LCOV - code coverage report
Current view: top level - source/graphics - TerrainTextureEntry.h (source / functions) Hit Total Coverage
Test: 0 A.D. test coverage report Lines: 0 8 0.0 %
Date: 2023-01-19 00:18:29 Functions: 0 6 0.0 %

          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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