hedgewars/uLandTexture.pas
author nemo
Sun, 02 Oct 2011 10:36:43 -0400
changeset 6081 537bbd5c1a62
parent 5654 1cb68f420aa6
child 6380 1ff5ad1d771b
permissions -rw-r--r--
Basic test implementation of an ice flag. Allows for slick parts of terrain. Intended for ice gun, or "ice" mask on portions of land objects. In this test variant it is triggered on girders/objects/bridges of the snow/christmas theme, or on a map that uses blue as a mask colour. Probably needs sheepluva's slope detection to make slopes more slippery to climb.

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2011 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uLandTexture;
interface
uses SDLh;

procedure initModule;
procedure freeModule;
procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;

implementation
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender;

const TEXSIZE = 256;

type TLandRecord = record
            shouldUpdate: boolean;
            tex: PTexture;
            end;

var LandTextures: array of array of TLandRecord;
    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
    LANDTEXARW: LongWord;
    LANDTEXARH: LongWord;

function Pixels(x, y: Longword): Pointer;
var ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
    Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);

Pixels:= @tmpPixels
end;

function Pixels2(x, y: Longword): Pointer;
var tx, ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
    for tx:= 0 to TEXSIZE - 1 do
        tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;

Pixels2:= @tmpPixels
end;

procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
var tx, ty: Longword;
begin
    if (Width <= 0) or (Height <= 0) then exit;
    TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
    TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
    TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
    TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);

    if (cReducedQuality and rqBlurryLand) = 0 then
        for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do
            for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do
                LandTextures[tx, ty].shouldUpdate:= true
    else
        for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
            for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
                LandTextures[tx, ty].shouldUpdate:= true;
end;

procedure RealLandTexUpdate;
var x, y: LongWord;
begin
if LandTextures[0, 0].tex = nil then
    for x:= 0 to LANDTEXARW -1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                begin
                    tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
                    glBindTexture(GL_TEXTURE_2D, tex^.id);
                    glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
                end
else
    for x:= 0 to LANDTEXARW -1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                if shouldUpdate then
                    begin
                    shouldUpdate:= false;
                    glBindTexture(GL_TEXTURE_2D, tex^.id);
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
                    end
end;

procedure DrawLand(dX, dY: LongInt);
var x, y: LongInt;
begin
RealLandTexUpdate;

for x:= 0 to LANDTEXARW -1 do
    for y:= 0 to LANDTEXARH - 1 do
        with LandTextures[x, y] do
            if (cReducedQuality and rqBlurryLand) = 0 then
                DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
            else
                DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)

end;

procedure initModule;
begin
    if (cReducedQuality and rqBlurryLand) = 0 then
        begin
        LANDTEXARW:= LAND_WIDTH div TEXSIZE;
        LANDTEXARH:= LAND_HEIGHT div TEXSIZE;
        end
    else
        begin
        LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2;
        LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2;
        end;

    SetLength(LandTextures, LANDTEXARW, LANDTEXARH);
end;

procedure ResetLand;
var x, y: LongInt;
begin
    for x:= 0 to LANDTEXARW -1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                begin
                if tex <> nil then FreeTexture(tex);
                tex:= nil;
                end;
end;

procedure freeModule;
begin
    ResetLand;
    if LandBackSurface <> nil then
        SDL_FreeSurface(LandBackSurface);
    LandBackSurface:= nil;
    LandTextures:= nil;
end;
end.