Supermodel/Src/Graphics/New3D/TextureSheet.cpp

182 lines
3.9 KiB
C++

#include "TextureSheet.h"
namespace New3D {
TextureSheet::TextureSheet()
{
m_temp.resize(1024 * 1024 * 4); // temporary buffer for textures
}
int TextureSheet::ToIndex(int x, int y)
{
return (y * 2048) + x;
}
std::shared_ptr<Texture> TextureSheet::BindTexture(const UINT16* src, int format, int x, int y, int width, int height)
{
//========
int index;
//========
x &= 2047;
y &= 2047;
if (width > 1024 || height > 1024) { // sanity checking
return nullptr;
}
index = ToIndex(x, y);
auto range = m_texMap.equal_range(index);
if (range.first == range.second) {
// nothing found so create a new texture
std::shared_ptr<Texture> t(new Texture());
m_texMap.insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
t->UploadTexture(src, m_temp.data(), format, x, y, width, height);
return t;
}
else {
// iterate to try and find a match
for (auto it = range.first; it != range.second; ++it) {
int x2, y2, width2, height2, format2;
it->second->GetDetails(x2, y2, width2, height2, format2);
if (width == width2 && height == height2 && format == format2) {
return it->second;
}
}
// nothing found so create a new entry
std::shared_ptr<Texture> t(new Texture());
m_texMap.insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
t->UploadTexture(src, m_temp.data(), format, x, y, width, height);
return t;
}
}
void TextureSheet::Release()
{
m_texMap.clear();
}
void TextureSheet::Invalidate(int x, int y, int width, int height)
{
//============
int newX;
int newY;
int newWidth;
int newHeight;
int count;
int sWidth; // sample width
int sHeight; // sample height
//============
if (width <= 512) {
newX = (x + width) - 512;
newWidth = 512;
}
else {
newX = x;
newWidth = width;
}
if (height <= 512) {
newY = (y + height) - 512;
newHeight = 512;
}
else {
newY = y;
newHeight = height;
}
CropTile(x, y, newX, newY, newWidth, newHeight);
sWidth = newWidth / 32;
sHeight = newHeight / 32;
count = sWidth * sHeight;
for (int i = 0; i < count; i++) {
int posX = newX + ((i%sWidth) * 32);
int posY = newY + ((i / sWidth) * 32);
int index = ToIndex(posX, posY);
if (posX >= x && posY >= y) { // invalidate this area of memory
m_texMap.erase(index);
}
else { // check for overlapping data tiles and invalidate as necessary
auto range = m_texMap.equal_range(index);
for (auto it = range.first; it != range.second; ++it) {
if (it->second->CheckMapPos(x, x + width, y, y + height)) {
m_texMap.erase(index);
break;
}
}
}
}
}
void TextureSheet::CropTile(int oldX, int oldY, int &newX, int &newY, int &newWidth, int &newHeight)
{
if (newX < 0) {
newWidth += newX;
newX = 0;
}
if (newY < 0) {
newHeight += newY;
newY = 0;
}
if (oldY >= 1024 && newY < 1024) { // gone into next memory page, limitation of our flat model
newHeight -= 1024 - newY;
newY = 1024;
}
}
int TextureSheet::GetTexFormat(int originalFormat, bool contour)
{
if (!contour) {
return originalFormat; // the same
}
switch (originalFormat)
{
case 1:
case 2:
case 3:
case 4:
return originalFormat + 7; // these formats are identical to 1-4, except they lose the 4 bit alpha part when contour is enabled
default:
return originalFormat;
}
}
void TextureSheet::GetMicrotexPos(int basePage, int id, int& x, int& y)
{
int xCoords[8] = { 0, 0, 128, 128, 0, 0, 128, 128 };
int yCoords[8] = { 0, 128, 0, 128, 256, 384, 256, 384 };
// i'm assuming .. the micro texture map is always on the other memory bank to the base texture
// this logic works for all our current games
// the microtextures are always on the top left of each texture sheet
basePage = (basePage + 1) & 1; // wrap around base page
x = xCoords[id];
y = yCoords[id] + (basePage * 1024);
}
} // New3D