hedgewars/uLandTexture.pas
author koda
Thu, 17 Jun 2010 19:57:51 +0200
changeset 3513 f589230fa21b
parent 3509 d72c2219595d
child 3595 341e407e3754
permissions -rw-r--r--
now it's possible to select the scheme file in the ifrontendfix a type about loading an image (iphone file system IS case senstive) add rotation for iphone build too make the ifrontend work again with 3.0 sdk reworked openalbridge following most of an old implementation by Smaxx and making it more modular -- now sources are limited but the memory extension and cleanup is todo nil'd many variables in engine that were causing intialization problems
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2009 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uLandTexture;
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interface
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uses SDLh;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
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procedure DrawLand(dX, dY: LongInt);
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procedure FreeLand;
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implementation
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uses uMisc, uLand, uStore, uConsts, GLunit;
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const TEXSIZE = 256;
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{$IFDEF DOWNSCALE}
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    LANDTEXARW = (LAND_WIDTH div TEXSIZE) div 2;
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    LANDTEXARH = (LAND_HEIGHT div TEXSIZE) div 2;
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{$ELSE}
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    LANDTEXARW = LAND_WIDTH div TEXSIZE;
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    LANDTEXARH = LAND_HEIGHT div TEXSIZE;
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{$ENDIF}
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var
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    LandTextures: array[0..LANDTEXARW - 1, 0..LANDTEXARH - 1] of
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            record
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            shouldUpdate: boolean;
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            tex: PTexture;
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            end;
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    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
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function Pixels(x, y: Longword): Pointer;
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var ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);
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Pixels:= @tmpPixels
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end;
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function Pixels2(x, y: Longword): Pointer;
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var tx, ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    for tx:= 0 to TEXSIZE - 1 do
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        tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;
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Pixels2:= @tmpPixels
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end;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
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var tx, ty: Longword;
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begin
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if (Width <= 0) or (Height <= 0) then exit;
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TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
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TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
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TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
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TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);
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{$IFDEF DOWNSCALE}
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for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
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    for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
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        LandTextures[tx, ty].shouldUpdate:= true
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{$ELSE}
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for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do
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    for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do
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        LandTextures[tx, ty].shouldUpdate:= true
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{$ENDIF}
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end;
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procedure RealLandTexUpdate;
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var x, y: LongWord;
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begin
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if LandTextures[0, 0].tex = nil then
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                begin
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                    tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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                    glBindTexture(GL_TEXTURE_2D, tex^.id);
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                    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
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                end
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else
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                if shouldUpdate then
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                    begin
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                    shouldUpdate:= false;
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                    glBindTexture(GL_TEXTURE_2D, tex^.id);
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                    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEXSIZE, TEXSIZE, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x, y));
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                    end
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end;
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procedure DrawLand(dX, dY: LongInt);
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var x, y: LongInt;
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begin
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RealLandTexUpdate;
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for x:= 0 to LANDTEXARW -1 do
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    for y:= 0 to LANDTEXARH - 1 do
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        with LandTextures[x, y] do
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{$IFDEF DOWNSCALE}
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            DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
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{$ELSE}
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            DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
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{$ENDIF}
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end;
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procedure FreeLand;
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var x, y: LongInt;
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begin
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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            begin
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                FreeTexture(tex);
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                tex:= nil;
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            end;
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    if LandBackSurface <> nil then
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        SDL_FreeSurface(LandBackSurface);
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    LandBackSurface:= nil;
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end;
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end.