2009-12-24 15:49:15 +01:00
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(*
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* CDDL HEADER START
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*
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* The contents of this file are subject to the terms of the
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* Common Development and Distribution License, Version 1.0 only
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* (the "License"). You may not use this file except in compliance
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* with the License.
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*
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* You can obtain a copy of the license at
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* http://www.opensource.org/licenses/cddl1.php.
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* See the License for the specific language governing permissions
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* and limitations under the License.
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*
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* When distributing Covered Code, include this CDDL HEADER in each
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* file and include the License file at
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* http://www.opensource.org/licenses/cddl1.php. If applicable,
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* add the following below this CDDL HEADER, with the fields enclosed
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* by brackets "[]" replaced with your own identifying * information:
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* Portions Copyright [yyyy] [name of copyright owner]
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*
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* CDDL HEADER END
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*
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*
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* Portions Copyright 2009 Andreas Schneider
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*)
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unit ULightManager;
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{$mode objfpc}{$H+}
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interface
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uses
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Classes, SysUtils, Imaging, ImagingTypes, ImagingClasses, ImagingCanvases,
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ImagingOpenGL, GL, GLu, GLext, fgl, ULandscape, UWorldItem, UCacheManager;
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type
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TCalculateOffset = procedure(AX, AY: Integer; out DrawX, DrawY: Integer) of object;
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{ TLightMaterial }
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TLightMaterial = class(TSimpleMaterial)
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constructor Create(AGraphic: TBaseImage);
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destructor Destroy; override;
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protected
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FCanvas: TFastARGB32Canvas;
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public
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property Canvas: TFastARGB32Canvas read FCanvas;
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end;
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TLightCache = specialize TCacheManager<TLightMaterial>;
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TLightManager = class;
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{ TLightSource }
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TLightSource = class
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constructor Create(AManager: TLightManager; AWorldItem: TWorldItem);
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destructor Destroy; override;
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protected
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FX: Integer;
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FY: Integer;
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FZ: SmallInt;
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FMaterial: TLightMaterial;
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public
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property X: Integer read FX;
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property Y: Integer read FY;
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property Z: SmallInt read FZ;
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property Material: TLightMaterial read FMaterial;
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end;
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TLightSources = specialize TFPGObjectList<TLightSource>;
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{ TLightManager }
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TLightManager = class
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constructor Create(ACalculateOffset: TCalculateOffset);
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destructor Destroy; override;
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protected
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FLightSources: TLightSources;
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FOverlay: TSingleImage;
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FOverlayTexture: GLuint;
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FLightLevel: Byte;
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FValid: Boolean;
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FCalculateOffset: TCalculateOffset;
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FLightCache: TLightCache;
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FUseFBO: Boolean;
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FInitialized: Boolean;
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function GetLight(AID: Integer): TLightMaterial;
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procedure SetLightLevel(AValue: Byte);
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procedure UpdateOverlay(AScreenRect: TRect);
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public
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property LightLevel: Byte read FLightLevel write SetLightLevel;
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procedure InitGL;
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procedure UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
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AScreenBuffer: TScreenBuffer);
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procedure Draw(AScreenRect: TRect);
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end;
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implementation
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uses
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UGameResources, UTiledata, UStatics, UMap, ULight, Logging;
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{ TLightManager }
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constructor TLightManager.Create(ACalculateOffset: TCalculateOffset);
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begin
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FCalculateOffset := ACalculateOffset;
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FLightSources := TLightSources.Create(True);
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FLightLevel := 0;
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FLightCache := TLightCache.Create(32);
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FInitialized := False;
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end;
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destructor TLightManager.Destroy;
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begin
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FreeAndNil(FLightSources);
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FreeAndNil(FOverlay);
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FreeAndNil(FLightCache);
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glDeleteTextures(1, @FOverlayTexture);
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inherited Destroy;
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end;
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function TLightManager.GetLight(AID: Integer): TLightMaterial;
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var
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light: TLight;
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begin
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Result := nil;
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if not FLightCache.QueryID(AID, Result) then
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begin
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if ResMan.Lights.Exists(AID) then
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begin
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light := ResMan.Lights.GetLight(AID);
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Result := TLightMaterial.Create(light.Graphic);
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FLightCache.StoreID(AID, Result);
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light.Free;
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end;
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end;
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end;
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procedure TLightManager.SetLightLevel(AValue: Byte);
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begin
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FLightLevel := AValue;
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FValid := False;
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end;
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procedure TLightManager.UpdateOverlay(AScreenRect: TRect);
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var
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canvas: TFastARGB32Canvas;
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color: TColor32Rec;
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i: Integer;
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lightMaterial: TLightMaterial;
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colorGL: GLclampf;
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fbo: GLuint;
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begin
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glDeleteTextures(1, @FOverlayTexture);
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if FUseFBO then
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begin
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glGenTextures(1, @FOverlayTexture);
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glBindTexture(GL_TEXTURE_2D, FOverlayTexture);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, AScreenRect.Right,
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AScreenRect.Bottom, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
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glBindTexture(GL_TEXTURE_2D, 0);
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glGenFramebuffersEXT(1, @fbo);
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
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glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
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GL_TEXTURE_2D, FOverlayTexture, 0);
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colorGL :=(32 - lightLevel) / 32;
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glClearColor(colorGL, colorGL, colorGL, 1);
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glClear(GL_COLOR_BUFFER_BIT);
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glBlendFunc(GL_ONE, GL_ONE);
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for i := 0 to FLightSources.Count - 1 do
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begin
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lightMaterial := FLightSources[i].Material;
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if lightMaterial <> nil then
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begin
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glBindTexture(GL_TEXTURE_2D, lightMaterial.Texture);
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glBegin(GL_QUADS);
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glTexCoord2i(0, 0);
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glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2,
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FLightSources[i].FY - lightMaterial.RealHeight div 2);
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glTexCoord2i(0, 1);
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glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2,
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FLightSources[i].FY - lightMaterial.RealHeight div 2 +
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lightMaterial.Height);
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glTexCoord2i(1, 1);
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glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2 +
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lightMaterial.Width, FLightSources[i].FY -
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lightMaterial.RealHeight div 2 + lightMaterial.Height);
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glTexCoord2i(1, 0);
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glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2 +
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lightMaterial.Width,
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FLightSources[i].FY - lightMaterial.RealHeight div 2);
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glEnd;
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end;
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end;
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glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
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glDeleteFramebuffersEXT(1, @fbo);
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end else
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begin
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FOverlay.Free;
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color.A := $FF;
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color.R := ((32 - FLightLevel) * 255) div 32;
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color.G := color.R;
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color.B := color.R;
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FOverlay := TSingleImage.CreateFromParams(AScreenRect.Right,
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AScreenRect.Bottom, ifA8R8G8B8);
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canvas := TFastARGB32Canvas.CreateForImage(FOverlay);
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try
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canvas.FillColor32 := color.Color;
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canvas.FillRect(AScreenRect);
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for i := 0 to FLightSources.Count - 1 do
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begin
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lightMaterial := FLightSources[i].Material;
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if lightMaterial <> nil then
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begin
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lightMaterial.Canvas.DrawAdd(lightMaterial.Canvas.ClipRect, canvas,
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FLightSources[i].FX - lightMaterial.RealWidth div 2,
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FLightSources[i].FY - lightMaterial.RealHeight div 2);
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end;
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end;
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finally
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canvas.Free;
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end;
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FOverlayTexture := CreateGLTextureFromImage(FOverlay.ImageDataPointer^);
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end;
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FValid := True;
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end;
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procedure TLightManager.InitGL;
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begin
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FUseFBO := Load_GL_EXT_framebuffer_object;
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end;
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procedure TLightManager.UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
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AScreenBuffer: TScreenBuffer);
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var
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blockInfo: PBlockInfo;
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lights: TWorldItemList;
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i, x, y, tileID: Integer;
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tileData: TTiledata;
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tileMap: array of array of TWorldItem;
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begin
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//Logger.EnterMethod([lcClient, lcDebug], 'UpdateLightMap');
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FLightSources.Clear;
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{Logger.Send([lcClient, lcDebug], 'AWidth', AWidth);
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Logger.Send([lcClient, lcDebug], 'AHeight', AHeight);}
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lights := TWorldItemList.Create(False);
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SetLength(tileMap, AWidth, AHeight);
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for x := 0 to AWidth - 1 do
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for y := 0 to AHeight - 1 do
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tileMap[x,y] := nil;
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blockInfo := nil;
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while AScreenBuffer.Iterate(blockInfo) do
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begin
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if blockInfo^.State = ssNormal then
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begin
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if blockInfo^.Item is TStaticItem then
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tileID := blockInfo^.Item.TileID + $4000
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else
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tileID := blockInfo^.Item.TileID;
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tileData := ResMan.Tiledata.TileData[tileID];
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if tdfLightSource in tileData.Flags then
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lights.Add(blockInfo^.Item)
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else
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tileMap[blockInfo^.Item.X - ALeft, blockInfo^.Item.Y - ATop] :=
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blockInfo^.Item;
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end;
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end;
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for i := 0 to lights.Count - 1 do
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begin
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x := lights[i].X + 1 - ALeft;
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y := lights[i].Y + 1 - ATop;
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if (x = AWidth) or (y = AHeight) or (tileMap[x,y] = nil) or
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(tileMap[x,y].Z < lights[i].Z + 5) then
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FLightSources.Add(TLightSource.Create(Self, lights[i]));
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end;
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lights.Free;
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FValid := False;
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//Logger.ExitMethod([lcClient, lcDebug], 'UpdateLightMap');
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end;
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procedure TLightManager.Draw(AScreenRect: TRect);
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begin
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if not FInitialized then
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InitGL;
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glColor4f(1, 1, 1, 1);
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if not FValid then
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UpdateOverlay(AScreenRect);
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glBindTexture(GL_TEXTURE_2D, FOverlayTexture);
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glBlendFunc(GL_ZERO, GL_SRC_COLOR);
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glBegin(GL_QUADS);
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if FUseFBO then
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begin
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glTexCoord2i(0, 1);
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glVertex2i(AScreenRect.Left, AScreenRect.Top);
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glTexCoord2i(0, 0);
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glVertex2i(AScreenRect.Left, AScreenRect.Bottom);
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glTexCoord2i(1, 0);
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glVertex2i(AScreenRect.Right, AScreenRect.Bottom);
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glTexCoord2i(1, 1);
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glVertex2i(AScreenRect.Right, AScreenRect.Top);
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end else
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begin
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glTexCoord2i(0, 0);
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glVertex2i(AScreenRect.Left, AScreenRect.Top);
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glTexCoord2i(0, 1);
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glVertex2i(AScreenRect.Left, AScreenRect.Bottom);
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glTexCoord2i(1, 1);
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glVertex2i(AScreenRect.Right, AScreenRect.Bottom);
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glTexCoord2i(1, 0);
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glVertex2i(AScreenRect.Right, AScreenRect.Top);
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end;
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glEnd;
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end;
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{ TLightSource }
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constructor TLightSource.Create(AManager: TLightManager; AWorldItem: TWorldItem);
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var
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lightID: Byte;
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begin
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lightID := ResMan.Tiledata.StaticTiles[AWorldItem.TileID].Quality;
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FMaterial := AManager.GetLight(lightID);
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if FMaterial <> nil then
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begin
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AManager.FCalculateOffset(AWorldItem.X, AWorldItem.Y, FX, FY);
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FZ := AWorldItem.Z * 4;
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FY := FY + 22 - FZ;
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FMaterial.AddRef;
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end;
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end;
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destructor TLightSource.Destroy;
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begin
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if FMaterial <> nil then
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FMaterial.DelRef;
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inherited Destroy;
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end;
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{ TLightMaterial }
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constructor TLightMaterial.Create(AGraphic: TBaseImage);
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begin
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inherited Create(AGraphic);
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FCanvas := TFastARGB32Canvas.CreateForImage(FGraphic);
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end;
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destructor TLightMaterial.Destroy;
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begin
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FreeAndNil(FCanvas);
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inherited Destroy;
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end;
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end.
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