mirror of
https://github.com/TorqueGameEngines/Torque3D.git
synced 2026-01-19 20:24:49 +00:00
93 lines
3.3 KiB
C++
93 lines
3.3 KiB
C++
//-----------------------------------------------------------------------------
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// Copyright (c) 2012 GarageGames, LLC
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//
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// Permission is hereby granted, free of charge, to any person obtaining a copy
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// of this software and associated documentation files (the "Software"), to
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// deal in the Software without restriction, including without limitation the
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// rights to use, copy, modify, merge, publish, distribute, sublicense, and/or
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// sell copies of the Software, and to permit persons to whom the Software is
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// furnished to do so, subject to the following conditions:
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//
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// The above copyright notice and this permission notice shall be included in
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// all copies or substantial portions of the Software.
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//
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// THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
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// IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
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// FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
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// AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
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// LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING
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// FROM, OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS
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// IN THE SOFTWARE.
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//-----------------------------------------------------------------------------
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#ifndef _INTERIORLMMANAGER_H_
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#define _INTERIORLMMANAGER_H_
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#ifndef _PLATFORM_H_
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#include "platform/platform.h"
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#endif
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#ifndef _TVECTOR_H_
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#include "core/util/tVector.h"
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#endif
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#include "gfx/gfxTextureHandle.h"
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class GBitmap;
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class Interior;
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class InteriorInstance;
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typedef U32 LM_HANDLE;
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class InteriorLMManager
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{
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private:
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struct InstanceLMInfo {
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InteriorInstance * mInstance;
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LM_HANDLE * mHandlePtr;
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Vector<GFXTexHandle> mLightmapHandles;
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};
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struct InteriorLMInfo {
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Interior * mInterior;
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LM_HANDLE * mHandlePtr;
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U32 mNumLightmaps;
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LM_HANDLE mBaseInstanceHandle;
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Vector<InstanceLMInfo*> mInstances;
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};
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Vector<InteriorLMInfo*> mInteriors;
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public:
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InteriorLMManager();
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~InteriorLMManager();
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void destroyBitmaps();
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void destroyTextures();
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void downloadGLTextures();
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void downloadGLTextures(LM_HANDLE interiorHandle);
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bool loadBaseLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
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void addInterior(LM_HANDLE & interiorHandle, U32 numLightmaps, Interior * interior);
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void removeInterior(LM_HANDLE interiorHandle);
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void addInstance(LM_HANDLE interiorHandle, LM_HANDLE & instanceHandle, InteriorInstance * instance);
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void removeInstance(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
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void useBaseTextures(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
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void clearLightmaps(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
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GFXTexHandle &getHandle(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
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Vector<GFXTexHandle> & getHandles(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle);
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// helper's
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GFXTexHandle &duplicateBaseLightmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
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GBitmap * getBitmap(LM_HANDLE interiorHandle, LM_HANDLE instanceHandle, U32 index);
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};
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extern InteriorLMManager gInteriorLMManager;
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#endif
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