CentrED/Client/ULightManager.pas

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(*
* CDDL HEADER START
*
* The contents of this file are subject to the terms of the
* Common Development and Distribution License, Version 1.0 only
* (the "License"). You may not use this file except in compliance
* with the License.
*
* You can obtain a copy of the license at
* http://www.opensource.org/licenses/cddl1.php.
* See the License for the specific language governing permissions
* and limitations under the License.
*
* When distributing Covered Code, include this CDDL HEADER in each
* file and include the License file at
* http://www.opensource.org/licenses/cddl1.php. If applicable,
* add the following below this CDDL HEADER, with the fields enclosed
* by brackets "[]" replaced with your own identifying * information:
* Portions Copyright [yyyy] [name of copyright owner]
*
* CDDL HEADER END
*
*
* Portions Copyright 2009 Andreas Schneider
*)
unit ULightManager;
{$mode objfpc}{$H+}
interface
uses
Classes, SysUtils, Imaging, ImagingTypes, ImagingClasses, ImagingCanvases,
ImagingOpenGL, GL, fgl, ULandscape, UWorldItem;
type
TCalculateOffset = procedure(ARelativeX, ARelativeY: Integer; out DrawX,
DrawY: Integer) of object;
{ TLightSource }
TLightSource = class
constructor Create(AWorldItem: TWorldItem);
protected
FX: Integer;
FY: Integer;
FZ: smallint;
public
property X: Integer read FX;
property Y: Integer read FY;
property Z: smallint read FZ;
end;
TLightSources = specialize TFPGObjectList<TLightSource>;
{ TLightManager }
TLightManager = class
constructor Create(ACalculateOffset: TCalculateOffset);
destructor Destroy; override;
protected
FLightSources: TLightSources;
FOverlay: TSingleImage;
FOverlayTexture: GLuint;
FLightLevel: byte;
FValid: Boolean;
FCalculateOffset: TCalculateOffset;
procedure UpdateOverlay(AScreenRect: TRect; FX, FY: Integer);
public
procedure UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
AScreenBuffer: TScreenBuffer);
procedure Draw(AScreenRect: TRect; FX, FY: Integer);
end;
implementation
uses
UGameResources, UTiledata, UStatics, Logging;
{ TLightManager }
constructor TLightManager.Create(ACalculateOffset: TCalculateOffset);
begin
FCalculateOffset := ACalculateOffset;
FLightSources := TLightSources.Create(True);
FLightLevel := 15; //TODO : 0 ...
end;
destructor TLightManager.Destroy;
begin
FreeAndNil(FLightSources);
FreeAndNil(FOverlay);
glDeleteTextures(1, @FOverlayTexture);
inherited Destroy;
end;
procedure TLightManager.UpdateOverlay(AScreenRect: TRect; FX, FY: Integer);
var
canvas: TFastARGB32Canvas;
color: TColor32Rec;
i, drawX, drawY, drawZ: Integer;
begin
FOverlay.Free;
glDeleteTextures(1, @FOverlayTexture);
color.A := $FF;
color.R := ((32 - FLightLevel) * 255) div 32;
color.G := color.R;
color.B := color.R;
FOverlay := TSingleImage.CreateFromParams(AScreenRect.Right, AScreenRect.Bottom,
ifA8R8G8B8);
canvas := TFastARGB32Canvas.CreateForImage(FOverlay);
try
canvas.FillColor32 := color.Color;
canvas.FillRect(AScreenRect);
finally
canvas.Free;
end;
for i := 0 to FLightSources.Count - 1 do
begin
FCalculateOffset(FLightSources[i].X - FX, FLightSources[i].Y - FY,
drawX, drawY);
drawZ := FLightSources[i].Z * 4;
color.A := $20;
color.R := 220;
color.G := 0;
color.B := 0;
canvas.FillColor32 := color.Color;
canvas.FillRectBlend(Rect(drawX - 22, drawY - drawZ, drawX + 22,
drawY + 44 - drawZ), bfOne, bfOne);
end;
//TODO : PowerOfTwo!!!
FOverlayTexture := CreateGLTextureFromImage(FOverlay.ImageDataPointer^);
FValid := True;
end;
procedure TLightManager.UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
AScreenBuffer: TScreenBuffer);
var
blockInfo: PBlockInfo;
itemMap, lightMap: array of array of TWorldItem;
x, y: Integer;
begin
//Logger.EnterMethod([lcClient, lcDebug], 'UpdateLightMap');
FLightSources.Clear;
{Logger.Send([lcClient, lcDebug], 'AWidth', AWidth);
Logger.Send([lcClient, lcDebug], 'AHeight', AHeight);}
SetLength(itemMap, AWidth, AHeight);
SetLength(lightMap, AWidth, AHeight);
for x := 0 to AWidth - 1 do
for y := 0 to AHeight - 1 do
begin
itemMap[x, y] := nil;
lightMap[x, y] := nil;
end;
blockInfo := nil;
while AScreenBuffer.Iterate(blockInfo) do
begin
if blockInfo^.State = ssNormal then
begin
x := blockInfo^.Item.X - ALeft;
y := blockInfo^.Item.Y - ATop;
itemMap[x, y] := blockInfo^.Item;
if (blockInfo^.Item is TStaticItem) and (tdfLightSource in
ResMan.Tiledata.StaticTiles[blockInfo^.Item.TileID].Flags) then
lightMap[x, y] := blockInfo^.Item;
end;
end;
for x := 0 to AWidth - 2 do
for y := 0 to AHeight - 2 do
if lightMap[x, y] <> nil then
begin
if ((itemMap[x, y] = nil) or (itemMap[x, y].Z < lightMap[x, y].Z + 3)) or
((itemMap[x + 1, y] = nil) or (itemMap[x + 1, y].Z < lightMap[x, y].Z + 3)) or
((itemMap[x + 1, y + 1] = nil) or (itemMap[x + 1, y + 1].Z < lightMap[x, y].Z + 3)) or
((itemMap[x, y + 1] = nil) or (itemMap[x, y + 1].Z < lightMap[x, y].Z + 3)) then
begin
FLightSources.Add(TLightSource.Create(lightMap[x, y]));
end;
end;
FValid := False;
//Logger.ExitMethod([lcClient, lcDebug], 'UpdateLightMap');
end;
procedure TLightManager.Draw(AScreenRect: TRect; FX, FY: Integer);
begin
if not FValid then
UpdateOverlay(AScreenRect, FX, FY);
glBindTexture(GL_TEXTURE_2D, FOverlayTexture);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2i(AScreenRect.Left, AScreenRect.Top);
glTexCoord2i(0, 1);
glVertex2i(AScreenRect.Left, AScreenRect.Bottom);
glTexCoord2i(1, 1);
glVertex2i(AScreenRect.Right, AScreenRect.Bottom);
glTexCoord2i(1, 0);
glVertex2i(AScreenRect.Right, AScreenRect.Top);
glEnd;
end;
{ TLightSource }
constructor TLightSource.Create(AWorldItem: TWorldItem);
begin
FX := AWorldItem.X;
FY := AWorldItem.Y;
FZ := AWorldItem.Z;
end;
end.