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/* This file is part of the Spring engine (GPL v2 or later), see LICENSE.html */
#ifndef _3DO_TEXTURE_HANDLER_H
#define _3DO_TEXTURE_HANDLER_H
#include <map>
#include <string>
#include <vector>
#include "Rendering/GL/myGL.h"
#include "System/float4.h"
struct TexFile;
class C3DOTextureHandler
{
public:
typedef float4 UnitTexture;
C3DOTextureHandler();
~C3DOTextureHandler();
void Set3doAtlases() const;
UnitTexture* Get3DOTexture(const std::string& name);
unsigned int GetAtlasTex1ID() const { return atlas3do1; }
unsigned int GetAtlasTex2ID() const { return atlas3do2; }
unsigned int GetAtlasTexSizeX() const { return bigTexX; }
unsigned int GetAtlasTexSizeY() const { return bigTexY; }
const std::map<std::string, UnitTexture>& GetAtlasTextures() const { return textures; }
private:
std::map<std::string, UnitTexture> textures;
GLuint atlas3do1;
GLuint atlas3do2;
int bigTexX;
int bigTexY;
std::vector<TexFile*> LoadTexFiles();
static TexFile* CreateTex(const std::string& name, const std::string& name2, bool teamcolor = false);
};
extern C3DOTextureHandler* texturehandler3DO;
#endif /* _3DO_TEXTURE_HANDLER_H */
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