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- /**
- * 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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