mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-30 09:35:39 +00:00
139 lines
3.2 KiB
C++
139 lines
3.2 KiB
C++
#include "TextureSheet.h"
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namespace New3D {
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TextureSheet::TextureSheet()
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{
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m_temp.resize(1024 * 1024 * 4); // temporay buffer for textures
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}
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int TextureSheet::ToIndex(int x, int y)
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{
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return (y * 2048) + x;
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}
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std::shared_ptr<Texture> TextureSheet::BindTexture(const UINT16* src, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
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{
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//========
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int index;
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//========
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x &= 2047;
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y &= 2047;
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if ((x + width) > 2048 || (y + height) > 2048) {
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return nullptr;
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}
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if (width > 1024 || height > 1024) { // sanity checking
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return nullptr;
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}
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index = ToIndex(x, y);
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auto range = m_texMap[format].equal_range(index);
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if (range.first == range.second) {
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// nothing found so create a new texture
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std::shared_ptr<Texture> t(new Texture());
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m_texMap[format].insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
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t->UploadTexture(src, m_temp.data(), format, mirrorU, mirrorV, x, y, width, height);
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return t;
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}
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else {
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// iterate to try and find a match
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for (auto it = range.first; it != range.second; ++it) {
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int x2, y2, width2, height2, format2;
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it->second->GetDetails(x2, y2, width2, height2, format2);
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if (width == width2 && height == height2) {
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return it->second;
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}
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}
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// nothing found so create a new entry
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std::shared_ptr<Texture> t(new Texture());
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m_texMap[format].insert(std::pair<int, std::shared_ptr<Texture>>(index, t));
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t->UploadTexture(src, m_temp.data(), format, mirrorU, mirrorV, x, y, width, height);
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return t;
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}
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}
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void TextureSheet::Release()
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{
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for (int i = 0; i < 12; i++) {
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m_texMap[i].clear();
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}
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}
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void TextureSheet::Invalidate(int x, int y, int width, int height)
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{
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//==========
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int count;
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int sWidth; // sample width
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int sHeight; // sample height
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//==========
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// since the smallest sized texture is 32x32 pixels?
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// we can invalidate 32x32 tiles over the width/height of the area
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sWidth = width / 32;
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sHeight = height / 32;
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count = sWidth * sHeight;
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for (int i = 0; i < count; i++) {
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int index = ToIndex(x + ((i%sWidth) * 32), y + ((i / sWidth) * 32));
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for (int j = 0; j<12; j++) {
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if (m_texMap[j].count(index) > 0) {
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m_texMap[j].erase(index);
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}
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}
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}
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}
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int TextureSheet::GetTexFormat(int originalFormat, bool contour)
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{
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if (!contour) {
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return originalFormat; // the same
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}
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switch (originalFormat)
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{
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case 1:
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case 2:
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case 3:
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case 4:
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return originalFormat + 7; // these formats are identical to 1-4, except they lose the 4 bit alpha part when contour is enabled
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default:
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return originalFormat;
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}
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}
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void TextureSheet::GetMicrotexPos(int basePage, int id, int& x, int& y)
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{
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int xCoords[8] = { 0, 128, 0, 128, 0, 128, 0, 128 };
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int yCoords[8] = { 0, 0, 128, 128, 0, 0, 128, 128 };
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// i'm assuming .. the micro texture map is always on the other memory bank to the base texture
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// this logic works for all our current games
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// the microtextures are always on the top left of each texture sheet
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basePage = (basePage + 1) & 1; // wrap around base page
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x = xCoords[id];
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y = xCoords[id] + (basePage * 1024);
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}
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} // New3D
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