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https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-03-09 07:20:40 +00:00
Terrain baseTex support multiple formats
DDS, PNG, JPG or NONE
This commit is contained in:
parent
f2a3a1e2a6
commit
431d8a9b66
3 changed files with 44 additions and 8 deletions
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@ -186,6 +186,7 @@ TerrainBlock::TerrainBlock()
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mCell( NULL ),
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mCRC( 0 ),
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mBaseTexSize( 1024 ),
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mBaseTexFormat( TerrainBlock::JPG ),
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mBaseMaterial( NULL ),
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mDefaultMatInst( NULL ),
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mBaseTexScaleConst( NULL ),
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@ -961,7 +962,7 @@ String TerrainBlock::_getBaseTexCacheFileName() const
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{
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Torque::Path basePath( mTerrFileName );
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basePath.setFileName( basePath.getFileName() + "_basetex" );
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basePath.setExtension( "dds" );
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basePath.setExtension( formatToExtension(mBaseTexFormat) );
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return basePath.getFullPath();
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}
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@ -1200,7 +1201,7 @@ void TerrainBlock::unpackUpdate(NetConnection* con, BitStream *stream)
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{
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mBaseTexSize = baseTexSize;
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if ( isProperlyAdded() )
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_updateBaseTexture( false );
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_updateBaseTexture( NONE );
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}
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U32 lightMapSize;
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@ -74,6 +74,26 @@ protected:
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NextFreeMask = Parent::NextFreeMask << 6,
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};
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enum BaseTexFormat
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{
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NONE, DDS, PNG, JPG
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};
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static const char* formatToExtension(BaseTexFormat format)
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{
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switch (format)
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{
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case DDS:
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return "dds";
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case PNG:
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return "png";
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case JPG:
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return "jpg";
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default:
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return "";
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}
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};
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Box3F mBounds;
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///
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@ -132,6 +152,8 @@ protected:
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/// The desired size for the base texture.
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U32 mBaseTexSize;
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BaseTexFormat mBaseTexFormat;
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///
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TerrCell *mCell;
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@ -178,7 +178,7 @@ bool TerrainBlock::_initBaseShader()
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return true;
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}
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void TerrainBlock::_updateBaseTexture( bool writeToCache )
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void TerrainBlock::_updateBaseTexture(bool writeToCache)
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{
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if ( !mBaseShader && !_initBaseShader() )
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return;
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@ -290,7 +290,14 @@ void TerrainBlock::_updateBaseTexture( bool writeToCache )
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GFX->endScene();
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/// Do we cache this sucker?
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if ( writeToCache )
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if (mBaseTexFormat == NONE || !writeToCache)
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{
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// We didn't cache the result, so set the base texture
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// to the render target we updated. This should be good
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// for realtime painting cases.
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mBaseTex = blendTex;
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}
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else if (mBaseTexFormat == DDS)
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{
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String cachePath = _getBaseTexCacheFileName();
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@ -327,10 +334,16 @@ void TerrainBlock::_updateBaseTexture( bool writeToCache )
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}
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else
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{
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// We didn't cache the result, so set the base texture
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// to the render target we updated. This should be good
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// for realtime painting cases.
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mBaseTex = blendTex;
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FileStream stream;
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if (!stream.open(_getBaseTexCacheFileName(), Torque::FS::File::Write))
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{
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mBaseTex = blendTex;
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return;
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}
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GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
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blendTex->copyToBmp(&bitmap);
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bitmap.writeBitmap(formatToExtension(mBaseTexFormat), stream);
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}
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}
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