// // Lol Engine // // Copyright: (c) 2010-2011 Sam Hocevar // This program is free software; you can redistribute it and/or // modify it under the terms of the Do What The Fuck You Want To // Public License, Version 2, as published by Sam Hocevar. See // http://sam.zoy.org/projects/COPYING.WTFPL for more details. // #if defined HAVE_CONFIG_H # include "config.h" #endif #include #include #include #include #ifdef WIN32 # define WIN32_LEAN_AND_MEAN # include #endif #include "core.h" #include "lolgl.h" using namespace std; namespace lol { /* * TileSet implementation class */ class TileSetData { friend class TileSet; private: char *name, *path; int *tiles, ntiles; vec2i size, isize, count; float dilate, tx, ty; Image *img; GLuint texture; }; /* * Public TileSet class */ TileSet::TileSet(char const *path, vec2i size, vec2i count, float dilate) : data(new TileSetData()) { data->name = (char *)malloc(10 + strlen(path) + 1); data->path = data->name + 10; sprintf(data->name, " %s", path); data->tiles = NULL; data->texture = 0; data->img = new Image(path); data->isize = data->img->GetSize(); if (count.i > 0 && count.j > 0) { data->count = count; data->size = data->isize / count; } else { if (size.x <= 0 || size.y <= 0) size = 32; data->count.i = data->isize.x > size.i ? data->isize.x / size.i : 1; data->count.j = data->isize.y > size.j ? data->isize.y / size.j : 1; data->size = size; } data->tx = (float)data->size.x / PotUp(data->isize.x); data->ty = (float)data->size.y / PotUp(data->isize.y); data->dilate = dilate; data->ntiles = data->count.i * data->count.j; drawgroup = DRAWGROUP_BEFORE; } TileSet::~TileSet() { free(data->tiles); free(data->name); delete data; } void TileSet::TickDraw(float deltams) { Entity::TickDraw(deltams); if (IsDestroying()) { if (data->img) delete data->img; else glDeleteTextures(1, &data->texture); } else if (data->img) { GLuint format; int planes; switch (data->img->GetFormat()) { case Image::FORMAT_RGB: format = GL_RGB; planes = 3; break; case Image::FORMAT_RGBA: default: format = GL_RGBA; planes = 4; break; } int w = PotUp(data->isize.x); int h = PotUp(data->isize.y); uint8_t *pixels = (uint8_t *)data->img->GetData(); if (w != data->isize.x || h != data->isize.y) { uint8_t *tmp = (uint8_t *)malloc(planes * w * h); for (int line = 0; line < data->isize.y; line++) memcpy(tmp + planes * w * line, pixels + planes * data->isize.x * line, planes * data->isize.x); pixels = tmp; } glGenTextures(1, &data->texture); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, data->texture); glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, format, GL_UNSIGNED_BYTE, pixels); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); if (pixels != data->img->GetData()) free(pixels); delete data->img; data->img = NULL; } } char const *TileSet::GetName() { return data->name; } vec2i TileSet::GetCount() const { return data->count; } vec2i TileSet::GetSize(int tileid) const { return data->size; } void TileSet::Bind() { if (!data->img && data->texture) { glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, data->texture); } } void TileSet::BlitTile(uint32_t id, vec3i pos, int o, float *vertex, float *texture) { float tx = data->tx * ((id & 0xffff) % data->count.i); float ty = data->ty * ((id & 0xffff) / data->count.i); float dilate = data->dilate; int dx = data->size.x; int dy = o ? 0 : data->size.y; int dz = o ? data->size.y : 0; if (!data->img && data->texture) { float tmp[10]; *vertex++ = tmp[0] = pos.x; *vertex++ = tmp[1] = dilate * (pos.y + dy); *vertex++ = tmp[2] = dilate * (pos.z + dz); *texture++ = tmp[3] = tx; *texture++ = tmp[4] = ty; *vertex++ = pos.x + dx; *vertex++ = dilate * (pos.y + dy); *vertex++ = dilate * (pos.z + dz); *texture++ = tx + data->tx; *texture++ = ty; *vertex++ = tmp[5] = pos.x + dx; *vertex++ = tmp[6] = dilate * pos.y; *vertex++ = tmp[7] = dilate * pos.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++ = pos.x; *vertex++ = dilate * pos.y; *vertex++ = dilate * pos.z; *texture++ = tx; *texture++ = ty + data->ty; } else { memset(vertex, 0, 3 * sizeof(float)); memset(texture, 0, 2 * sizeof(float)); } } } /* namespace lol */