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https://github.com/ptitSeb/Serious-Engine
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24cb244d43
This was a _ton_ of changes, made 15 years ago, so there are probably some problems to work out still. Among others: Engine/Base/Stream.* was mostly abandoned and will need to be re-ported. Still, this is a pretty good start, and probably holds a world record for lines of changes or something. :)
68 lines
2.5 KiB
C++
68 lines
2.5 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#ifndef SE_INCL_ARRAY_HOLDER_H
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#define SE_INCL_ARRAY_HOLDER_H
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#ifdef PRAGMA_ONCE
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#pragma once
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#endif
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#include <Engine/Graphics/Vertex.h>
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#include <Engine/Templates/StaticStackArray.cpp>
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#include <Engine/Templates/DynamicContainer.h>
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#include <Engine/Templates/DynamicContainer.cpp>
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#include <Engine/Graphics/Texture.h>
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struct TileLayer
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{
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CStaticStackArray<INDEX> tl_auiIndices; // Array of indices for one layer
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CStaticStackArray<GFXColor> tl_acColors; // Array of colors for one layer
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CStaticStackArray<GFXTexCoord> tl_atcTexCoords; // Array of texcoords for one layer
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CStaticStackArray<GFXVertex> tl_avVertices; // Array of vertices for one layer (used only if tile layer)
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};
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struct TileArrays
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{
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void operator=(const TileArrays &taOther) {
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this->ta_avVertices = taOther.ta_avVertices;
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this->ta_auvTexCoords = taOther.ta_auvTexCoords;
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this->ta_auvShadowMap = taOther.ta_auvShadowMap;
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this->ta_auvDetailMap = taOther.ta_auvDetailMap;
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this->ta_auiIndices = taOther.ta_auiIndices;
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this->ta_atlLayers = taOther.ta_atlLayers;
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this->ta_ptdTopMap = taOther.ta_ptdTopMap;
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}
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CStaticStackArray<GFXVertex4> ta_avVertices; // Array of vertices for one tile
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CStaticStackArray<GFXTexCoord> ta_auvTexCoords; // Array of texcoords for one tile (not used in highest lod)
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CStaticStackArray<GFXTexCoord> ta_auvShadowMap; // Array of texcoords for shadow map
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CStaticStackArray<GFXTexCoord> ta_auvDetailMap; // Array of texcoords for detail map
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CStaticStackArray<INDEX> ta_auiIndices; // Array of indices for one tile
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CStaticStackArray<TileLayer> ta_atlLayers; // Array if layers per tile (used only in highest lod)
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CTextureData *ta_ptdTopMap; // Pointer to tile top map
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};
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class ENGINE_API CArrayHolder
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{
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public:
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CArrayHolder();
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~CArrayHolder();
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void operator=(const CArrayHolder &ahOther);
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// Returns index of new tile arrays
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INDEX GetNewArrays();
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// Mark tile arrays as unused
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void FreeArrays(SINT iOldArraysIndex);
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// Just do popall on all arrays
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void EmptyArrays(INDEX iArrayIndex);
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// Release array holder
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void Clear(void);
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// Count used memory
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SLONG GetUsedMemory(void);
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public:
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CTerrain *ah_ptrTerrain; // Terrain that owns this array holder
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CStaticStackArray<TileArrays> ah_ataTileArrays; // array of tile arrays
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CStaticStackArray<INDEX> ah_aiFreeArrays; // array of indices of free arrays
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INDEX ah_iLod; // this array holder works in this lod
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};
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#endif |