// // Lol Engine // // Copyright: (c) 2010-2012 Sam Hocevar <sam@hocevar.net> // 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 <cstdlib> #include <cstdio> #include <cmath> #include <cstring> #if defined WIN32 && !defined _XBOX # define WIN32_LEAN_AND_MEAN # include <windows.h> # if defined USE_D3D9 # define FAR # define NEAR # include <d3d9.h> # endif #endif #include "core.h" #include "lolgl.h" using namespace std; #if defined USE_D3D9 extern IDirect3DDevice9 *g_d3ddevice; #elif defined _XBOX extern D3DDevice *g_d3ddevice; #endif namespace lol { /* * TileSet implementation class */ class TileSetData { friend class TileSet; private: char *name, *path; int *tiles, ntiles; ivec2 size, isize, count; vec2 scale; float tx, ty; Image *img; #if defined USE_D3D9 IDirect3DTexture9 *m_tex; #elif defined _XBOX D3DTexture *m_tex; #else GLuint m_tex; #endif }; /* * Public TileSet class */ TileSet::TileSet(char const *path, ivec2 size, ivec2 count) : data(new TileSetData()) { data->name = (char *)malloc(10 + strlen(path) + 1); data->path = data->name + 10; sprintf(data->name, "<tileset> %s", path); data->tiles = NULL; data->m_tex = 0; data->img = new Image(path); data->isize = data->img->GetSize(); if (count.x > 0 && count.y > 0) { data->count = count; data->size = data->isize / count; } else { if (size.x <= 0 || size.y <= 0) size = ivec2(32, 32); data->count.x = data->isize.x > size.x ? data->isize.x / size.x : 1; data->count.y = data->isize.y > size.y ? data->isize.y / size.y : 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->ntiles = data->count.x * data->count.y; m_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 #if defined USE_D3D9 || defined _XBOX /* FIXME: is it really the correct call? */ data->m_tex->Release(); #else glDeleteTextures(1, &data->m_tex); #endif } else if (data->img) { #if defined USE_D3D9 || defined _XBOX D3DFORMAT format; #else GLuint format; #endif int planes; switch (data->img->GetFormat()) { case Image::FORMAT_RGB: #if defined USE_D3D9 format = D3DFMT_R8G8B8; #elif defined _XBOX format = D3DFMT_LIN_A8R8G8B8; /* FIXME */ #else format = GL_RGB; #endif planes = 3; break; case Image::FORMAT_RGBA: default: #if defined USE_D3D9 format = D3DFMT_A8R8G8B8; #elif defined _XBOX /* By default the X360 will swizzle the texture. Ask for linear. */ format = D3DFMT_LIN_A8R8G8B8; #else format = GL_RGBA; #endif 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; } #if defined USE_D3D9 || defined _XBOX D3DLOCKED_RECT rect; HRESULT hr; # if defined USE_D3D9 hr = g_d3ddevice->CreateTexture(w, h, 1, D3DUSAGE_DYNAMIC, format, D3DPOOL_DEFAULT, &data->m_tex, NULL); # elif defined _XBOX hr = g_d3ddevice->CreateTexture(w, h, 1, D3DUSAGE_WRITEONLY, format, D3DPOOL_DEFAULT, &data->m_tex, NULL); # endif if (FAILED(hr)) Abort(); # if defined USE_D3D9 hr = data->m_tex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD); # else hr = data->m_tex->LockRect(0, &rect, NULL, 0); # endif if (FAILED(hr)) Abort(); for (int j = 0; j < h; j++) memcpy((uint8_t *)rect.pBits + j * rect.Pitch, pixels + w * j * 4, w * 4); hr = data->m_tex->UnlockRect(0); if (FAILED(hr)) Abort(); #else glGenTextures(1, &data->m_tex); glEnable(GL_TEXTURE_2D); glBindTexture(GL_TEXTURE_2D, data->m_tex); 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); #endif if (pixels != data->img->GetData()) free(pixels); delete data->img; data->img = NULL; } } char const *TileSet::GetName() { return data->name; } ivec2 TileSet::GetCount() const { return data->count; } ivec2 TileSet::GetSize(int tileid) const { return data->size; } void TileSet::Bind() { if (!data->img && data->m_tex) { #if defined USE_D3D9 || defined _XBOX HRESULT hr = g_d3ddevice->SetTexture(0, data->m_tex); if (FAILED(hr)) Abort(); #else glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, data->m_tex); #endif } } void TileSet::Unbind() { if (!data->img && data->m_tex) { #if defined USE_D3D9 || defined _XBOX HRESULT hr = g_d3ddevice->SetTexture(0, NULL); if (FAILED(hr)) Abort(); #else glActiveTexture(GL_TEXTURE0); glBindTexture(GL_TEXTURE_2D, 0); #endif } } void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, float *vertex, float *texture) { float tx = data->tx * ((id & 0xffff) % data->count.x); float ty = data->ty * ((id & 0xffff) / data->count.x); int dx = data->size.x * scale.x; int dy = o ? 0 : data->size.y * scale.y; int dz = o ? data->size.y * scale.y : 0; if (!data->img && data->m_tex) { float tmp[10]; *vertex++ = tmp[0] = pos.x; *vertex++ = tmp[1] = pos.y + dy; *vertex++ = tmp[2] = pos.z + dz; *texture++ = tmp[3] = tx; *texture++ = tmp[4] = ty; *vertex++ = pos.x + dx; *vertex++ = pos.y + dy; *vertex++ = pos.z + dz; *texture++ = tx + data->tx; *texture++ = ty; *vertex++ = tmp[5] = pos.x + dx; *vertex++ = tmp[6] = pos.y; *vertex++ = tmp[7] = 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++ = pos.y; *vertex++ = pos.z; *texture++ = tx; *texture++ = ty + data->ty; } else { memset(vertex, 0, 3 * sizeof(float)); memset(texture, 0, 2 * sizeof(float)); } } } /* namespace lol */