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