Line data Source code
1 : /* Copyright (C) 2022 Wildfire Games.
2 : * This file is part of 0 A.D.
3 : *
4 : * 0 A.D. is free software: you can redistribute it and/or modify
5 : * it under the terms of the GNU General Public License as published by
6 : * the Free Software Foundation, either version 2 of the License, or
7 : * (at your option) any later version.
8 : *
9 : * 0 A.D. is distributed in the hope that it will be useful,
10 : * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 : * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 : * GNU General Public License for more details.
13 : *
14 : * You should have received a copy of the GNU General Public License
15 : * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
16 : */
17 :
18 : #ifndef INCLUDED_TERRAINTEXTUREENTRY
19 : #define INCLUDED_TERRAINTEXTUREENTRY
20 :
21 : #include "graphics/Material.h"
22 : #include "graphics/TerrainTextureManager.h"
23 : #include "graphics/Texture.h"
24 : #include "lib/file/vfs/vfs_path.h"
25 : #include "maths/Matrix3D.h"
26 : #include "ps/CStr.h"
27 :
28 : #include <vector>
29 :
30 : // CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
31 : // elements - color of minimap, terrain "group" it belongs to, etc
32 : class CTerrainTextureEntry
33 : {
34 : public:
35 : using GroupVector = std::vector<CTerrainGroup*>;
36 :
37 : // Most of the texture's data is delay-loaded, so after the constructor has
38 : // been called, the texture entry is ready to be used.
39 : CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
40 : ~CTerrainTextureEntry();
41 :
42 0 : const CStr& GetTag() const { return m_Tag; }
43 :
44 : const CTerrainProperties& GetProperties() const { return *m_pProperties; }
45 :
46 : // Get texture handle, load texture if not loaded.
47 0 : const CTexturePtr& GetTexture() const { return m_Material.GetDiffuseTexture(); }
48 :
49 0 : const CMaterial& GetMaterial() const { return m_Material; }
50 :
51 : // Returns a matrix of the form [c 0 -s 0; -s 0 -c 0; 0 0 0 0; 0 0 0 1]
52 : // mapping world-space (x,y,z,1) coordinates onto (u,v,0,1) texcoords
53 0 : const CMatrix3D& GetTextureMatrix() const { return m_TextureMatrix; }
54 :
55 : // Used in Atlas to retrieve a texture for previews. Can't use textures
56 : // directly because they're required on CPU side. Another solution is to
57 : // retrieve path from diffuse texture from material.
58 0 : const VfsPath& GetDiffuseTexturePath() const { return m_DiffuseTexturePath; }
59 :
60 : // Get mipmap color in BGRA format
61 0 : u32 GetBaseColor()
62 : {
63 0 : if (!m_BaseColorValid) BuildBaseColor();
64 0 : return m_BaseColor;
65 : }
66 :
67 : CTerrainTextureManager::TerrainAlphaMap::iterator m_TerrainAlpha;
68 :
69 : private:
70 : // Tag = file name stripped of path and extension (grass_dark_1)
71 : CStr m_Tag;
72 :
73 : VfsPath m_DiffuseTexturePath;
74 :
75 : // The property sheet used by this texture
76 : CTerrainPropertiesPtr m_pProperties;
77 :
78 : CMaterial m_Material;
79 :
80 : CMatrix3D m_TextureMatrix;
81 :
82 : // BGRA color of topmost mipmap level, for coloring minimap, or a color
83 : // specified by the terrain properties
84 : u32 m_BaseColor;
85 : // ..Valid is true if the base color has been cached
86 : bool m_BaseColorValid;
87 :
88 : // All terrain type groups we're a member of
89 : GroupVector m_Groups;
90 :
91 : // calculate the root color of the texture, used for coloring minimap
92 : void BuildBaseColor();
93 : };
94 :
95 : #endif
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