hedgewars/uLandTexture.pas
author sheepluva
Tue, 04 Sep 2012 13:18:26 +0200
changeset 7669 a85e1c167b69
parent 7172 f68d62711a5c
child 7186 013deb83086b
child 7850 fcbb024090a4
permissions -rw-r--r--
I didn't want to do this since it seems less clean, but... moving the stats-fix into CheckForWin, since that function is the one sending the damage stats (whyyyy?) therefore it's not sufficient to update stats after calling it, some of the stats won't be transfered to frontend then

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2012 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; landAdded: boolean);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;

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

const TEXSIZE = 128;

type TLandRecord = record
            shouldUpdate, landAdded: 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; landAdded: boolean);
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
                begin
                LandTextures[tx, ty].shouldUpdate:= true;
                LandTextures[tx, ty].landAdded:= landAdded
                end
    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
                begin
                LandTextures[tx, ty].shouldUpdate:= true;
                LandTextures[tx, ty].landAdded:= landAdded
                end
end;

procedure RealLandTexUpdate;
var x, y, ty, tx, lx, ly : LongWord;
    isEmpty: boolean;
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;
                    isEmpty:= not landAdded;
                    landAdded:= false;
                    ty:= 0;
                    tx:= 1;
                    ly:= y * TEXSIZE;
                    lx:= x * TEXSIZE;
                    // first check edges
                    while isEmpty and (ty < TEXSIZE) do
                        begin
                        isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
                        if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0;
                        inc(ty)
                        end;
                    while isEmpty and (tx < TEXSIZE-1) do
                        begin
                        isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
                        if isEmpty then isEmpty:= LandPixels[ly + TEXSIZE-1, lx + tx] and AMask = 0;
                        inc(tx)
                        end;
                    // then search every other remaining. does this sort of stuff defeat compiler opts?
                    ty:= 2;
                    while isEmpty and (ty < TEXSIZE-1) do
                        begin
                        tx:= 2;
                        while isEmpty and (tx < TEXSIZE-1) do
                            begin
                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
                            inc(tx,2)
                            end;
                        inc(ty,2);
                        end;
                    // and repeat
                    ty:= 1;
                    while isEmpty and (ty < TEXSIZE-1) do
                        begin
                        tx:= 1;
                        while isEmpty and (tx < TEXSIZE-1) do
                            begin
                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
                            inc(tx,2)
                            end;
                        inc(ty,2);
                        end;
                    if not isEmpty then
                        begin
                        if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
                        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
                    else if tex <> nil then
                        begin
                        FreeTexture(tex);
                        tex:= nil
                        end;
                    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 tex <> nil then
                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
                    begin
                    FreeTexture(tex);
                    tex:= nil
                    end
                end;
end;

procedure freeModule;
begin
    ResetLand;
    if LandBackSurface <> nil then
        SDL_FreeSurface(LandBackSurface);
    LandBackSurface:= nil;
    SetLength(LandTextures, 0, 0);
end;
end.