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122 lines
4 KiB
C++
122 lines
4 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 2014 Hawar Doghramachi
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Copyright (C) 2022 Robert Beckebans (id Tech 4x integration)
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#ifndef TILE_MAP_H
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#define TILE_MAP_H
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// Tile specifies the position and size within a texture atlas.
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struct Tile
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{
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Tile():
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size( 0.0f )
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{
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}
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idVec2 position;
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float size;
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};
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// TileNode of a quad-tree that efficiently packs all tiles in a limited area.
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struct TileNode
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{
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TileNode():
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level( 0 ),
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minLevel( 0 )
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{
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for( unsigned int i = 0; i < 4; i++ )
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{
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childIndices[i] = -1;
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}
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}
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idVec2 position;
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int childIndices[4];
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unsigned int level;
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unsigned int minLevel;
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};
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// TileMap
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//
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// Quad-tree that manages tiles in a power of two/ squared texture atlas. At initialization the quad-tree is build so that
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// all nodes already have the information of the position for the corresponding tile. All nodes are kept in a cache-friendly
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// manner in one linear list, which makes clearing the quad-tree very fast. Therefore instead of pointer indirections, indices
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// into the underlying list are used.
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// At runtime each relevant light will request per frame a tile with a size that corresponds to the screen-space light-area of
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// the light. Thereby the size is clamped between a min/ max resolution. To determine the level of the requested tile first the
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// next power of two size is determined which is larger than the requested size. However, instead of using the power of two size
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// of the determined tile, the actual incoming dynamically changing size is used. In this way unpleasant popping of shadows can
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// be avoided, which would occur otherwise when discrete power of two steps would be used.
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// Since this operation is working with a O(n) complexity, the quad-tree is held on software-side, which is faster than keeping
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// the quad-tree on the GPU.
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class TileMap
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{
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public:
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TileMap():
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mapSize( 0.0f ),
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log2MapSize( 0 ),
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minAbsTileSize( 0.0f ),
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maxAbsTileSize( 0.0f ),
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numLevels( 0 ),
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numNodes( 0 ),
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nodeIndex( 0 ),
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foundNode( NULL )
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{
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}
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~TileMap()
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{
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Release();
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}
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void Release();
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bool Init( unsigned int mapSize, unsigned int maxAbsTileSize, unsigned int numLevels );
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void Clear();
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bool GetTile( float size, Tile& tile );
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private:
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void BuildTree( TileNode& parentNode, unsigned int level );
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void FindNode( TileNode& parentNode, unsigned int level );
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float mapSize;
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unsigned int log2MapSize;
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float minAbsTileSize;
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float maxAbsTileSize;
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unsigned int numLevels;
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idList<TileNode> tileNodeList;
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unsigned int numNodes;
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unsigned int nodeIndex;
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TileNode* foundNode;
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};
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#endif
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