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https://port.numenaute.org/aleajactaest/khanat-opennel-code.git
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c3b3db07f1
--HG-- branch : develop
422 lines
12 KiB
C++
422 lines
12 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_dlm.h"
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#include "nel/misc/common.h"
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#include "nel/misc/fast_mem.h"
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using namespace std;
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using namespace NLMISC;
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#ifdef DEBUG_NEW
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#define new DEBUG_NEW
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#endif
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namespace NL3D
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{
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// ***************************************************************************
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CTextureDLM::CTextureDLM(uint width, uint height)
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{
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nlassert(width>=NL_DLM_BLOCK_SIZE);
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nlassert(height>=NL_DLM_BLOCK_SIZE);
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nlassert(NLMISC::isPowerOf2(width));
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nlassert(NLMISC::isPowerOf2(height));
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// verify there is sufficient blocks.
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_WBlock= width/NL_DLM_BLOCK_SIZE;
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uint nBlocks= _WBlock * (height/NL_DLM_BLOCK_SIZE);
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nlassert(nBlocks>=NL_DLM_LIGHTMAP_TYPE_SIZE);
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// The DLM texture always reside in memory...
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// NB: this is simplier like that, and this is not a problem, since actually only 256Ko is allocated :o)
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setReleasable(false);
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// create the bitmap.
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CBitmap::resize(width, height, CBitmap::RGBA);
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// Format of texture, 32 bits and no mipmaps.
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// NB: 16 bits is not a good idea, because implies lot of flicking
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setUploadFormat(ITexture::RGBA8888);
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setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
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// Fill the array of blocks.
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_Blocks.resize(nBlocks);
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_EmptyBlocks.resize(nBlocks);
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uint i;
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for(i = 0; i < _Blocks.size(); i++)
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{
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// compute position of the block in the texture
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_Blocks[i].PosX = (i%_WBlock) * NL_DLM_BLOCK_SIZE;
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_Blocks[i].PosY = (i/_WBlock) * NL_DLM_BLOCK_SIZE;
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// This block is free!!
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_EmptyBlocks[i] = i;
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}
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// init list to NULL.
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for(i = 0; i < NL_DLM_LIGHTMAP_TYPE_SIZE; i++)
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{
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_FreeBlocks[i] = NULL;
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}
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// Since NL_DLM_BLOCK_SIZE is 10 or 18 (a factor of prime number 5 or 3 respectively), we are sure there is
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// at least one pixel which is not used by blcks. The last pixel is filled with black (see CTextureDLm doc)
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nlassert(NL_DLM_BLOCK_SIZE==10 || NL_DLM_BLOCK_SIZE==18);
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CRGBA *ptr = (CRGBA*)(&CBitmap::getPixels(0)[0]);
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// fill last pixel with black.
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ptr[width*height-1]= CRGBA::Black;
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// Also, to ensure the texture do not wrap around, disable Tiling.
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ITexture::setWrapS(ITexture::Clamp);
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ITexture::setWrapT(ITexture::Clamp);
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}
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// ***************************************************************************
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uint CTextureDLM::getTypeForSize(uint width, uint height)
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{
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#ifdef NL_DLM_TILE_RES
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nlassert(width==3 || width==5 || width==9 || width==17);
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nlassert(height==3 || height==5 || height==9 || height==17);
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#else
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nlassert(width==2 || width==3 || width==5 || width==9);
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nlassert(height==2 || height==3 || height==5 || height==9);
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#endif
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// 0 for 2, 1 for 3, 2 for 5, and 3 for 9, and 4 for 17
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width= getPowerOf2(width-1);
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height= getPowerOf2(height-1);
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#ifdef NL_DLM_TILE_RES
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// 0 for 3, 1 for 5, 2, for 9, and 3 for 17
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width--; height--;
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#endif
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uint id= width + height*4;
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nlassert(id<NL_DLM_LIGHTMAP_TYPE_SIZE);
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return id;
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}
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// ***************************************************************************
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bool CTextureDLM::canCreateLightMap(uint w, uint h)
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{
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// First test if the list is not empty.
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if(_FreeBlocks[getTypeForSize(w,h)])
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return true;
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// If empty, test if there is an empty block.
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return !_EmptyBlocks.empty();
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}
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// ***************************************************************************
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void CTextureDLM::linkFreeBlock(uint lMapType, CBlock *block)
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{
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// link me to others
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block->FreeNext= _FreeBlocks[lMapType];
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block->FreePrec= NULL;
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// link other to me
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if(_FreeBlocks[lMapType])
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_FreeBlocks[lMapType]->FreePrec= block;
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_FreeBlocks[lMapType]= block;
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}
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// ***************************************************************************
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void CTextureDLM::unlinkFreeBlock(uint lMapType, CBlock *block)
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{
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// unlink other from me
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if(block->FreeNext)
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block->FreeNext->FreePrec= block->FreePrec;
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if(block->FreePrec)
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block->FreePrec->FreeNext= block->FreeNext;
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else
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_FreeBlocks[lMapType]= block->FreeNext;
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// reset me
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block->FreePrec= NULL;
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block->FreeNext= NULL;
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}
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// ***************************************************************************
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bool CTextureDLM::createLightMap(uint w, uint h, uint &x, uint &y)
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{
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// at least cna create it??
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if(!canCreateLightMap(w, h))
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return false;
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// the type of lightmap.
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uint lMapType= getTypeForSize(w,h);
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// First manage case list is empty.
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//===================
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if(_FreeBlocks[lMapType]==NULL)
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{
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// list is empty => allocate a block from _EmptyBlocks.
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nlassert(!_EmptyBlocks.empty());
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// pop a block from empty list
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CBlock *block= &_Blocks[_EmptyBlocks.back()];
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_EmptyBlocks.pop_back();
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// init this block.
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nlassert(block->FreeSpace==0);
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// set size of lightmaps for this blocks.
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block->Width= w;
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block->Height= h;
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// Link this block to the list.
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linkFreeBlock(lMapType, block);
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}
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// Get the block from the list.
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CBlock *block= _FreeBlocks[lMapType];
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// Allocate block lightmap.
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//===================
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// compute block info.
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uint nLMapOnX= NL_DLM_BLOCK_SIZE / block->Width;
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uint nLMapOnY= NL_DLM_BLOCK_SIZE / block->Height;
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uint nLMapPerBlock= nLMapOnX * nLMapOnY;
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// bit must fit in a uint64
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nlassert(nLMapPerBlock<=64);
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// get an id in the FreeSpace bitField.
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uint i;
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for(i= 0;i<nLMapPerBlock; i++)
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{
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uint mask= 1<<i;
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// If the bit is not set, then this id is free.
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if( (block->FreeSpace & mask)==0 )
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{
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// take this id, hence set this bit
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block->FreeSpace|= mask;
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// stop, found.
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break;
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}
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}
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nlassert(i<nLMapPerBlock);
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// compute x/y texture pos for this id.
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x= block->PosX + (i%nLMapOnX) * w;
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y= block->PosY + (i/nLMapOnX) * h;
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// if lightmap full
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//===================
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// if bitfield is full
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if( block->FreeSpace == (uint)(1<<nLMapPerBlock)-1 )
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{
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// Must remove it from free list.
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unlinkFreeBlock(lMapType, block);
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}
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return true;
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}
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// ***************************************************************************
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void CTextureDLM::copyRect(uint x, uint y, uint w, uint h, CRGBA *textMap)
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{
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// copy image.
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CRGBA *src= textMap;
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= y*getWidth()+x;
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for(sint n= h;n>0;n--, src+= w, dst+= getWidth())
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{
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memcpy(dst, src, w*sizeof(CRGBA));
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(x, y, w, h));
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}
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// ***************************************************************************
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void CTextureDLM::fillRect(uint x, uint y, uint w, uint h, uint8 value)
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{
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// copy image.
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= y*getWidth()+x;
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for(sint n= h;n>0;n--, dst+= getWidth())
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{
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memset(dst, value, w*sizeof(CRGBA));
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(x, y, w, h));
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}
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// ***************************************************************************
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void CTextureDLM::modulateAndfillRect565(uint x, uint y, uint w, uint h, CRGBA *textMap, uint16 *modColor)
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{
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// compute start dst to copy.
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= y*getWidth()+x;
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// precahce Data in memory (best CPU support)
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CFastMem::precache(textMap, w*h*sizeof(CRGBA));
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CFastMem::precache(modColor, w*h*sizeof(uint16));
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// For all lines
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for(sint n= h;n>0;n--, dst+= (getWidth()-w) )
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{
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// For all the line.
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for(sint nc= w;nc>0;nc--, textMap++, modColor++, dst++)
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{
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uint16 tc= *modColor;
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// modulate R.
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dst->R= ( (tc>>11) * textMap->R)>>5;
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// modulate G.
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dst->G= (((tc>>5)&63) * textMap->G)>>6;
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// modulate B.
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dst->B= ( (tc&31) * textMap->B)>>5;
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}
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(x, y, w, h));
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}
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// ***************************************************************************
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void CTextureDLM::modulateAndfillRect8888(uint x, uint y, uint w, uint h, CRGBA *textMap, CRGBA *modColor)
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{
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// compute start dst to copy.
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= y*getWidth()+x;
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// precahce Data in memory (best CPU support)
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CFastMem::precache(textMap, w*h*sizeof(CRGBA));
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CFastMem::precache(modColor, w*h*sizeof(CRGBA));
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// For all lines
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for(sint n= h;n>0;n--, dst+= (getWidth()-w) )
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{
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// For all the line.
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for(sint nc= w;nc>0;nc--, textMap++, modColor++, dst++)
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{
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CRGBA mc= *modColor;
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// modulate RGB only
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dst->R= ( mc.R * textMap->R)>>8;
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dst->G= ( mc.G * textMap->G)>>8;
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dst->B= ( mc.B * textMap->B)>>8;
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}
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(x, y, w, h));
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}
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// ***************************************************************************
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void CTextureDLM::modulateConstantAndfillRect(uint x, uint y, uint w, uint h, CRGBA *textMap, CRGBA mc)
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{
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// compute start dst to copy.
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CRGBA *dst= (CRGBA*)getPixels().getPtr();
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dst+= y*getWidth()+x;
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// precahce Data in memory (best CPU support)
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CFastMem::precache(textMap, w*h*sizeof(CRGBA));
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// For all lines
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for(sint n= h;n>0;n--, dst+= (getWidth()-w) )
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{
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// For all the line.
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for(sint nc= w;nc>0;nc--, textMap++, dst++)
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{
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// modulate RGB only
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dst->R= ( mc.R * textMap->R)>>8;
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dst->G= ( mc.G * textMap->G)>>8;
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dst->B= ( mc.B * textMap->B)>>8;
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}
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}
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// Invalidate the rectangle.
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ITexture::touchRect(CRect(x, y, w, h));
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}
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// ***************************************************************************
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void CTextureDLM::releaseLightMap(uint x, uint y)
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{
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// Search what block is under this pos.
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uint blockId= (y/NL_DLM_BLOCK_SIZE)*_WBlock + (x/NL_DLM_BLOCK_SIZE);
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nlassert(blockId<_Blocks.size());
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CBlock *block= &_Blocks[blockId];
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// compute block info.
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uint nLMapOnX= NL_DLM_BLOCK_SIZE / block->Width;
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uint nLMapOnY= NL_DLM_BLOCK_SIZE / block->Height;
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uint nLMapPerBlock= nLMapOnX * nLMapOnY;
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// was Full (ie all bits set) before this release
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bool wasFull= (block->FreeSpace == (uint)(1<<nLMapPerBlock)-1);
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// the type of lightmap.
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uint lMapType= getTypeForSize(block->Width, block->Height);
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// get relative pos to the block.
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x-= block->PosX;
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y-= block->PosY;
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// compute bit number.
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uint bitX= x/block->Width;
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uint bitY= y/block->Height;
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// assert good pos param.
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nlassert(x == bitX*block->Width);
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nlassert(y == bitY*block->Height);
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// compute bitId, as done in createLightMap()
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uint bitId= bitY * nLMapOnX + bitX;
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uint mask= 1<<bitId;
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// Free this bit in the block.
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nlassert(block->FreeSpace & mask);
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block->FreeSpace&= (~mask & std::numeric_limits<uint>::max());
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// Free the block if necessary.
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//=======================
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bool isEmpty= block->FreeSpace==0;
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// If wasFull and now it is empty (nLMapPerBlock==1 case), just append to EmptyBlocks.
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if(wasFull && isEmpty)
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{
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// add the id to the empty list.
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_EmptyBlocks.push_back(blockId);
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}
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// if wasFull, but still have some lightmap now, must insert into FreeList
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else if(wasFull && !isEmpty)
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{
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linkFreeBlock(lMapType, block);
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}
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// if was not full but now it is empty, must remove from free list and insert into EmptyBlocks
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else if(!wasFull && isEmpty)
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{
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// remove the block from Free List
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unlinkFreeBlock(lMapType, block);
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// add the id to the empty list.
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_EmptyBlocks.push_back(blockId);
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}
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// else (!wasFull && !isEmpty) no-op, since must be kept in the FreeList.
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}
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} // NL3D
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