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# SpritePictureRGB8.cpp

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    00001 //------------------------------------------------------------------------------
    00002 // Lamp : Open source game middleware
    00003 // Copyright (C) 2004  Junpei Ohtani ( Email : junpee@users.sourceforge.jp )
    00004 //
    00005 // This library is free software; you can redistribute it and/or
    00006 // modify it under the terms of the GNU Lesser General Public
    00007 // License as published by the Free Software Foundation; either
    00008 // version 2.1 of the License, or (at your option) any later version.
    00009 //
    00010 // This library is distributed in the hope that it will be useful,
    00011 // but WITHOUT ANY WARRANTY; without even the implied warranty of
    00012 // MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the GNU
    00013 // Lesser General Public License for more details.
    00014 //
    00015 // You should have received a copy of the GNU Lesser General Public
    00016 // License along with this library; if not, write to the Free Software
    00017 // Foundation, Inc., 59 Temple Place, Suite 330, Boston, MA  02111-1307  USA
    00018 //------------------------------------------------------------------------------
    00019
    00020 /** @file
    00021  * スプライトピクチャRGB8実装
    00022  * @author Junpee
    00023  */
    00024
    00025 #include "LampBasic.h"
    00026 #include "Graphics2D/Sprite/SpritePictureRGB8.h"
    00027 #include "Graphics/Renderer/RenderingDevice.h"
    00028 #include "Core/Codec/LinearMinificationFilter/LinearMinificationFilter.h"
    00029
    00030 namespace Lamp{
    00031
    00032 //------------------------------------------------------------------------------
    00033 // 生成、破棄
    00034 //------------------------------------------------------------------------------
    00035 // コンストラクタ
    00036 SpritePictureRGB8::SpritePictureRGB8() : image_(NULL){
    00037 }
    00038 //------------------------------------------------------------------------------
    00039 // デストラクタ
    00040 SpritePictureRGB8::~SpritePictureRGB8(){
    00041     SafeArrayDelete(image_);
    00042 }
    00043 //------------------------------------------------------------------------------
    00044 // サイズ
    00045 //------------------------------------------------------------------------------
    00046 // サイズの設定
    00047 void SpritePictureRGB8::setSize(const DimensionI& size){
    00048     SpritePicture::setSize(size);
    00049     SafeArrayDelete(image_);
    00050     image_ = new Color3c[size.width * size.height];
    00051 }
    00052 //------------------------------------------------------------------------------
    00053 // Direct3Dテクスチャ
    00054 //------------------------------------------------------------------------------
    00055 // D3Dテクスチャのコンパイル
    00056 bool SpritePictureRGB8::compileD3DTexture(){
    00057     Assert(image_ != NULL);
    00058     Direct3DTexture* d3dTexture;
    00059     const DimensionI& size = getSize();
    00060     d3dTexture = RenderingDevice::getInstance()->createTexture(
    00061         D3DFMT_A8R8G8B8, size.width, size.height);
    00062     setD3DTexture(d3dTexture);
    00063     // 書き込み
    00064     if(!compileMipmap(image_, size, 0)){ return false; }
    00065     return true;
    00066 }
    00067 //------------------------------------------------------------------------------
    00068 // イメージのコンパイル
    00069 bool SpritePictureRGB8::compileImage(
    00070     const Color3c* image, const DimensionI& size, int mipmapLevel){
    00071     RenderingDevice* device = RenderingDevice::getInstance();
    00072     D3DLOCKED_RECT lockedRect =
    00073         device->lockTexture(getD3DTexture(), mipmapLevel);
    00074     u_char* lineAddr = (u_char*)lockedRect.pBits;
    00075     for(int i = 0; i < size.height; i++){
    00076         u_int* writeAddr = (u_int*)lineAddr;
    00077         int offset = i * size.width;
    00078         for(int j = 0; j < size.width; j++){
    00079             (*writeAddr) = image[offset + j].getARGB();
    00080             writeAddr++;
    00081         }
    00082         lineAddr += lockedRect.Pitch;
    00083     }
    00084     device->unlockTexture(getD3DTexture(), mipmapLevel);
    00085     return true;
    00086 }
    00087 //------------------------------------------------------------------------------
    00088 // ミップマップのコンパイル
    00089 bool SpritePictureRGB8::compileMipmap(
    00090     const Color3c* image, const DimensionI& size, int mipmapLevel){
    00091     // イメージのコンパイル
    00092     if(!compileImage(image, size, mipmapLevel)){ return false; }
    00093     // ミップマップ再帰チェック
    00094     mipmapLevel++;
    00095     if((size.width == 1) && (size.height == 1)){
    00096         Assert(getD3DTexture()->GetLevelCount() == mipmapLevel);
    00097         return true;
    00098     }
    00099     DimensionI nextSize = LinearMinificationFilter::getNextSize(size);
    00100     Color3c* nextImage = new Color3c[nextSize.width * nextSize.height];
    00101     // ブロックフィルタで縮小
    00102     LinearMinificationFilter::filter(image, size, nextImage, nextSize);
    00103     bool nextLevelResult = compileMipmap(nextImage, nextSize, mipmapLevel);
    00104     delete[] nextImage;
    00105     return nextLevelResult;
    00106 }
    00107 //------------------------------------------------------------------------------
    00108 } // End of namespace Lamp
    00109 //------------------------------------------------------------------------------