Team Fortress 2 Source Code as on 22/4/2020
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//========= Copyright Valve Corporation, All rights reserved. ============//
//
// Purpose:
//
// $Workfile: $
// $Date: $
// $NoKeywords: $
//=============================================================================//
#ifndef IMAGEPACKER_H
#define IMAGEPACKER_H
#ifdef _WIN32
#pragma once
#endif
#include "utlvector.h"
#include "utlrbtree.h"
#define MAX_MAX_LIGHTMAP_WIDTH 2048
//-----------------------------------------------------------------------------
// This packs a single lightmap
//-----------------------------------------------------------------------------
class CImagePacker { public: bool Reset( int nSortId, int maxLightmapWidth, int maxLightmapHeight ); bool AddBlock( int width, int height, int *returnX, int *returnY ); void GetMinimumDimensions( int *returnWidth, int *returnHeight ); float GetEfficiency( void ); int GetSortId() const; void IncrementSortId();
protected: int GetMaxYIndex( int firstX, int width );
int m_MaxLightmapWidth; int m_MaxLightmapHeight; int m_pLightmapWavefront[MAX_MAX_LIGHTMAP_WIDTH]; int m_AreaUsed; int m_MinimumHeight;
// For optimization purposes:
// These store the width + height of the first image
// that was unable to be stored in this image
int m_MaxBlockWidth; int m_MaxBlockHeight; int m_nSortID; };
//-----------------------------------------------------------------------------
// Inline methods
//-----------------------------------------------------------------------------
inline int CImagePacker::GetSortId() const { return m_nSortID; }
inline void CImagePacker::IncrementSortId() { ++m_nSortID; }
#endif // IMAGEPACKER_H
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