khanat-opennel-code/code/nel/src/3d/texture_near.cpp

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