dhewm3/neo/renderer/MegaTexture.h
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

105 lines
3.3 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code").
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#ifndef __MEGATEXTURE_H__
#define __MEGATEXTURE_H__
#include "renderer/Model.h"
class idTextureTile {
public:
int x, y;
};
static const int TILE_PER_LEVEL = 4;
static const int MAX_MEGA_CHANNELS = 3; // normal, diffuse, specular
static const int MAX_LEVELS = 12;
static const int MAX_LEVEL_WIDTH = 512;
static const int TILE_SIZE = MAX_LEVEL_WIDTH / TILE_PER_LEVEL;
class idMegaTexture;
class idTextureLevel {
public:
idMegaTexture *mega;
int tileOffset;
int tilesWide;
int tilesHigh;
idImage *image;
idTextureTile tileMap[TILE_PER_LEVEL][TILE_PER_LEVEL];
float parms[4];
void UpdateForCenter( float center[2] );
void UpdateTile( int localX, int localY, int globalX, int globalY );
void Invalidate();
};
typedef struct {
int tileSize;
int tilesWide;
int tilesHigh;
} megaTextureHeader_t;
class idMegaTexture {
public:
bool InitFromMegaFile( const char *fileBase );
void SetMappingForSurface( const srfTriangles_t *tri ); // analyzes xyz and st to create a mapping
void BindForViewOrigin( const idVec3 origin ); // binds images and sets program parameters
void Unbind(); // removes texture bindings
static void MakeMegaTexture_f( const idCmdArgs &args );
private:
friend class idTextureLevel;
void SetViewOrigin( const idVec3 origin );
static void GenerateMegaMipMaps( megaTextureHeader_t *header, idFile *file );
static void GenerateMegaPreview( const char *fileName );
idFile *fileHandle;
const srfTriangles_t *currentTriMapping;
idVec3 currentViewOrigin;
float localViewToTextureCenter[2][4];
int numLevels;
idTextureLevel levels[MAX_LEVELS]; // 0 is the highest resolution
megaTextureHeader_t header;
static idCVar r_megaTextureLevel;
static idCVar r_showMegaTexture;
static idCVar r_showMegaTextureLabels;
static idCVar r_skipMegaTexture;
static idCVar r_terrainScale;
};
#endif