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0ad/source/renderer/AlphaMapCalculator.cpp

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C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
/*
* Determine which alpha blend map fits a given shape.
*/
#include "precompiled.h"
#include "AlphaMapCalculator.h"
#include <string.h>
#include <stdio.h>
///////////////////////////////////////////////////////////////////////////////
// CAlphaMapCalculator: functionality for calculating which alpha blend map
// fits a given shape
namespace CAlphaMapCalculator {
///////////////////////////////////////////////////////////////////////////////
// Blend4: structure mapping a blend shape for N,E,S,W to a particular map
struct Blend4 {
Blend4(BlendShape4 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
BlendShape4 m_Shape;
int m_AlphaMap;
};
///////////////////////////////////////////////////////////////////////////////
// Blend8: structure mapping a blend shape for N,NE,E,SE,S,SW,W,NW to a
// particular map
struct Blend8 {
Blend8(BlendShape8 shape,int alphamap) : m_Shape(shape), m_AlphaMap(alphamap) {}
BlendShape8 m_Shape;
int m_AlphaMap;
};
///////////////////////////////////////////////////////////////////////////////
// Data tables for mapping between shapes and blend maps
///////////////////////////////////////////////////////////////////////////////
const Blend4 Blends1Neighbour[] =
{
Blend4(BlendShape4(1,0,0,0), 12)
};
const Blend4 Blends2Neighbour[] =
{
Blend4(BlendShape4(0,1,1,0), 7),
Blend4(BlendShape4(1,0,1,0), 10)
};
const Blend8 Blends2Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,0,0,0,0), 12),
Blend8(BlendShape8(1,0,0,0,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,0,0,0), 0) ,
Blend8(BlendShape8(0,1,0,0,0,1,0,0), 0)
};
const Blend4 Blends3Neighbour[] =
{
Blend4(BlendShape4(1,1,1,0), 4)
};
const Blend8 Blends3Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,1,0,0,0), 10),
Blend8(BlendShape8(1,1,0,0,0,0,0,1), 12),
Blend8(BlendShape8(1,1,1,0,0,0,0,0), 1),
Blend8(BlendShape8(0,1,1,0,1,0,0,0), 7),
Blend8(BlendShape8(0,0,1,0,1,0,1,0), 4),
Blend8(BlendShape8(1,1,0,0,0,1,0,0), 12),
Blend8(BlendShape8(1,1,0,1,0,0,0,0), 12),
Blend8(BlendShape8(0,0,1,0,1,0,0,1), 7),
Blend8(BlendShape8(1,0,0,1,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,1,0,0), 0)
};
const Blend8 Blends4Neighbour8[] =
{
Blend8(BlendShape8(1,1,0,0,1,0,0,1), 10),
Blend8(BlendShape8(1,1,0,1,1,0,0,0), 10),
Blend8(BlendShape8(1,1,0,0,1,1,0,0), 10),
Blend8(BlendShape8(1,1,0,1,0,0,0,1), 12),
Blend8(BlendShape8(0,1,1,0,1,1,0,0), 7),
Blend8(BlendShape8(1,1,1,1,0,0,0,0), 1),
Blend8(BlendShape8(1,1,1,0,1,0,0,0), 3),
Blend8(BlendShape8(0,0,1,0,1,1,0,1), 7),
Blend8(BlendShape8(1,0,1,0,1,1,0,0), 4),
Blend8(BlendShape8(1,1,1,0,0,1,0,0), 1),
Blend8(BlendShape8(1,1,0,1,0,1,0,0), 12),
Blend8(BlendShape8(0,1,0,1,0,1,0,1), 0)
};
const Blend8 Blends5Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,0,0,0), 2),
Blend8(BlendShape8(1,1,1,1,0,0,0,1), 1),
Blend8(BlendShape8(1,1,1,0,1,0,0,1), 3),
Blend8(BlendShape8(1,1,1,0,1,0,1,0), 11),
Blend8(BlendShape8(1,1,1,0,0,1,0,1), 1),
Blend8(BlendShape8(1,1,0,1,1,1,0,0), 10),
Blend8(BlendShape8(1,1,1,0,1,1,0,0), 3),
Blend8(BlendShape8(1,0,1,0,1,1,0,1), 4),
Blend8(BlendShape8(1,1,0,1,0,1,0,1), 12),
Blend8(BlendShape8(0,1,1,0,1,1,0,1), 7)
};
const Blend8 Blends6Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,1,0,0), 2),
Blend8(BlendShape8(1,1,1,1,1,0,1,0), 8),
Blend8(BlendShape8(1,1,1,1,0,1,0,1), 1),
Blend8(BlendShape8(1,1,1,0,1,1,1,0), 6),
Blend8(BlendShape8(1,1,1,0,1,1,0,1), 3),
Blend8(BlendShape8(1,1,0,1,1,1,0,1), 10)
};
const Blend8 Blends7Neighbour8[] =
{
Blend8(BlendShape8(1,1,1,1,1,1,0,1), 2),
Blend8(BlendShape8(1,1,1,1,1,1,1,0), 9)
};
///////////////////////////////////////////////////////////////////////////////
///////////////////////////////////////////////////////////////////////////////
// MatchBlendShapeFlipped: test if the given shape can be made to fit the
// template in either unflipped state, or by flipping the shape in U or V
template<class T>
bool MatchBlendShapeFlipped(const T& templateshape,const T& shape,unsigned int& flags)
{
// test unrotated shape
if (shape==templateshape) {
return true;
}
// test against shape flipped in U
T tstShape;
templateshape.FlipU(tstShape);
if (shape==tstShape) {
flags|=BLENDMAP_FLIPU;
return true;
}
// test against shape flipped in V
templateshape.FlipV(tstShape);
if (shape==tstShape) {
flags|=BLENDMAP_FLIPV;
return true;
}
// no joy; no match by flipping
return false;
}
///////////////////////////////////////////////////////////////////////////////
// MatchBlendShape: try and find a matching blendmap, and the required flip/
// rotation flags, to fit the given shape to the template
template<class T>
int MatchBlendShape(const T& templateshape,const T& shape,unsigned int& flags)
{
// try matching unrotated shape first using just flipping
if (MatchBlendShapeFlipped(templateshape,shape,flags)) {
return true;
}
// now try iterating through rotations of 90,180,270 degrees
T tstShape;
templateshape.Rotate90(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
// update flags - note if we've flipped in u or v, we need to rotate in
// the opposite direction
flags|=flags ? BLENDMAP_ROTATE270 : BLENDMAP_ROTATE90;
return true;
}
templateshape.Rotate180(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
flags|=BLENDMAP_ROTATE180;
return true;
}
templateshape.Rotate270(tstShape);
if (MatchBlendShapeFlipped(tstShape,shape,flags)) {
// update flags - note if we've flipped in u or v, we need to rotate in
// the opposite direction
flags|=flags ? BLENDMAP_ROTATE90 : BLENDMAP_ROTATE270;
return true;
}
return false;
}
///////////////////////////////////////////////////////////////////////////////
// LookupBlend: find and return the blendmap fitting the given shape by
// iterating through the given data table and testing each shape in flipped and
// rotated forms until a match is found
template<class S,class T>
int LookupBlend(int tableSize,const S* table,const T& shape,unsigned int& flags)
{
// iterate through known blend shapes
for (int b=0;b<tableSize;b++) {
const S& blend=table[b];
if (MatchBlendShape(blend.m_Shape,shape,flags)) {
return blend.m_AlphaMap;
}
}
// eh? shouldn't get here if we've correctly considered all possible cases;
// keep the compiler happy, and, while we're still debugging possible shapes,
// return bad blend to highlight suspect alphamap logic
return 13;
}
///////////////////////////////////////////////////////////////////////////////
// Calculate: return the index of the blend map that fits the given shape,
// and the set of flip/rotation flags to get the shape correctly oriented
int Calculate(BlendShape8 shape,unsigned int& flags)
{
// assume we're not going to require flipping or rotating
flags=0;
// count number of neighbours
int count=0;
for (int i=0;i<8;i++) {
if (shape[i]) count++;
}
if (count==0) {
// no neighbours, just the centre tile has the given texture; use blend circle
return 0;
} else if (count==8) {
// all neighbours have same texture; return code to signal no alphamap required
return -1;
} else {
if (count<=4) {
// check if we can consider this a BlendShape4 - ie are any of the diagonals (NE,SE,SW,NW) set?
if (!shape[1] && !shape[3] && !shape[5] && !shape[7]) {
// ok, build a BlendShape4 and use that
BlendShape4 shape4;
shape4[0]=shape[0];
shape4[1]=shape[2];
shape4[2]=shape[4];
shape4[3]=shape[6];
switch (count) {
case 1:
return LookupBlend(sizeof(Blends1Neighbour)/sizeof(Blend4),Blends1Neighbour,shape4,flags);
case 2:
return LookupBlend(sizeof(Blends2Neighbour)/sizeof(Blend4),Blends2Neighbour,shape4,flags);
case 3:
return LookupBlend(sizeof(Blends3Neighbour)/sizeof(Blend4),Blends3Neighbour,shape4,flags);
case 4:
// N,S,E,W have same texture, NE,SE,SW,NW don't; use a blend 4 corners
return 5;
}
}
}
// we've got this far, so now we've got to consider the remaining choices, all containing
// diagonal elements
switch (count) {
case 1:
// trivial case - just return a circle blend
return 0;
case 2:
return LookupBlend(sizeof(Blends2Neighbour8)/sizeof(Blend8),Blends2Neighbour8,shape,flags);
case 3:
return LookupBlend(sizeof(Blends3Neighbour8)/sizeof(Blend8),Blends3Neighbour8,shape,flags);
case 4:
return LookupBlend(sizeof(Blends4Neighbour8)/sizeof(Blend8),Blends4Neighbour8,shape,flags);
case 5:
return LookupBlend(sizeof(Blends5Neighbour8)/sizeof(Blend8),Blends5Neighbour8,shape,flags);
case 6:
return LookupBlend(sizeof(Blends6Neighbour8)/sizeof(Blend8),Blends6Neighbour8,shape,flags);
case 7:
return LookupBlend(sizeof(Blends7Neighbour8)/sizeof(Blend8),Blends7Neighbour8,shape,flags);
}
}
// Shouldn't get here if we've correctly considered all possible cases;
// keep the compiler happy, and, while we're still debugging possible shapes,
// return bad blend to highlight suspect alphamap logic
return 13;
}
} // end of namespace