Terrain baseTex support multiple formats

DDS, PNG, JPG or NONE
This commit is contained in:
LukasPJ 2014-09-23 07:49:27 +02:00
parent f2a3a1e2a6
commit 431d8a9b66
3 changed files with 44 additions and 8 deletions

View file

@ -186,6 +186,7 @@ TerrainBlock::TerrainBlock()
mCell( NULL ),
mCRC( 0 ),
mBaseTexSize( 1024 ),
mBaseTexFormat( TerrainBlock::JPG ),
mBaseMaterial( NULL ),
mDefaultMatInst( NULL ),
mBaseTexScaleConst( NULL ),
@ -961,7 +962,7 @@ String TerrainBlock::_getBaseTexCacheFileName() const
{
Torque::Path basePath( mTerrFileName );
basePath.setFileName( basePath.getFileName() + "_basetex" );
basePath.setExtension( "dds" );
basePath.setExtension( formatToExtension(mBaseTexFormat) );
return basePath.getFullPath();
}
@ -1200,7 +1201,7 @@ void TerrainBlock::unpackUpdate(NetConnection* con, BitStream *stream)
{
mBaseTexSize = baseTexSize;
if ( isProperlyAdded() )
_updateBaseTexture( false );
_updateBaseTexture( NONE );
}
U32 lightMapSize;

View file

@ -74,6 +74,26 @@ protected:
NextFreeMask = Parent::NextFreeMask << 6,
};
enum BaseTexFormat
{
NONE, DDS, PNG, JPG
};
static const char* formatToExtension(BaseTexFormat format)
{
switch (format)
{
case DDS:
return "dds";
case PNG:
return "png";
case JPG:
return "jpg";
default:
return "";
}
};
Box3F mBounds;
///
@ -132,6 +152,8 @@ protected:
/// The desired size for the base texture.
U32 mBaseTexSize;
BaseTexFormat mBaseTexFormat;
///
TerrCell *mCell;

View file

@ -178,7 +178,7 @@ bool TerrainBlock::_initBaseShader()
return true;
}
void TerrainBlock::_updateBaseTexture( bool writeToCache )
void TerrainBlock::_updateBaseTexture(bool writeToCache)
{
if ( !mBaseShader && !_initBaseShader() )
return;
@ -290,7 +290,14 @@ void TerrainBlock::_updateBaseTexture( bool writeToCache )
GFX->endScene();
/// Do we cache this sucker?
if ( writeToCache )
if (mBaseTexFormat == NONE || !writeToCache)
{
// We didn't cache the result, so set the base texture
// to the render target we updated. This should be good
// for realtime painting cases.
mBaseTex = blendTex;
}
else if (mBaseTexFormat == DDS)
{
String cachePath = _getBaseTexCacheFileName();
@ -327,10 +334,16 @@ void TerrainBlock::_updateBaseTexture( bool writeToCache )
}
else
{
// We didn't cache the result, so set the base texture
// to the render target we updated. This should be good
// for realtime painting cases.
mBaseTex = blendTex;
FileStream stream;
if (!stream.open(_getBaseTexCacheFileName(), Torque::FS::File::Write))
{
mBaseTex = blendTex;
return;
}
GBitmap bitmap(blendTex->getWidth(), blendTex->getHeight(), false, GFXFormatR8G8B8);
blendTex->copyToBmp(&bitmap);
bitmap.writeBitmap(formatToExtension(mBaseTexFormat), stream);
}
}