--- a/hedgewars/uLandGraphics.pas Fri Jun 17 18:03:12 2011 +0200
+++ b/hedgewars/uLandGraphics.pas Mon Jun 20 20:43:11 2011 +0200
@@ -30,6 +30,7 @@
function addBgColor(OldColor, NewColor: LongWord): LongWord;
function SweepDirty: boolean;
function Despeckle(X, Y: LongInt): boolean;
+procedure Smooth(X, Y: LongInt);
function CheckLandValue(X, Y: LongInt; LandFlag: Word): boolean;
function DrawExplosion(X, Y, Radius: LongInt): Longword;
procedure DrawHLinesExplosions(ar: PRangeArray; Radius: LongInt; y, dY: LongInt; Count: Byte);
@@ -751,9 +752,46 @@
Despeckle:= false
end;
+procedure Smooth(X, Y: LongInt);
+begin
+// a bit of AA for explosions
+if ((cReducedQuality and rqBlurryLand) = 0) and (Land[Y, X] = 0) and (Y > topY+1) and
+ (Y < LAND_HEIGHT-2) and (X>leftX+1) and (X<rightX-1) then
+ begin
+ if ((((Land[y, x-1] and lfDamaged) <> 0) and (((Land[y+1,x] and lfDamaged) <> 0)) or ((Land[y-1,x] and lfDamaged) <> 0)) or
+ (((Land[y, x+1] and lfDamaged) <> 0) and (((Land[y-1,x] and lfDamaged) <> 0) or ((Land[y+1,x] and lfDamaged) <> 0)))) then
+ begin
+ if (LandPixels[y,x] = 0) then LandPixels[y,x]:= (cExplosionBorderColor and not AMask) or (128 shl AShift)
+ else
+ LandPixels[y,x]:=
+ (((((LandPixels[y,x] and RMask shr RShift) div 2)+((cExplosionBorderColor and RMask) shr RShift) div 2) and $FF) shl RShift) or
+ (((((LandPixels[y,x] and GMask shr GShift) div 2)+((cExplosionBorderColor and GMask) shr GShift) div 2) and $FF) shl GShift) or
+ (((((LandPixels[y,x] and BMask shr BShift) div 2)+((cExplosionBorderColor and BMask) shr BShift) div 2) and $FF) shl BShift) or ($FF shl AShift);
+ Land[y,x]:= lfBasic
+ end
+ else if ((((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0)) or
+ (((Land[y, x-1] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0)) or
+ (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y+2,x] and lfDamaged) <> 0)) or
+ (((Land[y, x+1] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y-2,x] and lfDamaged) <> 0)) or
+ (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0)) or
+ (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x+1] and lfDamaged) <> 0) and ((Land[y,x+2] and lfDamaged) <> 0)) or
+ (((Land[y+1, x] and lfDamaged) <> 0) and ((Land[y+1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0)) or
+ (((Land[y-1, x] and lfDamaged) <> 0) and ((Land[y-1,x-1] and lfDamaged) <> 0) and ((Land[y,x-2] and lfDamaged) <> 0))) then
+ begin
+ if (LandPixels[y,x] = 0) then LandPixels[y,x]:= (cExplosionBorderColor and not AMask) or (64 shl AShift)
+ else
+ LandPixels[y,x]:=
+ (((((LandPixels[y,x] and RMask shr RShift) * 3 div 4)+((cExplosionBorderColor and RMask) shr RShift) div 4) and $FF) shl RShift) or
+ (((((LandPixels[y,x] and GMask shr GShift) * 3 div 4)+((cExplosionBorderColor and GMask) shr GShift) div 4) and $FF) shl GShift) or
+ (((((LandPixels[y,x] and BMask shr BShift) * 3 div 4)+((cExplosionBorderColor and BMask) shr BShift) div 4) and $FF) shl BShift) or ($FF shl AShift);
+ Land[y,x]:= lfBasic
+ end
+ end
+end;
+
function SweepDirty: boolean;
var x, y, xx, yy, ty, tx: LongInt;
- bRes, updateBlock, resweep, recheck: boolean;
+ bRes, updateBlock, resweep, recheck, firstpass: boolean;
begin
bRes:= false;
reCheck:= true;
@@ -769,6 +807,7 @@
begin
updateBlock:= false;
resweep:= true;
+ firstpass:= true;
ty:= y * 32;
tx:= x * 32;
while(resweep) do
@@ -776,6 +815,7 @@
resweep:= false;
for yy:= ty to ty + 31 do
for xx:= tx to tx + 31 do
+ begin
if Despeckle(xx, yy) then
begin
bRes:= true;
@@ -802,6 +842,9 @@
recheck:= true;
end
end;
+ if firstpass then Smooth(xx,yy);
+ end;
+ firstpass:= false
end;
if updateBlock then UpdateLandTexture(tx, 32, ty, 32);
LandDirty[y, x]:= 0;