#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 private static 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; } } }