mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-29 21:25:54 +01:00
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. :)
524 lines
14 KiB
C++
524 lines
14 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd. All rights reserved. */
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#include "Engine/StdH.h"
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#include <Engine/Base/Stream.h>
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#include <Engine/Base/ErrorReporting.h>
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#include <Engine/Base/Translation.h>
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#include <Engine/Terrain/TerrainLayer.h>
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#include <Engine/Terrain/TerrainMisc.h>
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#include <Engine/Templates/Stock_CTextureData.h>
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#include <Engine/Graphics/ImageInfo.h>
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CTerrainLayer::CTerrainLayer()
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{
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tl_ptdTexture = NULL;
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tl_aubColors = NULL;
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tl_iMaskWidth = 0;
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tl_iMaskHeight = 0;
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ResetLayerParams();
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}
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CTerrainLayer::~CTerrainLayer()
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{
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Clear();
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}
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CTextureData *CTerrainLayer::GetThumbnail(INDEX iWidth, INDEX iHeight)
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{
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tl_tdThumbNail.Clear();
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tl_tdThumbNail.DefaultAnimation();
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INDEX iMaskWidth = tl_iMaskWidth-1;
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INDEX iMaskHeight = tl_iMaskHeight-1;
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if(iWidth>iMaskWidth) {
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// ASSERT(FALSE);
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iWidth = iMaskWidth;
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}
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if(iHeight>iMaskHeight) {
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// ASSERT(FALSE);
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iHeight = iMaskHeight;
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}
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CreateTexture(tl_tdThumbNail,iWidth,iHeight,TEX_STATIC);
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INDEX iStepX = iMaskWidth/iWidth;
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INDEX iStepY = iMaskHeight/iHeight - 1;
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UBYTE *paubMask = tl_aubColors;
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GFXColor *pcolTexture = (GFXColor*)tl_tdThumbNail.td_pulFrames;
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for(INDEX iy=0;iy<iHeight;iy++) {
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for(INDEX ix=0;ix<iWidth;ix++) {
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pcolTexture->ub.r = *paubMask;
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pcolTexture->ub.g = *paubMask;
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pcolTexture->ub.b = *paubMask;
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pcolTexture->ub.a = 0xFF;
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pcolTexture++;
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paubMask+=iStepX;
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}
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paubMask+=(tl_iMaskWidth*iStepY)+1;
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}
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// make mipmaps
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INDEX ctMips = GetNoOfMipmaps(iWidth,iHeight);
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MakeMipmaps(ctMips, tl_tdThumbNail.td_pulFrames, iWidth, iHeight);
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tl_tdThumbNail.SetAsCurrent(0,TRUE);
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return &tl_tdThumbNail;
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}
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// Set layer size
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void CTerrainLayer::SetLayerSize(INDEX iTerrainWidth, INDEX iTerrainHeight)
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{
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// if array of vertex colors was initialized
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if(tl_aubColors!=NULL) {
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// free array
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FreeMemory(tl_aubColors);
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tl_aubColors = NULL;
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}
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// if size of mask is greater than 0
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INDEX iSize = iTerrainWidth*iTerrainHeight;
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if(iSize>0) {
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// Allocate new memory for vertex colors
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tl_aubColors = (UBYTE*)AllocMemory(iSize);
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// Reset color values
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memset(&tl_aubColors[0],0,sizeof(UBYTE)*iSize);
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}
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tl_iMaskWidth = iTerrainWidth;
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tl_iMaskHeight = iTerrainHeight;
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}
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// Set base texture this layer will be using
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void CTerrainLayer::SetLayerTexture_t(CTFileName fnTexture)
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{
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// if layer has valid texture
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if(tl_ptdTexture!=NULL) {
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// release texture from stock
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_pTextureStock->Release(tl_ptdTexture);
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tl_ptdTexture = NULL;
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}
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// get reguested texture
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tl_ptdTexture = _pTextureStock->Obtain_t(fnTexture);
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tl_ptdTexture->Force(TEX_STATIC);
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// if this is tile layer
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if(tl_ltType == LT_TILE) {
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// Update tile widht and height
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SetTilesPerRow(GetTilesPerRow());
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}
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}
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// Set num of tiles in one row
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void CTerrainLayer::SetTilesPerRow(INDEX ctTilesInRow)
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{
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ASSERT(tl_ltType == LT_TILE);
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tl_ctTilesInRow = ctTilesInRow;
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// Calc one tile widht
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tl_pixTileWidth = tl_ptdTexture->GetPixWidth() / ctTilesInRow;
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// Calc num of tiles in texture col
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tl_ctTilesInCol = tl_ptdTexture->GetPixHeight() / tl_pixTileWidth;
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tl_fTileU = 1.0f / tl_ctTilesInRow;
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tl_fTileV = 1.0f / tl_ctTilesInCol;
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}
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INDEX CTerrainLayer::GetTilesPerRow()
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{
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ASSERT(tl_ltType == LT_TILE);
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return tl_ctTilesInRow;
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}
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// Import layer mask from targa file
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void CTerrainLayer::ImportLayerMask_t(CTFileName fnLayerMask)
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{
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// Load targa file
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CImageInfo iiLayerMask;
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iiLayerMask.LoadAnyGfxFormat_t(fnLayerMask);
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if(iiLayerMask.ii_Width != tl_iMaskWidth) {
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ThrowF_t(TRANS("Layer mask width is %d, but it must be same size as terrain width %d"),iiLayerMask.ii_Width,tl_iMaskWidth);
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}
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if(iiLayerMask.ii_Height != tl_iMaskHeight) {
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ThrowF_t(TRANS("Layer mask height is %d, but it must be same size as terrain height %d"),iiLayerMask.ii_Height,tl_iMaskHeight);
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}
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UBYTE *pubSrc = &iiLayerMask.ii_Picture[0];
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UBYTE *pubDst = &tl_aubColors[0];
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INDEX iBpp = iiLayerMask.ii_BitsPerPixel/8;
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// for each byte in loaded image
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INDEX iMaskSize = tl_iMaskWidth * tl_iMaskHeight;
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for(INDEX ib=0;ib<iMaskSize;ib++) {
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// copy red value from image
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*pubDst = *(UBYTE*)pubSrc;
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pubDst++;
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pubSrc+=iBpp;
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}
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}
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// Export layer mask to targa file
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void CTerrainLayer::ExportLayerMask_t(CTFileName fnLayerMask)
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{
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ASSERT(tl_aubColors!=NULL);
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INDEX iSize = tl_iMaskWidth*tl_iMaskHeight;
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CImageInfo iiHeightMap;
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iiHeightMap.ii_Width = tl_iMaskWidth;
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iiHeightMap.ii_Height = tl_iMaskHeight;
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iiHeightMap.ii_BitsPerPixel = 32;
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iiHeightMap.ii_Picture = (UBYTE*)AllocMemory(iSize*iiHeightMap.ii_BitsPerPixel/8);
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GFXColor *pacolImage = (GFXColor*)&iiHeightMap.ii_Picture[0];
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UBYTE *pubMask = &tl_aubColors[0];
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for(INDEX ipix=0;ipix<iSize;ipix++) {
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pacolImage->ul.abgr = 0x00000000;
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pacolImage->ub.r = *pubMask;
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pacolImage++;
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pubMask++;
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}
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iiHeightMap.SaveTGA_t(fnLayerMask);
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iiHeightMap.Clear();
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}
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// Reset layer mask
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void CTerrainLayer::ResetLayerMask(UBYTE ubMaskFill)
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{
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memset(&tl_aubColors[0],ubMaskFill,sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight);
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}
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// Reset layer params
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void CTerrainLayer::ResetLayerParams()
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{
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tl_iMaskWidth = 0;
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tl_iMaskHeight = 0;
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tl_strName = "NoName";
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tl_bVisible = TRUE;
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tl_colMultiply = C_GRAY|CT_OPAQUE;
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tl_fSmoothness = 1.0f;
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tl_ltType = LT_NORMAL;
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tl_fRotateX=0.0f;
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tl_fRotateY=0.0f;
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tl_fStretchX=1.0f;
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tl_fStretchY=1.0f;
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tl_fOffsetX=0;
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tl_fOffsetY=0;
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tl_bAutoRegenerated=FALSE;
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tl_fCoverage=1.0f;
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tl_fCoverageNoise=0.5f;
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tl_fCoverageRandom=0.0f;
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tl_bApplyMinAltitude=TRUE;
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tl_fMinAltitude=0.0f;
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tl_fMinAltitudeFade=0.25f;
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tl_fMinAltitudeNoise=0.25f;
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tl_fMinAltitudeRandom=0;
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tl_bApplyMaxAltitude=TRUE;
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tl_fMaxAltitude=1.0f;
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tl_fMaxAltitudeFade=0.25f;
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tl_fMaxAltitudeNoise=0.25f;
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tl_fMaxAltitudeRandom=0;
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tl_bApplyMinSlope=TRUE;
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tl_fMinSlope=0.0f;
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tl_fMinSlopeFade=0.25f;
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tl_fMinSlopeNoise=0.25f;
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tl_fMinSlopeRandom=0;
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tl_bApplyMaxSlope=TRUE;
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tl_fMaxSlope=1.0f;
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tl_fMaxSlopeFade=0.25f;
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tl_fMaxSlopeNoise=0.25f;
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tl_fMaxSlopeRandom=0;
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// Tile layer properties
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tl_ctTilesInRow = 1;
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tl_ctTilesInCol = 1;
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tl_iSelectedTile = 0;
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tl_pixTileWidth = 128;
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tl_pixTileHeight = 128;
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tl_fTileU = 1.0f;
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tl_fTileV = 1.0f;
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}
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void CTerrainLayer::operator=(const CTerrainLayer &tlOther)
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{
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Copy(tlOther);
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}
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// Copy terrain data from other terrain
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void CTerrainLayer::Copy(const CTerrainLayer &tlOther)
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{
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// clear current layer data
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Clear();
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// if texture exists
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if(tlOther.tl_ptdTexture!=NULL) {
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// Copy texture
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SetLayerTexture_t(tlOther.tl_ptdTexture->GetName());
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}
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// Allocate memory for vertex colors
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SetLayerSize(tlOther.tl_iMaskWidth,tlOther.tl_iMaskHeight);
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// Copy vertex colors
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memcpy(tl_aubColors,tlOther.tl_aubColors,sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight);
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// Copy reast of params
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tl_strName = tlOther.tl_strName;
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tl_bVisible = tlOther.tl_bVisible;
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tl_colMultiply = tlOther.tl_colMultiply;
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tl_fSmoothness = tlOther.tl_fSmoothness;
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tl_ltType = tlOther.tl_ltType;
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tl_fRotateX = tlOther.tl_fRotateX;
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tl_fRotateY = tlOther.tl_fRotateY;
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tl_fStretchX = tlOther.tl_fStretchX;
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tl_fStretchY = tlOther.tl_fStretchY;
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tl_fOffsetX = tlOther.tl_fOffsetX;
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tl_fOffsetY = tlOther.tl_fOffsetY;
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tl_bAutoRegenerated = tlOther.tl_bAutoRegenerated;
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tl_fCoverage = tlOther.tl_fCoverage;
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tl_fCoverageNoise = tlOther.tl_fCoverageNoise;
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tl_fCoverageRandom = tlOther.tl_fCoverageRandom;
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tl_bApplyMinAltitude = tlOther.tl_bApplyMinAltitude;
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tl_fMinAltitude = tlOther.tl_fMinAltitude;
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tl_fMinAltitudeFade = tlOther.tl_fMinAltitudeFade;
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tl_fMinAltitudeNoise = tlOther.tl_fMinAltitudeNoise;
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tl_fMinAltitudeRandom = tlOther.tl_fMinAltitudeRandom;
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tl_bApplyMaxAltitude = tlOther.tl_bApplyMaxAltitude;
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tl_fMaxAltitude = tlOther.tl_fMaxAltitude;
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tl_fMaxAltitudeFade = tlOther.tl_fMaxAltitudeFade;
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tl_fMaxAltitudeNoise = tlOther.tl_fMaxAltitudeNoise;
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tl_fMaxAltitudeRandom = tlOther.tl_fMaxAltitudeRandom;
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tl_bApplyMinSlope = tlOther.tl_bApplyMinSlope;
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tl_fMinSlope = tlOther.tl_fMinSlope;
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tl_fMinSlopeFade = tlOther.tl_fMinSlopeFade;
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tl_fMinSlopeNoise = tlOther.tl_fMinSlopeNoise;
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tl_fMinSlopeRandom = tlOther.tl_fMinSlopeRandom;
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tl_bApplyMaxSlope = tlOther.tl_bApplyMaxSlope;
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tl_fMaxSlope = tlOther.tl_fMaxSlope;
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tl_fMaxSlopeFade = tlOther.tl_fMaxSlopeFade;
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tl_fMaxSlopeNoise = tlOther.tl_fMaxSlopeNoise;
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tl_fMaxSlopeRandom = tlOther.tl_fMaxSlopeRandom;
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// Tile layer properties
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tl_ctTilesInRow = tlOther.tl_ctTilesInRow;
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tl_ctTilesInCol = tlOther.tl_ctTilesInCol;
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tl_iSelectedTile = tlOther.tl_iSelectedTile;
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tl_pixTileWidth = tlOther.tl_pixTileWidth;
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tl_pixTileHeight = tlOther.tl_pixTileHeight;
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tl_fTileU = tlOther.tl_fTileU;
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tl_fTileV = tlOther.tl_fTileV;
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}
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// Read from stream.
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void CTerrainLayer::Read_t(CTStream *istrFile,INDEX iSavedVersion)
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{
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CTFileName fn;
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INDEX iMaskWidth;
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INDEX iMaskHeight;
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// Read terrain layer texture
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(*istrFile).ExpectID_t("TLTX"); // 'Terrain layer texture'
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(*istrFile)>>fn;
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// Add texture to layer
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SetLayerTexture_t(fn);
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// Read terrain layer mask
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(*istrFile).ExpectID_t("TLMA"); // 'Terrain layer mask'
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(*istrFile)>>iMaskWidth;
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(*istrFile)>>iMaskHeight;
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// Set layer size
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SetLayerSize(iMaskWidth,iMaskHeight);
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(*istrFile).Read_t(&tl_aubColors[0],sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight);
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if(istrFile->PeekID_t()==CChunkID("TLPA")) { // 'Terrain edge map'
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// Read terrain layer params
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(*istrFile).ExpectID_t("TLPA"); // 'Terrain layer params'
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(*istrFile)>>tl_strName;
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(*istrFile)>>tl_bVisible;
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FLOAT fDummy;
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(*istrFile)>>tl_fRotateX;
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(*istrFile)>>tl_fRotateY;
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(*istrFile)>>tl_fStretchX;
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(*istrFile)>>tl_fStretchY;
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(*istrFile)>>tl_fOffsetX;
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(*istrFile)>>tl_fOffsetY;
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(*istrFile)>>tl_bAutoRegenerated;
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(*istrFile)>>tl_fCoverage;
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(*istrFile)>>tl_fCoverageNoise;
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(*istrFile)>>fDummy;
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(*istrFile)>>fDummy;
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(*istrFile)>>fDummy;
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(*istrFile)>>fDummy;
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(*istrFile)>>tl_fMinSlope;
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(*istrFile)>>tl_fMaxSlope;
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(*istrFile)>>fDummy;
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(*istrFile)>>fDummy;
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} else {
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// Read terrain layer params
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(*istrFile).ExpectID_t("TLPR"); // 'Terrain layer params'
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(*istrFile)>>tl_strName;
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(*istrFile)>>tl_bVisible;
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(*istrFile)>>tl_fRotateX;
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(*istrFile)>>tl_fRotateY;
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(*istrFile)>>tl_fStretchX;
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(*istrFile)>>tl_fStretchY;
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(*istrFile)>>tl_fOffsetX;
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(*istrFile)>>tl_fOffsetY;
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(*istrFile)>>tl_bAutoRegenerated;
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(*istrFile)>>tl_fCoverage;
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(*istrFile)>>tl_fCoverageNoise;
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(*istrFile)>>tl_fCoverageRandom;
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(*istrFile)>>tl_bApplyMinAltitude;
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(*istrFile)>>tl_fMinAltitude;
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(*istrFile)>>tl_fMinAltitudeFade;
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(*istrFile)>>tl_fMinAltitudeNoise;
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(*istrFile)>>tl_fMinAltitudeRandom;
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(*istrFile)>>tl_bApplyMaxAltitude;
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(*istrFile)>>tl_fMaxAltitude;
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(*istrFile)>>tl_fMaxAltitudeFade;
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(*istrFile)>>tl_fMaxAltitudeNoise;
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(*istrFile)>>tl_fMaxAltitudeRandom;
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(*istrFile)>>tl_bApplyMinSlope;
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(*istrFile)>>tl_fMinSlope;
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(*istrFile)>>tl_fMinSlopeFade;
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(*istrFile)>>tl_fMinSlopeNoise;
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(*istrFile)>>tl_fMinSlopeRandom;
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(*istrFile)>>tl_bApplyMaxSlope;
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(*istrFile)>>tl_fMaxSlope;
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(*istrFile)>>tl_fMaxSlopeFade;
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(*istrFile)>>tl_fMaxSlopeNoise;
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(*istrFile)>>tl_fMaxSlopeRandom;
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if(iSavedVersion>=9) {
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INDEX iType;
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(*istrFile)>>tl_colMultiply;
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(*istrFile)>>tl_fSmoothness;
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(*istrFile)>>iType;
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tl_ltType = (LayerType)iType;
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// Tile layer properties
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(*istrFile)>>tl_ctTilesInRow;
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(*istrFile)>>tl_ctTilesInCol;
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(*istrFile)>>tl_iSelectedTile;
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(*istrFile)>>tl_pixTileWidth;
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(*istrFile)>>tl_pixTileHeight;
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(*istrFile)>>tl_fTileU;
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(*istrFile)>>tl_fTileV;
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}
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}
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}
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// Write to stream.
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void CTerrainLayer::Write_t( CTStream *ostrFile)
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{
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(*ostrFile).WriteID_t("TLTX"); // 'Terrain layer texture'
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const CTFileName &fn = tl_ptdTexture->GetName();
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(*ostrFile)<<fn;
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// write terrain layer mask
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(*ostrFile).WriteID_t("TLMA"); // 'Terrain layer mask'
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(*ostrFile)<<tl_iMaskWidth;
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(*ostrFile)<<tl_iMaskHeight;
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(*ostrFile).Write_t(&tl_aubColors[0],sizeof(UBYTE) * tl_iMaskWidth * tl_iMaskHeight);
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// Write terrain layer params
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(*ostrFile).WriteID_t("TLPR"); // 'Terrain layer params'
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(*ostrFile)<<tl_strName;
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(*ostrFile)<<tl_bVisible;
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(*ostrFile)<<tl_fRotateX;
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(*ostrFile)<<tl_fRotateY;
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(*ostrFile)<<tl_fStretchX;
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(*ostrFile)<<tl_fStretchY;
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(*ostrFile)<<tl_fOffsetX;
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(*ostrFile)<<tl_fOffsetY;
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(*ostrFile)<<tl_bAutoRegenerated;
|
|
(*ostrFile)<<tl_fCoverage;
|
|
(*ostrFile)<<tl_fCoverageNoise;
|
|
(*ostrFile)<<tl_fCoverageRandom;
|
|
|
|
(*ostrFile)<<tl_bApplyMinAltitude;
|
|
(*ostrFile)<<tl_fMinAltitude;
|
|
(*ostrFile)<<tl_fMinAltitudeFade;
|
|
(*ostrFile)<<tl_fMinAltitudeNoise;
|
|
(*ostrFile)<<tl_fMinAltitudeRandom;
|
|
|
|
(*ostrFile)<<tl_bApplyMaxAltitude;
|
|
(*ostrFile)<<tl_fMaxAltitude;
|
|
(*ostrFile)<<tl_fMaxAltitudeFade;
|
|
(*ostrFile)<<tl_fMaxAltitudeNoise;
|
|
(*ostrFile)<<tl_fMaxAltitudeRandom;
|
|
|
|
(*ostrFile)<<tl_bApplyMinSlope;
|
|
(*ostrFile)<<tl_fMinSlope;
|
|
(*ostrFile)<<tl_fMinSlopeFade;
|
|
(*ostrFile)<<tl_fMinSlopeNoise;
|
|
(*ostrFile)<<tl_fMinSlopeRandom;
|
|
|
|
(*ostrFile)<<tl_bApplyMaxSlope;
|
|
(*ostrFile)<<tl_fMaxSlope;
|
|
(*ostrFile)<<tl_fMaxSlopeFade;
|
|
(*ostrFile)<<tl_fMaxSlopeNoise;
|
|
(*ostrFile)<<tl_fMaxSlopeRandom;
|
|
|
|
(*ostrFile)<<tl_colMultiply;
|
|
(*ostrFile)<<tl_fSmoothness;
|
|
(*ostrFile)<<(INDEX)tl_ltType;
|
|
|
|
// Tile layer properties
|
|
(*ostrFile)<<tl_ctTilesInRow;
|
|
(*ostrFile)<<tl_ctTilesInCol;
|
|
(*ostrFile)<<tl_iSelectedTile;
|
|
(*ostrFile)<<tl_pixTileWidth;
|
|
(*ostrFile)<<tl_pixTileHeight;
|
|
(*ostrFile)<<tl_fTileU;
|
|
(*ostrFile)<<tl_fTileV;
|
|
}
|
|
|
|
// Clear terrain layer
|
|
void CTerrainLayer::Clear()
|
|
{
|
|
// if array of vertex colors was initialized
|
|
if(tl_aubColors!=NULL) {
|
|
// free array
|
|
FreeMemory(tl_aubColors);
|
|
tl_aubColors = NULL;
|
|
}
|
|
// if layer has valid texture
|
|
if(tl_ptdTexture!=NULL) {
|
|
// release texture from stock
|
|
_pTextureStock->Release(tl_ptdTexture);
|
|
tl_ptdTexture = NULL;
|
|
}
|
|
|
|
// Clear tumbnail texture
|
|
tl_tdThumbNail.Clear();
|
|
}
|
|
|
|
// Count used memory
|
|
SLONG CTerrainLayer::GetUsedMemory(void)
|
|
{
|
|
SLONG slUsedMemory=0;
|
|
slUsedMemory += sizeof(CTerrainLayer);
|
|
slUsedMemory += sizeof(UBYTE)*tl_iMaskWidth*tl_iMaskHeight;
|
|
return slUsedMemory;
|
|
}
|