Implement a new tileset atlas layout to allow for bigger tilesets

The atlas packing algorithm has been reworked to pack autotiles
and tileset very efficiently into a texture, splitting the tileset
in multiple ways and eliminating the previous duplication of image
data in the atlas across "frames". Animation, which these frames
were designed for, is now done via duplicated buffer frames,
ie. each animation frame has its own VBO and IBO data. This was
not done to save on VRAM (hardly less memory is used), but to
make place for the new atlas layout.
Thanks to this new layout, even with a max texture size of 2048,
one can use tilesets with up to 15000 height. Of course, such
a tileset couldn't be stored in a regular Bitmap to begin with,
which is why I also introduced a hack called "mega surfaces":
software surfaces stored in RAM and wrapped inside a Bitmap,
whose sole purpose is to be passed to a Tilemap as tilesets.

Various other minor changes and fixes are included.
This commit is contained in:
Jonas Kulla 2013-09-23 22:21:58 +02:00
parent 6b2c892280
commit 10ec55e39b
9 changed files with 637 additions and 177 deletions

View file

@ -40,6 +40,13 @@
#define DISP_CLASS_NAME "bitmap"
#define GUARD_MEGA \
{ \
if (p->megaSurface) \
throw Exception(Exception::MKXPError, \
"Operation not supported for mega surfaces"); \
}
struct BitmapPrivate
{
TEXFBO tex;
@ -50,7 +57,14 @@ struct BitmapPrivate
Font *font;
/* "Mega surfaces" are a hack to allow Tilesets to be used
* whose Bitmaps don't fit into a regular texture. They're
* kept in RAM and will throw an error if they're used in
* any context other than as Tilesets */
SDL_Surface *megaSurface;
BitmapPrivate()
: megaSurface(0)
{
font = &gState->defaultFont();
}
@ -143,27 +157,37 @@ Bitmap::Bitmap(const char *filename)
if (!imgSurf)
throw Exception(Exception::SDLError, "SDL: %s", SDL_GetError());
TEXFBO tex;
p->ensureFormat(imgSurf, SDL_PIXELFORMAT_ABGR8888);
try
if (imgSurf->w > glState.caps.maxTexSize || imgSurf->h > glState.caps.maxTexSize)
{
tex = gState->texPool().request(imgSurf->w, imgSurf->h);
/* Mega surface */
p = new BitmapPrivate;
p->megaSurface = imgSurf;
}
catch (const Exception &e)
else
{
/* Regular surface */
TEXFBO tex;
try
{
tex = gState->texPool().request(imgSurf->w, imgSurf->h);
}
catch (const Exception &e)
{
SDL_FreeSurface(imgSurf);
throw e;
}
p = new BitmapPrivate;
p->tex = tex;
TEX::bind(p->tex.tex);
TEX::uploadImage(p->tex.width, p->tex.height, imgSurf->pixels, GL_RGBA);
SDL_FreeSurface(imgSurf);
throw e;
}
p = new BitmapPrivate;
p->tex = tex;
TEX::bind(p->tex.tex);
TEX::uploadImage(p->tex.width, p->tex.height, imgSurf->pixels, GL_RGBA);
SDL_FreeSurface(imgSurf);
}
Bitmap::Bitmap(int width, int height)
@ -196,14 +220,20 @@ Bitmap::~Bitmap()
int Bitmap::width() const
{
GUARD_DISPOSED
GUARD_DISPOSED;
if (p->megaSurface)
return p->megaSurface->w;
return p->tex.width;
}
int Bitmap::height() const
{
GUARD_DISPOSED
GUARD_DISPOSED;
if (p->megaSurface)
return p->megaSurface->h;
return p->tex.height;
}
@ -227,6 +257,8 @@ void Bitmap::stretchBlt(const IntRect &destRect,
{
GUARD_DISPOSED;
GUARD_MEGA;
opacity = clamp(opacity, 0, 255);
if (opacity == 0)
@ -291,7 +323,9 @@ void Bitmap::fillRect(int x, int y,
void Bitmap::fillRect(const IntRect &rect, const Vec4 &color)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
p->fillRect(rect, color);
@ -310,7 +344,9 @@ void Bitmap::gradientFillRect(const IntRect &rect,
const Vec4 &color1, const Vec4 &color2,
bool vertical)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
flush();
@ -354,7 +390,9 @@ void Bitmap::clearRect(int x, int y, int width, int height)
void Bitmap::clearRect(const IntRect &rect)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
p->fillRect(rect, Vec4());
@ -363,7 +401,9 @@ void Bitmap::clearRect(const IntRect &rect)
void Bitmap::clear()
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
/* Any queued points won't be visible after this anyway */
p->pointArray.reset();
@ -383,6 +423,8 @@ Vec4 Bitmap::getPixel(int x, int y) const
{
GUARD_DISPOSED;
GUARD_MEGA;
if (x < 0 || y < 0 || x >= width() || y >= height())
return Vec4();
@ -399,7 +441,9 @@ Vec4 Bitmap::getPixel(int x, int y) const
void Bitmap::setPixel(int x, int y, const Vec4 &color)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
p->pointArray.append(Vec2(x+.5, y+.5), color);
@ -408,7 +452,9 @@ void Bitmap::setPixel(int x, int y, const Vec4 &color)
void Bitmap::hueChange(int hue)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
if ((hue % 360) == 0)
return;
@ -458,7 +504,9 @@ void Bitmap::drawText(int x, int y,
void Bitmap::drawText(const IntRect &rect, const char *str, int align)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
if (*str == '\0')
return;
@ -557,7 +605,9 @@ void Bitmap::drawText(const IntRect &rect, const char *str, int align)
IntRect Bitmap::textSize(const char *str)
{
GUARD_DISPOSED
GUARD_DISPOSED;
GUARD_MEGA;
TTF_Font *font = p->font->getSdlFont();
@ -577,6 +627,9 @@ void Bitmap::flush() const
if (isDisposed())
return;
if (p->megaSurface)
return;
p->flushPoints();
}
@ -585,6 +638,16 @@ TEXFBO &Bitmap::getGLTypes()
return p->tex;
}
SDL_Surface *Bitmap::megaSurface()
{
return p->megaSurface;
}
void Bitmap::ensureNonMega()
{
GUARD_MEGA;
}
void Bitmap::bindTex(ShaderBase &shader)
{
p->bindTexture(shader);
@ -592,6 +655,10 @@ void Bitmap::bindTex(ShaderBase &shader)
void Bitmap::releaseResources()
{
gState->texPool().release(p->tex);
if (p->megaSurface)
SDL_FreeSurface(p->megaSurface);
else
gState->texPool().release(p->tex);
delete p;
}