khanat-opennel-code/code/nel/include/nel/3d/texture_grouped.h
2014-02-13 22:02:25 +01:00

190 lines
5.1 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXTURE_GROUPED_H
#define NL_TEXTURE_GROUPED_H
#include "nel/misc/types_nl.h"
#include "nel/3d/texture.h"
#include "nel/misc/uv.h"
namespace NL3D {
using NLMISC::CSmartPtr;
using NLMISC::CUV;
/**
* This kind texture is used for grouping several other textures. Each texture must have the same size.
* The textures are copied into one single surface, so animation can be performed only by UV shifting (if there's no wrapping).
* This is useful when objects sorting (by texture) is too complex or cost too much time (particles for examples...)
* \author Nicolas Vizerie
* \author Nevrax France
* \date 2001
*/
class CTextureGrouped : public ITexture
{
public:
/// default ctor. by default, there are no texture present
CTextureGrouped();
/// copy ctor
CTextureGrouped(const CTextureGrouped &src);
/// = operator
CTextureGrouped &operator=(const CTextureGrouped &src);
/** Check if all the textures in a tab have the same size and the same pixel format
* \param textureTab : pointer to a texture list*
* \param nbTex the number of textures in the list (>0)
* \see setTextures()
*/
bool areValid(CSmartPtr<ITexture> *textureTab, uint nbTex);
/** This set the textures to be used. They all must have the same size.
* An assertion is thrown otherwise.
* WARNING : if you touch one of the textures in the tab later, you may need to touch this one if it changed
* \param checkValid check that textures are valid
* \param textureTab : pointer to a texture list
* \param nbTex the number of textures in the list (>0)
* \see haveValidSizes()
*/
void setTextures(CSmartPtr<ITexture> *textureTab, uint nbTex, bool checkValid = true);
/// Retrieve the number of textures grouped in this one
uint32 getNbTextures(void) const { return _NbTex; }
/** Retrieve pointers to the textures.
* \param textureTab a tab containing enough space for the pointers
* \see getNbTextures()
*/
void getTextures(CSmartPtr<ITexture> *textureTab) const;
// get a texture in the list
CSmartPtr<ITexture> getTexture(uint32 index) { return _Textures[index]; }
/** Get the U-delta and V delta in the groupedTexture for one unit texture (they all have the same size).
* return (0, 0) if no textures have been set
*/
const CUV &getUVDelta(void) const
{
return _DeltaUV;
}
/// Get the origin UV for one texture. Its index is the same than in the tab that was sent to setTextures()
const CUV &getUV(uint32 index) const
{
return _TexUVs[index].uv0;
}
/**
* sharing system.
*/
virtual bool supportSharing() const;
virtual std::string getShareName() const;
/**
* Generate the texture.
*/
void doGenerate(bool async = false);
/// serialization
virtual void serial(NLMISC::IStream &f) throw(NLMISC::EStream);
/// a group of 4 uvs
struct TFourUV
{
CUV uv0, uv1, uv2, uv3;
};
// a list of uv's
typedef std::vector< TFourUV > TFourUVList;
// Get a tab of 4 UVs for a texture in the group : 0 = top-left, 1 = top-right, 2 = bottom-right, 3 = bottom-left
const TFourUV &getUVQuad(uint texIndex)
{
if (texIndex < _NbTex)
{
return _TexUVs[texIndex];
}
else
{
if (sint(texIndex) > 0)
{
return _TexUVs[texIndex % _NbTex];
}
else
{
return _TexUVs[_NbTex - 1 - (~texIndex % _NbTex)];
}
}
}
virtual void release();
NLMISC_DECLARE_CLASS(CTextureGrouped);
protected:
uint32 _NbTex; // for caching
/// pointers to the original textures
typedef std::vector< CSmartPtr<ITexture> > TTexList;
TTexList _Textures;
/// uv delta for one texture in the group
CUV _DeltaUV;
/// the UVs for each texture in the group
TFourUVList _TexUVs;
// cache sub bitmap size for each texture to avoid reloading of texture after each serial
static std::map<std::string, uint> _NameToSize;
// Copy this class attributes from src; Used by the = operator and the copy ctor
void duplicate(const CTextureGrouped &src);
// make textures as a group of dummy. This is used when textures formet are incompatible
void makeDummies(CSmartPtr<ITexture> *textureTab, uint nbTex);
// display a warning to tell that a set of grouped textures are incompatibles
void displayIncompatibleTextureWarning(CSmartPtr<ITexture> *textureTab, uint nbTex);
// generate uvs for each sub-texture
void forceGenUVs();
void genUVs(uint subBitmapHeight);
};
} // NL3D
#endif // NL_TEXTURE_GROUPED_H
/* End of texture_grouped.h */