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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef SMFREADMAP_H
#define SMFREADMAP_H
#include "SMFMapFile.h"
#include "Map/ReadMap.h"
#include "System/EventClient.h"
#include "System/type2.h"
class CSMFGroundDrawer;
class CSMFReadMap : public CReadMap, public CEventClient
{
public:
// CEventClient interface
int GetReadAllyTeam() const override { return AllAccessTeam; }
bool WantsEvent(const std::string& eventName) override {
return eventName == "SunChanged";
}
void SunChanged() override;
public:
CSMFReadMap(std::string mapname);
// note: textures are auto-deleted
~CSMFReadMap() {}
void UpdateShadingTexture() override;
void UpdateHeightMapUnsynced(const SRectangle&) override;
public:
bool SetLuaTexture(const MapTextureData& td) override;
public:
unsigned int GetTexture(unsigned int type, unsigned int num = 0) const override {
unsigned int texID = 0;
switch (type) {
case MAP_BASE_GRASS_TEX: { texID = GetGrassShadingTexture(); } break;
case MAP_BASE_DETAIL_TEX: { texID = GetDetailTexture(); } break;
case MAP_BASE_MINIMAP_TEX: { texID = GetMiniMapTexture(); } break;
case MAP_BASE_SHADING_TEX: { texID = GetShadingTexture(); } break;
case MAP_BASE_NORMALS_TEX: { texID = GetNormalsTexture(); } break;
case MAP_SSMF_NORMALS_TEX: { texID = GetBlendNormalsTexture(); } break;
case MAP_SSMF_SPECULAR_TEX: { texID = GetSpecularTexture(); } break;
case MAP_SSMF_SPLAT_DISTRIB_TEX: { texID = GetSplatDistrTexture(); } break;
case MAP_SSMF_SPLAT_DETAIL_TEX: { texID = GetSplatDetailTexture(); } break;
case MAP_SSMF_SPLAT_NORMAL_TEX: { texID = GetSplatNormalTexture(num); } break;
case MAP_SSMF_SKY_REFLECTION_TEX: { texID = GetSkyReflectModTexture(); } break;
case MAP_SSMF_LIGHT_EMISSION_TEX: { texID = GetLightEmissionTexture(); } break;
case MAP_SSMF_PARALLAX_HEIGHT_TEX: { texID = GetParallaxHeightTexture(); } break;
default: {} break;
}
return texID;
}
int2 GetTextureSize(unsigned int type, unsigned int num = 0) const override {
int2 size;
// TODO:
// for now, always return the raw texture size even if HasLuaTex
// this means any Lua-set textures must have the same dimensions
// as their originals (not an unreasonable limitation except for
// custom shaders)
switch (type) {
case MAP_BASE_GRASS_TEX: { size = grassShadingTex.GetRawSize(); } break;
case MAP_BASE_DETAIL_TEX: { size = detailTex.GetRawSize(); } break;
case MAP_BASE_MINIMAP_TEX: { size = minimapTex.GetRawSize(); } break;
case MAP_BASE_SHADING_TEX: { size = shadingTex.GetRawSize(); } break;
case MAP_BASE_NORMALS_TEX: { size = normalsTex.GetRawSize(); } break;
case MAP_SSMF_NORMALS_TEX: { size = blendNormalsTex.GetRawSize(); } break;
case MAP_SSMF_SPECULAR_TEX: { size = specularTex.GetRawSize(); } break;
case MAP_SSMF_SPLAT_DISTRIB_TEX: { size = splatDistrTex.GetRawSize(); } break;
case MAP_SSMF_SPLAT_DETAIL_TEX: { size = splatDetailTex.GetRawSize(); } break;
case MAP_SSMF_SPLAT_NORMAL_TEX: { size = splatNormalTextures[num].GetRawSize(); } break;
case MAP_SSMF_SKY_REFLECTION_TEX: { size = skyReflectModTex.GetRawSize(); } break;
case MAP_SSMF_LIGHT_EMISSION_TEX: { size = lightEmissionTex.GetRawSize(); } break;
case MAP_SSMF_PARALLAX_HEIGHT_TEX: { size = parallaxHeightTex.GetRawSize(); } break;
}
return size;
}
public:
unsigned int GetGrassShadingTexture() const override { return grassShadingTex.GetID(); }
unsigned int GetMiniMapTexture() const override { return minimapTex.GetID(); }
unsigned int GetDetailTexture() const { return detailTex.GetID(); }
unsigned int GetShadingTexture() const override { return shadingTex.GetID(); }
unsigned int GetNormalsTexture() const { return normalsTex.GetID(); }
unsigned int GetSpecularTexture() const { return specularTex.GetID(); }
unsigned int GetBlendNormalsTexture() const { return blendNormalsTex.GetID(); }
unsigned int GetSplatDistrTexture() const { return splatDistrTex.GetID(); }
unsigned int GetSplatDetailTexture() const { return splatDetailTex.GetID(); }
unsigned int GetSplatNormalTexture(int i) const { return splatNormalTextures[i].GetID(); }
unsigned int GetSkyReflectModTexture() const { return skyReflectModTex.GetID(); }
unsigned int GetLightEmissionTexture() const { return lightEmissionTex.GetID(); }
unsigned int GetParallaxHeightTexture() const { return parallaxHeightTex.GetID(); }
public:
void DrawMinimap() const override;
void GridVisibility(CCamera* cam, IQuadDrawer* cb, float maxDist, int quadSize, int extraSize = 0) override;
void InitGroundDrawer() override;
void KillGroundDrawer() override;
int GetNumFeatureTypes() override;
int GetNumFeatures() override;
void GetFeatureInfo(MapFeatureInfo* f) override; // returns all feature info in MapFeatureInfo[NumFeatures]
const char* GetFeatureTypeName(int typeID) override;
unsigned char* GetInfoMap(const std::string& name, MapBitmapInfo* bm) override;
void FreeInfoMap(const std::string& name, unsigned char* data) override;
// NOTE: do not use, just here for backward compatibility with SMFGroundTextures.cpp
inline CSMFMapFile& GetFile(){ return file; }
inline CBaseGroundDrawer* GetGroundDrawer() override;
void ConfigureTexAnisotropyLevels();
float GetTexAnisotropyLevel(bool ssmf) const { return texAnisotropyLevels[ssmf]; }
bool HaveSplatNormalTexture() const {
if (splatNormalTextures[0].GetID() != 0) return true;
if (splatNormalTextures[1].GetID() != 0) return true;
if (splatNormalTextures[2].GetID() != 0) return true;
if (splatNormalTextures[3].GetID() != 0) return true;
return false;
}
bool HaveDetailNormalDiffuseAlpha() const { return haveDetailNormalDiffuseAlpha; }
private:
void ParseHeader();
void LoadHeightMap();
void LoadMinimap();
void InitializeWaterHeightColors();
void CreateSpecularTex();
void CreateSplatDetailTextures();
void CreateGrassTex();
void CreateDetailTex();
void CreateShadingTex();
void CreateNormalTex();
void UpdateVertexNormalsUnsynced(const SRectangle& update);
void UpdateFaceNormalsUnsynced(const SRectangle& update);
void UpdateNormalTexture(const SRectangle& update);
void UpdateShadingTexture(const SRectangle& update);
inline void UpdateShadingTexPart(int idx1, int idx2, unsigned char* dst) const;
inline const float GetCenterHeightUnsynced(const int x, const int y) const;
inline float DiffuseSunCoeff(const int x, const int y) const;
inline float3 GetLightValue(const int x, const int y) const;
void ParseSMD(std::string filename);
public:
// constants
static const int tileScale = 4;
static const int bigSquareSize = 32 * tileScale;
static const int NUM_SPLAT_DETAIL_NORMALS = 4;
// globals for SMFGround{Drawer, Textures}
int numBigTexX;
int numBigTexY;
int bigTexSize;
int tileMapSizeX;
int tileMapSizeY;
int tileCount;
int mapSizeX;
int mapSizeZ;
int maxHeightMapIdx;
int heightMapSizeX;
private:
CSMFMapFile file;
CSMFGroundDrawer* groundDrawer;
private:
std::vector<float> cornerHeightMapSynced;
std::vector<float> cornerHeightMapUnsynced;
std::vector<unsigned char> shadingTexBuffer;
std::vector<unsigned char> waterHeightColors;
private:
MapTexture grassShadingTex; // specifies grass-blade modulation color (defaults to minimapTex)
MapTexture detailTex; // supplied by the map
MapTexture minimapTex; // supplied by the map
MapTexture shadingTex; // holds precomputed dot(lightDir, vertexNormal) values
MapTexture normalsTex; // holds vertex normals in RGBA32F internal format (GL_RGBA + GL_FLOAT)
MapTexture specularTex; // supplied by the map, moderates specular contribution
MapTexture blendNormalsTex; // tangent-space offset normals
MapTexture splatDistrTex; // specifies the per-channel distribution of splatDetailTex (map-wide, overrides detailTex)
MapTexture splatDetailTex; // contains per-channel separate greyscale detail-textures (overrides detailTex)
// contains RGBA texture with RGB channels containing normals;
// alpha contains greyscale diffuse for splat detail normals
// if haveDetailNormalDiffuseAlpha (overrides detailTex)
MapTexture splatNormalTextures[NUM_SPLAT_DETAIL_NORMALS];
MapTexture skyReflectModTex; // modulates sky-reflection RGB intensities (must be the same size as specularTex)
MapTexture lightEmissionTex;
MapTexture parallaxHeightTex;
private:
int shadingTexUpdateProgress;
float texAnisotropyLevels[2];
bool haveSpecularTexture;
bool haveSplatDetailDistribTexture; // true if we have both splatDetailTex and splatDistrTex
bool haveSplatNormalDistribTexture; // true if we have splatDistrTex and at least one splat[Detail]NormalTex
bool haveDetailNormalDiffuseAlpha;
bool shadingTexUpdateNeeded;
};
#endif
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