hedgewars/uLandTexture.pas
author sheepluva
Thu, 23 Jan 2014 13:56:53 +0100
changeset 10061 b7161f00a6ca
parent 10040 4ac87acbaed9
child 10108 c68cf030eded
permissions -rw-r--r--
hide complete IP of other users, when non-admin requests player info. showing the first two parts of the IP was kinda pointless to begin with (what for?) and has recently lead to increased abuse and lobby flooding due to bots collecting/posting IP tracking information

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2014 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;
procedure SetLandTexture;

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

const TEXSIZE = 128;
      // in avoid tile borders stretch the blurry texture by 1 pixel more
      BLURRYLANDOVERLAP = 1 / TEXSIZE / 2.0; // 1 pixel divided by texsize and blurry land scale factor

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 cOnlyStats then exit;
    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 cOnlyStats then exit;
(*
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 if (cReducedQuality and rqClampLess) = 0 then
                    DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
                else
                    DrawTexture2(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0, BLURRYLANDOVERLAP);
end;

procedure SetLandTexture;
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 initModule;
begin
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.