Fix infinite loop detection when placing players randomly on the newer random map...
[0ad.git] / source / graphics / TerrainTextureEntry.h
blob2251d2dd195c9c5b728bf7bd9d701fd418e04daa
1 /* Copyright (C) 2012 Wildfire Games.
2 * This file is part of 0 A.D.
4 * 0 A.D. is free software: you can redistribute it and/or modify
5 * it under the terms of the GNU General Public License as published by
6 * the Free Software Foundation, either version 2 of the License, or
7 * (at your option) any later version.
9 * 0 A.D. is distributed in the hope that it will be useful,
10 * but WITHOUT ANY WARRANTY; without even the implied warranty of
11 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
12 * GNU General Public License for more details.
14 * You should have received a copy of the GNU General Public License
15 * along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
18 #ifndef INCLUDED_TERRAINTEXTUREENTRY
19 #define INCLUDED_TERRAINTEXTUREENTRY
21 #include <map>
23 #include "TerrainTextureManager.h"
24 #include "TextureManager.h"
25 #include "Material.h"
27 #include "lib/res/handle.h"
28 #include "lib/file/vfs/vfs_path.h"
29 #include "maths/Matrix3D.h"
30 #include "ps/CStr.h"
32 class XMBElement;
33 class CXeromyces;
35 //////////////////////////////////////////////////////////////////////////////////////////////////////////
36 // CTerrainTextureEntry: class wrapping a terrain texture object; contains various other required
37 // elements - color of minimap, terrain "group" it belongs to, etc
38 class CTerrainTextureEntry
40 public:
41 typedef std::vector<CTerrainGroup *> GroupVector;
43 private:
44 // Tag = file name stripped of path and extension (grass_dark_1)
45 CStr m_Tag;
47 // The property sheet used by this texture
48 CTerrainPropertiesPtr m_pProperties;
50 CMaterial m_Material;
52 CMatrix3D m_TextureMatrix;
54 // BGRA color of topmost mipmap level, for coloring minimap, or a color
55 // specified by the terrain properties
56 u32 m_BaseColor;
57 // ..Valid is true if the base color has been cached
58 bool m_BaseColorValid;
60 // All terrain type groups we're a member of
61 GroupVector m_Groups;
63 // calculate the root color of the texture, used for coloring minimap
64 void BuildBaseColor();
66 void LoadAlphaMaps(VfsPath &amtype);
68 public:
69 // Most of the texture's data is delay-loaded, so after the constructor has
70 // been called, the texture entry is ready to be used.
71 CTerrainTextureEntry(CTerrainPropertiesPtr props, const VfsPath& path);
72 ~CTerrainTextureEntry();
74 CStr GetTag() const
75 { return m_Tag; }
77 const CTerrainProperties& GetProperties() const
78 { return *m_pProperties; }
80 // Get texture handle, load texture if not loaded.
81 const CTexturePtr& GetTexture() {
82 return m_Material.GetDiffuseTexture();
85 const CMaterial& GetMaterial() {
86 return m_Material;
89 // Returns a matrix of the form [c 0 -s 0; -s 0 -c 0; 0 0 0 0; 0 0 0 1]
90 // mapping world-space (x,y,z,1) coordinates onto (u,v,0,1) texcoords
91 const float* GetTextureMatrix();
93 // Get mipmap color in BGRA format
94 u32 GetBaseColor() {
95 if (!m_BaseColorValid) BuildBaseColor();
96 return m_BaseColor;
99 //TerrainAlpha *m_TerrainAlpha;
100 CTerrainTextureManager::TerrainAlphaMap::iterator m_TerrainAlpha;
103 #endif