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texture_near.cpp

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00001 
00007 /* Copyright, 2000 Nevrax Ltd.
00008  *
00009  * This file is part of NEVRAX NEL.
00010  * NEVRAX NEL is free software; you can redistribute it and/or modify
00011  * it under the terms of the GNU General Public License as published by
00012  * the Free Software Foundation; either version 2, or (at your option)
00013  * any later version.
00014 
00015  * NEVRAX NEL is distributed in the hope that it will be useful, but
00016  * WITHOUT ANY WARRANTY; without even the implied warranty of
00017  * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
00018  * General Public License for more details.
00019 
00020  * You should have received a copy of the GNU General Public License
00021  * along with NEVRAX NEL; see the file COPYING. If not, write to the
00022  * Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston,
00023  * MA 02111-1307, USA.
00024  */
00025 
00026 #include "std3d.h"
00027 
00028 
00029 #include "3d/texture_near.h"
00030 using namespace NLMISC;
00031 
00032 namespace NL3D 
00033 {
00034 
00035 
00036 // ***************************************************************************
00037 CTextureNear::CTextureNear(sint size)
00038 {
00039         nlassert(size>=NL_TILE_LIGHTMAP_SIZE);
00040         nlassert(NLMISC::isPowerOf2(size));
00041 
00042         // The near texture always reside in memory...
00043         // NB: this is simplier like that, and this is not a problem, since only 1 or 2 Mo are allocated :o)
00044         setReleasable(false);
00045         // create the bitmap.
00046         CBitmap::resize(size, size, CBitmap::RGBA);
00047         // Format of texture, 32 bits and no mipmaps.
00048         setUploadFormat(ITexture::RGBA8888);
00049         setFilterMode(ITexture::Linear, ITexture::LinearMipMapOff);
00050 
00051         // Fill the array of free tiles.
00052         uint    nbTilesByLine= size/NL_TILE_LIGHTMAP_SIZE;
00053         _FreeTiles.resize(nbTilesByLine*nbTilesByLine);
00054         _AvailableTiles.resize(nbTilesByLine*nbTilesByLine);
00055         for(sint i=0;i<(sint)_FreeTiles.size();i++)
00056         {
00057                 // This tile is free!!
00058                 _FreeTiles[i]=i;
00059                 _AvailableTiles[i]= true;
00060         }
00061 
00062 }
00063 
00064 // ***************************************************************************
00065 sint                    CTextureNear::getNbAvailableTiles()
00066 {
00067         return _FreeTiles.size();
00068 }
00069 // ***************************************************************************
00070 uint                    CTextureNear::getTileAndFillRect(CRGBA  map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE])
00071 {
00072         nlassert(getNbAvailableTiles()>0);
00073         uint    id= _FreeTiles.back();
00074         // This tile is now more free.
00075         _AvailableTiles[id]= false;
00076         _FreeTiles.pop_back();
00077 
00078         // Fill the texture
00079         refillRect(id, map);
00080 
00081         return id;
00082 }
00083 
00084 // ***************************************************************************
00085 void                    CTextureNear::refillRect(uint id, CRGBA  map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE])
00086 {
00087         uint    dstWidth= getWidth();
00088         // Copy the map into the texture
00089         uint    nbTilesByLine= dstWidth/NL_TILE_LIGHTMAP_SIZE;
00090         uint    s= id% nbTilesByLine;
00091         uint    t= id/ nbTilesByLine;
00092         s*= NL_TILE_LIGHTMAP_SIZE;
00093         t*= NL_TILE_LIGHTMAP_SIZE;
00094         CRGBA   *src= map;
00095         CRGBA   *dst= (CRGBA*)&(*getPixels().begin());
00096         dst+= t*dstWidth+s;
00097         for(sint n= NL_TILE_LIGHTMAP_SIZE;n>0;n--, src+= NL_TILE_LIGHTMAP_SIZE, dst+= dstWidth)
00098         {
00099                 memcpy(dst, src, NL_TILE_LIGHTMAP_SIZE*sizeof(CRGBA));
00100         }
00101 
00102         // Invalidate the rectangle.
00103         ITexture::touchRect(CRect(s, t, NL_TILE_LIGHTMAP_SIZE, NL_TILE_LIGHTMAP_SIZE));
00104 }
00105 
00106 // ***************************************************************************
00107 void                    CTextureNear::releaseTile(uint id)
00108 {
00109         nlassert(!_AvailableTiles[id]);
00110         // This tile is now free.
00111         _AvailableTiles[id]= true;
00112         // insert this tile at the end of the free list.
00113         _FreeTiles.push_back(id);
00114 }
00115 
00116 
00117 } // NL3D