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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program 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 3 of the License, or
* (at your option) any later version.
*
* This program 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 this program. If not, see <http://www.gnu.org/licenses/>.
*
*/
/*
* Copyright (C) 2006-2010 - Frictional Games
*
* This file is part of HPL1 Engine.
*/
#ifndef HPL_TEXTURE_MANAGER_H
#define HPL_TEXTURE_MANAGER_H
#include "hpl1/engine/graphics/Texture.h"
#include "hpl1/engine/resources/ResourceManager.h"
namespace hpl {
class cGraphics;
class cResources;
class iTexture;
//------------------------------------------------------
typedef Common::StableMap<tString, iTexture *> tTextureAttenuationMap;
typedef Common::StableMap<tString, iTexture *>::iterator tTextureAttenuationMapIt;
//------------------------------------------------------
class cTextureManager : public iResourceManager {
public:
cTextureManager(cGraphics *apGraphics, cResources *apResources);
~cTextureManager();
iResourceBase *Create(const tString &asName);
iTexture *Create1D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
unsigned int alTextureSizeLevel = 0);
iTexture *Create2D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
unsigned int alTextureSizeLevel = 0, eTextureTarget aTarget = eTextureTarget_2D);
/**
* Creates an animated texture. The name must be [name].[ext]. And then the textures in the animtion must
* be named [name]01.[ext], [name]02.[ext], etc
* \param asName
* \param abUseMipMaps
* \param abCompress
* \param aType
* \return
*/
iTexture *CreateAnim2D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
unsigned int alTextureSizeLevel = 0);
iTexture *CreateCubeMap(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
unsigned int alTextureSizeLevel = 0);
iTexture *CreateAttenuation(const tString &asFallOffName);
void Destroy(iResourceBase *apResource);
void Unload(iResourceBase *apResource);
void Update(float afTimeStep);
private:
iTexture *CreateFlatTexture(const tString &asName, bool abUseMipMaps,
bool abCompress, eTextureType aType, eTextureTarget aTarget,
unsigned int alTextureSizeLevel);
iTexture *FindTexture2D(const tString &asName, tString &asFilePath);
tTextureAttenuationMap m_mapAttenuationTextures;
tStringList mlstFileFormats;
tStringVec mvCubeSideSuffixes;
cGraphics *mpGraphics;
cResources *mpResources;
};
} // namespace hpl
#endif // HPL_TEXTURE_MANAGER_H
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