khanat-opennel-code/code/nel/include/nel/3d/texture_dlm.h

194 lines
6 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program 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 Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXTURE_DLM_H
#define NL_TEXTURE_DLM_H
#include "nel/misc/types_nl.h"
#include "nel/misc/common.h"
#include "nel/3d/texture.h"
#include "nel/3d/landscape_def.h"
#ifdef NL_DLM_TILE_RES
// Size of a Block in the texture. Must be 18.
#define NL_DLM_BLOCK_SIZE 18
#else
// Size of a Block in the texture. Must be 10.
#define NL_DLM_BLOCK_SIZE 10
#endif
// Number of lightmap type. 4*4
#define NL_DLM_LIGHTMAP_TYPE_SIZE 16
namespace NL3D
{
using NLMISC::CRGBA;
// ***************************************************************************
/**
* This texture is used by landscape to perform Dynamic LightMap (DLM).
* Actually a CTextureDLM handle many block of lightmap in one single big texture.
* If NL_DLM_TILE_RES, then
* Block can be of size of 2,3,5 or 9 * 2,3,5 or 9 (eg 2x9, or 5x5 texture).
* else
* Block can be of size of 3,5,9 or 17 * 3,5,9 or 17 (eg 3x17, or 9x9 texture).
*
* Implementation note (NL_DLM_TILE_RES not defined):
* To make this possible easily, blocks of 10x10 are created and placed in the texture.
* Hence a 9x9 texture lies in a single block, 3 textures of 3x9 lies in a block etc...
* In worst case, lost space is 19% (1 - 9*9 / 10*10).
*
* If NL_DLM_TILE_RES is defined, then, same reasoning, with blocks of 18x18. In worst case,
* space lost is 70%: (1 - 15*15 / 18*18). But others cases are pretty good (90% to 100%)
*
* NB: TextureDLM ensure that point (MaxX,MaxY) of this texture is black. Useful for patch who
* want default black color
*
* \author Lionel Berenguier
* \author Nevrax France
* \date 2002
*/
class CTextureDLM : public ITexture
{
public:
/// Constructor
CTextureDLM(uint width, uint height);
/// Since texture is always in memory...
void doGenerate(bool /* async */ = false)
{
// Do nothing. texture still in memory... :o)
}
/// TextureDLM are system. Do not need to serialize them...
// default ctor is required for compilation with NLMISC_DECLARE_CLASS, but never called...
CTextureDLM() {nlstop;}
virtual void serial(NLMISC::IStream &/* f */) throw(NLMISC::EStream) {nlstop;}
NLMISC_DECLARE_CLASS(CTextureDLM);
/// \name Lightmap mgt.
// @{
/// return true if can create a texture of this size.
bool canCreateLightMap(uint w, uint h);
/** create a space for a lightmap. NB: texture space is not filled with black.
* return false if cannot, else return true, and return in x/y the position in the texture.
*/
bool createLightMap(uint w, uint h, uint &x, uint &y);
/** refill the texture with raw data. NB: no check is made on x,y,w,h lightmap validity.
* CRGBA are transformed to texture format (16 bits or better)
* The texture is invalidate (on this part only...)
* \param map is the raw array of RGBA colors to fills. must be of w*h size
*/
void copyRect(uint x, uint y, uint w, uint h, CRGBA *textMap);
/** same as copyRect(), but fill a RGBA(value, value, value, value)
*/
void fillRect(uint x, uint y, uint w, uint h, uint8 value);
/** same as copyRect(), but modulate textMap with an array of 565 color, before copying.
*/
void modulateAndfillRect565(uint x, uint y, uint w, uint h, CRGBA *textMap, uint16 *modColor);
/** same as copyRect(), but modulate textMap with an array of CRGBA color, before copying.
*/
void modulateAndfillRect8888(uint x, uint y, uint w, uint h, CRGBA *textMap, CRGBA *modColor);
/** same as copyRect(), but modulate textMap with a cte color, before copying.
*/
void modulateConstantAndfillRect(uint x, uint y, uint w, uint h, CRGBA *textMap, CRGBA modColor);
/// Set a lightmap as free for use. It is an error to free a not allocated lightmap. (nlassert!!)
void releaseLightMap(uint x, uint y);
// @}
// *****************************
private:
/// A block descriptor.
struct CBlock
{
// Size of a lightmap in the block. eg: 9x9. Not relevant if FreeSpace==0 (because block completely free).
uint8 Width, Height;
// Position of block in texture, in pixels.
uint16 PosX, PosY;
/* BitField of Space free (1 if not free).
NL_DLM_TILE_RES defined: since 3x3 is the minimum size, there is at max 6*6=36 lightmaps in a blocks.
Hence a uint64.
NL_DLM_TILE_RES defined: since 2x2 is the minimum size, there is at max 5*5=25 lightmaps in a blocks.
(NB: a uint32 would be sufficient, but never mind)
*/
uint64 FreeSpace;
/// Free List.
CBlock *FreePrec, *FreeNext;
CBlock()
{
FreeSpace= 0;
// No List
FreePrec= FreeNext= NULL;
}
};
private:
/// Number of block per line
uint _WBlock;
/** The list of blocks. There is TextureWidth/NL_DLM_BLOCK_SIZE * TextureHeight/NL_DLM_BLOCK_SIZE blocks,
* ranged from left to right then top to bottom.
*/
std::vector<CBlock> _Blocks;
/// The list of available Blocks, ie Blocks with FreeSpace==0
std::vector<uint> _EmptyBlocks;
/// For each type of lightmaps (2x2, 2x3 etc...), list of blocks which are not full
CBlock *_FreeBlocks[NL_DLM_LIGHTMAP_TYPE_SIZE];
/// get the lightmap type id according to lightmap size.
uint getTypeForSize(uint width, uint height);
/// FreeBlock list mgt.
void linkFreeBlock(uint lMapType, CBlock *block);
void unlinkFreeBlock(uint lMapType, CBlock *block);
};
} // NL3D
#endif // NL_TEXTURE_DLM_H
/* End of texture_dlm.h */