@@ -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; | |||