- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases)
- More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step.
- Small fixes/adjustments
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 uTextures;
interface
uses SDLh, uTypes;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure FreeTexture(tex: PTexture);
procedure initModule;
procedure freeModule;
implementation
uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
var TextureList: PTexture;
procedure SetTextureParameters(enableClamp: Boolean);
begin
if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
end;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
procedure ResetVertexArrays(texture: PTexture);
begin
with texture^ do
begin
vb[0].X:= 0;
vb[0].Y:= 0;
vb[1].X:= w;
vb[1].Y:= 0;
vb[2].X:= w;
vb[2].Y:= h;
vb[3].X:= 0;
vb[3].Y:= h;
tb[0].X:= 0;
tb[0].Y:= 0;
tb[1].X:= rx;
tb[1].Y:= 0;
tb[2].X:= rx;
tb[2].Y:= ry;
tb[3].X:= 0;
tb[3].Y:= ry
end;
end;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
NewTexture^.PrevTexture:= nil;
NewTexture^.NextTexture:= nil;
NewTexture^.Scale:= 1;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= NewTexture;
NewTexture^.NextTexture:= TextureList
end;
TextureList:= NewTexture;
NewTexture^.w:= width;
NewTexture^.h:= height;
NewTexture^.rx:= 1.0;
NewTexture^.ry:= 1.0;
ResetVertexArrays(NewTexture);
glGenTextures(1, @NewTexture^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
SetTextureParameters(true);
end;
procedure Surface2GrayScale(surf: PSDL_Surface);
var tw, x, y: Longword;
fromP4: PLongWordArray;
begin
fromP4:= Surf^.pixels;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
begin
tw:= fromP4^[x];
tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +
(tw shr GShift and $FF) * RGB_LUMINANCE_GREEN +
(tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
if tw > 255 then tw:= 255;
tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
fromP4^[x]:= tw;
end;
fromP4:= @(fromP4^[Surf^.pitch div 4])
end;
end;
function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
tmpp: pointer;
fromP4, toP4: PLongWordArray;
begin
new(Surface2Tex);
Surface2Tex^.PrevTexture:= nil;
Surface2Tex^.NextTexture:= nil;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= Surface2Tex;
Surface2Tex^.NextTexture:= TextureList
end;
TextureList:= Surface2Tex;
Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;
if (surf^.format^.BytesPerPixel <> 4) then
begin
TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
Surface2Tex^.id:= 0;
exit
end;
glGenTextures(1, @Surface2Tex^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
if SDL_MustLock(surf) then
SDLTry(SDL_LockSurface(surf) >= 0, true);
fromP4:= Surf^.pixels;
if GrayScale then
Surface2GrayScale(Surf);
if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
begin
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
Surface2Tex^.rx:= Surf^.w / tw;
Surface2Tex^.ry:= Surf^.h / th;
tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
fromP4:= Surf^.pixels;
toP4:= tmpp;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
toP4^[x]:= fromP4^[x];
for x:= Surf^.w to Pred(tw) do
toP4^[x]:= 0;
toP4:= @(toP4^[tw]);
fromP4:= @(fromP4^[Surf^.pitch div 4])
end;
for y:= Surf^.h to Pred(th) do
begin
for x:= 0 to Pred(tw) do
toP4^[x]:= 0;
toP4:= @(toP4^[tw])
end;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
end
else
begin
Surface2Tex^.rx:= 1.0;
Surface2Tex^.ry:= 1.0;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
end;
ResetVertexArrays(Surface2Tex);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
SetTextureParameters(enableClamp);
end;
// deletes texture and frees the memory allocated for it.
// if nil is passed nothing is done
procedure FreeTexture(tex: PTexture);
begin
if tex <> nil then
begin
if tex^.NextTexture <> nil then
tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
if tex^.PrevTexture <> nil then
tex^.PrevTexture^.NextTexture:= tex^.NextTexture
else
TextureList:= tex^.NextTexture;
glDeleteTextures(1, @tex^.id);
Dispose(tex);
end
end;
procedure initModule;
begin
TextureList:= nil;
end;
procedure freeModule;
begin
if TextureList <> nil then
WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
while TextureList <> nil do
begin
AddFileLog('Texture not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.priority*1000)));
FreeTexture(TextureList);
end
end;
end.