openspades/Sources/Draw/GLFlatMapRenderer.cpp
Tomoaki Kawada ebd79c0099 Change #include style
All `#include`s to other subsystem now use angle brackets, e.g., `#include <Core/Math.h>`.
2016-12-03 18:49:07 +09:00

126 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 <Client/GameMap.h>
#include <Core/Bitmap.h>
#include <Core/Debug.h>
#include "GLImage.h"
#include "GLRenderer.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()), false);
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), false);
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),
false);
try {
image->SubImage(bmp, chunkX * ChunkSize, chunkY * ChunkSize);
} catch (...) {
throw;
}
chunkInvalid[i] = false;
}
renderer->DrawImage(image, dest, src);
}
}
}