hedgewars/uLandTexture.pas
author nemo
Sat, 20 Dec 2014 16:20:37 -0500
changeset 10696 173069dd7b17
parent 10648 75498cfe6267
child 11046 47a8c19ecb60
permissions -rw-r--r--
Make amGirder invisible in construction mode since it allows placing anywhere in fortress. Print "insufficient power" if placement was blocked due to that, to avoid confusing noobs.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  USA
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 *)
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{$INCLUDE "options.inc"}
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unit uLandTexture;
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interface
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uses SDLh;
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procedure initModule;
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procedure freeModule;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
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procedure DrawLand(dX, dY: LongInt);
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procedure ResetLand;
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procedure SetLandTexture;
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implementation
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uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender, uUtils;
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const TEXSIZE = 128;
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      // in avoid tile borders stretch the blurry texture by 1 pixel more
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      BLURRYLANDOVERLAP: real = 1 / TEXSIZE / 2.0; // 1 pixel divided by texsize and blurry land scale factor
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type TLandRecord = record
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            shouldUpdate, landAdded: boolean;
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            tex: PTexture;
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            end;
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var LandTextures: array of array of TLandRecord;
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    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
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    LANDTEXARW: LongWord;
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    LANDTEXARH: LongWord;
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function Pixels(x, y: Longword): Pointer;
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var ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);
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Pixels:= @tmpPixels
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end;
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function Pixels2(x, y: Longword): Pointer;
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var tx, ty: Longword;
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begin
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for ty:= 0 to TEXSIZE - 1 do
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    for tx:= 0 to TEXSIZE - 1 do
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        tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;
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Pixels2:= @tmpPixels
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end;
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procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean);
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var tx, ty: Longword;
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    tSize : LongInt;
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begin
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    if cOnlyStats then exit;
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    if (Width <= 0) or (Height <= 0) then
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        exit;
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    TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
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    TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
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    TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
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    TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);
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    tSize:= TEXSIZE;
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    // land textures have half the size/resolution in blurry mode
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    if (cReducedQuality and rqBlurryLand) <> 0 then
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        tSize:= tSize * 2;
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    for ty:= Y div tSize to (Y + Height - 1) div tSize do
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        for tx:= X div tSize to (X + Width - 1) div tSize do
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            begin
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            if not LandTextures[tx, ty].shouldUpdate then
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                begin
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                LandTextures[tx, ty].shouldUpdate:= true;
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                inc(dirtyLandTexCount);
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                end;
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            LandTextures[tx, ty].landAdded:= landAdded
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            end;
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end;
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procedure RealLandTexUpdate(x1, x2, y1, y2: LongInt);
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var x, y, ty, tx, lx, ly : LongWord;
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    isEmpty: boolean;
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begin
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    if cOnlyStats then exit;
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(*
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if LandTextures[0, 0].tex = nil then
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    for x:= 0 to LANDTEXARW -1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                begin
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                tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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                glBindTexture(GL_TEXTURE_2D, tex^.id);
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                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
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                end
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else
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*)
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    for x:= x1 to x2 do
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        for y:= y1 to y2 do
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            with LandTextures[x, y] do
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                if shouldUpdate then
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                    begin
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                    shouldUpdate:= false;
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                    dec(dirtyLandTexCount);
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                    isEmpty:= not landAdded;
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                    landAdded:= false;
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                    ty:= 0;
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                    tx:= 1;
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                    ly:= y * TEXSIZE;
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                    lx:= x * TEXSIZE;
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                    // first check edges
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                    while isEmpty and (ty < TEXSIZE) do
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                        begin
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                        isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
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                        if isEmpty then isEmpty:= LandPixels[ly + ty, Pred(lx + TEXSIZE)] and AMask = 0;
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                        inc(ty)
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                        end;
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                    while isEmpty and (tx < TEXSIZE-1) do
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                        begin
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                        isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
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                        if isEmpty then isEmpty:= LandPixels[Pred(ly + TEXSIZE), lx + tx] and AMask = 0;
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                        inc(tx)
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                        end;
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                    // then search every other remaining. does this sort of stuff defeat compiler opts?
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                    ty:= 2;
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                    while isEmpty and (ty < TEXSIZE-1) do
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                        begin
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                        tx:= 2;
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                        while isEmpty and (tx < TEXSIZE-1) do
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                            begin
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                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
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                            inc(tx,2)
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                            end;
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                        inc(ty,2);
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                        end;
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                    // and repeat
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                    ty:= 1;
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                    while isEmpty and (ty < TEXSIZE-1) do
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                        begin
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                        tx:= 1;
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                        while isEmpty and (tx < TEXSIZE-1) do
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                            begin
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                            isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
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                            inc(tx,2)
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                            end;
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                        inc(ty,2);
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                        end;
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                    if not isEmpty then
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                        begin
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                        if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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                        glBindTexture(GL_TEXTURE_2D, tex^.id);
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                        glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
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                        end
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                    else if tex <> nil then
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                        FreeAndNilTexture(tex);
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                    // nothing else to do
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                    if dirtyLandTexCount < 1 then
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                        exit;
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                    end
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end;
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procedure DrawLand(dX, dY: LongInt);
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var x, y, tX, ty, tSize, fx, lx, fy, ly: LongInt;
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    tScale: GLfloat;
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    overlap: boolean;
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begin
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// init values based on quality settings
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if (cReducedQuality and rqBlurryLand) <> 0 then
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    begin
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    tSize:= TEXSIZE * 2;
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    tScale:= 2.0;
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    overlap:= (cReducedQuality and rqClampLess) <> 0;
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    end
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else
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    begin
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    tSize:= TEXSIZE;
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    tScale:= 1.0;
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    overlap:= false;
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    end;
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// figure out visible area
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// first column
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tx:= ViewLeftX - dx;
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fx:= tx div tSize;
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if tx < 0 then dec(fx);
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fx:= max(0, fx);
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// last column
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tx:= ViewRightX - dx;
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lx:= tx div tSize;
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if tx < 0 then dec(lx);
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lx:= min(LANDTEXARW -1, lx);
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// all offscreen
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if (fx > lx) then
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    exit;
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// first row
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ty:= ViewTopY - dy;
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fy:= ty div tSize;
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if ty < 0 then dec(fy);
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fy:= max(0, fy);
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// last row
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ty:= ViewBottomY - dy;
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ly:= ty div tSize;
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if ty < 0 then dec(ly);
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ly:= min(LANDTEXARH -1, ly);
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// all offscreen
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if (fy > ly) then
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    exit;
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// update visible areas of landtex before drawing
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if dirtyLandTexCount > 0 then
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    RealLandTexUpdate(fx, lx, fy, ly);
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tX:= dX + tsize * fx;
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// loop through columns
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for x:= fx to lx do
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    begin
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    // loop through textures in this column
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    for y:= fy to ly do
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        with LandTextures[x, y] do
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            if tex <> nil then
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                begin
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                ty:= dY + y * tSize;
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                if overlap then
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                    DrawTexture2(tX, ty, tex, tScale, BLURRYLANDOVERLAP)
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                else
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                    DrawTexture(tX, ty, tex, tScale);
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                end;
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    // increment tX
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    inc(tX, tSize);
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    end;
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end;
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procedure SetLandTexture;
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begin
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    if (cReducedQuality and rqBlurryLand) = 0 then
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        begin
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        LANDTEXARW:= LAND_WIDTH div TEXSIZE;
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        LANDTEXARH:= LAND_HEIGHT div TEXSIZE;
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        end
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    else
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        begin
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        LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2;
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        LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2;
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        end;
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    SetLength(LandTextures, LANDTEXARW, LANDTEXARH);
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end;
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procedure initModule;
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begin
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end;
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procedure ResetLand;
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var x, y: LongInt;
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begin
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    for x:= 0 to LANDTEXARW - 1 do
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        for y:= 0 to LANDTEXARH - 1 do
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            with LandTextures[x, y] do
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                FreeAndNilTexture(tex);
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end;
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procedure freeModule;
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begin
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    ResetLand;
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    if LandBackSurface <> nil then
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        SDL_FreeSurface(LandBackSurface);
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    LandBackSurface:= nil;
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   293
    SetLength(LandTextures, 0, 0);
3612
b50215a8a43d land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
koda
parents: 3595
diff changeset
   294
end;
1806
3c4f0886c123 More reorganization
unc0rr
parents:
diff changeset
   295
end.