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108 lines
3.3 KiB
C++
108 lines
3.3 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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#include "std3d.h"
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#include "nel/3d/texture_near.h"
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using namespace NLMISC;
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namespace NL3D
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{
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// ***************************************************************************
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CTextureNear::CTextureNear(sint size)
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{
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nlassert(size>=NL_TILE_LIGHTMAP_SIZE);
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nlassert(NLMISC::isPowerOf2(size));
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// The near texture always reside in memory...
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// NB: this is simplier like that, and this is not a problem, since only 1 or 2 Mo are allocated :o)
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setReleasable(false);
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// create the bitmap.
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CBitmap::resize(size, size, CBitmap::RGBA);
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// Format of texture, 32 bits and no mipmaps.
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setUploadFormat(ITexture::RGBA8888);
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setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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// Fill the array of free tiles.
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uint nbTilesByLine= size/NL_TILE_LIGHTMAP_SIZE;
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_FreeTiles.resize(nbTilesByLine*nbTilesByLine);
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_AvailableTiles.resize(nbTilesByLine*nbTilesByLine);
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for(sint i=0;i<(sint)_FreeTiles.size();i++)
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{
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// This tile is free!!
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_FreeTiles[i]=i;
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_AvailableTiles[i]= true;
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}
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}
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// ***************************************************************************
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sint CTextureNear::getNbAvailableTiles()
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{
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return (sint)_FreeTiles.size();
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}
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// ***************************************************************************
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uint CTextureNear::getTileAndFillRect(CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE])
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{
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nlassert(getNbAvailableTiles()>0);
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uint id= _FreeTiles.back();
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// This tile is now more free.
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_AvailableTiles[id]= false;
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_FreeTiles.pop_back();
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// Fill the texture
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refillRect(id, map);
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return id;
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}
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// ***************************************************************************
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void CTextureNear::refillRect(uint id, CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE])
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{
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uint dstWidth= getWidth();
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// Copy the map into the texture
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uint nbTilesByLine= dstWidth/NL_TILE_LIGHTMAP_SIZE;
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uint s= id% nbTilesByLine;
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uint t= id/ nbTilesByLine;
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s*= NL_TILE_LIGHTMAP_SIZE;
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t*= NL_TILE_LIGHTMAP_SIZE;
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CRGBA *src= map;
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= t*dstWidth+s;
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for(sint n= NL_TILE_LIGHTMAP_SIZE;n>0;n--, src+= NL_TILE_LIGHTMAP_SIZE, dst+= dstWidth)
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{
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memcpy(dst, src, NL_TILE_LIGHTMAP_SIZE*sizeof(CRGBA));
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(s, t, NL_TILE_LIGHTMAP_SIZE, NL_TILE_LIGHTMAP_SIZE));
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}
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// ***************************************************************************
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void CTextureNear::releaseTile(uint id)
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{
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nlassert(!_AvailableTiles[id]);
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// This tile is now free.
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_AvailableTiles[id]= true;
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// insert this tile at the end of the free list.
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_FreeTiles.push_back(id);
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}
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} // NL3D
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