mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-12-25 15:14:51 +01:00
173 lines
5.3 KiB
C++
173 lines
5.3 KiB
C++
/* Copyright (c) 2002-2012 Croteam Ltd.
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This program is free software; you can redistribute it and/or modify
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it under the terms of version 2 of the GNU General Public License as published by
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the Free Software Foundation
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This program 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 along
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with this program; if not, write to the Free Software Foundation, Inc.,
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51 Franklin Street, Fifth Floor, Boston, MA 02110-1301 USA. */
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#include "stdh.h"
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#include <Engine/Terrain/ArrayHolder.h>
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#include <Engine/Terrain/Terrain.h>
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#include <Engine/Terrain/TerrainMisc.h>
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CArrayHolder::CArrayHolder()
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{
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}
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CArrayHolder::~CArrayHolder()
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{
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Clear();
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}
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void CArrayHolder::operator=(const CArrayHolder &ahOther)
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{
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ASSERT(FALSE);
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}
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// Returns pointer for new tile arrays
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INDEX CArrayHolder::GetNewArrays()
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{
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INDEX ctUnusedArrays = ah_aiFreeArrays.Count();
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// if there are some unused arrays
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if(ctUnusedArrays>0) {
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// get index of last unused arrays
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INDEX iArrays = ah_aiFreeArrays[ctUnusedArrays-1];
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// mark last arrays in stack as used
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ah_aiFreeArrays.Pop();
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// return last arrays in stack
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return iArrays;
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// there arn't any unused arrays
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} else {
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// allocate new one
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TileArrays &ta = ah_ataTileArrays.Push();
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// if this array holder does not hold tiles in highes nor in lowest lod
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if(ah_iLod>0 && ah_iLod<ah_ptrTerrain->tr_iMaxTileLod) {
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// create new topmap for tile
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CTextureData *ptdTopMap = new CTextureData;
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ah_ptrTerrain->tr_atdTopMaps.Add(ptdTopMap);
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ta.ta_ptdTopMap = ptdTopMap;
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// Setup tile topmap
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INDEX iTopMapWidth = ah_ptrTerrain->tr_pixFirstMipTopMapWidth>>(ah_iLod-1);
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INDEX iTopMapHeight = ah_ptrTerrain->tr_pixFirstMipTopMapHeight>>(ah_iLod-1);
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CreateTopMap(*ta.ta_ptdTopMap,iTopMapWidth,iTopMapHeight);
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ASSERT(ta.ta_ptdTopMap->td_pulFrames==NULL);
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}
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// return index of new arrays
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return ah_ataTileArrays.Count()-1;
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}
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}
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// Mark tile arrays as unused
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void CArrayHolder::FreeArrays(INT iOldArraysIndex)
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{
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// if arrays are valid
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if(iOldArraysIndex!=-1) {
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// remember this arrays as unused
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INDEX &iFreeIndex = ah_aiFreeArrays.Push();
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iFreeIndex = iOldArraysIndex;
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// Popall all arrays
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EmptyArrays(iOldArraysIndex);
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}
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}
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void CArrayHolder::EmptyArrays(INDEX iArrayIndex)
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{
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TileArrays &ta = ah_ataTileArrays[iArrayIndex];
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// for each layer
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INDEX cttl = ta.ta_atlLayers.Count();
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for(INDEX itl=0;itl<cttl;itl++) {
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// clear arrays of layer
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TileLayer &tl = ta.ta_atlLayers[itl];
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tl.tl_acColors.PopAll();
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tl.tl_auiIndices.PopAll();
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tl.tl_atcTexCoords.PopAll();
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tl.tl_avVertices.PopAll();
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}
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// clear its arrays
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ta.ta_avVertices.PopAll();
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ta.ta_auvTexCoords.PopAll();
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ta.ta_auvShadowMap.PopAll();
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ta.ta_auiIndices.PopAll();
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ta.ta_atlLayers.PopAll();
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ta.ta_auvDetailMap.PopAll();
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}
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// Release array holder
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void CArrayHolder::Clear(void)
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{
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// for each tile arrays
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INT ctta = ah_ataTileArrays.Count();
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for(INT ita=0;ita<ctta;ita++) {
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TileArrays &ta = ah_ataTileArrays[ita];
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// for each tile layer
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INT cttl = ta.ta_atlLayers.Count();
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for(INT itl=0;itl<cttl;itl++) {
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// Clear its indices and vertex color
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TileLayer &tl = ta.ta_atlLayers[itl];
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tl.tl_auiIndices.Clear();
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tl.tl_acColors.Clear();
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tl.tl_atcTexCoords.Clear();
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tl.tl_avVertices.Clear();
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}
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// Clear arrays
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ta.ta_avVertices.Clear();
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ta.ta_auvTexCoords.Clear();
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ta.ta_auvShadowMap.Clear();
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ta.ta_auvDetailMap.Clear();
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ta.ta_auiIndices.Clear();
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ta.ta_atlLayers.Clear();
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// NOTE: Terrain will clear topmap
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}
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// Clear array of tile arrays
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ah_ataTileArrays.Clear();
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// Clear free arrays
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ah_aiFreeArrays.Clear();
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}
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// Count used memory
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SLONG CArrayHolder::GetUsedMemory(void)
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{
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// Show memory usage
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SLONG slUsedMemory=0;
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slUsedMemory+=sizeof(CArrayHolder);
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slUsedMemory+=sizeof(INT) * ah_aiFreeArrays.sa_Count;
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slUsedMemory+=sizeof(TileArrays) * ah_ataTileArrays.sa_Count;
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INDEX ctta=ah_ataTileArrays.sa_Count;
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if(ctta>0) {
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TileArrays *ptaArrays = &ah_ataTileArrays[0];
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// for each tile array
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for(INDEX ita=0;ita<ctta;ita++) {
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slUsedMemory+=ptaArrays->ta_avVertices.sa_Count * sizeof(GFXVertex);
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slUsedMemory+=ptaArrays->ta_auvTexCoords.sa_Count * sizeof(GFXTexCoord);
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slUsedMemory+=ptaArrays->ta_auvShadowMap.sa_Count * sizeof(GFXTexCoord);
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slUsedMemory+=ptaArrays->ta_auvDetailMap.sa_Count * sizeof(GFXTexCoord);
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slUsedMemory+=ptaArrays->ta_auiIndices.sa_Count * sizeof(INDEX);
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// for each tile layer
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INDEX cttl = ptaArrays->ta_atlLayers.sa_Count;
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if(cttl>0) {
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TileLayer *ptlTileLayer = &ptaArrays->ta_atlLayers.sa_Array[0];
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for(INDEX itl=0;itl<cttl;itl++) {
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slUsedMemory+=ptlTileLayer->tl_auiIndices.sa_Count * sizeof(INDEX);
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slUsedMemory+=ptlTileLayer->tl_acColors.sa_Count * sizeof(GFXColor);
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slUsedMemory+=ptlTileLayer->tl_atcTexCoords.sa_Count * sizeof(GFXTexCoord);
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slUsedMemory+=ptlTileLayer->tl_avVertices.sa_Count * sizeof(GFXVertex);
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ptlTileLayer++;
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}
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}
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ptaArrays++;
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}
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}
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return slUsedMemory;
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}
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