_ALPHA_MAPS 14
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class XMBElement;
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class CXeromyces;
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class CTerrainTextureEntry;
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class CTerrainProperties;
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typedef shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;
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class CTerrainGroup
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{
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// name of this terrain group (as specified by the terrain XML)
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CStr m_Name;
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// "index".. basically a bogus integer that can be used by ScEd to set texture
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// priorities
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size_t m_Index;
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// list of textures of this type (found from the texture directory)
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std::vector<CTerrainTextureEntry*> m_Terrains;
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public:
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CTerrainGroup(CStr name, size_t index):
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m_Name(name),
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m_Index(index)
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{}
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// Add a texture entry to this terrain type
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void AddTerrain(CTerrainTextureEntry *);
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// Remove a texture entry
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void RemoveTerrain(CTerrainTextureEntry *);
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size_t GetIndex() const
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{ return m_Index; }
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CStr GetName() const
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{ return m_Name; }
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const std::vector<CTerrainTextureEntry*> &GetTerrains() const
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{ return m_Terrains; }
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};
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struct TerrainAlpha
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{
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// ogl_tex handle of composite alpha map (all the alpha maps packed into one texture)
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Handle m_hCompositeAlphaMap;
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// coordinates of each (untransformed) alpha map within the packed texture
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struct {
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float u0,u1,v0,v1;
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} m_AlphaMapCoords[NUM_ALPHA_MAPS];
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};
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///////////////////////////////////////////////////////////////////////////////////////////
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// CTerrainTextureManager : manager class for all terrain texture objects
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class CTerrainTextureManager : public Singleton<CTerrainTextureManager>
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{
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friend class CTerrainTextureEntry;
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public:
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typedef std::map<CStr, CTerrainGroup *> TerrainGroupMap;
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typedef std::map<VfsPath, TerrainAlpha> TerrainAlphaMap;
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private:
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// All texture entries created by this class, for easy freeing now that
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// textures may be in several STextureType's
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std::vector<CTerrainTextureEntry *> m_TextureEntries;
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TerrainGroupMap m_TerrainGroups;
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TerrainAlphaMap m_TerrainAlphas;
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size_t m_LastGroupIndex;
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// Find+load all textures in directory; check if
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// there's an override XML with the same basename (if there is, load it)
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void LoadTextures(const CTerrainPropertiesPtr& props, const VfsPath& path);
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// Load all terrains below path, using props as the parent property sheet.
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void RecurseDirectory(const CTerrainPropertiesPtr& props, const VfsPath& path);
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CTerrainPropertiesPtr GetPropertiesFromFile(const CTerrainPropertiesPtr& props, const VfsPath& pathname);
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public:
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// constructor, destructor
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CTerrainTextureManager();
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~CTerrainTextureManager();
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// Find all XML's in the directory (with subdirs) and try to load them as
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// terrain XML's
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int LoadTerrainTextures();
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void UnloadTerrainTextures();
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CTerrainTextureEntry* FindTexture(const CStr& tag);
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// Create a texture object for a new terrain texture at path, using the
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// property sheet props.
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CTerrainTextureEntry *AddTexture(const CTerrainPropertiesPtr& props, const VfsPath& path);
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// Remove the texture from all our maps and lists and delete it afterwards.
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void DeleteTexture(CTerrainTextureEntry* entry);
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// Find or create a new texture group. All terrain groups are owned by the
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// texturemanager (TerrainTypeManager)
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CTerrainGroup *FindGroup(const CStr& name);
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const TerrainGroupMap &GetGroups() const
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{ return m_TerrainGroups; }
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};
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#endif
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