Show TextureSet.h syntax highlighted
// Demeter Terrain Visualization Library by Clay Fowler
// Copyright (C) 2002 Clay Fowler
// $ID$
/*
This library is free software; you can redistribute it and/or
modify it under the terms of the GNU Lesser General Public
License as published by the Free Software Foundation; either
version 2.1 of the License, or (at your option) any later version.
This library is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
Library General Public License for more details.
You should have received a copy of the GNU Library General Public
License along with this library; if not, write to the
Free Software Foundation, Inc., 59 Temple Place - Suite 330,
Boston, MA 02111-1307, USA.
*/
#ifndef _TEXTURE_SET_DEMETER_H_
#define _TEXTURE_SET_DEMETER_H_
#include "Demeter/Globals.h"
#include "Demeter/Terrain.h"
#include "Demeter/Texture.h"
#include <stdlib.h>
#include <vector>
/// \brief The Demeter Terrain Engine.
namespace Demeter
{
//class Terrain;
//class vector;
//class Texture;
/// \brief A TextureSet is a pool of Texture objects that are used by a Terrain to do detail texture rendering.
/// You use TextureSet when your application needs to do detail painting (or "splats.")
/// You can get a Terrain's TextureSet by calling Terrain::GetTextureSet(). Then you may add Texture objects to
/// it by calling TextureSet::AddTexture() as many times as needed to fill it with all of the Texture objects you
/// want to do detail painting with. Each of these Texture objects now has a unique index that you can get by
/// calling Texture::GetSharedIndex(). Use this index to call the Terrain::Paint() method or any method that requires
/// a shared index of a Texture.
class TERRAIN_API TextureSet
{
public:
/// \brief Constructs a new TextureSet.
/// Since Terrain automatically creates one of these for you, you should rarely need to
/// create new instances of this class manually. You might do so if you are making several
/// instances of Terrain share a single TextureSet.
TextureSet();
~TextureSet();
/// \brief Adds a Texture to the TextureSet.
/// This gives the Texture a shared index which can be used to identify the Texture as a
/// part of the Terrain's pool of shared Textures.
int AddTexture(Texture * pTexture);
/// \brief Gets a Texture by its shared index.
/// \param index The index of the Texture to fetch from the pool. This is the value returned by Texture::GetSharedIndex().
Texture *GetTexture(int index);
/// \brief Indicates how many Texture objects are in the TextureSet.
int GetNumTextures();
/// \brief Gets the standard filename that the Demeter Texture Editor will use when storing shared textures from this TextureSet.
void GetSharedTextureFilename(int index, char *szFilename, int bufferSize);
/// \brief Writes this TextureSet and all of its shared Textures to a binary file.
void Write(FILE * file, Terrain * pTerrain);
/// \brief Reads this TextureSet and all of its shared Textures from a binary file.
void Read(FILE * file, Terrain * pTerrain);
private:
std::vector < Texture * >m_Textures;
};
}
#endif
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