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https://gitea.wildfiregames.com/0ad/0ad
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Avoid cases of filenames Update years in terms and other legal(ish) documents Don't update years in license headers, since change is not meaningful Will add linter rule in seperate commit Happy recompiling everyone! Original Patch By: Nescio Comment By: Gallaecio Differential Revision: D2620 This was SVN commit r27786.
144 lines
4.4 KiB
C++
144 lines
4.4 KiB
C++
/* Copyright (C) 2023 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 "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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#include "renderer/backend/IDeviceCommandContext.h"
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#include "renderer/backend/ITexture.h"
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#include <map>
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#include <memory>
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#include <vector>
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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 CTerrainTextureEntry;
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class CTerrainProperties;
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typedef std::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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// Composite alpha map (all the alpha maps packed into one texture).
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std::unique_ptr<Renderer::Backend::ITexture> m_CompositeAlphaMap;
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// Data is used to separate file loading and uploading to GPU.
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std::shared_ptr<u8> m_CompositeDataToUpload;
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// Coordinates of each (untransformed) alpha map within the packed texture.
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struct
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{
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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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using TerrainGroupMap = std::map<CStr, CTerrainGroup*>;
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using TerrainAlphaMap = std::map<VfsPath, TerrainAlpha>;
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// constructor, destructor
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CTerrainTextureManager(Renderer::Backend::IDevice* device);
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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) const;
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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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CTerrainTextureManager::TerrainAlphaMap::iterator LoadAlphaMap(const VfsPath& alphaMapType);
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void UploadResourcesIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);
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private:
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Renderer::Backend::IDevice* m_Device = nullptr;
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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 = 0;
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// A way to separate file loading and uploading to GPU to not stall uploading.
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// Once we get a properly threaded loading we might optimize that.
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std::vector<CTerrainTextureManager::TerrainAlphaMap::iterator> m_AlphaMapsToUpload;
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};
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#endif // INCLUDED_TERRAINTEXTUREMANAGER
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