New approach to the low-res problem. Basically, we already have a 1024 minimum, and the tallest maps are restricting themselves to 2048 maximum. All backgrounds are scaled down 50%, then scaled up on draw. Saves memory, and backgrounds are already deliberately fuzzed for depth of field anyway.
--- a/hedgewars/uConsts.pas Tue Jun 22 22:21:44 2010 +0400
+++ b/hedgewars/uConsts.pas Tue Jun 22 23:08:57 2010 -0400
@@ -171,7 +171,7 @@
PTexture = ^TTexture;
TTexture = record
id: GLuint;
- w, h: LongInt;
+ w, h, scale: LongInt;
rx, ry: GLfloat;
priority: GLfloat;
vb, tb: array [0..3] of TVertex2f;
@@ -220,7 +220,6 @@
ifCritical = $00000002; // image is critical for gameplay (exit game if unable to load)
ifTransparent = $00000004; // image uses transparent pixels (color keying)
ifIgnoreCaps = $00000008; // ignore hardware capabilities when loading (i.e. image will not be drawn using OpenGL)
- ifLowRes = $00000010; // try loading a low resolution image when it is critical
// texture priority (allows OpenGL to keep frequently used textures in video memory more easily)
tpLowest = 0.00;
--- a/hedgewars/uMisc.pas Tue Jun 22 22:21:44 2010 +0400
+++ b/hedgewars/uMisc.pas Tue Jun 22 23:08:57 2010 -0400
@@ -403,6 +403,7 @@
new(NewTexture);
NewTexture^.PrevTexture:= nil;
NewTexture^.NextTexture:= nil;
+NewTexture^.Scale:= 1;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= NewTexture;
--- a/hedgewars/uStore.pas Tue Jun 22 22:21:44 2010 +0400
+++ b/hedgewars/uStore.pas Tue Jun 22 23:08:57 2010 -0400
@@ -395,9 +395,9 @@
begin
if AltPath = ptNone then
if ii in [sprHorizontL, sprHorizontR, sprSkyL, sprSkyR] then // FIXME: hack
- tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifLowRes)
+ tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent)
else
- tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical or ifLowRes)
+ tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent or ifCritical)
else begin
tmpsurf:= LoadImage(Pathz[Path] + '/' + FileName, ifAlpha or ifTransparent);
if tmpsurf = nil then
@@ -411,7 +411,10 @@
if Width = 0 then Width:= tmpsurf^.w;
if Height = 0 then Height:= tmpsurf^.h;
if (ii in [sprSky, sprSkyL, sprSkyR, sprHorizont, sprHorizontL, sprHorizontR]) then
- Texture:= Surface2Tex(tmpsurf, true)
+ begin
+ Texture:= Surface2Tex(tmpsurf, true);
+ Texture^.Scale:= 2
+ end
else
begin
Texture:= Surface2Tex(tmpsurf, false);
@@ -1089,7 +1092,6 @@
if (imageFlags and ifCritical) <> 0 then WriteToConsole(' Critical');
if (imageFlags and ifTransparent) <> 0 then WriteToConsole(' Transparent');
if (imageFlags and ifIgnoreCaps) <> 0 then WriteToConsole(' IgnoreCaps');
- if (imageFlags and ifLowRes) <> 0 then WriteToConsole(' LowRes');
end;
WriteToConsole('] ');
{$ENDIF}
@@ -1097,29 +1099,6 @@
s:= filename + '.png';
tmpsurf:= IMG_Load(Str2PChar(s));
- if (imageFlags and ifLowRes) <> 0 then
- begin
- s:= filename + '-lowres.png';
- if (tmpsurf <> nil) then
- begin
- if ((tmpsurf^.w > MaxTextureSize) or (tmpsurf^.h > MaxTextureSize)) then
- begin
- SDL_FreeSurface(tmpsurf);
- {$IFDEF DEBUGFILE}
- AddFileLog('...image too big, trying to load lowres version: ' + s + '...');
- {$ENDIF}
- tmpsurf:= IMG_Load(Str2PChar(s))
- end;
- end
- else
- begin
- {$IFDEF DEBUGFILE}
- AddFileLog('...image not found, trying to load lowres version: ' + s + '...');
- {$ENDIF}
- tmpsurf:= IMG_Load(Str2PChar(s))
- end;
- end;
-
if tmpsurf = nil then
begin
OutError(msgFailed, (imageFlags and ifCritical) <> 0);
--- a/hedgewars/uWorld.pas Tue Jun 22 22:21:44 2010 +0400
+++ b/hedgewars/uWorld.pas Tue Jun 22 23:08:57 2010 -0400
@@ -486,38 +486,44 @@
end;
procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
-var i, w, sw: LongInt;
+var i, w, h, lw, lh, rw, rh, sw: LongInt;
begin
sw:= round(cScreenWidth / cScaleFactor);
if (SpritesData[sprL].Texture = nil) or (SpritesData[sprR].Texture = nil) then
begin
- w:= SpritesData[spr].Width;
+ w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
+ h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
i:= Shift mod w;
if i > 0 then dec(i, w);
dec(i, w * (sw div w + 1));
repeat
- DrawSprite(spr, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
inc(i, w)
until i > sw
end
else
begin
- w:= SpritesData[spr].Width;
+ w:= SpritesData[spr].Width * SpritesData[spr].Texture^.Scale;
+ h:= SpritesData[spr].Height * SpritesData[spr].Texture^.Scale;
+ lw:= SpritesData[sprL].Width * SpritesData[spr].Texture^.Scale;
+ lh:= SpritesData[sprL].Height * SpritesData[spr].Texture^.Scale;
+ rw:= SpritesData[sprR].Width * SpritesData[spr].Texture^.Scale;
+ rh:= SpritesData[sprR].Height * SpritesData[spr].Texture^.Scale;
dec(Shift, w div 2);
- DrawSprite(spr, Shift, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[spr].Height, 0);
+ DrawTexture(Shift, WorldDy + LAND_HEIGHT + OffsetY - h, SpritesData[spr].Texture, SpritesData[spr].Texture^.Scale);
- i:= Shift - SpritesData[sprL].Width;
- while i >= -sw - SpritesData[sprL].Width do
+ i:= Shift - lw;
+ while i >= -sw - lw do
begin
- DrawSprite(sprL, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprL].Height, 0);
- dec(i, SpritesData[sprL].Width);
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - lh, SpritesData[sprL].Texture, SpritesData[sprL].Texture^.Scale);
+ dec(i, lw);
end;
i:= Shift + w;
while i <= sw do
begin
- DrawSprite(sprR, i, WorldDy + LAND_HEIGHT + OffsetY - SpritesData[sprR].Height, 0);
- inc(i, SpritesData[sprR].Width)
+ DrawTexture(i, WorldDy + LAND_HEIGHT + OffsetY - rh, SpritesData[sprR].Texture, SpritesData[sprR].Texture^.Scale);
+ inc(i, rw)
end
end
end;
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