merge time. it's been a while
authorsheepluva
Thu, 19 Jun 2014 00:36:11 +0200
changeset 10334 872da9a6a2b0
parent 10333 e1253205eb7e (diff)
parent 10329 e2dba215655a (current diff)
child 10335 d56b4c109abb
merge time. it's been a while
--- a/hedgewars/uRender.pas	Wed Jun 18 23:53:11 2014 +0400
+++ b/hedgewars/uRender.pas	Thu Jun 19 00:36:11 2014 +0200
@@ -55,6 +55,7 @@
 procedure DrawHedgehog          (X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
 procedure DrawScreenWidget      (widget: POnScreenWidget);
 procedure DrawWater             (Alpha: byte; OffsetY, OffsetX: LongInt);
+procedure DrawWaves             (Dir, dX, dY, oX: LongInt; tnt: Byte);
 
 procedure RenderClear           ();
 procedure RenderSetClearColor      (r, g, b, a: real);
@@ -1299,8 +1300,6 @@
     glUseProgram(shaderWater);
     uCurrentMVPLocation:=uWaterMVPLocation;
     UpdateModelviewProjection;
-    glDisableVertexAttribArray(aTexCoord);
-    glEnableVertexAttribArray(aColor);
 {$ENDIF}
 
     openglUseColorOnly(true);
@@ -1312,54 +1311,88 @@
     glUseProgram(shaderMain);
     uCurrentMVPLocation:=uMainMVPLocation;
     UpdateModelviewProjection;
-    glDisableVertexAttribArray(aColor);
-    glEnableVertexAttribArray(aTexCoord);
 {$ENDIF}
 
     openglUseColorOnly(false);
 end;
 
-procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt);
-var watertop, lx, rx, firsti, afteri, n: LongInt;
+procedure PrepareVbForWater(
+    WithWalls: Boolean;
+    InTopY, OutTopY, InLeftX, OutLeftX, InRightX, OutRightX, BottomY: LongInt;
+    out first, count: LongInt);
+
+var firsti, afteri, lol: LongInt;
 begin
 
-// those
+    // We will draw both bottom water and the water walls with a single call,
+    // by rendering a GL_TRIANGLE_STRIP of eight points.
+    //
+    // GL_TRIANGLE_STRIP works like this: "always create triangle between
+    // newest point and the two points that were specified before it."
+    //
+    // To get the result we want we will order the points like this:
+    //                                                                     ^ -Y
+    //                                                                     |
+    //       0-------1         7-------6   <--------------------- OutTopY -|
+    //       |      /|         |     _/|                                   |
+    //       |     / |         |    /  |                                   |
+    //       |    /  |         |  _/   |                                   |
+    //       |   /   |         | /     |                                   |
+    //       |  /  _.3---------5{      |   <--------------------- InTopY --|
+    //       | / _/   `---.___   `--._ |                                   |
+    //       |/_/             `---.___\|                                   |
+    //       2-------------------------4   <--------------------- BottomY -|
+    //                                                                     |
+    //       ^       ^         ^       ^                                   V +Y
+    //       |       |         |       |
+    //       |       |         |       |
+    //       |       |         |       |
+    //       |       |         |       |
+    //       |       |         |       |
+    //       |       |         |       |
+    //       |       |         |       |
+    //  OutLeftX  InLeftX  InRightX  OutRightX
+    //       |       |         |       |
+    // <---------------------------------------->
+    //     -X                              +X
+    //
+
 firsti:= -1;
 afteri:=  0;
 
-watertop:= OffsetY + WorldDy + cWaterLine;
-
-if watertop < 0 then
-    watertop:= 0;
+if GameTicks < 2000 then
+    lol:= 2000 - GameTicks
+else
+    lol:= 0;
 
-// if no walls are needed, then bottom water surface spans full view width
-if (WorldEdge <> weSea) then
+if InTopY < 0 then
+    InTopY:= 0;
+
+if not WithWalls then
     begin
-    lx:= ViewLeftX;
-    rx:= ViewRightX;
+    // if no walls are needed, then bottom water surface spans full length
+    InLeftX := OutLeftX;
+    InRightX:= OutRightX;
     end
 else
     begin
-    lx:= LeftX  + WorldDx - OffsetX;
-    rx:= RightX + WorldDx + OffsetX;
-
-    if lx > ViewLeftX then
+    if InLeftX > ViewLeftX then
         begin
-        VertexBuffer[0].X:= ViewLeftX;
-        VertexBuffer[0].Y:= ViewTopY;
-        VertexBuffer[1].X:= lx;
-        VertexBuffer[1].Y:= ViewTopY;
+        VertexBuffer[0].X:= OutLeftX - lol;
+        VertexBuffer[0].Y:= OutTopY;
+        VertexBuffer[1].X:= InLeftX - lol;
+        VertexBuffer[1].Y:= OutTopY;
         // shares vertices 2 and 3 with bottom water
         firsti:= 0;
         afteri:= 4;
         end;
 
-    if rx < ViewRightX then
+    if InRightX < ViewRightX then
         begin
-        VertexBuffer[6].X:= ViewRightX;
-        VertexBuffer[6].Y:= ViewTopY;
-        VertexBuffer[7].X:= rx;
-        VertexBuffer[7].Y:= ViewTopY;
+        VertexBuffer[6].X:= OutRightX + lol;
+        VertexBuffer[6].Y:= OutTopY;
+        VertexBuffer[7].X:= InRightX + lol;
+        VertexBuffer[7].Y:= OutTopY;
         // shares vertices 4 and 5 with bottom water
         if firsti < 0 then
             firsti:= 4;
@@ -1367,7 +1400,7 @@
         end;
     end;
 
-if watertop < ViewBottomY then
+if InTopY < ViewBottomY then
     begin
     // shares vertices 2-5 with water walls
 
@@ -1380,26 +1413,58 @@
     end;
 
 if firsti < 0 then
-    exit; // nothing to draw at all!
+    begin
+    // nothing to draw at all!
+    first:= -1;
+    count:= 0;
+    exit;
+    end;
 
 if firsti < 4 then
     begin
-    VertexBuffer[2].X:= ViewLeftX;
-    VertexBuffer[2].Y:= ViewBottomY;
-    VertexBuffer[3].X:= lx;
-    VertexBuffer[3].Y:= watertop;
+    VertexBuffer[2].X:= OutLeftX;
+    VertexBuffer[2].Y:= BottomY;
+    VertexBuffer[3].X:= InLeftX;
+    VertexBuffer[3].Y:= InTopY;
     end;
 
 if afteri > 4 then
     begin
-    VertexBuffer[4].X:= ViewRightX;
-    VertexBuffer[4].Y:= ViewBottomY;
-    VertexBuffer[5].X:= rx;
-    VertexBuffer[5].Y:= watertop;
+    VertexBuffer[4].X:= OutRightX;
+    VertexBuffer[4].Y:= BottomY;
+    VertexBuffer[5].X:= InRightX;
+    VertexBuffer[5].Y:= InTopY;
     end;
 
+// first index to draw in vertex buffer
+first:= firsti;
 // number of points to draw
-n:= afteri - firsti;
+count:= afteri - firsti;
+
+end;
+
+procedure DrawWater(Alpha: byte; OffsetY, OffsetX: LongInt);
+var first, count: LongInt;
+begin
+
+if (WorldEdge <> weSea) then
+    PrepareVbForWater(false,
+        OffsetY + WorldDy + cWaterLine, 0,
+        0, ViewLeftX,
+        0, ViewRightX,
+        ViewBottomY,
+        first, count)
+else
+    PrepareVbForWater(true,
+        OffsetY + WorldDy + cWaterLine, ViewTopY,
+        LeftX  + WorldDx - OffsetX, ViewLeftX,
+        RightX + WorldDx + OffsetX, ViewRightX,
+        ViewBottomY,
+        first, count);
+
+// quit if there's nothing to draw (nothing in view)
+if count < 1 then
+    exit;
 
 // drawing time
 
@@ -1440,17 +1505,130 @@
 
 SetVertexPointer(@VertexBuffer[0], 8);
 
-glDrawArrays(GL_TRIANGLE_STRIP, firsti, n);
+glDrawArrays(GL_TRIANGLE_STRIP, first, count);
 
 EndWater;
 
-
 {$IFNDEF GL2}
 // must not be Tint() as color array seems to stay active and color reset is required
 glColor4ub($FF, $FF, $FF, $FF);
 {$ENDIF}
 end;
 
+procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte);
+var first, count, topy, lx, rx, spriteHeight, spriteWidth: LongInt;
+    lw, nWaves, shift: GLfloat;
+    sprite: TSprite;
+begin
+
+// note: spriteHeight is the Height of the wave sprite while
+//       cWaveHeight describes how many pixels of it will be above waterline
+
+if SuddenDeathDmg then
+    sprite:= sprSDWater
+else
+    sprite:= sprWater;
+
+spriteHeight:= SpritesData[sprite].Height;
+
+// shift parameters by wave height
+// ( ox and dy are used to create different horizontal and vertical offsets
+//   between wave layers )
+dY:= -cWaveHeight + dy;
+ox:= -cWaveHeight + ox;
+
+lx:= LeftX  + WorldDx - ox;
+rx:= RightX + WorldDx + ox;
+
+topy:= cWaterLine + WorldDy + dY;
+
+
+if (WorldEdge <> weSea) then
+    PrepareVbForWater(false,
+        topy, 0,
+        0, ViewLeftX,
+        0, ViewRightX,
+        topy + spriteHeight,
+        first, count)
+else
+    PrepareVbForWater(true,
+        topy, ViewTopY,
+        lx, lx - spriteHeight,
+        rx, rx + spriteHeight,
+        topy + spriteHeight,
+        first, count);
+
+// quit if there's nothing to draw (nothing in view)
+if count < 1 then
+    exit;
+
+if SuddenDeathDmg then
+    Tint(LongInt(tnt) * SDWaterColorArray[1].r div 255 + 255 - tnt,
+         LongInt(tnt) * SDWaterColorArray[1].g div 255 + 255 - tnt,
+         LongInt(tnt) * SDWaterColorArray[1].b div 255 + 255 - tnt,
+         255
+    )
+else
+    Tint(LongInt(tnt) * WaterColorArray[1].r div 255 + 255 - tnt,
+         LongInt(tnt) * WaterColorArray[1].g div 255 + 255 - tnt,
+         LongInt(tnt) * WaterColorArray[1].b div 255 + 255 - tnt,
+         255
+    );
+
+if WorldEdge = weSea then
+    begin
+    lw:= playWidth;
+    dX:= ox;
+    end
+else
+    begin
+    lw:= ViewWidth;
+    dx:= dx - WorldDx;
+    end;
+
+spriteWidth:= SpritesData[sprite].Width;
+nWaves:= lw / spriteWidth;
+    shift:= - nWaves / 2;
+
+TextureBuffer[3].X:= shift + ((LongInt(RealTicks shr 6) * Dir + dX) mod spriteWidth) / (spriteWidth - 1);
+TextureBuffer[3].Y:= 0;
+TextureBuffer[5].X:= TextureBuffer[3].X + nWaves;
+TextureBuffer[5].Y:= 0;
+TextureBuffer[4].X:= TextureBuffer[5].X;
+TextureBuffer[4].Y:= SpritesData[sprite].Texture^.ry;
+TextureBuffer[2].X:= TextureBuffer[3].X;
+TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
+
+if (WorldEdge = weSea) then
+    begin
+    nWaves:= (topy - ViewTopY) / spriteWidth;
+
+    // left side
+    TextureBuffer[1].X:= TextureBuffer[3].X - nWaves;
+    TextureBuffer[1].Y:= 0;
+    TextureBuffer[0].X:= TextureBuffer[1].X;
+    TextureBuffer[0].Y:= SpritesData[sprite].Texture^.ry;
+
+    // right side
+    TextureBuffer[7].X:= TextureBuffer[5].X + nWaves;
+    TextureBuffer[7].Y:= 0;
+    TextureBuffer[6].X:= TextureBuffer[7].X;
+    TextureBuffer[6].Y:= SpritesData[sprite].Texture^.ry;
+    end;
+
+glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
+
+SetVertexPointer(@VertexBuffer[0], 8);
+SetTexCoordPointer(@TextureBuffer[0], 8);
+
+UpdateModelviewProjection;
+
+glDrawArrays(GL_TRIANGLE_STRIP, first, count);
+
+untint;
+
+end;
+
 procedure openglTint(r, g, b, a: Byte); inline;
 {$IFDEF GL2}
 const
--- a/hedgewars/uVariables.pas	Wed Jun 18 23:53:11 2014 +0400
+++ b/hedgewars/uVariables.pas	Thu Jun 19 00:36:11 2014 +0200
@@ -162,6 +162,7 @@
     CrosshairY      : LongInt;
     CursorMovementX : LongInt;
     CursorMovementY : LongInt;
+    cWaveHeight     : LongInt;
     cDrownSpeed     : hwFloat;
     cDrownSpeedf    : real;
     cMaxWindSpeed   : hwFloat;
@@ -2516,6 +2517,7 @@
 
     WaterOpacity:= $80;
 
+    cWaveHeight             := 32;
     cDrownSpeed.QWordValue  := 257698038;   // 0.06
     cDrownSpeedf            := 0.06;
     cMaxWindSpeed.QWordValue:= 1073742;     // 0.00025
--- a/hedgewars/uWorld.pas	Wed Jun 18 23:53:11 2014 +0400
+++ b/hedgewars/uWorld.pas	Thu Jun 19 00:36:11 2014 +0200
@@ -66,8 +66,7 @@
 {$ENDIF}
     ;
 
-var cWaveWidth, cWaveHeight: LongInt;
-    AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
+var AMShiftTargetX, AMShiftTargetY, AMShiftX, AMShiftY, SlotsNum: LongInt;
     AMAnimStartTime, AMState : LongInt;
     AMAnimState: Single;
     tmpSurface: PSDL_Surface;
@@ -219,7 +218,7 @@
 if length(g) > 0 then
     ShowMission(trgoal[gidCaption], trgoal[gidSubCaption], g, 1, 0);
 
-cWaveWidth:= SpritesData[sprWater].Width;
+//cWaveWidth:= SpritesData[sprWater].Width;
 //cWaveHeight:= SpritesData[sprWater].Height;
 cWaveHeight:= 32;
 
@@ -229,7 +228,7 @@
 prevPoint.Y:= cScreenHeight div 2;
 //prevTargetPoint.X:= 0;
 //prevTargetPoint.Y:= 0;
-WorldDx:=  -(LAND_WIDTH div 2) + cScreenWidth div 2;
+WorldDx:=  -(LAND_WIDTH div 2);// + cScreenWidth div 2;
 WorldDy:=  -(LAND_HEIGHT - (playHeight div 2)) + (cScreenHeight div 2);
 
 //aligns it to the bottom of the screen, minus the border
@@ -790,185 +789,6 @@
 {$ENDIF}
 end;
 
-procedure DrawWaves(Dir, dX, dY, oX: LongInt; tnt: Byte);
-var VertexBuffer, TextureBuffer: array [0..7] of TVertex2f;
-    lw, waves, shift: GLfloat;
-    sprite: TSprite;
-    topy: LongInt;
-begin
-
-dY:= -cWaveHeight + dy;
-ox:= -cWaveHeight + ox;
-
-topy:= cWaterLine + WorldDy + dY;
-
-if (WorldEdge <> weSea) and (topY > ViewBottomY) then
-    exit;
-
-if SuddenDeathDmg then
-    sprite:= sprSDWater
-else
-    sprite:= sprWater;
-
-cWaveWidth:= SpritesData[sprite].Width;
-
-if WorldEdge = weSea then
-    lw:= playWidth div 2
-else
-    lw:= ViewWidth;
-
-if SuddenDeathDmg then
-    Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
-         LongInt(tnt) * SDWaterColorArray[2].g div 255 + 255 - tnt,
-         LongInt(tnt) * SDWaterColorArray[2].b div 255 + 255 - tnt,
-         255
-    )
-else
-    Tint(LongInt(tnt) * WaterColorArray[2].r div 255 + 255 - tnt,
-         LongInt(tnt) * WaterColorArray[2].g div 255 + 255 - tnt,
-         LongInt(tnt) * WaterColorArray[2].b div 255 + 255 - tnt,
-         255
-    );
-
-glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
-
-if WorldEdge <> weSea then
-    begin
-    if topY < ViewBottomY then
-        begin
-        VertexBuffer[0].X:= -lw;
-        VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
-        VertexBuffer[1].X:= lw;
-        VertexBuffer[1].Y:= VertexBuffer[0].Y;
-        VertexBuffer[2].X:= lw;
-        VertexBuffer[2].Y:= VertexBuffer[0].Y + SpritesData[sprite].Height;
-        VertexBuffer[3].X:= -lw;
-        VertexBuffer[3].Y:= VertexBuffer[2].Y;
-
-        waves:= lw * 2 / cWaveWidth;
-        shift:= - lw / cWaveWidth;
-        TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
-        TextureBuffer[0].Y:= 0;
-        TextureBuffer[1].X:= TextureBuffer[0].X + waves;
-        TextureBuffer[1].Y:= TextureBuffer[0].Y;
-        TextureBuffer[2].X:= TextureBuffer[1].X;
-        TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
-        TextureBuffer[3].X:= TextureBuffer[0].X;
-        TextureBuffer[3].Y:= TextureBuffer[2].Y;
-
-
-        SetVertexPointer(@VertexBuffer[0], 4);
-        SetTexCoordPointer(@TextureBuffer[0], 4);
-
-        {$IFDEF GL2}
-        UpdateModelviewProjection;
-        {$ENDIF}
-
-        glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
-        end;
-    end
-else // weSea: with waterwalls
-    begin
-    topy := cWaterLine + WorldDy;
-
-    // We will draw both bottom water and the water walls with a single call,
-    // by rendering a GL_TRIANGLE_STRIP of eight points.
-    //
-    // GL_TRIANGLE_STRIP works like this: "always create triangle between
-    // newest point and the two points that were specified before it."
-    //
-    // To get the result we want we will order the points like this:
-    //                                                                  ^ -Y
-    //                                                                  |
-    //   0-------1         7-------6  <---------------------- ViewTopY -|
-    //   |      /|         |     _/|                                    |
-    //   |     / |         |    /  |                                    |
-    //   |    /  |         |  _/   |                                    |
-    //   |   /   |         | /     |                                    |
-    //   |  /  _.3---------5{      |  <--- topy = cWaterLine + WorldDy -|
-    //   | / _/   `---.___   `--._ |                                    |
-    //   |/_/             `---.___\|                                    |
-    //   2-------------------------4  <------------ topy + wave height -|
-    //                                                                  |
-    //   ^       ^         ^       ^                                    V +Y
-    //   |       |         |       |
-    //   |       |         |     RightX + WorldDx + wave height
-    //   |       |         |       .
-    //   |       | RightX + WorldDx.
-    //   |       |         .       .
-    //   | LeftX + WorldDx .       .
-    //   |       .         .       .
-    // LeftX - wave height + WorldDx
-    //   |       .         .       .
-    // <-------------------------------->
-    // -X                              +X
-    //
-    // Note: additionally the parameters ox and dy are used to create different
-    // horizontal and vertical offsets between wave layers
-
-
-    VertexBuffer[0].X:= LeftX + WorldDx - SpritesData[sprite].Height - ox;
-    VertexBuffer[0].Y:= ViewTopY;
-    VertexBuffer[1].X:= LeftX + WorldDx - ox;
-    VertexBuffer[1].Y:= ViewTopY;
-    VertexBuffer[2].X:= VertexBuffer[0].X;
-    VertexBuffer[2].Y:= topy + SpritesData[sprite].Height + dy;
-    VertexBuffer[3].X:= VertexBuffer[1].X;
-    VertexBuffer[3].Y:= topy + dy;
-    VertexBuffer[4].X:= RightX + WorldDx + SpritesData[sprite].Height + ox;
-    VertexBuffer[4].Y:= topy + SpritesData[sprite].Height + dy;
-    VertexBuffer[5].X:= RightX + WorldDx + ox;
-    VertexBuffer[5].Y:= topy + dy;
-    VertexBuffer[6].X:= VertexBuffer[4].X;
-    VertexBuffer[6].Y:= ViewTopY;
-    VertexBuffer[7].X:= VertexBuffer[5].X;
-    VertexBuffer[7].Y:= ViewTopY;
-
-    waves:= 2 * lw / cWaveWidth;
-    shift:= - lw / cWaveWidth;
-    TextureBuffer[3].X:= shift + ((LongInt(RealTicks shr 6) * Dir + ox) mod cWaveWidth) / (cWaveWidth - 1);
-    TextureBuffer[3].Y:= 0;
-    TextureBuffer[5].X:= TextureBuffer[3].X + waves;
-    TextureBuffer[5].Y:= 0;
-    TextureBuffer[4].X:= TextureBuffer[5].X;
-    TextureBuffer[4].Y:= SpritesData[sprite].Texture^.ry;
-    TextureBuffer[2].X:= TextureBuffer[3].X;
-    TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
-
-    waves:= (topy + dy - ViewTopY) / cWaveWidth;
-
-    // left side
-    TextureBuffer[1].X:= TextureBuffer[3].X - waves;
-    TextureBuffer[1].Y:= 0;
-    TextureBuffer[0].X:= TextureBuffer[1].X;
-    TextureBuffer[0].Y:= SpritesData[sprite].Texture^.ry;
-
-    // right side
-    TextureBuffer[7].X:= TextureBuffer[5].X + waves;
-    TextureBuffer[7].Y:= 0;
-    TextureBuffer[6].X:= TextureBuffer[7].X;
-    TextureBuffer[6].Y:= SpritesData[sprite].Texture^.ry;
-
-
-    SetVertexPointer(@VertexBuffer[0], 8);
-    SetTexCoordPointer(@TextureBuffer[0], 8);
-
-    {$IFDEF GL2}
-    UpdateModelviewProjection;
-    {$ENDIF}
-
-    glDrawArrays(GL_TRIANGLE_STRIP, 0, 8);
-    end;
-
-untint;
-
-{for i:= -1 to cWaterSprCount do
-    DrawSprite(sprWater,
-        i * cWaveWidth + ((WorldDx + (RealTicks shr 6) * Dir + dX) mod cWaveWidth) - (cScreenWidth div 2),
-        cWaterLine + WorldDy + dY,
-        0)}
-end;
-
 procedure DrawRepeated(spr, sprL, sprR: TSprite; Shift, OffsetY: LongInt);
 var i, w, h, lw, lh, rw, rh, sw: LongInt;
 begin