Serious-Engine/Sources/Engine/Terrain/ArrayHolder.h

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2016-03-12 01:20:51 +01:00
/* Copyright (c) 2002-2012 Croteam Ltd.
This program is free software; you can redistribute it and/or modify
it under the terms of version 2 of the GNU General Public License as published by
the Free Software Foundation
This program 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 this program; if not, write to the Free Software Foundation, Inc.,
51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#ifndef SE_INCL_ARRAY_HOLDER_H
#define SE_INCL_ARRAY_HOLDER_H
#ifdef PRAGMA_ONCE
#pragma once
#endif
#include <Engine/Graphics/Vertex.h>
#include <Engine/Templates/StaticStackArray.cpp>
#include <Engine/Templates/DynamicContainer.h>
#include <Engine/Templates/DynamicContainer.cpp>
#include <Engine/Graphics/Texture.h>
struct TileLayer
{
CStaticStackArray<INDEX> tl_auiIndices; // Array of indices for one layer
CStaticStackArray<GFXColor> tl_acColors; // Array of colors for one layer
CStaticStackArray<GFXTexCoord> tl_atcTexCoords; // Array of texcoords for one layer
CStaticStackArray<GFXVertex> tl_avVertices; // Array of vertices for one layer (used only if tile layer)
};
struct TileArrays
{
void operator=(const TileArrays &taOther) {
this->ta_avVertices = taOther.ta_avVertices;
this->ta_auvTexCoords = taOther.ta_auvTexCoords;
this->ta_auvShadowMap = taOther.ta_auvShadowMap;
this->ta_auvDetailMap = taOther.ta_auvDetailMap;
this->ta_auiIndices = taOther.ta_auiIndices;
this->ta_atlLayers = taOther.ta_atlLayers;
this->ta_ptdTopMap = taOther.ta_ptdTopMap;
}
CStaticStackArray<GFXVertex4> ta_avVertices; // Array of vertices for one tile
CStaticStackArray<GFXTexCoord> ta_auvTexCoords; // Array of texcoords for one tile (not used in highest lod)
CStaticStackArray<GFXTexCoord> ta_auvShadowMap; // Array of texcoords for shadow map
CStaticStackArray<GFXTexCoord> ta_auvDetailMap; // Array of texcoords for detail map
CStaticStackArray<INDEX> ta_auiIndices; // Array of indices for one tile
CStaticStackArray<TileLayer> ta_atlLayers; // Array if layers per tile (used only in highest lod)
CTextureData *ta_ptdTopMap; // Pointer to tile top map
};
class ENGINE_API CArrayHolder
{
public:
CArrayHolder();
~CArrayHolder();
void operator=(const CArrayHolder &ahOther);
// Returns index of new tile arrays
INDEX GetNewArrays();
// Mark tile arrays as unused
void FreeArrays(INT iOldArraysIndex);
// Just do popall on all arrays
void EmptyArrays(INDEX iArrayIndex);
// Release array holder
void Clear(void);
// Count used memory
SLONG GetUsedMemory(void);
public:
CTerrain *ah_ptrTerrain; // Terrain that owns this array holder
CStaticStackArray<TileArrays> ah_ataTileArrays; // array of tile arrays
CStaticStackArray<INDEX> ah_aiFreeArrays; // array of indices of free arrays
INDEX ah_iLod; // this array holder works in this lod
};
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#endif