| 123456789101112131415161718192021222324252627282930313233343536373839404142434445464748495051525354555657585960616263646566676869707172737475767778798081828384858687888990919293949596979899100101102103104105106107108109110111112113114115116117118119120121122123124125126127128129130131132133134135136137138139140141142143144145146147148149150151152153154155156157 | /** * Copyright(c) Live2D Inc. All rights reserved. * * Use of this source code is governed by the Live2D Open Software license * that can be found at https://www.live2d.com/eula/live2d-open-software-license-agreement_en.html. */using UnityEngine;namespace Live2D.Cubism.Rendering.Masking{    /// <summary>    /// Virtual pool allocator for <see cref="CubismMaskTile"/>s.    /// </summary>    internal sealed class CubismMaskTilePool    {        /// <summary>        /// Level of subdivisions.        /// </summary>        private int Subdivisions { get; set; }        /// <summary>        /// Pool slots.        /// </summary>        /// <remarks>        /// <see langword="true"/> slots are in use, <see langword="false"/> are available slots.        /// </remarks>        private bool[] Slots { get; set; }        #region Ctors        /// <summary>        /// Initializes instance.        /// </summary>        /// <param name="subdivisions">Number of <see cref="CubismMaskTexture"/> subdivisions.</param>        /// <param name="channels">Number of <see cref="CubismMaskTexture"/> color channels.</param>        public CubismMaskTilePool(int subdivisions, int channels)        {            Subdivisions = subdivisions;            Slots = new bool[(int)Mathf.Pow(4, subdivisions) * channels];        }        #endregion        /// <summary>        /// Acquires tiles.        /// </summary>        /// <param name="count">Number of tiles to acquire.</param>        /// <returns>Acquired tiles on success; <see langword="null"/> otherwise.</returns>        public CubismMaskTile[] AcquireTiles(int count)        {            var result = new CubismMaskTile[count];            // Populate container.            for (var i = 0; i < count; ++i)            {                var allocationSuccessful = false;                for (var j = 0; j < Slots.Length; ++j)                {                    // Skip occupied slots.                    if (Slots[j])                    {                        continue;                    }                    // Generate tile.                    result[i] = ToTile(j);                    // Flag slot as occupied.                    Slots[j] = true;                    // Flag allocation as successful.                    allocationSuccessful = true;                    break;                }                // Return as soon as one allocation fails.                if (!allocationSuccessful)                {                    return null;                }            }            // Return on success.            return result;        }        /// <summary>        /// Releases tiles.        /// </summary>        /// <param name="tiles">Tiles to release.</param>        public void ReturnTiles(CubismMaskTile[] tiles)        {            // Flag slots as available.            for (var i = 0; i < tiles.Length; ++i)            {                Slots[ToIndex(tiles[i])] = false;            }        }        /// <summary>        /// Converts from index to <see cref="CubismMaskTile"/>.        /// </summary>        /// <param name="index">Index to convert.</param>        /// <returns>Mask tile matching index.</returns>        private CubismMaskTile ToTile(int index)        {            var tileCounts = (int)Mathf.Pow(4, Subdivisions - 1);            var tilesPerRow = (int)Mathf.Pow(2, Subdivisions - 1);            var tileSize = 1f / (float)tilesPerRow;            var channel = index / tileCounts;            var currentTilePosition = index - (channel * tileCounts);            var column = currentTilePosition / tilesPerRow;            var rowId = currentTilePosition % tilesPerRow;            return new CubismMaskTile            {                Channel = channel,                Column = column,                Row = rowId,                Size = tileSize            };        }        /// <summary>        /// Converts from <see cref="CubismMaskTile"/> to index.        /// </summary>        /// <param name="tile">Tile to convert.</param>        /// <returns>Tile index.</returns>        private int ToIndex(CubismMaskTile tile)        {            var tileCounts = (int)Mathf.Pow(4, Subdivisions - 1);            var tilesPerRow = (int)Mathf.Pow(2, Subdivisions - 1);            return (int)((tile.Channel * tileCounts) + (tile.Column * tilesPerRow) + tile.Row);        }    }}
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