File: TerrainTextureManager.h

package info (click to toggle)
0ad 0.0.26-3
  • links: PTS, VCS
  • area: main
  • in suites: bookworm
  • size: 130,460 kB
  • sloc: cpp: 261,824; ansic: 198,392; javascript: 19,067; python: 14,557; sh: 7,629; perl: 4,072; xml: 849; makefile: 741; java: 533; ruby: 229; php: 190; pascal: 30; sql: 21; tcl: 4
file content (142 lines) | stat: -rw-r--r-- 4,446 bytes parent folder | download
1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
/* Copyright (C) 2022 Wildfire Games.
 * This file is part of 0 A.D.
 *
 * 0 A.D. is free software: you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation, either version 2 of the License, or
 * (at your option) any later version.
 *
 * 0 A.D. is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with 0 A.D.  If not, see <http://www.gnu.org/licenses/>.
 */

#ifndef INCLUDED_TERRAINTEXTUREMANAGER
#define INCLUDED_TERRAINTEXTUREMANAGER

#include "lib/file/vfs/vfs_path.h"
#include "ps/CStr.h"
#include "ps/Singleton.h"
#include "renderer/backend/IDeviceCommandContext.h"
#include "renderer/backend/ITexture.h"

#include <map>
#include <memory>
#include <vector>

// access to sole CTerrainTextureManager object
#define g_TexMan CTerrainTextureManager::GetSingleton()

#define NUM_ALPHA_MAPS 14

class CTerrainTextureEntry;
class CTerrainProperties;

typedef std::shared_ptr<CTerrainProperties> CTerrainPropertiesPtr;

class CTerrainGroup
{
	// name of this terrain group (as specified by the terrain XML)
	CStr m_Name;
	// "index".. basically a bogus integer that can be used by ScEd to set texture
	// priorities
	size_t m_Index;
	// list of textures of this type (found from the texture directory)
	std::vector<CTerrainTextureEntry*> m_Terrains;

public:
	CTerrainGroup(CStr name, size_t index):
		m_Name(name),
		m_Index(index)
	{}

	// Add a texture entry to this terrain type
	void AddTerrain(CTerrainTextureEntry*);
	// Remove a texture entry
	void RemoveTerrain(CTerrainTextureEntry*);

	size_t GetIndex() const
	{ return m_Index; }
	CStr GetName() const
	{ return m_Name; }

	const std::vector<CTerrainTextureEntry*> &GetTerrains() const
	{ return m_Terrains; }
};


struct TerrainAlpha
{
	// Composite alpha map (all the alpha maps packed into one texture).
	std::unique_ptr<Renderer::Backend::ITexture> m_CompositeAlphaMap;
	// Data is used to separate file loading and uploading to GPU.
	std::shared_ptr<u8> m_CompositeDataToUpload;
	// Coordinates of each (untransformed) alpha map within the packed texture.
	struct
	{
		float u0, u1, v0, v1;
	} m_AlphaMapCoords[NUM_ALPHA_MAPS];
};


///////////////////////////////////////////////////////////////////////////////////////////
// CTerrainTextureManager : manager class for all terrain texture objects
class CTerrainTextureManager : public Singleton<CTerrainTextureManager>
{
	friend class CTerrainTextureEntry;

public:
	using TerrainGroupMap = std::map<CStr, CTerrainGroup*>;
	using TerrainAlphaMap = std::map<VfsPath, TerrainAlpha>;

	// constructor, destructor
	CTerrainTextureManager();
	~CTerrainTextureManager();

	// Find all XML's in the directory (with subdirs) and try to load them as
	// terrain XML's
	int LoadTerrainTextures();

	void UnloadTerrainTextures();

	CTerrainTextureEntry* FindTexture(const CStr& tag) const;

	// Create a texture object for a new terrain texture at path, using the
	// property sheet props.
	CTerrainTextureEntry* AddTexture(const CTerrainPropertiesPtr& props, const VfsPath& path);

	// Remove the texture from all our maps and lists and delete it afterwards.
	void DeleteTexture(CTerrainTextureEntry* entry);

	// Find or create a new texture group. All terrain groups are owned by the
	// texturemanager (TerrainTypeManager)
	CTerrainGroup* FindGroup(const CStr& name);

	const TerrainGroupMap& GetGroups() const
	{ return m_TerrainGroups; }

	CTerrainTextureManager::TerrainAlphaMap::iterator LoadAlphaMap(const VfsPath& alphaMapType);

	void UploadResourcesIfNeeded(Renderer::Backend::IDeviceCommandContext* deviceCommandContext);

private:
	// All texture entries created by this class, for easy freeing now that
	// textures may be in several STextureType's
	std::vector<CTerrainTextureEntry*> m_TextureEntries;

	TerrainGroupMap m_TerrainGroups;

	TerrainAlphaMap m_TerrainAlphas;

	size_t m_LastGroupIndex;

	// A way to separate file loading and uploading to GPU to not stall uploading.
	// Once we get a properly threaded loading we might optimize that.
	std::vector<CTerrainTextureManager::TerrainAlphaMap::iterator> m_AlphaMapsToUpload;
};

#endif // INCLUDED_TERRAINTEXTUREMANAGER