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https://git.do.srb2.org/STJr/ZoneBuilder.git
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175 lines
4.7 KiB
C#
175 lines
4.7 KiB
C#
#region === Copyright (c) 2010 Pascal van der Heiden ===
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using System;
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using System.Drawing;
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#endregion
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namespace CodeImp.DoomBuilder.Plugins.VisplaneExplorer
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{
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// This is a 64x64 tile in map space which holds the point data results.
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internal class Tile
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{
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// Constants
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public const int TILE_SIZE = 64;
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public static readonly int[] STATS_COMPRESSOR = new[] { 1, 2, 1, 160 };
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public static readonly int[] STATS_LIMITS = new[] { 128, 256, 32, 320 * 64 };
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public const uint POINT_MAXRANGE = 254;
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public const uint POINT_OVERFLOW = 0xFEFEFEFE;
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public const uint POINT_VOID = 0xFFFFFFFF;
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public const byte POINT_OVERFLOW_B = 0xFE;
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public const byte POINT_VOID_B = 0xFF;
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// Members
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private Point position;
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private uint[][] points;
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private int nextindex;
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// Properties
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public Point Position { get { return position; } }
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public bool IsComplete { get { return nextindex == (TILE_SIZE * TILE_SIZE); } }
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// Constructor
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public Tile(Point lefttoppos)
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{
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// Make the jagged array
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// I use a jagged array because, allegedly, it performs better than a multidimensional array.
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points = new uint[TILE_SIZE][];
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for(int y = 0; y < TILE_SIZE; y++)
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points[y] = new uint[TILE_SIZE];
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position = lefttoppos;
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}
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// This receives a processed point
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public void StorePointData(PointData pd)
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{
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uint t;
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switch(pd.result)
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{
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case PointResult.OK:
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uint vp = (uint)Math.Min((pd.visplanes + (STATS_COMPRESSOR[(int)ViewStats.Visplanes] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Visplanes], POINT_MAXRANGE);
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uint ds = (uint)Math.Min((pd.drawsegs + (STATS_COMPRESSOR[(int)ViewStats.Drawsegs] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Drawsegs], POINT_MAXRANGE);
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uint ss = (uint)Math.Min((pd.solidsegs + (STATS_COMPRESSOR[(int)ViewStats.Solidsegs] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Solidsegs], POINT_MAXRANGE);
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uint op = (uint)Math.Min((pd.openings + (STATS_COMPRESSOR[(int)ViewStats.Openings] - 1)) / STATS_COMPRESSOR[(int)ViewStats.Openings], POINT_MAXRANGE);
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t = MakePointValue(vp, ds, ss, op);
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break;
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case PointResult.BadZ:
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t = MakePointValue(1, 0, 0, 0);
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break;
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case PointResult.Void:
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t = POINT_VOID;
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break;
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case PointResult.Overflow:
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default:
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t = POINT_OVERFLOW;
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break;
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}
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FillPoints(ref pd.point, t);
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}
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// This fills points with the given tile data over the specified granularity
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private void FillPoints(ref TilePoint p, uint t)
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{
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int xs = p.x - position.X;
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int ys = p.y - position.Y;
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int xe = xs + p.granularity;
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int ye = ys + p.granularity;
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for(int x = xs; x < xe; x++)
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for(int y = ys; y < ye; y++)
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points[y][x] = t;
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}
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// This composes point values
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private static uint MakePointValue(uint vp, uint ds, uint ss, uint op)
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{
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unchecked
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{
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return vp + (ds << 8) + (ss << 16) + (op << 24);
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}
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}
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// This returns a point value
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public byte GetPointByte(int x, int y, int stat)
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{
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unchecked
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{
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uint v = points[y][x];
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return (byte)((v >> (stat * 8)) & 0xFF);
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}
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}
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// This returns a point value
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public int GetPointValue(int x, int y, int stat)
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{
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byte b = GetPointByte(x, y, stat);
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return b * STATS_COMPRESSOR[stat];
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}
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// This returns the next point to process
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public TilePoint GetNextPoint()
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{
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TilePoint p = PointByIndex(nextindex++);
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p.x += position.X;
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p.y += position.Y;
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return p;
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}
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// Returns a position by index
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private static TilePoint PointByIndex(int index)
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{
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#if DEBUG
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if(index > (TILE_SIZE * TILE_SIZE))
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throw new IndexOutOfRangeException();
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#endif
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TilePoint p;
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// Would be nicer if this could be done without branching or looping...
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if(index == 0) p.granularity = 64;
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else if(index < 4) p.granularity = 32;
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else if(index < 16) p.granularity = 16;
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else if(index < 64) p.granularity = 8;
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else if(index < 256) p.granularity = 4;
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else if(index < 1024) p.granularity = 2;
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else p.granularity = 1;
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// this is a "butterfly" style sequence, which begins like:
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// ( 0 0) (32 32) ( 0 32) (32 0)
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// (16 16) (48 48) (16 48) (48 16)
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// ( 0 16) (32 48) ( 0 48) (32 16)
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// (16 0) (48 32) (16 32) (48 0)
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// ( 8 8) (40 40) ( 8 40) (40 8)
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// etc....
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p.x = (index & 1) << 5;
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p.y = (((index >> 1) ^ index) & 1) << 5;
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index >>= 2;
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p.x += (index & 1) << 4;
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p.y += (((index >> 1) ^ index) & 1) << 4;
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index >>= 2;
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p.x |= (index & 1) << 3;
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p.y |= (((index >> 1) ^ index) & 1) << 3;
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index >>= 2;
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p.x |= (index & 1) << 2;
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p.y |= (((index >> 1) ^ index) & 1) << 2;
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index >>= 2;
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p.x |= (index & 1) << 1;
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p.y |= (((index >> 1) ^ index) & 1) << 1;
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index >>= 2;
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p.x |= index & 1;
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p.y |= ((index >> 1) ^ index) & 1;
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return p;
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}
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}
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}
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