mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-26 23:54:50 +01:00
121 lines
3.6 KiB
C++
121 lines
3.6 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_TERRAIN_LAYER_H
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#define SE_INCL_TERRAIN_LAYER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Graphics/Texture.h>
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enum LayerType {
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LT_NORMAL = 0,
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LT_TILE,
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};
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#define TL_FLIPX_SHIFT 4
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#define TL_FLIPY_SHIFT 5
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#define TL_SWAPXY_SHIFT 6
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#define TL_VISIBLE_SHIFT 7
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#define TL_TILE_INDEX 0x0F
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#define TL_VISIBLE (1<<TL_VISIBLE_SHIFT)
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#define TL_FLIPX (1<<TL_FLIPX_SHIFT)
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#define TL_FLIPY (1<<TL_FLIPY_SHIFT)
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#define TL_SWAPXY (1<<TL_SWAPXY_SHIFT)
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class ENGINE_API CTerrainLayer {
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public:
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CTerrainLayer();
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~CTerrainLayer();
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// Import layer mask from targa file
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void ImportLayerMask_t(CTFileName fnLayerMask);
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// Export layer mask to targa file
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void ExportLayerMask_t(CTFileName fnLayerMask);
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// Set layer size
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void SetLayerSize(INDEX iTerrainWidth, INDEX iTerrainHeight);
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// Set layer texture
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void SetLayerTexture_t(CTFileName fnTexture);
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// Set num of tiles in one row
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void SetTilesPerRow(INDEX ctTilesInRow);
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// Get num of tiles in one row
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INDEX GetTilesPerRow(void);
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// Get thumbnail
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CTextureData *GetThumbnail(INDEX iWidth, INDEX iHeight);
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// Reset layer mask
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void ResetLayerMask(UBYTE ubMaskFill);
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// Reset layer params
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void ResetLayerParams();
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// Read from stream.
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void Read_t(CTStream *istrFile,INDEX iSavedVersion); // throw char *
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// Write to stream.
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void Write_t( CTStream *ostrFile); // throw char *
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// Copy terrain data from other terrain
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void Copy(const CTerrainLayer &tlOther);
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void operator=(const CTerrainLayer &tlOther);
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// Clear layer
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void Clear();
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// Count used memory
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SLONG GetUsedMemory(void);
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public:
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CTextureData *tl_ptdTexture; // Texture this layer is using
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UBYTE *tl_aubColors; // Array of vertex alpha colors for this layer
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CTextureData tl_tdThumbNail; // Mask thumbnail (used only in we)
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INDEX tl_iMaskWidth; // Width of terrain layer mask
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INDEX tl_iMaskHeight; // Height of terrain layer mask
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CTString tl_strName; // Layer name
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BOOL tl_bVisible; // Is layer visible
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COLOR tl_colMultiply; // Color of layer
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FLOAT tl_fSmoothness; // Layer smoothness
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LayerType tl_ltType; // Layer type
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FLOAT tl_fRotateX;
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FLOAT tl_fRotateY;
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FLOAT tl_fStretchX;
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FLOAT tl_fStretchY;
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FLOAT tl_fOffsetX;
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FLOAT tl_fOffsetY;
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BOOL tl_bAutoRegenerated;
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FLOAT tl_fCoverage;
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FLOAT tl_fCoverageNoise;
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FLOAT tl_fCoverageRandom;
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BOOL tl_bApplyMinAltitude;
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FLOAT tl_fMinAltitude;
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FLOAT tl_fMinAltitudeFade;
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FLOAT tl_fMinAltitudeNoise;
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FLOAT tl_fMinAltitudeRandom;
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BOOL tl_bApplyMaxAltitude;
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FLOAT tl_fMaxAltitude;
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FLOAT tl_fMaxAltitudeFade;
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FLOAT tl_fMaxAltitudeNoise;
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FLOAT tl_fMaxAltitudeRandom;
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BOOL tl_bApplyMinSlope;
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FLOAT tl_fMinSlope;
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FLOAT tl_fMinSlopeFade;
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FLOAT tl_fMinSlopeNoise;
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FLOAT tl_fMinSlopeRandom;
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BOOL tl_bApplyMaxSlope;
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FLOAT tl_fMaxSlope;
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FLOAT tl_fMaxSlopeFade;
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FLOAT tl_fMaxSlopeNoise;
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FLOAT tl_fMaxSlopeRandom;
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// private:
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public:
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INDEX tl_ctTilesInRow; // Number of tiles in one row (used if this is tile layer)
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INDEX tl_ctTilesInCol;
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INDEX tl_iSelectedTile; // GUI variable, selected tile for this layer
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PIX tl_pixTileWidth;
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PIX tl_pixTileHeight;
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FLOAT tl_fTileU;
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FLOAT tl_fTileV;
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};
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#endif |