@@ -55,6 +55,9 @@ private: | |||||
int ntiles; | int ntiles; | ||||
float angle; | float angle; | ||||
GLuint *bufs; | |||||
int nbufs; | |||||
static Scene *scene; | static Scene *scene; | ||||
}; | }; | ||||
@@ -70,10 +73,16 @@ Scene::Scene(float angle) | |||||
data->tiles = 0; | data->tiles = 0; | ||||
data->ntiles = 0; | data->ntiles = 0; | ||||
data->angle = angle; | data->angle = angle; | ||||
data->bufs = 0; | |||||
data->nbufs = 0; | |||||
} | } | ||||
Scene::~Scene() | 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; | delete data; | ||||
} | } | ||||
@@ -131,13 +140,58 @@ void Scene::Render() // XXX: rename to Blit() | |||||
glRotatef(8.0f * cosf(f), 0.0f, 0.0f, 1.0f); | glRotatef(8.0f * cosf(f), 0.0f, 0.0f, 1.0f); | ||||
#endif | #endif | ||||
glTranslatef(-320.0f, -240.0f, 0.0f); | 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(); | glPopMatrix(); | ||||
// XXX: end of debug stuff | |||||
free(data->tiles); | free(data->tiles); | ||||
data->tiles = 0; | data->tiles = 0; | ||||
@@ -93,7 +93,25 @@ int2 Tiler::GetCount(int id) | |||||
return tileset->GetCount(); | 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 */ | 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; | return; | ||||
} | } | ||||
#endif | #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 GetSize(int id); | ||||
static int2 GetCount(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__ | #endif // __DH_TILER_H__ | ||||
@@ -167,7 +167,14 @@ int2 TileSet::GetCount() const | |||||
return data->count; | 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 tx = data->tx * ((id & 0xffff) % data->count.i); | ||||
float ty = data->ty * ((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) | 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 */ | /* New methods */ | ||||
int2 GetSize() const; | int2 GetSize() const; | ||||
int2 GetCount() 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: | private: | ||||
TileSetData *data; | TileSetData *data; | ||||