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# Conflicts: # src/core/Game.cpp # src/rw/RwHelper.cpp
221 lines
No EOL
4.2 KiB
C++
221 lines
No EOL
4.2 KiB
C++
#ifndef LIBRW
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#include <d3d8.h>
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#define WITHD3D
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#include "common.h"
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#include "TexturePools.h"
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// TODO: this needs to be integrated into RW
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extern "C" LPDIRECT3DDEVICE8 _RwD3DDevice;
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CTexturePool aTexturePools[12];
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CPaletteList PaletteList;
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int numTexturePools;
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int MaxPaletteIndex;
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bool bUsePaletteIndex = true;
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void
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CTexturePool::Create(D3DFORMAT _Format, int _size, uint32 mipmapLevels, int32 numTextures)
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{
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Format = _Format;
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size = _size;
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levels = mipmapLevels;
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pTextures = new IDirect3DTexture8 *[numTextures];
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texturesMax = numTextures;
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texturesNum = 0;
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texturesUsed = 0;
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}
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void
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CTexturePool::Release()
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{
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int i = 0;
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while (i < texturesNum) {
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pTextures[i]->Release();
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i++;
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}
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delete[] pTextures;
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pTextures = nil;
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texturesNum = 0;
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texturesUsed = 0;
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}
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IDirect3DTexture8 *
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CTexturePool::FindTexture()
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{
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if (texturesNum == 0)
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return nil;
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texturesUsed--;
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return pTextures[--texturesNum];
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}
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bool
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CTexturePool::AddTexture(IDirect3DTexture8 *texture)
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{
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++texturesUsed;
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if (texturesNum >= texturesMax)
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return false;
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pTextures[texturesNum] = texture;
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++texturesNum;
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return true;
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}
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void
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CTexturePool::Resize(int numTextures)
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{
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if (numTextures == texturesMax)
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return;
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IDirect3DTexture8 **newTextures = new IDirect3DTexture8 *[numTextures];
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for (int i = 0; i < texturesNum && i < numTextures; i++)
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newTextures[i] = pTextures[i];
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if (numTextures < texturesNum) {
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for (int i = numTextures; i < texturesNum; i++)
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pTextures[i]->Release();
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}
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delete[] pTextures;
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pTextures = newTextures;
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texturesMax = numTextures;
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}
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void
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CPaletteList::Alloc(int max)
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{
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Data = new int[max];
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Max = max;
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Num = 0;
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}
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void
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CPaletteList::Free()
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{
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delete[] Data;
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Data = nil;
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Num = 0;
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}
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int
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CPaletteList::Find()
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{
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if (Num == 0)
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return -1;
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return Data[--Num];
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}
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void
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CPaletteList::Add(int item)
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{
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if (Num < Max)
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Data[Num++] = item;
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else {
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Resize(2 * Max);
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Add(item);
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}
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}
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void
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CPaletteList::Resize(int max)
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{
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if (max == Max)
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return;
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int *newData = new int[4 * max];
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for (int i = 0; i < Num && i < max; i++)
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newData[i] = Data[i];
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delete[] Data;
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Data = newData;
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Max = max;
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}
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HRESULT
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CreateTexture(int width, int height, int levels, D3DFORMAT Format, IDirect3DTexture8 **texture)
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{
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if (width == height) {
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for (int i = 0; i < numTexturePools; i++) {
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if (width != aTexturePools[i].GetSize() && levels == aTexturePools[i].levels && Format == aTexturePools[i].Format)
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*texture = aTexturePools[i].FindTexture();
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}
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}
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if (*texture)
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return D3D_OK;
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else
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return _RwD3DDevice->CreateTexture(width, height, levels, 0, Format, D3DPOOL_MANAGED, texture);
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}
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void
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ReleaseTexture(IDirect3DTexture8 *texture)
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{
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int levels = 1;
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if (texture->GetLevelCount() > 1)
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levels = 0;
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D3DSURFACE_DESC SURFACE_DESC;
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texture->GetLevelDesc(0, &SURFACE_DESC);
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if (SURFACE_DESC.Width == SURFACE_DESC.Height) {
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for (int i = 0; i < numTexturePools; i++) {
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if (SURFACE_DESC.Width == aTexturePools[i].GetSize() && SURFACE_DESC.Format == aTexturePools[i].Format && levels == aTexturePools[i].levels) {
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if (!aTexturePools[i].AddTexture(texture)) {
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if (aTexturePools[i].texturesUsed > 3 * aTexturePools[i].texturesMax / 2) {
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aTexturePools[i].Resize(2 * aTexturePools[i].texturesMax);
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aTexturePools[i].texturesUsed--;
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aTexturePools[i].AddTexture(texture);
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} else {
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texture->Release();
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}
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}
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return;
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}
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}
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}
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if (numTexturePools < 12 && bUsePaletteIndex && levels != 0 && SURFACE_DESC.Width == SURFACE_DESC.Height &&
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(SURFACE_DESC.Width == 64 || SURFACE_DESC.Width == 128 || SURFACE_DESC.Width == 256)) {
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aTexturePools[numTexturePools].Create(SURFACE_DESC.Format, SURFACE_DESC.Width, 1, 16);
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aTexturePools[numTexturePools].AddTexture(texture);
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numTexturePools++;
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} else
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texture->Release();
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}
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int
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FindAvailablePaletteIndex()
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{
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int index = PaletteList.Find();
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if (index == -1)
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index = MaxPaletteIndex++;
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return index;
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}
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void
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AddAvailablePaletteIndex(int index)
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{
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if (bUsePaletteIndex)
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PaletteList.Add(index);
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}
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void
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_TexturePoolsInitialise()
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{
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PaletteList.Alloc(100);
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MaxPaletteIndex = 0;
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}
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void
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_TexturePoolsShutdown()
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{
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for (int i = 0; i < numTexturePools; i++)
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aTexturePools[i].Release();
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numTexturePools = 0;
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bUsePaletteIndex = false;
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PaletteList.Free();
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}
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#endif // !LIBRW
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