author | unc0rr |
Sat, 08 Mar 2014 23:00:03 +0400 | |
changeset 10186 | 3fa109a1ae95 |
parent 10124 | aabd1b75d5a3 |
child 10266 | a90a55ec5b98 |
permissions | -rw-r--r-- |
1806 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
9998 | 3 |
* Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com> |
1806 | 4 |
* |
5 |
* This program is free software; you can redistribute it and/or modify |
|
6 |
* it under the terms of the GNU General Public License as published by |
|
7 |
* the Free Software Foundation; version 2 of the License |
|
8 |
* |
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9 |
* This program is distributed in the hope that it will be useful, |
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10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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12 |
* GNU General Public License for more details. |
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13 |
* |
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14 |
* You should have received a copy of the GNU General Public License |
|
15 |
* along with this program; if not, write to the Free Software |
|
10108
c68cf030eded
update FSF address. note: two sdl include files (by Sam Lantinga) still have the old FSF address in their copyright - but I ain't gonna touch their copyright headers
sheepluva
parents:
10040
diff
changeset
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16 |
* Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA |
1806 | 17 |
*) |
18 |
||
2599 | 19 |
{$INCLUDE "options.inc"} |
2587
0dfa56a8513c
fix a segfault in the iphone simulator by moving options.inc at the beginning of the file
koda
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diff
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20 |
|
1806 | 21 |
unit uLandTexture; |
22 |
interface |
|
1807 | 23 |
uses SDLh; |
1806 | 24 |
|
3612
b50215a8a43d
land arrays are allocated dynamically, so DOWNSCALE and LOWRES macros are now removed and replaced by run time flags rqBlurryLand and rqLowRes
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parents:
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|
25 |
procedure initModule; |
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
|
26 |
procedure freeModule; |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
27 |
procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean); |
1807 | 28 |
procedure DrawLand(dX, dY: LongInt); |
5654 | 29 |
procedure ResetLand; |
7850 | 30 |
procedure SetLandTexture; |
1806 | 31 |
|
32 |
implementation |
|
4403 | 33 |
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender; |
1807 | 34 |
|
7172
f68d62711a5c
After experimenting with a long running average at maxed out FPS and a variety of map sizes, 128 seems to actually be a good size to use if only drawing bits of world with stuff in it. 64 actually did even better in some situations, but significantly worse in others (lots of land, zoomed out).
nemo
parents:
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|
35 |
const TEXSIZE = 128; |
10020
67e127027af6
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
sheepluva
parents:
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diff
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|
36 |
// in avoid tile borders stretch the blurry texture by 1 pixel more |
10124
aabd1b75d5a3
Even more explicit type conversions and other stuff to help pas2c use ansistrings
unc0rr
parents:
10108
diff
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|
37 |
BLURRYLANDOVERLAP: real = 1 / TEXSIZE / 2.0; // 1 pixel divided by texsize and blurry land scale factor |
1806 | 38 |
|
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:
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|
39 |
type TLandRecord = record |
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Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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40 |
shouldUpdate, landAdded: boolean; |
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Replace tabs with spaces using 'expand -t 4' command
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41 |
tex: PTexture; |
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42 |
end; |
3615 | 43 |
|
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
|
44 |
var LandTextures: array of array of TLandRecord; |
2948
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45 |
tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord; |
3615 | 46 |
LANDTEXARW: LongWord; |
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
|
47 |
LANDTEXARH: LongWord; |
3697 | 48 |
|
1807 | 49 |
function Pixels(x, y: Longword): Pointer; |
50 |
var ty: Longword; |
|
1806 | 51 |
begin |
1807 | 52 |
for ty:= 0 to TEXSIZE - 1 do |
2948
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Replace tabs with spaces using 'expand -t 4' command
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|
53 |
Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE); |
2376 | 54 |
|
1807 | 55 |
Pixels:= @tmpPixels |
56 |
end; |
|
1806 | 57 |
|
1859
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
changeset
|
58 |
function Pixels2(x, y: Longword): Pointer; |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
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|
59 |
var tx, ty: Longword; |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
changeset
|
60 |
begin |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
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diff
changeset
|
61 |
for ty:= 0 to TEXSIZE - 1 do |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
62 |
for tx:= 0 to TEXSIZE - 1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
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|
63 |
tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask; |
2376 | 64 |
|
1859
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
changeset
|
65 |
Pixels2:= @tmpPixels |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
changeset
|
66 |
end; |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
unc0rr
parents:
1852
diff
changeset
|
67 |
|
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
68 |
procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean); |
1807 | 69 |
var tx, ty: Longword; |
70 |
begin |
|
8027
e5ba3dd12531
make stats-only mode work headless. also skip a few things to save time/memory.
nemo
parents:
7850
diff
changeset
|
71 |
if cOnlyStats then exit; |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6383
diff
changeset
|
72 |
if (Width <= 0) or (Height <= 0) then |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6383
diff
changeset
|
73 |
exit; |
3595
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
74 |
TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true); |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
75 |
TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true); |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
76 |
TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true); |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
77 |
TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true); |
1806 | 78 |
|
3595
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
79 |
if (cReducedQuality and rqBlurryLand) = 0 then |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
80 |
for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
81 |
for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
82 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
83 |
LandTextures[tx, ty].shouldUpdate:= true; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
84 |
LandTextures[tx, ty].landAdded:= landAdded |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
85 |
end |
3595
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
86 |
else |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
87 |
for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
88 |
for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
89 |
begin |
3595
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
koda
parents:
3513
diff
changeset
|
90 |
LandTextures[tx, ty].shouldUpdate:= true; |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
91 |
LandTextures[tx, ty].landAdded:= landAdded |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
92 |
end |
1806 | 93 |
end; |
94 |
||
95 |
procedure RealLandTexUpdate; |
|
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
96 |
var x, y, ty, tx, lx, ly : LongWord; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
97 |
isEmpty: boolean; |
1806 | 98 |
begin |
8027
e5ba3dd12531
make stats-only mode work headless. also skip a few things to save time/memory.
nemo
parents:
7850
diff
changeset
|
99 |
if cOnlyStats then exit; |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
100 |
(* |
1807 | 101 |
if LandTextures[0, 0].tex = nil then |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
102 |
for x:= 0 to LANDTEXARW -1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
103 |
for y:= 0 to LANDTEXARH - 1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
104 |
with LandTextures[x, y] do |
3491 | 105 |
begin |
6580
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6383
diff
changeset
|
106 |
tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y)); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6383
diff
changeset
|
107 |
glBindTexture(GL_TEXTURE_2D, tex^.id); |
6155187bf599
A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
lovelacer
parents:
6383
diff
changeset
|
108 |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh); |
3491 | 109 |
end |
1806 | 110 |
else |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
111 |
*) |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
112 |
for x:= 0 to LANDTEXARW -1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
113 |
for y:= 0 to LANDTEXARH - 1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
114 |
with LandTextures[x, y] do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
115 |
if shouldUpdate then |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
116 |
begin |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
2716
diff
changeset
|
117 |
shouldUpdate:= false; |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
118 |
isEmpty:= not landAdded; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
119 |
landAdded:= false; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
120 |
ty:= 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
121 |
tx:= 1; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
122 |
ly:= y * TEXSIZE; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
123 |
lx:= x * TEXSIZE; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
124 |
// first check edges |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
125 |
while isEmpty and (ty < TEXSIZE) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
126 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
127 |
isEmpty:= LandPixels[ly + ty, lx] and AMask = 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
128 |
if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
129 |
inc(ty) |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
130 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
131 |
while isEmpty and (tx < TEXSIZE-1) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
132 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
133 |
isEmpty:= LandPixels[ly, lx + tx] and AMask = 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
134 |
if isEmpty then isEmpty:= LandPixels[ly + TEXSIZE-1, lx + tx] and AMask = 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
135 |
inc(tx) |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
136 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
137 |
// then search every other remaining. does this sort of stuff defeat compiler opts? |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
138 |
ty:= 2; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
139 |
while isEmpty and (ty < TEXSIZE-1) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
140 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
141 |
tx:= 2; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
142 |
while isEmpty and (tx < TEXSIZE-1) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
143 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
144 |
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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diff
changeset
|
145 |
inc(tx,2) |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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diff
changeset
|
146 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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changeset
|
147 |
inc(ty,2); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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changeset
|
148 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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changeset
|
149 |
// and repeat |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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changeset
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150 |
ty:= 1; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
151 |
while isEmpty and (ty < TEXSIZE-1) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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changeset
|
152 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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|
153 |
tx:= 1; |
84ac6c6d2d8e
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parents:
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changeset
|
154 |
while isEmpty and (tx < TEXSIZE-1) do |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
155 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
156 |
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0; |
84ac6c6d2d8e
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parents:
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changeset
|
157 |
inc(tx,2) |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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diff
changeset
|
158 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
159 |
inc(ty,2); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
160 |
end; |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
161 |
if not isEmpty then |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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diff
changeset
|
162 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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changeset
|
163 |
if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y)); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
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changeset
|
164 |
glBindTexture(GL_TEXTURE_2D, tex^.id); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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changeset
|
165 |
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y)); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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parents:
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diff
changeset
|
166 |
end |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
167 |
else if tex <> nil then |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
168 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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changeset
|
169 |
FreeTexture(tex); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
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changeset
|
170 |
tex:= nil |
84ac6c6d2d8e
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parents:
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changeset
|
171 |
end; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
parents:
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diff
changeset
|
172 |
end |
1806 | 173 |
end; |
174 |
||
1807 | 175 |
procedure DrawLand(dX, dY: LongInt); |
176 |
var x, y: LongInt; |
|
1806 | 177 |
begin |
178 |
RealLandTexUpdate; |
|
1807 | 179 |
|
180 |
for x:= 0 to LANDTEXARW -1 do |
|
2948
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Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
181 |
for y:= 0 to LANDTEXARH - 1 do |
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
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diff
changeset
|
182 |
with LandTextures[x, y] do |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
183 |
if tex <> nil then |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
184 |
if (cReducedQuality and rqBlurryLand) = 0 then |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
185 |
DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex) |
10020
67e127027af6
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
sheepluva
parents:
9998
diff
changeset
|
186 |
else if (cReducedQuality and rqClampLess) = 0 then |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
187 |
DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0) |
10020
67e127027af6
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
sheepluva
parents:
9998
diff
changeset
|
188 |
else |
67e127027af6
small tweak/hax for blurry land to make tile borders vanish (when clamping is off)
sheepluva
parents:
9998
diff
changeset
|
189 |
DrawTexture2(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0, BLURRYLANDOVERLAP); |
1807 | 190 |
end; |
191 |
||
7850 | 192 |
procedure SetLandTexture; |
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
|
193 |
begin |
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
|
194 |
if (cReducedQuality and rqBlurryLand) = 0 then |
5654 | 195 |
begin |
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
|
196 |
LANDTEXARW:= LAND_WIDTH div TEXSIZE; |
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
|
197 |
LANDTEXARH:= LAND_HEIGHT div TEXSIZE; |
5654 | 198 |
end |
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
|
199 |
else |
5654 | 200 |
begin |
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
|
201 |
LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2; |
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
|
202 |
LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2; |
5654 | 203 |
end; |
3697 | 204 |
|
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
|
205 |
SetLength(LandTextures, LANDTEXARW, LANDTEXARH); |
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
|
206 |
end; |
3697 | 207 |
|
7850 | 208 |
procedure initModule; |
209 |
begin |
|
210 |
end; |
|
211 |
||
5654 | 212 |
procedure ResetLand; |
3615 | 213 |
var x, y: LongInt; |
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
|
214 |
begin |
6382
0e76c5cd4250
move the order of reloading texture to workaround buggy drivers
koda
parents:
6380
diff
changeset
|
215 |
for x:= 0 to LANDTEXARW - 1 do |
3615 | 216 |
for y:= 0 to LANDTEXARH - 1 do |
217 |
with LandTextures[x, y] do |
|
5654 | 218 |
begin |
7170
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
219 |
if tex <> nil then |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
220 |
begin |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
221 |
FreeTexture(tex); |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
222 |
tex:= nil |
84ac6c6d2d8e
Only create textures for non-empty LandPixel chunks. This should save a fair amount of memory, especially on smaller maps, and eliminate a number of draws
nemo
parents:
7151
diff
changeset
|
223 |
end |
5654 | 224 |
end; |
225 |
end; |
|
226 |
||
227 |
procedure freeModule; |
|
228 |
begin |
|
229 |
ResetLand; |
|
3615 | 230 |
if LandBackSurface <> nil then |
231 |
SDL_FreeSurface(LandBackSurface); |
|
232 |
LandBackSurface:= nil; |
|
7151 | 233 |
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
|
234 |
end; |
1806 | 235 |
end. |