UltimateZoneBuilder/Source/Plugins/VisplaneExplorer/Tile.cs
MaxED 7faf6bc13e Linedef Edit Form, Sector Edit Form: when several map elements with different textures are selected, the "texture stack" icon is shown in the texture selectors instead of the "missing texture" icon.
Error Checker mode: added "Check missing flats" check.
Error Checker mode: fixed several descriptions. 
Sprite patches for sprites defined in TEXTURES are now loaded from Sprites namespace.
Some of my older texture alignment code didn't work properly when strict texture/flat handling ("mixtextureflats" game configuration flag set to false) was enabled.
Fixed some incorrect checks for missing texture ("-").
2014-03-05 09:21:28 +00:00

175 lines
4.9 KiB
C#

#region === Copyright (c) 2010 Pascal van der Heiden ===
using System;
using System.Drawing;
#endregion
namespace CodeImp.DoomBuilder.Plugins.VisplaneExplorer
{
// This is a 64x64 tile in map space which holds the point data results.
internal class Tile
{
// Constants
public const int TILE_SIZE = 64;
public static readonly int[] STATS_COMPRESSOR = new[] { 1, 2, 1, 160 };
public static readonly int[] STATS_LIMITS = new[] { 128, 256, 32, 320 * 64 };
public const uint POINT_MAXRANGE = 254;
public const uint POINT_OVERFLOW = 0xFEFEFEFE;
public const uint POINT_VOID = 0xFFFFFFFF;
public const byte POINT_OVERFLOW_B = 0xFE;
public const byte POINT_VOID_B = 0xFF;
// Members
private Point position;
private uint[][] points;
private int nextindex;
// Properties
public Point Position { get { return position; } }
public bool IsComplete { get { return nextindex == (TILE_SIZE * TILE_SIZE); } }
// Constructor
public Tile(Point lefttoppos)
{
// Make the jagged array
// I use a jagged array because, allegedly, it performs better than a multidimensional array.
points = new uint[TILE_SIZE][];
for(int y = 0; y < TILE_SIZE; y++)
points[y] = new uint[TILE_SIZE];
position = lefttoppos;
}
// This receives a processed point
public void StorePointData(PointData pd)
{
uint t;
switch(pd.result)
{
case PointResult.OK:
uint vp = (uint)Math.Min((pd.visplanes + (STATS_COMPRESSOR[(int)ViewStats.Visplanes] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Visplanes], POINT_MAXRANGE);
uint ds = (uint)Math.Min((pd.drawsegs + (STATS_COMPRESSOR[(int)ViewStats.Drawsegs] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Drawsegs], POINT_MAXRANGE);
uint ss = (uint)Math.Min((pd.solidsegs + (STATS_COMPRESSOR[(int)ViewStats.Solidsegs] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Solidsegs], POINT_MAXRANGE);
uint op = (uint)Math.Min((pd.openings + (STATS_COMPRESSOR[(int)ViewStats.Openings] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Openings], POINT_MAXRANGE);
t = MakePointValue(vp, ds, ss, op);
break;
case PointResult.BadZ:
t = MakePointValue(1, 0, 0, 0);
break;
case PointResult.Void:
t = POINT_VOID;
break;
case PointResult.Overflow:
default:
t = POINT_OVERFLOW;
break;
}
FillPoints(ref pd.point, t);
}
// This fills points with the given tile data over the specified granularity
private void FillPoints(ref TilePoint p, uint t)
{
int xs = p.x - position.X;
int ys = p.y - position.Y;
int xe = xs + p.granularity;
int ye = ys + p.granularity;
for(int x = xs; x < xe; x++)
for(int y = ys; y < ye; y++)
points[y][x] = t;
}
// This composes point values
private static uint MakePointValue(uint vp, uint ds, uint ss, uint op)
{
unchecked
{
return vp + (ds << 8) + (ss << 16) + (op << 24);
}
}
// This returns a point value
public byte GetPointByte(int x, int y, int stat)
{
unchecked
{
uint v = points[y][x];
return (byte)((v >> (stat * 8)) & 0xFF);
}
}
// This returns a point value
public int GetPointValue(int x, int y, int stat)
{
byte b = GetPointByte(x, y, stat);
return b * STATS_COMPRESSOR[stat];
}
// This returns the next point to process
public TilePoint GetNextPoint()
{
TilePoint p = PointByIndex(nextindex++);
p.x += position.X;
p.y += position.Y;
return p;
}
// Returns a position by index
public TilePoint PointByIndex(int index)
{
#if DEBUG
if(index > (TILE_SIZE * TILE_SIZE))
throw new IndexOutOfRangeException();
#endif
TilePoint p;
// Would be nicer if this could be done without branching or looping...
if(index == 0) p.granularity = 64;
else if(index < 4) p.granularity = 32;
else if(index < 16) p.granularity = 16;
else if(index < 64) p.granularity = 8;
else if(index < 256) p.granularity = 4;
else if(index < 1024) p.granularity = 2;
else p.granularity = 1;
// this is a "butterfly" style sequence, which begins like:
// ( 0 0) (32 32) ( 0 32) (32 0)
// (16 16) (48 48) (16 48) (48 16)
// ( 0 16) (32 48) ( 0 48) (32 16)
// (16 0) (48 32) (16 32) (48 0)
// ( 8 8) (40 40) ( 8 40) (40 8)
// etc....
p.x = (index & 1) << 5;
p.y = (((index >> 1) ^ index) & 1) << 5;
index >>= 2;
p.x += (index & 1) << 4;
p.y += (((index >> 1) ^ index) & 1) << 4;
index >>= 2;
p.x |= (index & 1) << 3;
p.y |= (((index >> 1) ^ index) & 1) << 3;
index >>= 2;
p.x |= (index & 1) << 2;
p.y |= (((index >> 1) ^ index) & 1) << 2;
index >>= 2;
p.x |= (index & 1) << 1;
p.y |= (((index >> 1) ^ index) & 1) << 1;
index >>= 2;
p.x |= index & 1;
p.y |= ((index >> 1) ^ index) & 1;
return p;
}
}
}