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

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2009 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 UpdateLandTexture(X, Width, Y, Height: LongInt);
procedure DrawLand(dX, dY: LongInt);
procedure FreeLand;

implementation
uses uMisc, uLand, uStore, uConsts, GLunit;


const TEXSIZE = 256;
{$IFDEF DOWNSCALE}
    LANDTEXARW = (LAND_WIDTH div TEXSIZE) div 2;
    LANDTEXARH = (LAND_HEIGHT div TEXSIZE) div 2;
{$ELSE}
    LANDTEXARW = LAND_WIDTH div TEXSIZE;
    LANDTEXARH = LAND_HEIGHT div TEXSIZE;
{$ENDIF}

var
    LandTextures: array[0..LANDTEXARW - 1, 0..LANDTEXARH - 1] of
            record
            shouldUpdate: boolean;
            tex: PTexture;
            end;

    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of 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);

{$IFDEF DOWNSCALE}
for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
    for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
        LandTextures[tx, ty].shouldUpdate:= true
{$ELSE}
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
{$ENDIF}
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);
                    glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, TEXSIZE, TEXSIZE, 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
{$IFDEF DOWNSCALE}
            DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)
{$ELSE}
            DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
{$ENDIF}
end;

procedure FreeLand;
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
                FreeTexture(tex);
                tex:= nil;
            end;

    if LandBackSurface <> nil then
        SDL_FreeSurface(LandBackSurface);
    LandBackSurface:= nil;
end;

end.