Torque3D/Engine/source/interior/interiorLMManager.h
2012-09-19 11:15:01 -04:00

93 lines
3.3 KiB
C++

//-----------------------------------------------------------------------------
// Copyright (c) 2012 GarageGames, LLC
//
// Permission is hereby granted, free of charge, to any person obtaining a copy
// of this software and associated documentation files (the "Software"), to
// deal in the Software without restriction, including without limitation the
// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
// sell copies of the Software, and to permit persons to whom the Software is
// furnished to do so, subject to the following conditions:
//
// The above copyright notice and this permission notice shall be included in
// all copies or substantial portions of the Software.
//
// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
// IN THE SOFTWARE.
//-----------------------------------------------------------------------------
#ifndef _INTERIORLMMANAGER_H_
#define _INTERIORLMMANAGER_H_
#ifndef _PLATFORM_H_
#include "platform/platform.h"
#endif
#ifndef _TVECTOR_H_
#include "core/util/tVector.h"
#endif
#include "gfx/gfxTextureHandle.h"
class GBitmap;
class Interior;
class InteriorInstance;
typedef U32 LM_HANDLE;
class InteriorLMManager
{
private:
struct InstanceLMInfo {
InteriorInstance * mInstance;
LM_HANDLE * mHandlePtr;
Vector<GFXTexHandle> mLightmapHandles;
};
struct InteriorLMInfo {
Interior * mInterior;
LM_HANDLE * mHandlePtr;
U32 mNumLightmaps;
LM_HANDLE mBaseInstanceHandle;
Vector<InstanceLMInfo*> mInstances;
};
Vector<InteriorLMInfo*> mInteriors;
public:
InteriorLMManager();
~InteriorLMManager();
void destroyBitmaps();
void destroyTextures();
void downloadGLTextures();
void downloadGLTextures(LM_HANDLE interiorHandle);
bool loadBaseLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
void addInterior(LM_HANDLE & interiorHandle, U32 numLightmaps, Interior * interior);
void removeInterior(LM_HANDLE interiorHandle);
void addInstance(LM_HANDLE interiorHandle, LM_HANDLE & instanceHandle, InteriorInstance * instance);
void removeInstance(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
void useBaseTextures(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
void clearLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
GFXTexHandle &getHandle(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
Vector<GFXTexHandle> & getHandles(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
// helper's
GFXTexHandle &duplicateBaseLightmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
GBitmap * getBitmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
};
extern InteriorLMManager gInteriorLMManager;
#endif