ebd79c0099
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
126 lines
3.4 KiB
C++
126 lines
3.4 KiB
C++
/*
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Copyright (c) 2013 yvt
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This file is part of OpenSpades.
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OpenSpades is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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OpenSpades 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 General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with OpenSpades. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "GLFlatMapRenderer.h"
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#include <Client/GameMap.h>
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#include <Core/Bitmap.h>
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#include <Core/Debug.h>
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#include "GLImage.h"
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#include "GLRenderer.h"
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namespace spades {
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namespace draw {
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GLFlatMapRenderer::GLFlatMapRenderer(GLRenderer *r, client::GameMap *m)
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: renderer(r), map(m) {
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SPADES_MARK_FUNCTION();
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chunkRows = m->Height() >> ChunkBits;
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chunkCols = m->Width() >> ChunkBits;
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for (int i = 0; i < chunkRows * chunkCols; i++)
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chunkInvalid.push_back(false);
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Handle<Bitmap> bmp(GenerateBitmap(0, 0, m->Width(), m->Height()), false);
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try {
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image = static_cast<GLImage *>(renderer->CreateImage(bmp));
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} catch (...) {
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throw;
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}
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image->Bind(IGLDevice::Texture2D);
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IGLDevice *dev = renderer->GetGLDevice();
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dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMagFilter,
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IGLDevice::Nearest);
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dev->TexParamater(IGLDevice::Texture2D, IGLDevice::TextureMinFilter,
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IGLDevice::Nearest);
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}
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GLFlatMapRenderer::~GLFlatMapRenderer() { image->Release(); }
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Bitmap *GLFlatMapRenderer::GenerateBitmap(int mx, int my, int w, int h) {
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SPADES_MARK_FUNCTION();
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Handle<Bitmap> bmp(new Bitmap(w, h), false);
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try {
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uint32_t *pixels = bmp->GetPixels();
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for (int y = 0; y < h; y++) {
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for (int x = 0; x < w; x++) {
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int px = mx + x, py = my + y;
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for (int z = 0; z < 64; z++) {
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if (map->IsSolid(px, py, z)) {
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uint32_t col = map->GetColor(px, py, z);
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col |= 0xff000000UL;
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*pixels = col;
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break;
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}
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}
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pixels++;
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}
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}
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} catch (...) {
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throw;
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}
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return bmp.Unmanage();
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}
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void GLFlatMapRenderer::GameMapChanged(int x, int y, int z, client::GameMap *map) {
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if (map != this->map)
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return;
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SPAssert(x >= 0);
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SPAssert(x < map->Width());
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SPAssert(y >= 0);
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SPAssert(y < map->Height());
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SPAssert(z >= 0);
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SPAssert(z < map->Depth());
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int chunkX = x >> ChunkBits;
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int chunkY = y >> ChunkBits;
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int chunkId = chunkX + chunkY * chunkCols;
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SPAssert(chunkId >= 0);
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SPAssert(chunkId < chunkCols * chunkRows);
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chunkInvalid[chunkId] = true;
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}
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void GLFlatMapRenderer::Draw(const AABB2 &dest, const AABB2 &src) {
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SPADES_MARK_FUNCTION();
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// update chunks
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for (size_t i = 0; i < chunkInvalid.size(); i++) {
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if (!chunkInvalid[i])
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continue;
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int chunkX = ((int)i) % chunkCols;
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int chunkY = ((int)i) / chunkCols;
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Handle<Bitmap> bmp(
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GenerateBitmap(chunkX * ChunkSize, chunkY * ChunkSize, ChunkSize, ChunkSize),
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false);
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try {
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image->SubImage(bmp, chunkX * ChunkSize, chunkY * ChunkSize);
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} catch (...) {
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throw;
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}
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chunkInvalid[i] = false;
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}
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renderer->DrawImage(image, dest, src);
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}
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}
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}
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