Exemplo n.º 1
0
void Atlas::updateRegion(const AtlasRegion& _region, const uint8_t* _bitmapBuffer)
{
	uint32_t size = _region.width * _region.height * 4;
	if (0 < size)
	{
		const bgfx::Memory* mem = bgfx::alloc(size);
		memset(mem->data, 0, mem->size);
		if (_region.getType() == AtlasRegion::TYPE_BGRA8)
		{
			const uint8_t* inLineBuffer = _bitmapBuffer;
			uint8_t* outLineBuffer = m_textureBuffer + _region.getFaceIndex() * (m_textureSize * m_textureSize * 4) + ( ( (_region.y * m_textureSize) + _region.x) * 4);

			for (int yy = 0; yy < _region.height; ++yy)
			{
				memcpy(outLineBuffer, inLineBuffer, _region.width * 4);
				inLineBuffer += _region.width * 4;
				outLineBuffer += m_textureSize * 4;
			}

			memcpy(mem->data, _bitmapBuffer, mem->size);
		}
		else
		{
			uint32_t layer = _region.getComponentIndex();
			const uint8_t* inLineBuffer = _bitmapBuffer;
			uint8_t* outLineBuffer = (m_textureBuffer + _region.getFaceIndex() * (m_textureSize * m_textureSize * 4) + ( ( (_region.y * m_textureSize) + _region.x) * 4) );

			for (int yy = 0; yy < _region.height; ++yy)
			{
				for (int xx = 0; xx < _region.width; ++xx)
				{
					outLineBuffer[(xx * 4) + layer] = inLineBuffer[xx];
				}

				memcpy(mem->data + yy * _region.width * 4, outLineBuffer, _region.width * 4);
				inLineBuffer += _region.width;
				outLineBuffer += m_textureSize * 4;
			}
		}

		bgfx::updateTextureCube(m_textureHandle, 0, (uint8_t)_region.getFaceIndex(), 0, _region.x, _region.y, _region.width, _region.height, mem);
	}
}
Exemplo n.º 2
0
void Atlas::packUV(const AtlasRegion& _region, uint8_t* _vertexBuffer, uint32_t _offset, uint32_t _stride) const
{
	int16_t x0 = (int16_t)( ( (float)_region.x * m_texelSize + m_texelOffset[0]) - float(INT16_MAX) );
	int16_t y0 = (int16_t)( ( (float)_region.y * m_texelSize + m_texelOffset[1]) - float(INT16_MAX) );
	int16_t x1 = (int16_t)( ( ( (float)_region.x + _region.width) * m_texelSize + m_texelOffset[0]) - float(INT16_MAX) );
	int16_t y1 = (int16_t)( ( ( (float)_region.y + _region.height) * m_texelSize + m_texelOffset[1]) - float(INT16_MAX) );
	int16_t ww = (int16_t)( (float(INT16_MAX) / 4.0f) * (float)_region.getComponentIndex() );

	_vertexBuffer += _offset;
	switch (_region.getFaceIndex() )
	{
	case 0: // +X
		x0 = -x0;
		x1 = -x1;
		y0 = -y0;
		y1 = -y1;
		writeUV(_vertexBuffer, INT16_MAX, y0, x0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MAX, y1, x0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MAX, y1, x1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MAX, y0, x1, ww); _vertexBuffer += _stride;
		break;

	case 1: // -X
		y0 = -y0;
		y1 = -y1;
		writeUV(_vertexBuffer, INT16_MIN, y0, x0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MIN, y1, x0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MIN, y1, x1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, INT16_MIN, y0, x1, ww); _vertexBuffer += _stride;
		break;

	case 2: // +Y
		writeUV(_vertexBuffer, x0, INT16_MAX, y0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x0, INT16_MAX, y1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, INT16_MAX, y1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, INT16_MAX, y0, ww); _vertexBuffer += _stride;
		break;

	case 3: // -Y
		y0 = -y0;
		y1 = -y1;
		writeUV(_vertexBuffer, x0, INT16_MIN, y0, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x0, INT16_MIN, y1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, INT16_MIN, y1, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, INT16_MIN, y0, ww); _vertexBuffer += _stride;
		break;

	case 4: // +Z
		y0 = -y0;
		y1 = -y1;
		writeUV(_vertexBuffer, x0, y0, INT16_MAX, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x0, y1, INT16_MAX, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, y1, INT16_MAX, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, y0, INT16_MAX, ww); _vertexBuffer += _stride;
		break;

	case 5: // -Z
		x0 = -x0;
		x1 = -x1;
		y0 = -y0;
		y1 = -y1;
		writeUV(_vertexBuffer, x0, y0, INT16_MIN, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x0, y1, INT16_MIN, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, y1, INT16_MIN, ww); _vertexBuffer += _stride;
		writeUV(_vertexBuffer, x1, y0, INT16_MIN, ww); _vertexBuffer += _stride;
		break;
	}
}