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96 lines
2.9 KiB
C++
96 lines
2.9 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_NEAR_H
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#define NL_TEXTURE_NEAR_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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// Size of a TileLightmap. Must be 10 now, because we have 2x2 tiles per Tilelightmap.
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#define NL_TILE_LIGHTMAP_SIZE 10
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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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* A texture container for lot of little lightmap.
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* \author Lionel Berenguier
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* \author Nevrax France
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* \date 2000
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*/
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class CTextureNear : public ITexture
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{
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public:
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/// Constructor
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CTextureNear(sint size);
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/// Since texture is always in memory...
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void doGenerate(bool /* async */)
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{
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// Do nothing. texture still in memory... :o)
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}
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/// \name Tile Lightmap mgt.
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// @{
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sint getNbAvailableTiles();
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/** return the id of the tile, locally in the texture.
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* nlassert() if no free tiles (use getNbAvailableTiles()).
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* Tile coordinate in the texture can be get with:
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* s= id% nbTilesByLine;
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* t= id/ nbTilesByLine;
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* where nbTilesByLine== sizeOfTextureNear/NL_TILE_LIGHTMAP_SIZE.
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* The texture is invalidate (on this part only...)
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*/
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uint getTileAndFillRect(CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE]);
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/** given id of the tile, refill the texture.
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* The texture is invalidate (on this part only...)
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*/
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void refillRect(uint id, CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE]);
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/// Set a tile lightmap as free for use. It is an error to free a not allocated tile. (nlassert!!)
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void releaseTile(uint id);
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// @}
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/// TextureNear 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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CTextureNear() {nlstop;}
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virtual void serial(NLMISC::IStream &/* f */) throw(NLMISC::EStream) {nlstop;}
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NLMISC_DECLARE_CLASS(CTextureNear);
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private:
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/// The list of available tiles.
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std::vector<uint> _FreeTiles;
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/// For check, Availability of tiles.
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std::vector<bool> _AvailableTiles;
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};
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} // NL3D
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#endif // NL_TEXTURE_NEAR_H
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/* End of texture_near.h */
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