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/* Copyright (C) 2010 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/>.
*/
#include "precompiled.h"
#include <algorithm>
#include <vector>
#include "TerrainTextureManager.h"
#include "TerrainTextureEntry.h"
#include "TerrainProperties.h"
#include "lib/res/graphics/ogl_tex.h"
#include "lib/ogl.h"
#include "lib/timer.h"
#include "ps/CLogger.h"
#include "ps/Filesystem.h"
// Disable "'boost::algorithm::detail::is_classifiedF' : assignment operator could not be generated"
// and "find_format_store.hpp(74) : warning C4100: 'Input' : unreferenced formal parameter"
#if MSC_VERSION
#pragma warning(disable:4512)
#pragma warning(disable:4100)
#endif
#include <boost/algorithm/string.hpp>
CTerrainTextureManager::CTerrainTextureManager():
m_LastGroupIndex(0)
{}
CTerrainTextureManager::~CTerrainTextureManager()
{
UnloadTerrainTextures();
}
void CTerrainTextureManager::UnloadTerrainTextures()
{
for (size_t i=0; i < m_TextureEntries.size(); i++)
delete m_TextureEntries[i];
m_TextureEntries.clear();
TerrainGroupMap::iterator it = m_TerrainGroups.begin();
while (it != m_TerrainGroups.end())
{
delete it->second;
++it;
}
m_TerrainGroups.clear();
m_LastGroupIndex = 0;
}
CTerrainTextureEntry* CTerrainTextureManager::FindTexture(const CStr& tag_)
{
CStr tag(tag_);
// Strip extension off of tag
long pos=tag.ReverseFind(".");
if (pos != -1)
{
tag = tag.substr(0, pos);
}
for (size_t i=0;i<m_TextureEntries.size();i++)
{
if (m_TextureEntries[i]->GetTag() == tag)
return m_TextureEntries[i];
}
LOGWARNING(L"CTerrainTextureManager: Couldn't find terrain %hs", tag.c_str());
return 0;
}
CTerrainPropertiesPtr CTerrainTextureManager::GetPropertiesFromFile(const CTerrainPropertiesPtr& props, const VfsPath& pathname)
{
return CTerrainProperties::FromXML(props, pathname);
}
CTerrainTextureEntry *CTerrainTextureManager::AddTexture(const CTerrainPropertiesPtr& props, const VfsPath& path)
{
CTerrainTextureEntry *entry = new CTerrainTextureEntry(props, path);
m_TextureEntries.push_back(entry);
return entry;
}
void CTerrainTextureManager::DeleteTexture(CTerrainTextureEntry* entry)
{
typedef std::vector<CTerrainTextureEntry*>::iterator Iter;
Iter i=std::find(m_TextureEntries.begin(),m_TextureEntries.end(),entry);
if (i!=m_TextureEntries.end()) {
m_TextureEntries.erase(i);
}
delete entry;
}
// FIXME This could be effectivized by surveying the xml files in the directory
// instead of trial-and-error checking for existence of the xml file through
// the VFS.
// jw: indeed this is inefficient and RecurseDirectory should be implemented
// via VFSUtil::EnumFiles, but it works fine and "only" takes 25ms for
// typical maps. therefore, we'll leave it for now.
void CTerrainTextureManager::LoadTextures(const CTerrainPropertiesPtr& props, const VfsPath& path)
{
VfsPaths pathnames;
if(vfs::GetPathnames(g_VFS, path, 0, pathnames) < 0)
return;
// If we have any .cached.dds files then strip that extension to get the
// 'real' texture name
for(size_t i = 0; i < pathnames.size(); i++)
{
const std::wstring filename = pathnames[i].Filename().string();
if(boost::algorithm::ends_with(filename, L".cached.dds"))
pathnames[i] = pathnames[i].Parent() / boost::algorithm::erase_last_copy(filename, L".cached.dds");
}
// Remove any duplicates created by the stripping
std::sort(pathnames.begin(), pathnames.end());
pathnames.erase(std::unique(pathnames.begin(), pathnames.end()), pathnames.end());
for(size_t i = 0; i < pathnames.size(); i++)
{
// skip files that obviously aren't textures.
// note: this loop runs for each file in dir, even .xml;
// we should skip those to avoid spurious "texture load failed".
// we can't use FindFile's filter param because new texture formats
// may later be added and that interface doesn't support specifying
// multiple extensions.
if(!tex_is_known_extension(pathnames[i]))
continue;
VfsPath pathnameXML = pathnames[i].ChangeExtension(L".xml");
CTerrainPropertiesPtr myprops;
// Has XML file -> attempt to load properties
if (VfsFileExists(pathnameXML))
{
myprops = GetPropertiesFromFile(props, pathnameXML);
if (myprops)
LOGMESSAGE(L"CTerrainTextureManager: Successfully loaded override xml %ls for texture %ls", pathnameXML.string().c_str(), pathnames[i].string().c_str());
}
// Error or non-existant xml file -> use parent props
if (!myprops)
myprops = props;
AddTexture(myprops, pathnames[i]);
}
}
void CTerrainTextureManager::RecurseDirectory(const CTerrainPropertiesPtr& parentProps, const VfsPath& path)
{
//LOGMESSAGE(L"CTextureManager::RecurseDirectory(%ls)", path.string().c_str());
CTerrainPropertiesPtr props;
// Load terrains.xml first, if it exists
VfsPath pathname = path / "terrains.xml";
if (VfsFileExists(pathname))
props = GetPropertiesFromFile(parentProps, pathname);
// No terrains.xml, or read failures -> use parent props (i.e.
if (!props)
{
LOGMESSAGE(L"CTerrainTextureManager::RecurseDirectory(%ls): no terrains.xml (or errors while loading) - using parent properties", path.string().c_str());
props = parentProps;
}
// Recurse once for each subdirectory
DirectoryNames subdirectoryNames;
(void)g_VFS->GetDirectoryEntries(path, 0, &subdirectoryNames);
for (size_t i=0;i<subdirectoryNames.size();i++)
{
VfsPath subdirectoryPath = path / subdirectoryNames[i] / "";
RecurseDirectory(props, subdirectoryPath);
}
LoadTextures(props, path);
}
int CTerrainTextureManager::LoadTerrainTextures()
{
CTerrainPropertiesPtr rootProps(new CTerrainProperties(CTerrainPropertiesPtr()));
RecurseDirectory(rootProps, L"art/textures/terrain/types/");
return 0;
}
CTerrainGroup* CTerrainTextureManager::FindGroup(const CStr& name)
{
TerrainGroupMap::const_iterator it=m_TerrainGroups.find(name);
if (it != m_TerrainGroups.end())
return it->second;
else
return m_TerrainGroups[name] = new CTerrainGroup(name, ++m_LastGroupIndex);
}
void CTerrainGroup::AddTerrain(CTerrainTextureEntry *pTerrain)
{
m_Terrains.push_back(pTerrain);
}
void CTerrainGroup::RemoveTerrain(CTerrainTextureEntry *pTerrain)
{
std::vector<CTerrainTextureEntry *>::iterator it;
it=find(m_Terrains.begin(), m_Terrains.end(), pTerrain);
if (it != m_Terrains.end())
m_Terrains.erase(it);
}
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