diff -r bdf8b68b1dd1 -r e56317fdf78d hedgewars/uLand.pas --- a/hedgewars/uLand.pas Fri Aug 08 13:46:12 2008 +0000 +++ b/hedgewars/uLand.pas Fri Aug 08 19:34:55 2008 +0000 @@ -24,7 +24,6 @@ TPreview = packed array[0..127, 0..31] of byte; var Land: TLandArray; - LandSurface: PSDL_Surface; LandPixels: TLandArray; LandTexture: PTexture = nil; @@ -509,6 +508,20 @@ SelectTemplate:= getrandom(Succ(High(EdgeTemplates))) end; +procedure LandSurface2Land(LandSurface: PSDL_Surface); +begin +TryDo(LandSurface <> nil, 'Assert (LandSurface <> nil) failed', true); +LandTexture:= Surface2Tex(LandSurface); + +if SDL_MustLock(LandSurface) then + SDLTry(SDL_LockSurface(LandSurface) >= 0, true); + +Move(LandSurface^.pixels^, LandPixels, 2048 * 1024 * 4); + +if SDL_MustLock(LandSurface) then + SDL_UnlockSurface(LandSurface) +end; + procedure GenLandSurface; var tmpsurf: PSDL_Surface; begin @@ -522,19 +535,16 @@ TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true); ColorizeLand(tmpsurf); -AddProgress; AddBorder(tmpsurf); -LandSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask); - -TryDo(LandSurface <> nil, 'Error creating land surface', true); -SDL_FillRect(LandSurface, nil, 0); -AddProgress; -SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0); -AddObjects(tmpsurf, LandSurface); +LandSurface2Land(tmpsurf); SDL_FreeSurface(tmpsurf); -UpdateLandTexture(0, 1024); +AddProgress; + +AddObjects; + +UpdateLandTexture(0, 1023); AddProgress end; @@ -544,57 +554,43 @@ WriteLnToConsole('Generating forts land...'); TryDo(ClansCount = 2, 'More or less than 2 clans on map in forts mode!', true); -LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask); - -SDL_FillRect(LandSurface, nil, 0); - -tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', false, true, true); -BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface); +tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', true, true, true); +BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf); SDL_FreeSurface(tmpsurf); -tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'R', false, true, true); -BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface); +tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'R', true, true, true); +BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf); SDL_FreeSurface(tmpsurf); -UpdateLandTexture(0, 1024) +UpdateLandTexture(0, 1023) end; procedure LoadMap; var x, y: Longword; p: PByteArray; + LandSurface: PSDL_Surface; begin WriteLnToConsole('Loading land from file...'); AddProgress; -LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', false, true, true); +LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', true, true, true); TryDo((LandSurface^.w = 2048) and (LandSurface^.h = 1024), 'Map dimensions should be 2048x1024!', true); if SDL_MustLock(LandSurface) then - SDLTry(SDL_LockSurface(LandSurface) >= 0, true); + SDLTry(SDL_LockSurface(LandSurface) >= 0, true); + +TryDo(LandSurface^.format^.BytesPerPixel = 4, 'Map should be 32bit', true); -p:= LandSurface^.pixels; -case LandSurface^.format^.BytesPerPixel of - 1: OutError('We don''t work with 8 bit surfaces', true); - 2: OutError('We don''t work with 16 bit surfaces', true); - 3: for y:= 0 to 1023 do - begin - for x:= 0 to 2047 do - if (p^[x * 3 + 0] <> 0) - or (p^[x * 3 + 1] <> 0) - or (p^[x * 3 + 2] <> 0) then Land[y, x]:= COLOR_LAND; - p:= @(p^[LandSurface^.pitch]); - end; - 4: for y:= 0 to 1023 do - begin - for x:= 0 to 2047 do - if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[y, x]:= COLOR_LAND; - p:= @(p^[LandSurface^.pitch]); - end; - end; +for y:= 0 to 1023 do + begin + for x:= 0 to 2047 do + if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[y, x]:= COLOR_LAND; + p:= @(p^[LandSurface^.pitch]); + end; if SDL_MustLock(LandSurface) then - SDL_UnlockSurface(LandSurface); + SDL_UnlockSurface(LandSurface); -UpdateLandTexture(0, 1024) +UpdateLandTexture(0, 1023) end; procedure GenMap; @@ -634,31 +630,17 @@ procedure UpdateLandTexture(Y, Height: LongInt); begin -if LandTexture <> nil then - begin - if (Height <= 0) then exit; - TryDo((Y >= 0) and (Y < 1024), 'UpdateLandTexture: wrong Y parameter', true); - TryDo(Y + Height < 1024, 'UpdateLandTexture: wrong Height parameter', true); - glBindTexture(GL_TEXTURE_2D, LandTexture^.id); - - glTexSubImage2D(GL_TEXTURE_2D, 0, 0, Y, 2048, Height, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[Y, 0]); - end else - begin - TryDo(LandSurface <> nil, 'Assert (LandSurface <> nil) failed', true); - LandTexture:= Surface2Tex(LandSurface); +if (Height <= 0) then exit; +TryDo((Y >= 0) and (Y < 1024), 'UpdateLandTexture: wrong Y parameter', true); +TryDo(Y + Height < 1024, 'UpdateLandTexture: wrong Height parameter', true); - if SDL_MustLock(LandSurface) then - SDLTry(SDL_LockSurface(LandSurface) >= 0, true); - - Move(LandSurface^.pixels^, LandPixels, 2048 * 1024 * 4); - - if SDL_MustLock(LandSurface) then - SDL_UnlockSurface(LandSurface); - - SDL_FreeSurface(LandSurface); - LandSurface:= nil - end; - +if LandTexture = nil then + LandTexture:= NewTexture(2048, 1024, @LandPixels) +else + begin + glBindTexture(GL_TEXTURE_2D, LandTexture^.id); + glTexSubImage2D(GL_TEXTURE_2D, 0, 0, Y, 2048, Height, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[Y, 0]); + end end; initialization