mirror of
https://github.com/ptitSeb/Serious-Engine
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82 lines
3.1 KiB
C++
82 lines
3.1 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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#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(INT 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
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