author | koda |
Mon, 03 Jun 2013 10:01:33 +0200 | |
branch | 0.9.18 |
changeset 7970 | a8c6b700ba1c |
parent 7850 | fcbb024090a4 |
child 8026 | 4a4f21070479 |
child 8027 | e5ba3dd12531 |
permissions | -rw-r--r-- |
1806 | 1 |
(* |
2 |
* Hedgewars, a free turn based strategy game |
|
6700 | 3 |
* Copyright (c) 2004-2012 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 |
* |
|
9 |
* This program is distributed in the hope that it will be useful, |
|
10 |
* but WITHOUT ANY WARRANTY; without even the implied warranty of |
|
11 |
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
|
12 |
* GNU General Public License for more details. |
|
13 |
* |
|
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 |
|
16 |
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA |
|
17 |
*) |
|
18 |
||
2599 | 19 |
{$INCLUDE "options.inc"} |
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20 |
|
1806 | 21 |
unit uLandTexture; |
22 |
interface |
|
1807 | 23 |
uses SDLh; |
1806 | 24 |
|
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25 |
procedure initModule; |
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26 |
procedure freeModule; |
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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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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 |
|
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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).
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35 |
const TEXSIZE = 128; |
1806 | 36 |
|
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37 |
type TLandRecord = record |
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38 |
shouldUpdate, landAdded: boolean; |
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39 |
tex: PTexture; |
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40 |
end; |
3615 | 41 |
|
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42 |
var LandTextures: array of array of TLandRecord; |
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43 |
tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord; |
3615 | 44 |
LANDTEXARW: LongWord; |
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45 |
LANDTEXARH: LongWord; |
3697 | 46 |
|
1807 | 47 |
function Pixels(x, y: Longword): Pointer; |
48 |
var ty: Longword; |
|
1806 | 49 |
begin |
1807 | 50 |
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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|
1807 | 53 |
Pixels:= @tmpPixels |
54 |
end; |
|
1806 | 55 |
|
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Pixels2 proc, which uses Land array when updating textures
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56 |
function Pixels2(x, y: Longword): Pointer; |
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Pixels2 proc, which uses Land array when updating textures
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57 |
var tx, ty: Longword; |
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Pixels2 proc, which uses Land array when updating textures
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58 |
begin |
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Pixels2 proc, which uses Land array when updating textures
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59 |
for ty:= 0 to TEXSIZE - 1 do |
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for tx:= 0 to TEXSIZE - 1 do |
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61 |
tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask; |
2376 | 62 |
|
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Pixels2 proc, which uses Land array when updating textures
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63 |
Pixels2:= @tmpPixels |
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Pixels2 proc, which uses Land array when updating textures
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64 |
end; |
e071284b118e
Pixels2 proc, which uses Land array when updating textures
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65 |
|
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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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66 |
procedure UpdateLandTexture(X, Width, Y, Height: LongInt; landAdded: boolean); |
1807 | 67 |
var tx, ty: Longword; |
68 |
begin |
|
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69 |
if (Width <= 0) or (Height <= 0) then |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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70 |
exit; |
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71 |
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)
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72 |
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)
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73 |
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)
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74 |
TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true); |
1806 | 75 |
|
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76 |
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)
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77 |
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)
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78 |
for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do |
7170
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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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79 |
begin |
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80 |
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
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81 |
LandTextures[tx, ty].landAdded:= landAdded |
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82 |
end |
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83 |
else |
341e407e3754
partially removing DOWNSCALE ifdef -- only two remain and their removal requires dynamic allocation (btw this breaks low quality mode)
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|
84 |
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
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|
85 |
for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do |
7170
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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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86 |
begin |
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87 |
LandTextures[tx, ty].shouldUpdate:= true; |
7170
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88 |
LandTextures[tx, ty].landAdded:= landAdded |
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89 |
end |
1806 | 90 |
end; |
91 |
||
92 |
procedure RealLandTexUpdate; |
|
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93 |
var x, y, ty, tx, lx, ly : LongWord; |
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94 |
isEmpty: boolean; |
1806 | 95 |
begin |
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96 |
(* |
1807 | 97 |
if LandTextures[0, 0].tex = nil then |
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98 |
for x:= 0 to LANDTEXARW -1 do |
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|
99 |
for y:= 0 to LANDTEXARH - 1 do |
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|
100 |
with LandTextures[x, y] do |
3491 | 101 |
begin |
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A partial reformatting of the pascal code to have consistent syntax. Things that are still inconsistent.
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102 |
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:
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|
103 |
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:
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|
104 |
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh); |
3491 | 105 |
end |
1806 | 106 |
else |
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107 |
*) |
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108 |
for x:= 0 to LANDTEXARW -1 do |
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|
109 |
for y:= 0 to LANDTEXARH - 1 do |
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|
110 |
with LandTextures[x, y] do |
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|
111 |
if shouldUpdate then |
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|
112 |
begin |
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|
113 |
shouldUpdate:= false; |
7170
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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
nemo
parents:
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|
114 |
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:
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|
115 |
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:
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116 |
ty:= 0; |
84ac6c6d2d8e
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nemo
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117 |
tx:= 1; |
84ac6c6d2d8e
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nemo
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118 |
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:
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119 |
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:
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|
120 |
// 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
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121 |
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
|
122 |
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
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123 |
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
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changeset
|
124 |
if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0; |
84ac6c6d2d8e
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nemo
parents:
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125 |
inc(ty) |
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|
126 |
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
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changeset
|
127 |
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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changeset
|
128 |
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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|
129 |
isEmpty:= LandPixels[ly, lx + tx] and AMask = 0; |
84ac6c6d2d8e
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nemo
parents:
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|
130 |
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
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changeset
|
131 |
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:
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changeset
|
132 |
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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|
133 |
// 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:
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|
134 |
ty:= 2; |
84ac6c6d2d8e
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nemo
parents:
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changeset
|
135 |
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
|
136 |
begin |
84ac6c6d2d8e
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nemo
parents:
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|
137 |
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:
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diff
changeset
|
138 |
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
|
139 |
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
|
140 |
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
nemo
parents:
7151
diff
changeset
|
141 |
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
nemo
parents:
7151
diff
changeset
|
142 |
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
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changeset
|
143 |
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:
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diff
changeset
|
144 |
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
|
145 |
// 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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7151
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changeset
|
146 |
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
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parents:
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|
147 |
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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|
148 |
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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|
149 |
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
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parents:
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changeset
|
150 |
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
|
151 |
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
|
152 |
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0; |
84ac6c6d2d8e
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|
153 |
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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changeset
|
154 |
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
|
155 |
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:
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diff
changeset
|
156 |
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
|
157 |
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
|
158 |
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
|
159 |
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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diff
changeset
|
160 |
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
|
161 |
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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changeset
|
162 |
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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changeset
|
163 |
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
|
164 |
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
|
165 |
FreeTexture(tex); |
84ac6c6d2d8e
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changeset
|
166 |
tex:= nil |
84ac6c6d2d8e
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parents:
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changeset
|
167 |
end; |
2948
3f21a9dc93d0
Replace tabs with spaces using 'expand -t 4' command
unc0rr
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diff
changeset
|
168 |
end |
1806 | 169 |
end; |
170 |
||
1807 | 171 |
procedure DrawLand(dX, dY: LongInt); |
172 |
var x, y: LongInt; |
|
1806 | 173 |
begin |
174 |
RealLandTexUpdate; |
|
1807 | 175 |
|
176 |
for x:= 0 to LANDTEXARW -1 do |
|
2948
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|
177 |
for y:= 0 to LANDTEXARH - 1 do |
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|
178 |
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
|
179 |
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
|
180 |
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:
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diff
changeset
|
181 |
DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, 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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parents:
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diff
changeset
|
182 |
else |
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 |
DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0) |
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
|
184 |
|
1807 | 185 |
end; |
186 |
||
7850 | 187 |
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
|
188 |
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
|
189 |
if (cReducedQuality and rqBlurryLand) = 0 then |
5654 | 190 |
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
|
191 |
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
|
192 |
LANDTEXARH:= LAND_HEIGHT div TEXSIZE; |
5654 | 193 |
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
|
194 |
else |
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) 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
|
197 |
LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2; |
5654 | 198 |
end; |
3697 | 199 |
|
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
|
200 |
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
|
201 |
end; |
3697 | 202 |
|
7850 | 203 |
procedure initModule; |
204 |
begin |
|
205 |
end; |
|
206 |
||
5654 | 207 |
procedure ResetLand; |
3615 | 208 |
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
|
209 |
begin |
6382
0e76c5cd4250
move the order of reloading texture to workaround buggy drivers
koda
parents:
6380
diff
changeset
|
210 |
for x:= 0 to LANDTEXARW - 1 do |
3615 | 211 |
for y:= 0 to LANDTEXARH - 1 do |
212 |
with LandTextures[x, y] do |
|
5654 | 213 |
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
|
214 |
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
|
215 |
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
|
216 |
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
|
217 |
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
|
218 |
end |
5654 | 219 |
end; |
220 |
end; |
|
221 |
||
222 |
procedure freeModule; |
|
223 |
begin |
|
224 |
ResetLand; |
|
3615 | 225 |
if LandBackSurface <> nil then |
226 |
SDL_FreeSurface(LandBackSurface); |
|
227 |
LandBackSurface:= nil; |
|
7151 | 228 |
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
|
229 |
end; |
1806 | 230 |
end. |