| @@ -55,6 +55,9 @@ private: | |||
| int ntiles; | |||
| float angle; | |||
| GLuint *bufs; | |||
| int nbufs; | |||
| static Scene *scene; | |||
| }; | |||
| @@ -70,10 +73,16 @@ Scene::Scene(float angle) | |||
| data->tiles = 0; | |||
| data->ntiles = 0; | |||
| data->angle = angle; | |||
| data->bufs = 0; | |||
| data->nbufs = 0; | |||
| } | |||
| Scene::~Scene() | |||
| { | |||
| /* FIXME: this must be done while the GL context is still active. | |||
| * Change the architecture to make sure of that. */ | |||
| glDeleteBuffers(data->nbufs, data->bufs); | |||
| delete data; | |||
| } | |||
| @@ -131,13 +140,58 @@ void Scene::Render() // XXX: rename to Blit() | |||
| glRotatef(8.0f * cosf(f), 0.0f, 0.0f, 1.0f); | |||
| #endif | |||
| glTranslatef(-320.0f, -240.0f, 0.0f); | |||
| // XXX: end of debug stuff | |||
| for (int i = 0; i < data->ntiles; i++) | |||
| Tiler::BlitTile(data->tiles[i].code, data->tiles[i].x, | |||
| data->tiles[i].y, data->tiles[i].z, data->tiles[i].o); | |||
| for (int buf = 0, i = 0, n; i < data->ntiles; i = n, buf += 2) | |||
| { | |||
| /* Generate new vertex / texture coord buffers if necessary */ | |||
| if (buf + 2 > data->nbufs) | |||
| { | |||
| data->bufs = (GLuint *)realloc(data->bufs, (buf + 2) * sizeof(GLuint)); | |||
| glGenBuffers(buf + 2 - data->nbufs, data->bufs + data->nbufs); | |||
| data->nbufs = buf + 2; | |||
| } | |||
| /* Count how many quads will be needed */ | |||
| for (n = i + 1; n < data->ntiles; n++) | |||
| if (data->tiles[i].code >> 16 != data->tiles[n].code >> 16) | |||
| break; | |||
| /* Create a vertex array object */ | |||
| float *vertex = (float *)malloc(6 * 3 * (n - i) * sizeof(float)); | |||
| float *texture = (float *)malloc(6 * 2 * (n - i) * sizeof(float)); | |||
| for (int j = i; j < n; j++) | |||
| { | |||
| Tiler::BlitTile(data->tiles[j].code, data->tiles[j].x, | |||
| data->tiles[j].y, data->tiles[j].z, data->tiles[j].o, | |||
| vertex + 18 * (j - i), texture + 12 * (j - i)); | |||
| } | |||
| glEnableClientState(GL_VERTEX_ARRAY); | |||
| glEnableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf]); | |||
| glBufferData(GL_ARRAY_BUFFER, 6 * 3 * (n - i) * sizeof(float), | |||
| vertex, GL_DYNAMIC_DRAW); | |||
| glVertexPointer(3, GL_FLOAT, 0, NULL); | |||
| glBindBuffer(GL_ARRAY_BUFFER, data->bufs[buf + 1]); | |||
| glBufferData(GL_ARRAY_BUFFER, 6 * 2 * (n - i) * sizeof(float), | |||
| texture, GL_DYNAMIC_DRAW); | |||
| glTexCoordPointer(2, GL_FLOAT, 0, NULL); | |||
| Tiler::Bind(data->tiles[i].code); | |||
| glDrawArrays(GL_TRIANGLES, 0, (n - i) * 6); | |||
| glDisableClientState(GL_VERTEX_ARRAY); | |||
| glDisableClientState(GL_TEXTURE_COORD_ARRAY); | |||
| free(vertex); | |||
| free(texture); | |||
| } | |||
| glPopMatrix(); | |||
| // XXX: end of debug stuff | |||
| free(data->tiles); | |||
| data->tiles = 0; | |||
| @@ -93,7 +93,25 @@ int2 Tiler::GetCount(int id) | |||
| return tileset->GetCount(); | |||
| } | |||
| void Tiler::BlitTile(uint32_t code, int x, int y, int z, int o) | |||
| void Tiler::Bind(uint32_t code) | |||
| { | |||
| int id = (code >> 16) - 1; /* ID 0 is for the empty tileset */ | |||
| TileSet *tileset = (TileSet *)data->tilesets.GetEntity(id); | |||
| #if !FINAL_RELEASE | |||
| if (!tileset) | |||
| { | |||
| if (id != data->lasterror) | |||
| fprintf(stderr, "ERROR: binding null tiler #%i\n", id); | |||
| data->lasterror = id; | |||
| return; | |||
| } | |||
| #endif | |||
| tileset->Bind(); | |||
| } | |||
| void Tiler::BlitTile(uint32_t code, int x, int y, int z, int o, | |||
| float *vertex, float *texture) | |||
| { | |||
| int id = (code >> 16) - 1; /* ID 0 is for the empty tileset */ | |||
| @@ -107,6 +125,6 @@ void Tiler::BlitTile(uint32_t code, int x, int y, int z, int o) | |||
| return; | |||
| } | |||
| #endif | |||
| tileset->BlitTile(code & 0xffff, x, y, z, o); | |||
| tileset->BlitTile(code & 0xffff, x, y, z, o, vertex, texture); | |||
| } | |||
| @@ -27,7 +27,9 @@ public: | |||
| static int2 GetSize(int id); | |||
| static int2 GetCount(int id); | |||
| static void BlitTile(uint32_t code, int x, int y, int z, int o); | |||
| static void Bind(uint32_t code); | |||
| static void BlitTile(uint32_t code, int x, int y, int z, int o, | |||
| float *vertex, float *texture); | |||
| }; | |||
| #endif // __DH_TILER_H__ | |||
| @@ -167,7 +167,14 @@ int2 TileSet::GetCount() const | |||
| return data->count; | |||
| } | |||
| void TileSet::BlitTile(uint32_t id, int x, int y, int z, int o) | |||
| void TileSet::Bind() | |||
| { | |||
| if (!data->img) | |||
| glBindTexture(GL_TEXTURE_2D, data->texture); | |||
| } | |||
| void TileSet::BlitTile(uint32_t id, int x, int y, int z, int o, | |||
| float *vertex, float *texture) | |||
| { | |||
| float tx = data->tx * ((id & 0xffff) % data->count.i); | |||
| float ty = data->ty * ((id & 0xffff) / data->count.i); | |||
| @@ -179,17 +186,48 @@ void TileSet::BlitTile(uint32_t id, int x, int y, int z, int o) | |||
| if (!data->img) | |||
| { | |||
| glBindTexture(GL_TEXTURE_2D, data->texture); | |||
| glBegin(GL_QUADS); | |||
| glTexCoord2f(tx, ty); | |||
| glVertex3f(x, dilate * (y + dy), dilate * (z + dz)); | |||
| glTexCoord2f(tx + data->tx, ty); | |||
| glVertex3f(x + dx, dilate * (y + dy), dilate * (z + dz)); | |||
| glTexCoord2f(tx + data->tx, ty + data->ty); | |||
| glVertex3f(x + dx, dilate * y, dilate * z); | |||
| glTexCoord2f(tx, ty + data->ty); | |||
| glVertex3f(x, dilate * y, dilate * z); | |||
| glEnd(); | |||
| float tmp[10]; | |||
| *vertex++ = tmp[0] = x; | |||
| *vertex++ = tmp[1] = dilate * (y + dy); | |||
| *vertex++ = tmp[2] = dilate * (z + dz); | |||
| *texture++ = tmp[3] = tx; | |||
| *texture++ = tmp[4] = ty; | |||
| *vertex++ = x + dx; | |||
| *vertex++ = dilate * (y + dy); | |||
| *vertex++ = dilate * (z + dz); | |||
| *texture++ = tx + data->tx; | |||
| *texture++ = ty; | |||
| *vertex++ = tmp[5] = x + dx; | |||
| *vertex++ = tmp[6] = dilate * y; | |||
| *vertex++ = tmp[7] = dilate * z; | |||
| *texture++ = tmp[8] = tx + data->tx; | |||
| *texture++ = tmp[9] = ty + data->ty; | |||
| *vertex++ = tmp[0]; | |||
| *vertex++ = tmp[1]; | |||
| *vertex++ = tmp[2]; | |||
| *texture++ = tmp[3]; | |||
| *texture++ = tmp[4]; | |||
| *vertex++ = tmp[5]; | |||
| *vertex++ = tmp[6]; | |||
| *vertex++ = tmp[7]; | |||
| *texture++ = tmp[8]; | |||
| *texture++ = tmp[9]; | |||
| *vertex++ = x; | |||
| *vertex++ = dilate * y; | |||
| *vertex++ = dilate * z; | |||
| *texture++ = tx; | |||
| *texture++ = ty + data->ty; | |||
| } | |||
| else | |||
| { | |||
| memset(vertex, 0, 3 * sizeof(float)); | |||
| memset(texture, 0, 2 * sizeof(float)); | |||
| } | |||
| } | |||
| @@ -40,7 +40,9 @@ public: | |||
| /* New methods */ | |||
| int2 GetSize() const; | |||
| int2 GetCount() const; | |||
| void BlitTile(uint32_t id, int x, int y, int z, int o); | |||
| void Bind(); | |||
| void BlitTile(uint32_t id, int x, int y, int z, int o, | |||
| float *vertex, float *texture); | |||
| private: | |||
| TileSetData *data; | |||