openspades/Sources/Draw/GLFlatMapRenderer.cpp

130 lines
3.4 KiB
C++

/*
Copyright (c) 2013 yvt
This file is part of OpenSpades.
OpenSpades is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
OpenSpades 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 General Public License for more details.
You should have received a copy of the GNU General Public License
along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
*/
#include "GLFlatMapRenderer.h"
#include "GLRenderer.h"
#include "../Client/GameMap.h"
#include "../Core/Debug.h"
#include "../Core/Bitmap.h"
#include "GLImage.h"
namespace spades {
namespace draw {
GLFlatMapRenderer::GLFlatMapRenderer(GLRenderer *r,
client::GameMap *m):
renderer(r), map(m){
SPADES_MARK_FUNCTION();
chunkRows = m->Height() >> ChunkBits;
chunkCols = m->Width() >> ChunkBits;
for(int i = 0; i < chunkRows * chunkCols; i++)
chunkInvalid.push_back(false);
Handle<Bitmap> bmp = GenerateBitmap(0, 0, m->Width(), m->Height());
try{
image = static_cast<GLImage *>(renderer->CreateImage(bmp));
}catch(...){
throw;
}
image->Bind(IGLDevice::Texture2D);
IGLDevice *dev = renderer->GetGLDevice();
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMagFilter,
IGLDevice::Nearest);
dev->TexParamater(IGLDevice::Texture2D,
IGLDevice::TextureMinFilter,
IGLDevice::Nearest);
}
GLFlatMapRenderer::~GLFlatMapRenderer() {
image->Release();
}
Bitmap *GLFlatMapRenderer::GenerateBitmap(int mx, int my, int w, int h){
SPADES_MARK_FUNCTION();
Handle<Bitmap> bmp = new Bitmap(w, h);
try{
uint32_t *pixels = bmp->GetPixels();
for(int y = 0; y < h; y++){
for(int x = 0; x < w; x++){
int px = mx + x, py = my + y;
for(int z = 0 ; z < 64; z++){
if(map->IsSolid(px, py, z)){
uint32_t col = map->GetColor(px, py, z);
col |= 0xff000000UL;
*pixels = col;
break;
}
}
pixels++;
}
}
}catch(...){
throw;
}
return bmp.Unmanage();
}
void GLFlatMapRenderer::GameMapChanged(int x, int y, int z,
client::GameMap *map){
if(map != this->map)
return;
SPAssert(x >= 0); SPAssert(x < map->Width());
SPAssert(y >= 0); SPAssert(y < map->Height());
SPAssert(z >= 0); SPAssert(z < map->Depth());
int chunkX = x >> ChunkBits;
int chunkY = y >> ChunkBits;
int chunkId = chunkX + chunkY * chunkCols;
SPAssert(chunkId >= 0);
SPAssert(chunkId < chunkCols * chunkRows);
chunkInvalid[chunkId] = true;
}
void GLFlatMapRenderer::Draw(const AABB2& dest,
const AABB2& src) {
SPADES_MARK_FUNCTION();
// update chunks
for(size_t i = 0; i < chunkInvalid.size(); i++){
if(!chunkInvalid[i]) continue;
int chunkX = ((int)i) % chunkCols;
int chunkY = ((int)i) / chunkCols;
Handle<Bitmap> bmp = GenerateBitmap(chunkX * ChunkSize,
chunkY * ChunkSize,
ChunkSize, ChunkSize);
try{
image->SubImage(bmp, chunkX * ChunkSize, chunkY * ChunkSize);
}catch(...){
throw;
}
chunkInvalid[i] = false;
}
renderer->DrawImage(image, dest, src);
}
}
}