TerrTxm.h 8.5 KB

123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157158159160161162163164165166167168169170171172173174175176177178179180181182183184185186187188189190191192193194195196197198199200201202203204205206207208209210211212213214215216217218219220221222223224225226227228229230231232233234235236237238239240241242243244245246247248249250251252253254255256257258259260261262263264265266267268269270271272273274275276277278279280281282283284285286287288289290291292293294295296297298299300301302303304305306307308309310311312313314315316317318319320321322323324325326327328329330331332333334335336337
  1. //---------------------------------------------------------------------------
  2. //
  3. // TerrTxm.h -- File contains class definitions for the Terrain Textures
  4. //
  5. //---------------------------------------------------------------------------//
  6. // Copyright (C) Microsoft Corporation. All rights reserved. //
  7. //===========================================================================//
  8. #ifndef TERRTXM_H
  9. #define TERRTXM_H
  10. //---------------------------------------------------------------------------
  11. // Include Files
  12. #ifndef DTERRTXM_H
  13. #include "dterrtxm.h"
  14. #endif
  15. #ifndef MAPDATA_H
  16. #include "mapdata.h"
  17. #endif
  18. #ifndef TXMMGR_H
  19. #include "txmmgr.h"
  20. #endif
  21. //---------------------------------------------------------------------------
  22. // Macro Definitions
  23. #ifndef NO_ERR
  24. #define NO_ERR 0
  25. #endif
  26. #define BLANK_TILE (-1)
  27. #define MC_MAX_TERRAIN_TXMS 3000
  28. #define MC_MASK_NUM 14
  29. #define MC_MAX_MIP_LEVELS 1
  30. #define USE_SOFTWARE_MIPMAP
  31. #define BASE_CEMENT_TYPE 10
  32. #define START_CEMENT_TYPE 13
  33. #define END_CEMENT_TYPE 20
  34. extern long TERRAIN_TXM_SIZE;
  35. //---------------------------------------------------------------------------
  36. // Class Definitions
  37. extern long tileCacheReqs;
  38. extern long tileCacheHits;
  39. extern long tileCacheMiss;
  40. #define MC2_TERRAIN_CEMENT_FLAG 0x00000001
  41. #define MC2_TERRAIN_ALPHA_FLAG 0x00000002
  42. //----------------------------------------------------
  43. struct TerrainTXM
  44. {
  45. DWORD flags; //Tells me if this texture is a cement texture, has alpha, etc.
  46. DWORD mcTextureNodeIndex; //Pointer to MCTextureNode which is used to cache handles if necessary
  47. };
  48. struct MC_TerrainType
  49. {
  50. long terrainId;
  51. char *terrainName;
  52. char *maskName;
  53. long terrainPriority;
  54. MemoryPtr *textureData;
  55. MemoryPtr *maskData;
  56. long baseTXMIndex; //Index of Highest MIP Level of Texture.
  57. unsigned long terrainMapRGB; //Rgb Color used for TacMap.
  58. long nameId;
  59. };
  60. struct MC_DetailType
  61. {
  62. long detailId;
  63. char *detailName;
  64. MemoryPtr *detailData;
  65. long numDetails;
  66. float frameRate;
  67. float tilingFactor; //How often does texture repeat
  68. long baseTXMIndex;
  69. };
  70. struct MC_OverlayType
  71. {
  72. long overlayId;
  73. char *overlayName;
  74. long numTextures;
  75. long oldOverlayId;
  76. bool isMLRAppearance;
  77. MemoryPtr *overlayData;
  78. long baseTXMIndex;
  79. unsigned long terrainMapRGB;
  80. };
  81. struct TransitionType
  82. {
  83. DWORD baseTXMIndex; //When we build transition, where did we stick it
  84. DWORD transitionIndex; //Code/Hash/Whatever to uniquely ID this transition.
  85. DWORD overlayIndex; //Overlays blended onto texture now.
  86. };
  87. //---------------------------------------------------------------------------
  88. class TerrainTextures
  89. {
  90. //Data Members
  91. //-------------
  92. protected:
  93. static long numTxms;
  94. TerrainTXM *textures;
  95. static long nextAvailable;
  96. long firstTransition;
  97. long numTypes;
  98. MC_TerrainTypePtr types;
  99. long numOverlays;
  100. MC_OverlayTypePtr overlays;
  101. long numDetails;
  102. MC_DetailTypePtr details;
  103. long numTransitions;
  104. TransitionTypePtr transitions;
  105. long nextTransition;
  106. UserHeapPtr tileHeap;
  107. UserHeapPtr tileRAMHeap;
  108. long globalMipLevel;
  109. long firstOverlay;
  110. bool quickLoad; //Checks for list o magic textures and then checks that each magic texture exists.
  111. char *localBaseName;
  112. File *listTransitionFile;
  113. static bool terrainTexturesInstrumented;
  114. public:
  115. //Member Functions
  116. //-----------------
  117. protected:
  118. long initTexture (long typeNum);
  119. void initMask (long typeNum);
  120. long initDetail (long typeNum, long detailNum);
  121. long initOverlay (long overlayNum, long txmNum, char *txmName);
  122. long loadTextureMemory (char *textureName, long mipSize);
  123. long loadOverlayMemory (char *overlayName);
  124. long textureFromMemory (MemoryPtr ourRam, long mipSize);
  125. long loadDetailMemory (char *detailName, long mipSize);
  126. long textureFromMemoryAlpha (MemoryPtr ourRam, long mipSize);
  127. long createTransition (DWORD typeInfo, DWORD overlayInfo = 0);
  128. void combineTxm (MemoryPtr dest, DWORD binNumber, long type, long mipLevel);
  129. void combineOverlayTxm (MemoryPtr dest, long type, long mipLevel);
  130. public:
  131. void init (void)
  132. {
  133. tileHeap = NULL;
  134. tileRAMHeap = NULL;
  135. //----------------------------------------------
  136. // Stores composited and raw textures in VidMem
  137. numTxms = MC_MAX_TERRAIN_TXMS;
  138. nextAvailable = 0;
  139. textures = NULL;
  140. firstTransition = -1;
  141. //--------------------------------------------------
  142. // Stores Base Terrain Textures and Masks in SysMem
  143. numTypes = 0;
  144. types = NULL;
  145. //----------------------------------------------------------
  146. // Stores Overlay Terrain Textures in VidMem and MLR Shapes
  147. numOverlays = 0;
  148. overlays = NULL;
  149. numDetails = 0;
  150. details = NULL;
  151. //--------------------------------------------------------
  152. // Stores Transition Texture in VidMem.
  153. numTransitions = 0;
  154. transitions = NULL;
  155. nextTransition = 0;
  156. //------------------------------------------------------
  157. // Used to convert maps to new formats when textures change.
  158. firstOverlay = 0;
  159. //---------------------------------------------------------------------------------
  160. //Checks for list o magic textures and then checks that each magic texture exists.
  161. quickLoad = false;
  162. localBaseName = NULL;
  163. listTransitionFile = NULL;
  164. }
  165. TerrainTextures (void)
  166. {
  167. init();
  168. }
  169. void destroy (void);
  170. ~TerrainTextures (void)
  171. {
  172. destroy();
  173. }
  174. long init (char *fileName, char* baseName);
  175. long setTexture (DWORD typeInfo, DWORD overlayInfo);
  176. long setDetail (DWORD typeInfo, DWORD frameNum);
  177. float getDetailTilingFactor (long typeInfo)
  178. {
  179. if (typeInfo < numDetails)
  180. return details[typeInfo].tilingFactor;
  181. return 64.0f;
  182. }
  183. long getNumTypes() const { return numTypes; }
  184. long getTextureNameID( long id ) const { return types[id].nameId; }
  185. float getDetailFrameRate (long typeInfo)
  186. {
  187. if ((typeInfo < numDetails) && details[typeInfo].frameRate > Stuff::SMALL)
  188. return (1.0f / details[typeInfo].frameRate);
  189. return 0.066666667f; //15 FPS
  190. }
  191. long setOverlay (DWORD overlayInfo);
  192. long getOverlayHandle( Overlays id, int Offset );
  193. void getOverlayInfoFromHandle( long handle, Overlays& id, unsigned long& Offset );
  194. void purgeTransitions (void);
  195. DWORD getTextureTypeRGB (long typeInfo)
  196. {
  197. gosASSERT(typeInfo < numTypes);
  198. return types[typeInfo].terrainMapRGB;
  199. }
  200. DWORD getOverlayTypeRGB (long overlayNum)
  201. {
  202. gosASSERT(overlayNum < numOverlays);
  203. return overlays[overlayNum].terrainMapRGB;
  204. }
  205. long getTexturePriority (long typeInfo)
  206. {
  207. gosASSERT(typeInfo < numTypes);
  208. return types[typeInfo].terrainPriority;
  209. }
  210. DWORD getTexture (DWORD texture)
  211. {
  212. if ((long)texture >= nextAvailable)
  213. return NULL;
  214. if ( textures[texture].mcTextureNodeIndex == 0xffffffff )
  215. return NULL;
  216. return (mcTextureManager->get_gosTextureHandle(textures[texture].mcTextureNodeIndex));
  217. }
  218. DWORD getTextureHandle (DWORD texture)
  219. {
  220. if ((long)texture >= nextAvailable)
  221. return 0xffffffff;
  222. mcTextureManager->get_gosTextureHandle(textures[texture].mcTextureNodeIndex);
  223. return (textures[texture].mcTextureNodeIndex);
  224. }
  225. DWORD getDetail (DWORD dTexture)
  226. {
  227. if ((long)dTexture >= nextAvailable)
  228. return NULL;
  229. if ( textures[dTexture].mcTextureNodeIndex == 0xffffffff )
  230. return NULL;
  231. return (mcTextureManager->get_gosTextureHandle(textures[dTexture].mcTextureNodeIndex));
  232. }
  233. DWORD getDetailHandle (DWORD dTexture)
  234. {
  235. if ((long)dTexture >= nextAvailable)
  236. return NULL;
  237. mcTextureManager->get_gosTextureHandle(textures[dTexture].mcTextureNodeIndex);
  238. return (textures[dTexture].mcTextureNodeIndex);
  239. }
  240. void setMipLevel (long mipLevel)
  241. {
  242. if ((mipLevel >= 0) && (mipLevel < MC_MAX_MIP_LEVELS))
  243. globalMipLevel = mipLevel;
  244. }
  245. long getFirstOverlay (void)
  246. {
  247. return firstOverlay;
  248. }
  249. bool isCement (DWORD typeInfo)
  250. {
  251. return (textures[typeInfo].flags & MC2_TERRAIN_CEMENT_FLAG) == MC2_TERRAIN_CEMENT_FLAG;
  252. }
  253. bool isAlpha (DWORD typeInfo)
  254. {
  255. return (textures[typeInfo].flags & MC2_TERRAIN_ALPHA_FLAG) == MC2_TERRAIN_ALPHA_FLAG;
  256. }
  257. static void initializeStatistics();
  258. void update (void);
  259. };
  260. //---------------------------------------------------------------------------
  261. #endif