101 lines
3.3 KiB
C++
101 lines
3.3 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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/*
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* Copyright (C) 2006-2010 - Frictional Games
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*
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* This file is part of HPL1 Engine.
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*/
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#ifndef HPL_TEXTURE_MANAGER_H
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#define HPL_TEXTURE_MANAGER_H
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#include "hpl1/engine/graphics/Texture.h"
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#include "hpl1/engine/resources/ResourceManager.h"
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namespace hpl {
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class cGraphics;
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class cResources;
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class iTexture;
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//------------------------------------------------------
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typedef Common::StableMap<tString, iTexture *> tTextureAttenuationMap;
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typedef Common::StableMap<tString, iTexture *>::iterator tTextureAttenuationMapIt;
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//------------------------------------------------------
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class cTextureManager : public iResourceManager {
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public:
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cTextureManager(cGraphics *apGraphics, cResources *apResources);
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~cTextureManager();
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iResourceBase *Create(const tString &asName);
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iTexture *Create1D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
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unsigned int alTextureSizeLevel = 0);
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iTexture *Create2D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
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unsigned int alTextureSizeLevel = 0, eTextureTarget aTarget = eTextureTarget_2D);
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/**
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* Creates an animated texture. The name must be [name].[ext]. And then the textures in the animtion must
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* be named [name]01.[ext], [name]02.[ext], etc
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* \param asName
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* \param abUseMipMaps
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* \param abCompress
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* \param aType
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* \return
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*/
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iTexture *CreateAnim2D(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
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unsigned int alTextureSizeLevel = 0);
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iTexture *CreateCubeMap(const tString &asName, bool abUseMipMaps, bool abCompress = false, eTextureType aType = eTextureType_Normal,
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unsigned int alTextureSizeLevel = 0);
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iTexture *CreateAttenuation(const tString &asFallOffName);
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void Destroy(iResourceBase *apResource);
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void Unload(iResourceBase *apResource);
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void Update(float afTimeStep);
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private:
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iTexture *CreateFlatTexture(const tString &asName, bool abUseMipMaps,
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bool abCompress, eTextureType aType, eTextureTarget aTarget,
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unsigned int alTextureSizeLevel);
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iTexture *FindTexture2D(const tString &asName, tString &asFilePath);
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tTextureAttenuationMap m_mapAttenuationTextures;
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tStringList mlstFileFormats;
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tStringVec mvCubeSideSuffixes;
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cGraphics *mpGraphics;
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cResources *mpResources;
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};
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} // namespace hpl
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#endif // HPL_TEXTURE_MANAGER_H
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