hedgewars/uLandTexture.pas
author Xeli
Fri, 17 Feb 2012 21:34:33 +0100
changeset 6701 58a43c2064ad
parent 6700 e04da46ee43c
child 7080 dbf43c07a507
child 7151 ec15d9e1a7e3
permissions -rw-r--r--
the onScreenwidgets are multitouch now, frequently (alternating) tapping left and right still causes it to bug though, but you have to try hard to duplicate it, works ok for now

(*
 * 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 uLandTexture;
interface
uses SDLh;

procedure initModule;
procedure freeModule;
procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;

implementation
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender;

const TEXSIZE = 512;

type TLandRecord = record
            shouldUpdate: boolean;
            tex: PTexture;
            end;

var LandTextures: array of array of TLandRecord;
    tmpPixels: array [0..TEXSIZE - 1, 0..TEXSIZE - 1] of LongWord;
    LANDTEXARW: LongWord;
    LANDTEXARH: LongWord;

function Pixels(x, y: Longword): Pointer;
var ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
    Move(LandPixels[y * TEXSIZE + ty, x * TEXSIZE], tmpPixels[ty, 0], sizeof(Longword) * TEXSIZE);

Pixels:= @tmpPixels
end;

function Pixels2(x, y: Longword): Pointer;
var tx, ty: Longword;
begin
for ty:= 0 to TEXSIZE - 1 do
    for tx:= 0 to TEXSIZE - 1 do
        tmpPixels[ty, tx]:= Land[y * TEXSIZE + ty, x * TEXSIZE + tx] or AMask;

Pixels2:= @tmpPixels
end;

procedure UpdateLandTexture(X, Width, Y, Height: LongInt);
var tx, ty: Longword;
begin
    if (Width <= 0) or (Height <= 0) then
        exit;
    TryDo((X >= 0) and (X < LAND_WIDTH), 'UpdateLandTexture: wrong X parameter', true);
    TryDo(X + Width <= LAND_WIDTH, 'UpdateLandTexture: wrong Width parameter', true);
    TryDo((Y >= 0) and (Y < LAND_HEIGHT), 'UpdateLandTexture: wrong Y parameter', true);
    TryDo(Y + Height <= LAND_HEIGHT, 'UpdateLandTexture: wrong Height parameter', true);

    if (cReducedQuality and rqBlurryLand) = 0 then
        for ty:= Y div TEXSIZE to (Y + Height - 1) div TEXSIZE do
            for tx:= X div TEXSIZE to (X + Width - 1) div TEXSIZE do
                LandTextures[tx, ty].shouldUpdate:= true
    else
        for ty:= (Y div TEXSIZE) div 2 to ((Y + Height - 1) div TEXSIZE) div 2 do
            for tx:= (X div TEXSIZE) div 2 to ((X + Width - 1) div TEXSIZE) div 2 do
                LandTextures[tx, ty].shouldUpdate:= true;
end;

procedure RealLandTexUpdate;
var x, y: LongWord;
begin
if LandTextures[0, 0].tex = nil then
    for x:= 0 to LANDTEXARW -1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                begin
                tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
                glBindTexture(GL_TEXTURE_2D, tex^.id);
                glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
                end
else
    for x:= 0 to LANDTEXARW -1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                if shouldUpdate then
                    begin
                    shouldUpdate:= false;
                    glBindTexture(GL_TEXTURE_2D, tex^.id);
                    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
                    end
end;

procedure DrawLand(dX, dY: LongInt);
var x, y: LongInt;
begin
RealLandTexUpdate;

for x:= 0 to LANDTEXARW -1 do
    for y:= 0 to LANDTEXARH - 1 do
        with LandTextures[x, y] do
            if (cReducedQuality and rqBlurryLand) = 0 then
                DrawTexture(dX + x * TEXSIZE, dY + y * TEXSIZE, tex)
            else
                DrawTexture(dX + x * TEXSIZE * 2, dY + y * TEXSIZE * 2, tex, 2.0)

end;

procedure initModule;
begin
    if (cReducedQuality and rqBlurryLand) = 0 then
        begin
        LANDTEXARW:= LAND_WIDTH div TEXSIZE;
        LANDTEXARH:= LAND_HEIGHT div TEXSIZE;
        end
    else
        begin
        LANDTEXARW:= (LAND_WIDTH div TEXSIZE) div 2;
        LANDTEXARH:= (LAND_HEIGHT div TEXSIZE) div 2;
        end;

    SetLength(LandTextures, LANDTEXARW, LANDTEXARH);
end;

procedure ResetLand;
var x, y: LongInt;
begin
    for x:= 0 to LANDTEXARW - 1 do
        for y:= 0 to LANDTEXARH - 1 do
            with LandTextures[x, y] do
                begin
                FreeTexture(tex);
                tex:= nil;
                end;
end;

procedure freeModule;
begin
    ResetLand;
    if LandBackSurface <> nil then
        SDL_FreeSurface(LandBackSurface);
    LandBackSurface:= nil;
    LandTextures:= nil;
end;
end.