khanat-opennel-code/code/nel/include/nel/3d/texture_near.h

96 lines
2.9 KiB
C++

// NeL - MMORPG Framework <http://dev.ryzom.com/projects/nel/>
// Copyright (C) 2010 Winch Gate Property Limited
//
// This program is free software: you can redistribute it and/or modify
// it under the terms of the GNU Affero General Public License as
// published by the Free Software Foundation, either version 3 of the
// License, or (at your option) any later version.
//
// This program is distributed in the hope that it will be useful,
// but WITHOUT ANY WARRANTY; without even the implied warranty of
// MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
// GNU Affero General Public License for more details.
//
// You should have received a copy of the GNU Affero General Public License
// along with this program. If not, see <http://www.gnu.org/licenses/>.
#ifndef NL_TEXTURE_NEAR_H
#define NL_TEXTURE_NEAR_H
#include "nel/misc/types_nl.h"
#include "nel/misc/common.h"
#include "nel/3d/texture.h"
// Size of a TileLightmap. Must be 10 now, because we have 2x2 tiles per Tilelightmap.
#define NL_TILE_LIGHTMAP_SIZE 10
namespace NL3D
{
using NLMISC::CRGBA;
// ***************************************************************************
/**
* A texture container for lot of little lightmap.
* \author Lionel Berenguier
* \author Nevrax France
* \date 2000
*/
class CTextureNear : public ITexture
{
public:
/// Constructor
CTextureNear(sint size);
/// Since texture is always in memory...
void doGenerate(bool /* async */)
{
// Do nothing. texture still in memory... :o)
}
/// \name Tile Lightmap mgt.
// @{
sint getNbAvailableTiles();
/** return the id of the tile, locally in the texture.
* nlassert() if no free tiles (use getNbAvailableTiles()).
* Tile coordinate in the texture can be get with:
* s= id% nbTilesByLine;
* t= id/ nbTilesByLine;
* where nbTilesByLine== sizeOfTextureNear/NL_TILE_LIGHTMAP_SIZE.
* The texture is invalidate (on this part only...)
*/
uint getTileAndFillRect(CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE]);
/** given id of the tile, refill the texture.
* The texture is invalidate (on this part only...)
*/
void refillRect(uint id, CRGBA map[NL_TILE_LIGHTMAP_SIZE*NL_TILE_LIGHTMAP_SIZE]);
/// Set a tile lightmap as free for use. It is an error to free a not allocated tile. (nlassert!!)
void releaseTile(uint id);
// @}
/// TextureNear are system. Do not need to serialize them...
// default ctor is required for compilation with NLMISC_DECLARE_CLASS, but never called...
CTextureNear() {nlstop;}
virtual void serial(NLMISC::IStream &/* f */) throw(NLMISC::EStream) {nlstop;}
NLMISC_DECLARE_CLASS(CTextureNear);
private:
/// The list of available tiles.
std::vector<uint> _FreeTiles;
/// For check, Availability of tiles.
std::vector<bool> _AvailableTiles;
};
} // NL3D
#endif // NL_TEXTURE_NEAR_H
/* End of texture_near.h */