Start implementing support for 32bit sprites concerned in map generation process.
Step 1: forts are loading correctly.
Everything else is broken
--- a/hedgewars/uLand.pas Fri Aug 08 13:46:12 2008 +0000
+++ b/hedgewars/uLand.pas Fri Aug 08 19:34:55 2008 +0000
@@ -24,7 +24,6 @@
TPreview = packed array[0..127, 0..31] of byte;
var Land: TLandArray;
- LandSurface: PSDL_Surface;
LandPixels: TLandArray;
LandTexture: PTexture = nil;
@@ -509,6 +508,20 @@
SelectTemplate:= getrandom(Succ(High(EdgeTemplates)))
end;
+procedure LandSurface2Land(LandSurface: PSDL_Surface);
+begin
+TryDo(LandSurface <> nil, 'Assert (LandSurface <> nil) failed', true);
+LandTexture:= Surface2Tex(LandSurface);
+
+if SDL_MustLock(LandSurface) then
+ SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
+
+Move(LandSurface^.pixels^, LandPixels, 2048 * 1024 * 4);
+
+if SDL_MustLock(LandSurface) then
+ SDL_UnlockSurface(LandSurface)
+end;
+
procedure GenLandSurface;
var tmpsurf: PSDL_Surface;
begin
@@ -522,19 +535,16 @@
TryDo(tmpsurf <> nil, 'Error creating pre-land surface', true);
ColorizeLand(tmpsurf);
-AddProgress;
AddBorder(tmpsurf);
-LandSurface:= SDL_CreateRGBSurface(SDL_SWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask);
-
-TryDo(LandSurface <> nil, 'Error creating land surface', true);
-SDL_FillRect(LandSurface, nil, 0);
-AddProgress;
-SDL_SetColorKey(tmpsurf, SDL_SRCCOLORKEY, 0);
-AddObjects(tmpsurf, LandSurface);
+LandSurface2Land(tmpsurf);
SDL_FreeSurface(tmpsurf);
-UpdateLandTexture(0, 1024);
+AddProgress;
+
+AddObjects;
+
+UpdateLandTexture(0, 1023);
AddProgress
end;
@@ -544,57 +554,43 @@
WriteLnToConsole('Generating forts land...');
TryDo(ClansCount = 2, 'More or less than 2 clans on map in forts mode!', true);
-LandSurface:= SDL_CreateRGBSurface(SDL_HWSURFACE, 2048, 1024, 32, RMask, GMask, BMask, AMask);
-
-SDL_FillRect(LandSurface, nil, 0);
-
-tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', false, true, true);
-BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf, LandSurface);
+tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'L', true, true, true);
+BlitImageAndGenerateCollisionInfo(0, 0, tmpsurf);
SDL_FreeSurface(tmpsurf);
-tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'R', false, true, true);
-BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf, LandSurface);
+tmpsurf:= LoadImage(Pathz[ptForts] + '/' + ClansArray[0]^.Teams[0]^.FortName + 'R', true, true, true);
+BlitImageAndGenerateCollisionInfo(1024, 0, tmpsurf);
SDL_FreeSurface(tmpsurf);
-UpdateLandTexture(0, 1024)
+UpdateLandTexture(0, 1023)
end;
procedure LoadMap;
var x, y: Longword;
p: PByteArray;
+ LandSurface: PSDL_Surface;
begin
WriteLnToConsole('Loading land from file...');
AddProgress;
-LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', false, true, true);
+LandSurface:= LoadImage(Pathz[ptMapCurrent] + '/map', true, true, true);
TryDo((LandSurface^.w = 2048) and (LandSurface^.h = 1024), 'Map dimensions should be 2048x1024!', true);
if SDL_MustLock(LandSurface) then
- SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
+ SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
+
+TryDo(LandSurface^.format^.BytesPerPixel = 4, 'Map should be 32bit', true);
-p:= LandSurface^.pixels;
-case LandSurface^.format^.BytesPerPixel of
- 1: OutError('We don''t work with 8 bit surfaces', true);
- 2: OutError('We don''t work with 16 bit surfaces', true);
- 3: for y:= 0 to 1023 do
- begin
- for x:= 0 to 2047 do
- if (p^[x * 3 + 0] <> 0)
- or (p^[x * 3 + 1] <> 0)
- or (p^[x * 3 + 2] <> 0) then Land[y, x]:= COLOR_LAND;
- p:= @(p^[LandSurface^.pitch]);
- end;
- 4: for y:= 0 to 1023 do
- begin
- for x:= 0 to 2047 do
- if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[y, x]:= COLOR_LAND;
- p:= @(p^[LandSurface^.pitch]);
- end;
- end;
+for y:= 0 to 1023 do
+ begin
+ for x:= 0 to 2047 do
+ if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[y, x]:= COLOR_LAND;
+ p:= @(p^[LandSurface^.pitch]);
+ end;
if SDL_MustLock(LandSurface) then
- SDL_UnlockSurface(LandSurface);
+ SDL_UnlockSurface(LandSurface);
-UpdateLandTexture(0, 1024)
+UpdateLandTexture(0, 1023)
end;
procedure GenMap;
@@ -634,31 +630,17 @@
procedure UpdateLandTexture(Y, Height: LongInt);
begin
-if LandTexture <> nil then
- begin
- if (Height <= 0) then exit;
- TryDo((Y >= 0) and (Y < 1024), 'UpdateLandTexture: wrong Y parameter', true);
- TryDo(Y + Height < 1024, 'UpdateLandTexture: wrong Height parameter', true);
- glBindTexture(GL_TEXTURE_2D, LandTexture^.id);
-
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, Y, 2048, Height, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[Y, 0]);
- end else
- begin
- TryDo(LandSurface <> nil, 'Assert (LandSurface <> nil) failed', true);
- LandTexture:= Surface2Tex(LandSurface);
+if (Height <= 0) then exit;
+TryDo((Y >= 0) and (Y < 1024), 'UpdateLandTexture: wrong Y parameter', true);
+TryDo(Y + Height < 1024, 'UpdateLandTexture: wrong Height parameter', true);
- if SDL_MustLock(LandSurface) then
- SDLTry(SDL_LockSurface(LandSurface) >= 0, true);
-
- Move(LandSurface^.pixels^, LandPixels, 2048 * 1024 * 4);
-
- if SDL_MustLock(LandSurface) then
- SDL_UnlockSurface(LandSurface);
-
- SDL_FreeSurface(LandSurface);
- LandSurface:= nil
- end;
-
+if LandTexture = nil then
+ LandTexture:= NewTexture(2048, 1024, @LandPixels)
+else
+ begin
+ glBindTexture(GL_TEXTURE_2D, LandTexture^.id);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, Y, 2048, Height, GL_RGBA, GL_UNSIGNED_BYTE, @LandPixels[Y, 0]);
+ end
end;
initialization
--- a/hedgewars/uLandObjects.pas Fri Aug 08 13:46:12 2008 +0000
+++ b/hedgewars/uLandObjects.pas Fri Aug 08 19:34:55 2008 +0000
@@ -21,9 +21,9 @@
uses SDLh;
{$include options.inc}
-procedure AddObjects(InSurface, Surface: PSDL_Surface);
+procedure AddObjects();
procedure LoadThemeConfig;
-procedure BlitImageAndGenerateCollisionInfo(cpX, cpY: Longword; Image, Surface: PSDL_Surface);
+procedure BlitImageAndGenerateCollisionInfo(cpX, cpY: Longword; Image: PSDL_Surface);
implementation
uses uLand, uStore, uConsts, uMisc, uConsole, uRandom, uVisualGears, uFloat, GL, uSound;
@@ -61,7 +61,7 @@
SprayObjects: TSprayObjects;
-procedure BlitImageAndGenerateCollisionInfo(cpX, cpY: Longword; Image, Surface: PSDL_Surface);
+procedure BlitImageAndGenerateCollisionInfo(cpX, cpY: Longword; Image: PSDL_Surface);
var p: PByteArray;
x, y: Longword;
bpp: LongInt;
@@ -69,38 +69,26 @@
begin
r.x:= cpX;
r.y:= cpY;
-SDL_UpperBlit(Image, nil, Surface, @r);
WriteToConsole('Generating collision info... ');
if SDL_MustLock(Image) then
SDLTry(SDL_LockSurface(Image) >= 0, true);
bpp:= Image^.format^.BytesPerPixel;
-WriteToConsole('('+inttostr(bpp)+') ');
+TryDo(bpp = 4, 'Land object should be 32bit', true);
p:= Image^.pixels;
-case bpp of
- 1: OutError('We don''t work with 8 bit surfaces', true);
- 2: for y:= 0 to Pred(Image^.h) do
- begin
- for x:= 0 to Pred(Image^.w) do
- if PWord(@(p^[x * 2]))^ <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
- p:= @(p^[Image^.pitch]);
- end;
- 3: for y:= 0 to Pred(Image^.h) do
- begin
- for x:= 0 to Pred(Image^.w) do
- if (p^[x * 3 + 0] <> 0)
- or (p^[x * 3 + 1] <> 0)
- or (p^[x * 3 + 2] <> 0) then Land[cpY + y, cpX + x]:= COLOR_LAND;
- p:= @(p^[Image^.pitch]);
- end;
- 4: for y:= 0 to Pred(Image^.h) do
- begin
- for x:= 0 to Pred(Image^.w) do
- if PLongword(@(p^[x * 4]))^ <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
- p:= @(p^[Image^.pitch]);
- end;
- end;
+
+for y:= 0 to Pred(Image^.h) do
+ begin
+ for x:= 0 to Pred(Image^.w) do
+ //if LandPixels[cpY + y, cpX + x] = 0 then
+ begin
+ LandPixels[cpY + y, cpX + x]:= PLongword(@(p^[x * 4]))^;
+ if (PLongword(@(p^[x * 4]))^ and $FF000000) <> 0 then Land[cpY + y, cpX + x]:= COLOR_LAND;
+ end;
+ p:= @(p^[Image^.pitch]);
+ end;
+
if SDL_MustLock(Image) then
SDL_UnlockSurface(Image);
WriteLnToConsole(msgOK)
@@ -257,7 +245,7 @@
CheckCanPlace:= Result
end;
-function TryPut(var Obj: TThemeObject; Surface: PSDL_Surface): boolean; overload;
+function TryPut(var Obj: TThemeObject): boolean; overload;
const MaxPointsIndex = 2047;
var x, y: Longword;
ar: array[0..MaxPointsIndex] of TPoint;
@@ -292,7 +280,7 @@
if Result then
begin
i:= getrandom(cnt);
- BlitImageAndGenerateCollisionInfo(ar[i].x, ar[i].y, Obj.Surf, Surface);
+ BlitImageAndGenerateCollisionInfo(ar[i].x, ar[i].y, Obj.Surf);
AddRect(ar[i].x, ar[i].y, Width, Height);
dec(Maxcnt)
end else Maxcnt:= 0
@@ -436,7 +424,7 @@
repeat
inc(ii);
if ii = ThemeObjects.Count then ii:= 0;
- b:= TryPut(ThemeObjects.objs[ii], Surface)
+ b:= TryPut(ThemeObjects.objs[ii])
until b or (ii = t);
inc(i)
until (i > MaxCount) or not b;
@@ -462,9 +450,9 @@
until (i > MaxCount) or not b;
end;
-procedure AddObjects(InSurface, Surface: PSDL_Surface);
+procedure AddObjects();
begin
-InitRects;
+{InitRects;
AddGirder(256, Surface);
AddGirder(512, Surface);
AddGirder(768, Surface);
@@ -476,7 +464,7 @@
AddProgress;
SDL_UpperBlit(InSurface, nil, Surface, nil);
AddSprayObjects(Surface, SprayObjects, 10);
-FreeRects
+FreeRects}
end;
procedure LoadThemeConfig;
--- a/hedgewars/uMisc.pas Fri Aug 08 13:46:12 2008 +0000
+++ b/hedgewars/uMisc.pas Fri Aug 08 19:34:55 2008 +0000
@@ -120,6 +120,7 @@
procedure SetLittle(var r: hwFloat);
procedure SendStat(sit: TStatInfoType; s: shortstring);
function Str2PChar(const s: shortstring): PChar;
+function NewTexture(width, height: Longword; buf: Pointer): PTexture;
function Surface2Tex(surf: PSDL_Surface): PTexture;
procedure FreeTexture(tex: PTexture);
function toPowerOf2(i: Longword): Longword;
@@ -267,6 +268,22 @@
while (toPowerOf2 < i) do toPowerOf2:= toPowerOf2 shl 1
end;
+function NewTexture(width, height: Longword; buf: Pointer): PTexture;
+begin
+new(NewTexture);
+NewTexture^.w:= width;
+NewTexture^.h:= height;
+
+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);
+
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
+end;
+
function Surface2Tex(surf: PSDL_Surface): PTexture;
var mode: LongInt;
tw, th: Longword;
--- a/hedgewars/uStore.pas Fri Aug 08 13:46:12 2008 +0000
+++ b/hedgewars/uStore.pas Fri Aug 08 19:34:55 2008 +0000
@@ -506,9 +506,7 @@
end;
FreeTexture(HHTexture);
-FreeTexture(LandTexture);
-
-SDL_FreeSurface(LandSurface)
+FreeTexture(LandTexture)
end;
function RenderStringTex(s: string; Color: Longword; font: THWFont): PTexture;
Binary file share/hedgewars/Data/Forts/BarrelhouseL.png has changed
Binary file share/hedgewars/Data/Forts/BarrelhouseR.png has changed
Binary file share/hedgewars/Data/Forts/IslandL.png has changed
Binary file share/hedgewars/Data/Forts/IslandR.png has changed