Remove FindSDL2 find-module, use sdl2-config.cmake instead
This requires SDL >= 2.0.4.
Since <https://bugzilla.libsdl.org/show_bug.cgi?id=2464> was fixed in
SDL 2.0.4, SDL behaves as a CMake "config-file package", even if it was
not itself built using CMake: it installs a sdl2-config.cmake file to
${libdir}/cmake/SDL2, which tells CMake where to find SDL's headers and
library, analogous to a pkg-config .pc file.
As a result, we no longer need to copy/paste a "find-module package"
to be able to find a system copy of SDL >= 2.0.4 with find_package(SDL2).
Find-module packages are now discouraged by the CMake developers, in
favour of having upstream projects behave as config-file packages.
This results in a small API change: FindSDL2 used to set SDL2_INCLUDE_DIR
and SDL2_LIBRARY, but the standard behaviour for config-file packages is
to set <name>_INCLUDE_DIRS and <name>_LIBRARIES. Use the CONFIG keyword
to make sure we search in config-file package mode, and will not find a
FindSDL2.cmake in some other directory that implements the old interface.
In addition to deleting redundant code, this avoids some assumptions in
FindSDL2 about the layout of a SDL installation. The current libsdl2-dev
package in Debian breaks those assumptions; this is considered a bug
and will hopefully be fixed soon, but it illustrates how fragile these
assumptions can be. We can be more robust against different installation
layouts by relying on SDL's own CMake integration.
When linking to a copy of CMake in a non-standard location, users can
now set the SDL2_DIR or CMAKE_PREFIX_PATH environment variable to point
to it; previously, these users would have used the SDL2DIR environment
variable. This continues to be unnecessary if using matching system-wide
installations of CMake and SDL2, for example both from Debian.
{$INCLUDE "options.inc"}
unit uLandGenPerlin;
interface
procedure GenPerlin;
implementation
uses uVariables
, uConsts
, uRandom
, uLandOutline // FillLand
, uUtils
;
var p: array[0..511] of LongInt;
const fadear: array[byte] of LongInt =
(0, 0, 0, 0, 0, 0, 0, 0, 1, 1, 2, 3, 3, 4, 6, 7, 9, 10, 12,
14, 17, 19, 22, 25, 29, 32, 36, 40, 45, 49, 54, 60, 65, 71,
77, 84, 91, 98, 105, 113, 121, 130, 139, 148, 158, 167, 178,
188, 199, 211, 222, 234, 247, 259, 273, 286, 300, 314, 329, 344,
359, 374, 390, 407, 424, 441, 458, 476, 494, 512, 531, 550,
570, 589, 609, 630, 651, 672, 693, 715, 737, 759, 782, 805, 828,
851, 875, 899, 923, 948, 973, 998, 1023, 1049, 1074, 1100, 1127,
1153, 1180, 1207, 1234, 1261, 1289, 1316, 1344, 1372, 1400, 1429,
1457, 1486, 1515, 1543, 1572, 1602, 1631, 1660, 1690, 1719, 1749,
1778, 1808, 1838, 1868, 1898, 1928, 1958, 1988, 2018, 2048, 2077,
2107, 2137, 2167, 2197, 2227, 2257, 2287, 2317, 2346, 2376, 2405,
2435, 2464, 2493, 2523, 2552, 2580, 2609, 2638, 2666, 2695, 2723,
2751, 2779, 2806, 2834, 2861, 2888, 2915, 2942, 2968, 2995, 3021,
3046, 3072, 3097, 3122, 3147, 3172, 3196, 3220, 3244, 3267, 3290,
3313, 3336, 3358, 3380, 3402, 3423, 3444, 3465, 3486, 3506, 3525,
3545, 3564, 3583, 3601, 3619, 3637, 3654, 3672, 3688, 3705, 3721,
3736, 3751, 3766, 3781, 3795, 3809, 3822, 3836, 3848, 3861, 3873,
3884, 3896, 3907, 3917, 3928, 3937, 3947, 3956, 3965, 3974, 3982,
3990, 3997, 4004, 4011, 4018, 4024, 4030, 4035, 4041, 4046, 4050,
4055, 4059, 4063, 4066, 4070, 4073, 4076, 4078, 4081, 4083, 4085,
4086, 4088, 4089, 4091, 4092, 4092, 4093, 4094, 4094, 4095, 4095,
4095, 4095, 4095, 4095, 4095);
function fade(t: LongInt) : LongInt; inline;
var t0, t1: LongInt;
begin
t0:= fadear[t shr 8];
if t0 = fadear[255] then
t1:= t0
else
t1:= fadear[t shr 8 + 1];
fade:= t0 + ((t and 255) * (t1 - t0) shr 8)
end;
function lerp(t, a, b: LongInt) : LongInt; inline;
begin
lerp:= a + ((Int64(b) - a) * t shr 12)
end;
function grad(hash, x, y: LongInt) : LongInt; inline;
var h, v, u: LongInt;
begin
h:= hash and 15;
if h < 8 then u:= x else u:= y;
if h < 4 then v:= y else
if (h = 12) or (h = 14) then v:= x else v:= 0;
if (h and 1) <> 0 then u:= -u;
if (h and 2) <> 0 then v:= -v;
grad:= u + v
end;
function inoise(x, y: LongInt) : LongInt; inline;
const N = $10000;
var xx, yy, u, v, A, AA, AB, B, BA, BB: LongInt;
begin
xx:= (x shr 16) and 255;
yy:= (y shr 16) and 255;
x:= x and $FFFF;
y:= y and $FFFF;
u:= fade(x);
v:= fade(y);
A:= p[xx ] + yy; AA:= p[A]; AB:= p[A + 1];
B:= p[xx + 1] + yy; BA:= p[B]; BB:= p[B + 1];
inoise:=
lerp(v, lerp(u, grad(p[AA ], x , y ),
grad(p[BA ], x-N , y )),
lerp(u, grad(p[AB ], x , y-N),
grad(p[BB ], x-N , y-N)));
end;
procedure inoise_setup();
var i, ii, t: Longword;
begin
for i:= 0 to 254 do
p[i]:= i + 1;
p[255]:= 0;
for i:= 0 to 254 do
begin
ii:= GetRandom(256 - i) + i;
t:= p[i];
p[i]:= p[ii];
p[ii]:= t
end;
for i:= 0 to 255 do
p[256 + i]:= p[i];
end;
const width = 4096;
height = 2048;
minY = 500;
//bottomPlateHeight = 90;
//bottomPlateMargin = 1200;
margin = 200;
procedure GenPerlin;
var y, x, di, dj, r, param1, param2, rCutoff, detail: LongInt;
var df: Int64;
begin
param1:= cTemplateFilter div 3;
param2:= cTemplateFilter mod 3;
rCutoff:= min(max((26-cFeatureSize)*4,15),85);
detail:= (26-cFeatureSize)*16000+50000; // feature size is a slider from 1-25 at present. flip it for perlin
df:= detail * (6 - param2 * 2);
// Calculate estimate for max. hedgehog count
// Tunnels
if param1 = 0 then
begin
// Small tunnels
if param2 = 0 then
// 12..24
MaxHedgehogs:= 12 + 1 * (cFeatureSize - 1)
// Medium tunnels
else if param2 = 1 then
// 14..24
MaxHedgehogs:= 14 + max(0, 1 * (cFeatureSize - 3))
// Large tunnels
else if param2 = 2 then
// 16..24
MaxHedgehogs:= 16 + max(0, 1 * (cFeatureSize - 5));
if MaxHedgehogs > 24 then
MaxHedgehogs:= 24;
end
// Islands
else if (param1 = 1) and (cFeatureSize <= 25) then
// Small islands
if param2 = 0 then
// 64..32
MaxHedgehogs:= 32 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 32) div 1000000
// Medium islands
else if param2 = 1 then
// 56..28
MaxHedgehogs:= 28 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 28) div 1000000
// Large islands
else if param2 = 2 then
// 48..24
MaxHedgehogs:= 24 + ((((25 - (cFeatureSize-1))*1000000) div 24) * 24) div 1000000;
// We only want even numbers
if (MaxHedgehogs > 0) and ((MaxHedgehogs mod 2) = 1) then
MaxHedgehogs:= MaxHedgehogs - 1;
inoise_setup();
for y:= minY to pred(height) do
begin
di:= df * y div height;
for x:= 0 to pred(width) do
begin
dj:= df * x div width;
r:= ((abs(inoise(di, dj)) + y*4) mod 65536 - (height - y) * 8) div 256;
//r:= (abs(inoise(di, dj))) shr 8 and $ff;
if (x < margin) or (x > width - margin) then r:= r - abs(x - width div 2) + width div 2 - margin; // fade on edges
//r:= r - max(0, - abs(x - width div 2) + width * 2 div 100); // split vertically in the middle
//r:= r + (trunc(1000 - sqrt(sqr(x - (width div 2)) * 4 + sqr(y - height * 5 div 4) * 22))) div 600 * 20; // ellipse
//r:= r + 1 - ((abs(x - (width div 2)) + abs(y - height) * 2)) div 32; // manhattan length ellipse
{
if (y > height - bottomPlateHeight) and (x > bottomPlateMargin) and (x + bottomPlateMargin < width) then
begin
dy:= (y - height + bottomPlateHeight);
r:= r + dy;
if x < bottomPlateMargin + bottomPlateHeight then
r:= r + (x - bottomPlateMargin - bottomPlateHeight)
else
if x + bottomPlateMargin + bottomPlateHeight > width then
r:= r - (x - width + bottomPlateMargin + bottomPlateHeight);
end;
}
if r < rCutoff then
Land[y, x]:= 0
else if param1 = 0 then
Land[y, x]:= lfObjMask
else
Land[y, x]:= lfBasic
end;
end;
if param1 = 0 then
begin
for x:= 0 to width do
if Land[height - 1, x] = lfObjMask then FillLand(x, height - 1, 0, lfBasic);
// strip all lfObjMask pixels
for y:= minY to LAND_HEIGHT - 1 do
for x:= 0 to LAND_WIDTH - 1 do
if Land[y, x] = lfObjMask then
Land[y, x]:= 0;
end;
playWidth:= width;
playHeight:= height;
leftX:= 0;
rightX:= playWidth - 1;
topY:= 0;
hasBorder:= false;
end;
end.