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).
(*
* 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; landAdded: boolean);
procedure DrawLand(dX, dY: LongInt);
procedure ResetLand;
implementation
uses uConsts, GLunit, uTypes, uVariables, uTextures, uDebug, uRender;
const TEXSIZE = 128;
type TLandRecord = record
shouldUpdate, landAdded: 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; landAdded: boolean);
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
begin
LandTextures[tx, ty].shouldUpdate:= true;
LandTextures[tx, ty].landAdded:= landAdded
end
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
begin
LandTextures[tx, ty].shouldUpdate:= true;
LandTextures[tx, ty].landAdded:= landAdded
end
end;
procedure RealLandTexUpdate;
var x, y, ty, tx, lx, ly : LongWord;
isEmpty: boolean;
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;
isEmpty:= not landAdded;
landAdded:= false;
ty:= 0;
tx:= 1;
ly:= y * TEXSIZE;
lx:= x * TEXSIZE;
// first check edges
while isEmpty and (ty < TEXSIZE) do
begin
isEmpty:= LandPixels[ly + ty, lx] and AMask = 0;
if isEmpty then isEmpty:= LandPixels[ly + ty, lx + TEXSIZE-1] and AMask = 0;
inc(ty)
end;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly, lx + tx] and AMask = 0;
if isEmpty then isEmpty:= LandPixels[ly + TEXSIZE-1, lx + tx] and AMask = 0;
inc(tx)
end;
// then search every other remaining. does this sort of stuff defeat compiler opts?
ty:= 2;
while isEmpty and (ty < TEXSIZE-1) do
begin
tx:= 2;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
inc(tx,2)
end;
inc(ty,2);
end;
// and repeat
ty:= 1;
while isEmpty and (ty < TEXSIZE-1) do
begin
tx:= 1;
while isEmpty and (tx < TEXSIZE-1) do
begin
isEmpty:= LandPixels[ly + ty, lx + tx] and AMask = 0;
inc(tx,2)
end;
inc(ty,2);
end;
if not isEmpty then
begin
if tex = nil then tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
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
else if tex <> nil then
begin
FreeTexture(tex);
tex:= nil
end;
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 tex <> nil then
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
if tex <> nil then
begin
FreeTexture(tex);
tex:= nil
end
end;
end;
procedure freeModule;
begin
ResetLand;
if LandBackSurface <> nil then
SDL_FreeSurface(LandBackSurface);
LandBackSurface:= nil;
SetLength(LandTextures, 0, 0);
end;
end.