mirror of
https://github.com/ptitSeb/Serious-Engine
synced 2024-11-23 02:40:26 +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. :)
160 lines
4.8 KiB
C++
160 lines
4.8 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/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(SINT 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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SLONG ctta = ah_ataTileArrays.Count();
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for(SLONG 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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SLONG cttl = ta.ta_atlLayers.Count();
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for(SLONG 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(SLONG) * 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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