Esempio n. 1
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 private void GetLowerRightLinks(int x, int y, int mipLevel, out UVCoordLink hitLink, out UVCoordLink missLink)
 {
     // Hit link: Move down a mip level.
     hitLink = Link(x * 2, y * 2, mipLevel - 1);
     // Miss link: Move up.
     missLink = Link(x, y - 1, mipLevel);
 }
Esempio n. 2
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        private void GetUpperRightLinks(int x, int y, int mipLevel, out UVCoordLink hitLink, out UVCoordLink missLink)
        {
            // Hit link: Move down a mip level.
            hitLink = Link(x * 2, y * 2, mipLevel - 1);
            // Miss link: Move up one mip level until a non-upper-right square is reached,
            // then move to the next square in that sequence.
            // Or stop if the mip limit is reached (null link).
            int newX = x, newY = y, newMipLevel = mipLevel;

            do
            {
                newMipLevel += 1;
                newX        /= 2;
                newY        /= 2;
            } while (newX % 2 == 1 && newY % 2 == 0 && mipLevel != MipCount - 1);
            if (newX % 2 == 0 && newY % 2 == 0)
            {
                if (newMipLevel == MipCount - 1)
                {
                    missLink = NullLink(); return;
                }
                else
                {
                    missLink = Link(newX, newY + 1, newMipLevel);
                }
            }
            else if (newX % 2 == 0 && newY % 2 == 1)
            {
                missLink = Link(newX + 1, newY, newMipLevel);
            }
            else             /* (newX % 2 == 0 && newY % 2 == 1) */
            {
                missLink = Link(newX, newY - 1, newMipLevel);
            }
        }
Esempio n. 3
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 private void GetLinksForNode(int x, int y, int mipLevel, out UVCoordLink hitLink, out UVCoordLink missLink)
 {
     if (x % 2 == 0 && y % 2 == 0)
     {
         if (mipLevel == MipCount - 1)
         {
             GetRootNodeLinks(out hitLink, out missLink);
         }
         else
         {
             GetUpperLeftLinks(x, y, mipLevel, out hitLink, out missLink);
         }
     }
     else if (x % 2 == 0 && y % 2 == 1)
     {
         GetLowerLeftLinks(x, y, mipLevel, out hitLink, out missLink);
     }
     else if (x % 2 == 1 && y % 2 == 1)
     {
         GetLowerRightLinks(x, y, mipLevel, out hitLink, out missLink);
     }
     else             /* (i % 2 == 1 && j % 2 == 0) */
     {
         GetUpperRightLinks(x, y, mipLevel, out hitLink, out missLink);
     }
 }
Esempio n. 4
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 private void GetUpperLeftLinks(int x, int y, int mipLevel, out UVCoordLink hitLink, out UVCoordLink missLink)
 {
     // Hit link: Move down a mip level.
     hitLink = Link(x * 2, y * 2, mipLevel - 1);
     // Miss link: Move down.
     missLink = Link(x, y + 1, mipLevel);
 }
Esempio n. 5
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        private bool ClimbUpperRightCorner()
        {
            x        /= 2;
            y        /= 2;
            mipLevel += 1;

            if (mipLevel == MipCount - 1)
            {
                finished = true;
            }
            else
            {
                UVCoordLink hitLink  = Link(x * 2, y * 2, mipLevel - 1);
                UVCoordLink missLink = NullLink();

                try {
                    this.curHitLink = hitLink;
                    this.hitLinkPixels [mipLevel][x + mipWidths[mipLevel] * y] = hitLink;
                    this.curMissLink = missLink;
                    this.missLinkPixels[mipLevel][x + mipWidths[mipLevel] * y] = missLink;
                }
                catch (System.IndexOutOfRangeException) {
                    Debug.LogError("tried to index for mipLevel: " + mipLevel + " and x " + x + " and y " + y);
                }
            }

            return(!finished);
        }
Esempio n. 6
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 private UVCoordLink Link(int x, int y, int mipLevel)
 {
     if (mipLevel == -1)
     {
         return(UVCoordLink.NullLink());
     }
     else
     {
         return(new UVCoordLink(x, y, mipLevel, mipWidths[mipLevel]));
     }
 }
Esempio n. 7
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 private void GetRootNodeLinks(out UVCoordLink hitLink, out UVCoordLink missLink)
 {
     if (MipCount == 1)
     {
         //Debug.LogWarning("Special case detected again: Single pixel texture.");
         hitLink = UVCoordLink.NullLink();
     }
     else
     {
         //Debug.Log("Root node link. MipCount is " + MipCount);
         hitLink = new UVCoordLink(0, 0, MipCount - 2, 2);
         //Debug.Log("GetRootNodeLink. Returning hit link: " + hitLink);
     }
     missLink = UVCoordLink.NullLink();
 }
Esempio n. 8
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 private UVCoordLink NullLink()
 {
     return(UVCoordLink.NullLink());
 }
Esempio n. 9
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        // Hit Links: Down one mip level if possible (x * 2, y * 2), else null
        // Miss Links:
        // s0    s3 --> (up-and-next until a non-visited node is found,)
        // |     ^       or null if a miss ends traversal)
        // v     |
        // s1 -> s2
        /// <summary> Sets the output hitLink and missLink coordinate links for the node
        /// just arrived at by the Step(). Returns true if there are more steps to take,
        /// false otherwise. </summary>
        public bool Step()
        {
            //Debug.Log("Stepping.");
            if (finished)
            {
                Debug.LogError("Already finished walking."); return(true);
            }
            // Initialization case
            if (mipLevel == -1 && x == -1 && y == -1)
            {
                this.x        = 0;
                this.y        = 0;
                this.mipLevel = mipWidths.Length - 1;

                UVCoordLink hitLink, missLink;
                GetRootNodeLinks(out hitLink, out missLink);

                this.curHitLink = hitLink;
                this.hitLinkPixels [mipLevel][x + mipWidths[mipLevel] * y] = hitLink;
                this.curMissLink = missLink;
                this.missLinkPixels[mipLevel][x + mipWidths[mipLevel] * y] = missLink;
                if (hitLink.isNull)
                {
                    Debug.LogWarning("Special case detected: Base texture is one pixel.");
                    finished = true;
                }
                return(!finished);
            }
            else
            {
                if (!finishing)
                {
                    if (curHitLink.isNull)
                    {
                        // Follow miss link.
                        this.x = curMissLink.X(TexWidth);
                        // Debug.Log("TexWidth is: " + TexWidth);
                        // Debug.Log("MipLevelInteger is: " + curMissLink.MipLevelInteger + " and MipWidth is " + curMissLink.MipWidth(curMissLink.MipLevelInteger, TexWidth));
                        // Debug.Log("Miss link X: " + curMissLink.X(TexWidth) + "; Miss link Y: " + curHitLink.Y(TexWidth));
                        this.y        = curMissLink.Y(TexWidth);
                        this.mipLevel = curMissLink.MipLevelInteger;
                        //Debug.Log("Followed miss link: " + curMissLink + ". Current position is: " + this);
                    }
                    else
                    {
                        // Follow hit link.
                        this.x        = curHitLink.X(TexWidth);
                        this.y        = curHitLink.Y(TexWidth);
                        this.mipLevel = curHitLink.MipLevelInteger;
                        //Debug.Log("Followed hit link: " + curHitLink  + ". Current position is: " + this);
                    }

                    UVCoordLink hitLink, missLink;
                    GetLinksForNode(this.x, this.y, this.mipLevel, out hitLink, out missLink);

                    this.curHitLink = hitLink;
                    this.hitLinkPixels [mipLevel][x + mipWidths[mipLevel] * y] = hitLink;
                    this.curMissLink = missLink;
                    this.missLinkPixels[mipLevel][x + mipWidths[mipLevel] * y] = missLink;

                    if (this.x == mipWidths[mipLevel] - 1 && this.y == 0 && mipLevel == 0)
                    {
                        // Hit upper-right corner of the mip-0 texture, start finishing.
                        //Debug.Log("Finishing began.");
                        finishing = true;
                    }
                    else
                    {
                        return(true);
                    }
                }
                if (finishing)
                {
                    // To finish, travel up one mip level to successive upper-right corners.
                    return(ClimbUpperRightCorner());
                }

                //Debug.LogError("Should never reach here.");
                return(true);
            }
        }