2017-09-12 23:39:29 +10:00

91 lines
3.4 KiB
C#

// Copyright 2014-2017 ClassicalSharp | Licensed under BSD-3
using System;
using System.Drawing;
using ClassicalSharp.GraphicsAPI;
#if ANDROID
using Android.Graphics;
#endif
namespace ClassicalSharp.Textures {
/// <summary> Represents a 2D packed texture atlas that has been converted into an array of 1D atlases. </summary>
public sealed class TerrainAtlas1D : IDisposable {
public int elementsPerAtlas1D;
public int elementsPerBitmap;
public float invElementSize;
public int[] TexIds;
Game game;
public TerrainAtlas1D(Game game) { this.game = game; }
public TextureRec GetTexRec(int texLoc, int uCount, out int index) {
index = texLoc / elementsPerAtlas1D;
int y = texLoc % elementsPerAtlas1D;
// Adjust coords to be slightly inside - fixes issues with AMD/ATI cards.
return new TextureRec(0, y * invElementSize, (uCount - 1) + 15.99f/16f, (15.99f/16f) * invElementSize);
}
/// <summary> Returns the index of the 1D texture within the array of 1D textures
/// containing the given texture id. </summary>
public int Get1DIndex(int texLoc) { return texLoc / elementsPerAtlas1D; }
/// <summary> Returns the index of the given texture id within a 1D texture. </summary>
public int Get1DRowId(int texLoc) { return texLoc % elementsPerAtlas1D; }
public void UpdateState(TerrainAtlas2D atlas2D) {
int maxVerticalSize = Math.Min(4096, game.Graphics.MaxTextureDimensions);
int elementsPerFullAtlas = maxVerticalSize / atlas2D.TileSize;
int totalElements = TerrainAtlas2D.RowsCount * TerrainAtlas2D.TilesPerRow;
int atlasesCount = Utils.CeilDiv(totalElements, elementsPerFullAtlas);
elementsPerAtlas1D = Math.Min(elementsPerFullAtlas, totalElements);
int atlas1DHeight = Utils.NextPowerOf2(elementsPerAtlas1D * atlas2D.TileSize);
Convert2DTo1D(atlas2D, atlasesCount, atlas1DHeight);
elementsPerBitmap = atlas1DHeight / atlas2D.TileSize;
invElementSize = 1f / elementsPerBitmap;
}
void Convert2DTo1D(TerrainAtlas2D atlas2D, int atlasesCount, int atlas1DHeight) {
TexIds = new int[atlasesCount];
Utils.LogDebug("Loaded new atlas: {0} bmps, {1} per bmp", atlasesCount, elementsPerAtlas1D);
int index = 0;
using (FastBitmap atlas = new FastBitmap(atlas2D.AtlasBitmap, true, true)) {
for (int i = 0; i < TexIds.Length; i++)
Make1DTexture(i, atlas, atlas2D, atlas1DHeight, ref index);
}
}
void Make1DTexture(int i, FastBitmap atlas, TerrainAtlas2D atlas2D, int atlas1DHeight, ref int index) {
int elemSize = atlas2D.TileSize;
using (Bitmap atlas1d = Platform.CreateBmp(atlas2D.TileSize, atlas1DHeight))
using (FastBitmap dst = new FastBitmap(atlas1d, true, false))
{
for (int index1D = 0; index1D < elementsPerAtlas1D; index1D++) {
FastBitmap.MovePortion((index & 0x0F) * elemSize, (index >> 4) * elemSize,
0, index1D * elemSize, atlas, dst, elemSize);
index++;
}
TexIds[i] = game.Graphics.CreateTexture(dst, true, game.Graphics.Mipmaps);
}
}
public int UsedAtlasesCount() {
int maxTexLoc = 0;
for (int i = 0; i < BlockInfo.textures.Length; i++) {
maxTexLoc = Math.Max(maxTexLoc, BlockInfo.textures[i]);
}
return Get1DIndex(maxTexLoc) + 1;
}
public void Dispose() {
if (TexIds == null) return;
for (int i = 0; i < TexIds.Length; i++) {
game.Graphics.DeleteTexture(ref TexIds[i]);
}
}
}
}