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, GLu, GLext, fgl, ULandscape, UWorldItem, UCacheManager;
type
TCalculateOffset = procedure(AX, AY: Integer; out DrawX, DrawY: Integer) of object;
{ TLightMaterial }
TLightMaterial = class(TSimpleMaterial)
constructor Create(AGraphic: TBaseImage);
destructor Destroy; override;
protected
FCanvas: TFastARGB32Canvas;
public
property Canvas: TFastARGB32Canvas read FCanvas;
end;
TLightCache = specialize TCacheManager<TLightMaterial>;
TLightManager = class;
{ TLightSource }
TLightSource = class
constructor Create(AManager: TLightManager; AWorldItem: TWorldItem);
destructor Destroy; override;
protected
FX: Integer;
FY: Integer;
FZ: SmallInt;
FMaterial: TLightMaterial;
public
property X: Integer read FX;
property Y: Integer read FY;
property Z: SmallInt read FZ;
property Material: TLightMaterial read FMaterial;
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;
FLightCache: TLightCache;
FUseFBO: Boolean;
FInitialized: Boolean;
function GetLight(AID: Integer): TLightMaterial;
procedure SetLightLevel(AValue: Byte);
procedure UpdateOverlay(AScreenRect: TRect);
public
property LightLevel: Byte read FLightLevel write SetLightLevel;
procedure InitGL;
procedure UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
AScreenBuffer: TScreenBuffer);
procedure Draw(AScreenRect: TRect);
end;
implementation
uses
UGameResources, UTiledata, UStatics, UMap, ULight, Logging;
{ TLightManager }
constructor TLightManager.Create(ACalculateOffset: TCalculateOffset);
begin
FCalculateOffset := ACalculateOffset;
FLightSources := TLightSources.Create(True);
FLightLevel := 0;
FLightCache := TLightCache.Create(32);
FInitialized := False;
end;
destructor TLightManager.Destroy;
begin
FreeAndNil(FLightSources);
FreeAndNil(FOverlay);
FreeAndNil(FLightCache);
glDeleteTextures(1, @FOverlayTexture);
inherited Destroy;
end;
function TLightManager.GetLight(AID: Integer): TLightMaterial;
var
light: TLight;
begin
Result := nil;
if not FLightCache.QueryID(AID, Result) then
begin
if ResMan.Lights.Exists(AID) then
begin
light := ResMan.Lights.GetLight(AID);
Result := TLightMaterial.Create(light.Graphic);
FLightCache.StoreID(AID, Result);
light.Free;
end;
end;
end;
procedure TLightManager.SetLightLevel(AValue: Byte);
begin
FLightLevel := AValue;
FValid := False;
end;
procedure TLightManager.UpdateOverlay(AScreenRect: TRect);
var
canvas, lightCanvas: TFastARGB32Canvas;
color: TColor32Rec;
i: Integer;
lightMaterial: TLightMaterial;
colorGL: GLclampf;
fbo: GLuint;
begin
glDeleteTextures(1, @FOverlayTexture);
if FUseFBO then
begin
glGenTextures(1, @FOverlayTexture);
glBindTexture(GL_TEXTURE_2D, FOverlayTexture);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA8, AScreenRect.Right,
AScreenRect.Bottom, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
glBindTexture(GL_TEXTURE_2D, 0);
glGenFramebuffersEXT(1, @fbo);
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, fbo);
glFramebufferTexture2DEXT(GL_FRAMEBUFFER_EXT, GL_COLOR_ATTACHMENT0_EXT,
GL_TEXTURE_2D, FOverlayTexture, 0);
colorGL :=(32 - lightLevel) / 32;
glClearColor(colorGL, colorGL, colorGL, 1);
glClear(GL_COLOR_BUFFER_BIT);
glBlendFunc(GL_ONE, GL_ONE);
for i := 0 to FLightSources.Count - 1 do
begin
lightMaterial := FLightSources[i].Material;
if lightMaterial <> nil then
begin
glBindTexture(GL_TEXTURE_2D, lightMaterial.Texture);
glBegin(GL_QUADS);
glTexCoord2i(0, 0);
glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2,
FLightSources[i].FY - lightMaterial.RealHeight div 2);
glTexCoord2i(0, 1);
glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2,
FLightSources[i].FY - lightMaterial.RealHeight div 2 +
lightMaterial.Height);
glTexCoord2i(1, 1);
glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2 +
lightMaterial.Width, FLightSources[i].FY -
lightMaterial.RealHeight div 2 + lightMaterial.Height);
glTexCoord2i(1, 0);
glVertex2i(FLightSources[i].FX - lightMaterial.RealWidth div 2 +
lightMaterial.Width,
FLightSources[i].FY - lightMaterial.RealHeight div 2);
glEnd;
end;
end;
glBindFramebufferEXT(GL_FRAMEBUFFER_EXT, 0);
glDeleteFramebuffersEXT(1, @fbo);
end else
begin
FOverlay.Free;
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);
for i := 0 to FLightSources.Count - 1 do
begin
lightMaterial := FLightSources[i].Material;
if lightMaterial <> nil then
begin
lightMaterial.Canvas.DrawAdd(lightMaterial.Canvas.ClipRect, canvas,
FLightSources[i].FX - lightMaterial.RealWidth div 2,
FLightSources[i].FY - lightMaterial.RealHeight div 2);
end;
end;
finally
canvas.Free;
end;
FOverlayTexture := CreateGLTextureFromImage(FOverlay.ImageDataPointer^);
end;
FValid := True;
end;
procedure TLightManager.InitGL;
begin
FUseFBO := Load_GL_EXT_framebuffer_object;
end;
procedure TLightManager.UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
AScreenBuffer: TScreenBuffer);
var
blockInfo: PBlockInfo;
lights: TWorldItemList;
i, x, y, tileID: Integer;
tileData: TTiledata;
begin
//Logger.EnterMethod([lcClient, lcDebug], 'UpdateLightMap');
FLightSources.Clear;
{Logger.Send([lcClient, lcDebug], 'AWidth', AWidth);
Logger.Send([lcClient, lcDebug], 'AHeight', AHeight);}
lights := TWorldItemList.Create(False);
x := -1;
y := -1;
blockInfo := nil;
while AScreenBuffer.Iterate(blockInfo) do
begin
if blockInfo^.State = ssNormal then
begin
if (x <> blockInfo^.Item.X) or (y <> blockInfo^.Item.Y) then
begin
for i := 0 to lights.Count - 1 do
FLightSources.Add(TLightSource.Create(Self, lights[i]));
lights.Clear;
x := blockInfo^.Item.X;
y := blockInfo^.Item.Y;
end;
if blockInfo^.Item is TStaticItem then
tileID := blockInfo^.Item.TileID + $4000
else
tileID := blockInfo^.Item.TileID;
tileData := ResMan.Tiledata.TileData[tileID];
if tdfLightSource in tileData.Flags then
begin
lights.Add(blockInfo^.Item);
end else
if (tdfRoof in tileData.Flags) or (blockInfo^.Item is TMapCell) then
begin
lights.Clear;
end else
if tdfSurface in tileData.Flags then
begin
for i := lights.Count - 1 downto 0 do
if (blockInfo^.Item.Z > lights[i].Z + 3) and
(blockInfo^.Item.Z < lights[i].Z + 30) then
lights.Delete(i);
end;
end;
end;
for i := 0 to lights.Count - 1 do
FLightSources.Add(TLightSource.Create(Self, lights[i]));
lights.Free;
FValid := False;
//Logger.ExitMethod([lcClient, lcDebug], 'UpdateLightMap');
end;
procedure TLightManager.Draw(AScreenRect: TRect);
begin
if not FInitialized then
InitGL;
if not FValid then
UpdateOverlay(AScreenRect);
glBindTexture(GL_TEXTURE_2D, FOverlayTexture);
glBlendFunc(GL_ZERO, GL_SRC_COLOR);
glBegin(GL_QUADS);
if FUseFBO then
begin
glTexCoord2i(0, 1);
glVertex2i(AScreenRect.Left, AScreenRect.Top);
glTexCoord2i(0, 0);
glVertex2i(AScreenRect.Left, AScreenRect.Bottom);
glTexCoord2i(1, 0);
glVertex2i(AScreenRect.Right, AScreenRect.Bottom);
glTexCoord2i(1, 1);
glVertex2i(AScreenRect.Right, AScreenRect.Top);
end else
begin
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);
end;
glEnd;
end;
{ TLightSource }
constructor TLightSource.Create(AManager: TLightManager; AWorldItem: TWorldItem);
var
lightID: Byte;
begin
lightID := ResMan.Tiledata.StaticTiles[AWorldItem.TileID].Quality;
FMaterial := AManager.GetLight(lightID);
if FMaterial <> nil then
begin
AManager.FCalculateOffset(AWorldItem.X, AWorldItem.Y, FX, FY);
FZ := AWorldItem.Z * 4;
FY := FY + 22 - FZ;
FMaterial.AddRef;
end;
end;
destructor TLightSource.Destroy;
begin
if FMaterial <> nil then
FMaterial.DelRef;
inherited Destroy;
end;
{ TLightMaterial }
constructor TLightMaterial.Create(AGraphic: TBaseImage);
begin
inherited Create(AGraphic);
FCanvas := TFastARGB32Canvas.CreateForImage(FGraphic);
end;
destructor TLightMaterial.Destroy;
begin
FreeAndNil(FCanvas);
inherited Destroy;
end;
end.