- Added screen buffer pre processing (prepare materials and normals)
- Added 2D Vector to store the points for drawing terrain - Added additional GetNormals function to TLandscape to fill an existing array
This commit is contained in:
parent
fee66eada8
commit
561104a924
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@ -43,7 +43,7 @@ type
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PRadarBlock = ^TRadarBlock;
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TRadarBlock = array[0..7, 0..7] of Word;
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{ TMaterial }
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{ TMaterial } //TODO : add ref counting
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TMaterial = class(TObject)
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constructor Create(AWidth, AHeight: Integer; AGraphic: TSingleImage);
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@ -145,6 +145,7 @@ type
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ANoDraw: Boolean; AStaticsFilter: TStaticFilter);
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function GetEffectiveAltitude(ATile: TMapCell): ShortInt;
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function GetLandAlt(AX, AY: Word; ADefault: ShortInt): ShortInt;
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procedure GetNormals(AX, AY: Word; var ANormals: TNormals);
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procedure MoveStatic(AStatic: TStaticItem; AX, AY: Word);
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procedure PrepareBlocks(AX1, AY1, AX2, AY2: Word);
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procedure UpdateStaticsPriority(AStaticItem: TStaticItem;
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@ -152,10 +153,13 @@ type
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end;
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TScreenState = (tsNormal, tsFiltered, tsGhost);
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PDrawQuad = ^TDrawQuad;
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TDrawQuad = array[0..3] of TVector2D;
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PBlockInfo = ^TBlockInfo;
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TBlockInfo = record
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ScreenRect: TRect;
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DrawQuad: PDrawQuad;
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Item: TWorldItem;
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HighRes: TMaterial;
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LowRes: TMaterial;
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@ -429,85 +433,8 @@ begin
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end;
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function TLandscape.GetNormals(AX, AY: Word): TNormals;
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var
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cells: array[0..2, 0..2] of TNormals;
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north, west, south, east: TVector;
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i, j: Integer;
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function GetPlainNormals(X, Y: SmallInt): TNormals;
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var
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cell: TMapCell;
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north, west, south, east: ShortInt;
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u, v: TVector;
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begin
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cell := GetMapCell(X, Y);
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if Assigned(cell) then
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begin
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north := cell.Altitude;
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west := GetLandAlt(cell.X, cell.Y + 1, north);
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south := GetLandAlt(cell.X + 1, cell.Y + 1, north);
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east := GetLandAlt(cell.X + 1, cell.Y, north);
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end else
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begin
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north := 0;
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west := 0;
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east := 0;
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south := 0;
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end;
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if (north = west) and (west = east) and (north = south) then
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begin
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Result[0] := Vector(0, 0, 1);
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Result[1] := Vector(0, 0, 1);
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Result[2] := Vector(0, 0, 1);
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Result[3] := Vector(0, 0, 1);
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end else
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begin
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u := Vector(-22, 22, (north - east) * 4);
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v := Vector(-22, -22, (west - north) * 4);
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Result[0] := VectorNorm(VectorCross(u, v));
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u := Vector(22, 22, (east - south) * 4);
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v := Vector(-22, 22, (north - east) * 4);
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Result[1] := VectorNorm(VectorCross(u, v));
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u := Vector(22, -22, (south - west) * 4);
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v := Vector(22, 22, (east - south) * 4);
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Result[2] := VectorNorm(VectorCross(u, v));
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u := Vector(-22, -22, (west - north) * 4);
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v := Vector(22, -22, (south - west) * 4);
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Result[3] := VectorNorm(VectorCross(u, v));
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end;
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end;
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begin
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for i := 0 to 2 do
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for j := 0 to 2 do
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cells[i, j] := GetPlainNormals(AX - 1 + i, AY - 1 + j);
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north := cells[0, 0][2];
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west := cells[0, 1][1];
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east := cells[1, 0][3];
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south := cells[1, 1][0];
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Result[0] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[1, 0][2];
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west := cells[1, 1][1];
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east := cells[2, 0][3];
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south := cells[2, 1][0];
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Result[1] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[1, 1][2];
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west := cells[1, 2][1];
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east := cells[2, 1][3];
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south := cells[2, 2][0];
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Result[2] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[0, 1][2];
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west := cells[0, 2][1];
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east := cells[1, 1][3];
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south := cells[1, 2][0];
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Result[3] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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GetNormals(AX, AY, Result);
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end;
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function TLandscape.GetStaticBlock(AX, AY: Word): TSeperatedStaticBlock;
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@ -591,6 +518,7 @@ begin
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cell.TileID := ABuffer.ReadWord;
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if Assigned(FOnChange) then FOnChange;
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end;
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//TODO : update surrounding normals
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end;
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procedure TLandscape.OnInsertStaticPacket(ABuffer: TEnhancedMemoryStream);
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@ -838,6 +766,88 @@ begin
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Result := ADefault;
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end;
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procedure TLandscape.GetNormals(AX, AY: Word; var ANormals: TNormals);
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var
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cells: array[0..2, 0..2] of TNormals;
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north, west, south, east: TVector;
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i, j: Integer;
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function GetPlainNormals(X, Y: SmallInt): TNormals;
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var
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cell: TMapCell;
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north, west, south, east: ShortInt;
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u, v: TVector;
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begin
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cell := GetMapCell(X, Y);
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if Assigned(cell) then
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begin
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north := cell.Altitude;
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west := GetLandAlt(cell.X, cell.Y + 1, north);
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south := GetLandAlt(cell.X + 1, cell.Y + 1, north);
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east := GetLandAlt(cell.X + 1, cell.Y, north);
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end else
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begin
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north := 0;
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west := 0;
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east := 0;
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south := 0;
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end;
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if (north = west) and (west = east) and (north = south) then
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begin
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ANormals[0] := Vector(0, 0, 1);
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ANormals[1] := Vector(0, 0, 1);
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ANormals[2] := Vector(0, 0, 1);
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ANormals[3] := Vector(0, 0, 1);
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end else
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begin
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u := Vector(-22, 22, (north - east) * 4);
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v := Vector(-22, -22, (west - north) * 4);
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ANormals[0] := VectorNorm(VectorCross(u, v));
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u := Vector(22, 22, (east - south) * 4);
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v := Vector(-22, 22, (north - east) * 4);
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ANormals[1] := VectorNorm(VectorCross(u, v));
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u := Vector(22, -22, (south - west) * 4);
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v := Vector(22, 22, (east - south) * 4);
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ANormals[2] := VectorNorm(VectorCross(u, v));
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u := Vector(-22, -22, (west - north) * 4);
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v := Vector(22, -22, (south - west) * 4);
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ANormals[3] := VectorNorm(VectorCross(u, v));
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end;
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end;
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begin
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for i := 0 to 2 do
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for j := 0 to 2 do
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cells[i, j] := GetPlainNormals(AX - 1 + i, AY - 1 + j);
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north := cells[0, 0][2];
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west := cells[0, 1][1];
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east := cells[1, 0][3];
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south := cells[1, 1][0];
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ANormals[0] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[1, 0][2];
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west := cells[1, 1][1];
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east := cells[2, 0][3];
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south := cells[2, 1][0];
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ANormals[1] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[1, 1][2];
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west := cells[1, 2][1];
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east := cells[2, 1][3];
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south := cells[2, 2][0];
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ANormals[2] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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north := cells[0, 1][2];
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west := cells[0, 2][1];
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east := cells[1, 1][3];
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south := cells[1, 2][0];
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ANormals[3] := VectorNorm(VectorAdd(VectorAdd(VectorAdd(north, west), east), south));
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end;
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procedure TLandscape.MoveStatic(AStatic: TStaticItem; AX, AY: Word);
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var
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sourceBlock, targetBlock: TSeperatedStaticBlock;
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if FLastBlock = current then FLastBlock := last;
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if last <> nil then last^.Next := current^.Next;
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if current^.Normals <> nil then
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Dispose(current^.Normals);
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if current^.Normals <> nil then Dispose(current^.Normals);
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if current^.DrawQuad <> nil then Dispose(current^.DrawQuad);
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Dispose(current);
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next := nil;
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@ -1062,8 +1072,8 @@ begin
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next := current^.Next;
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current^.Item.Locked := False;
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current^.Item.OnDestroy.UnregisterEvent(@OnTileRemoved);
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if current^.Normals <> nil then
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Dispose(current^.Normals);
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if current^.Normals <> nil then Dispose(current^.Normals);
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if current^.DrawQuad <> nil then Dispose(current^.DrawQuad);
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Dispose(current);
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current := next;
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end;
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AItem.Locked := True;
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AItem.OnDestroy.RegisterEvent(@OnTileRemoved);
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Result^.Item := AItem;
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Result^.DrawQuad := nil;
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Result^.HighRes := nil;
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Result^.LowRes := nil;
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Result^.Normals := nil;
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@ -34,7 +34,7 @@ uses
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ComCtrls, OpenGLContext, GL, GLU, UGameResources, ULandscape, ExtCtrls,
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StdCtrls, Spin, UEnums, VirtualTrees, Buttons, UMulBlock, UWorldItem, math,
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LCLIntf, UOverlayUI, UStatics, UEnhancedMemoryStream, ActnList,
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ImagingClasses, dateutils, UPlatformTypes;
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ImagingClasses, dateutils, UPlatformTypes, UVector;
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type
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z: ShortInt;
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mat: TMaterial;
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cell: TMapCell;
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west, south, east: Single;
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drawX, drawY: Single;
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staticItem: TStaticItem;
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normals: TNormals;
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end;
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procedure TfrmMain.RebuildScreenBuffer;
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var
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blockInfo: PBlockInfo;
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item: TWorldItem;
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drawX, drawY: Single;
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west, south, east: Single;
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z: SmallInt;
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drawQuad: PDrawQuad;
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staticItem: TStaticItem;
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hue: THue;
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staticTiledata: TStaticTiledata;
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begin
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FLandscape.PrepareBlocks((FX + FLowOffsetX) div 8, (FY + FLowOffsetY) div 8, (FX + FHighOffsetX) div 8 + 1, (FY + FHighOffsetY) div 8 + 1);
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PrepareVirtualLayer(FDrawDistance * 2 + 1, FDrawDistance * 2 + 1);
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frmBoundaries.tbMaxZ.Position, tbTerrain.Down, tbStatics.Down,
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acNoDraw.Checked, nil); //TODO : statics filter
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//TODO : ghost tile
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//Pre-process the buffer - add normals to map tiles and materials where possible
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blockInfo := nil;
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while FScreenBuffer.Iterate(blockInfo) do
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begin
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item := blockInfo^.Item;
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if acFlat.Checked then
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z := 0
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else
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z := item.Z;
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if item is TMapCell then
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begin
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if not acFlat.Checked then
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begin
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west := FLandscape.GetLandAlt(item.X, item.Y + 1, z);
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south := FLandscape.GetLandAlt(item.X + 1, item.Y + 1, z);
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east := FLandscape.GetLandAlt(item.X + 1, item.Y, z);
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if (west <> z) or (south <> z) or (east <> z) then
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begin
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blockInfo^.HighRes := FTextureManager.GetTexMaterial(item.TileID);
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end;
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end;
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if blockInfo^.HighRes <> nil then
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begin
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New(blockInfo^.Normals);
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FLandscape.GetNormals(item.X, item.Y, blockInfo^.Normals^);
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New(blockInfo^.DrawQuad);
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drawQuad := blockInfo^.DrawQuad;
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drawQuad^[0] := Vector(drawX, drawY - z * 4);
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drawQuad^[1] := Vector(drawX + 22, drawY + 22 - east * 4);
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drawQuad^[2] := Vector(drawX, drawY + 44 - south * 4);
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drawQuad^[3] := Vector(drawX - 22, drawY + 22 - west * 4);
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end;
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blockInfo^.LowRes := FTextureManager.GetArtMaterial(item.TileID);
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blockInfo^.ScreenRect := Bounds(Trunc(drawX - 22), Trunc(drawY - z * 4), 44, 44);
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end else
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begin
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staticItem := TStaticItem(item);
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staticTiledata := ResMan.Tiledata.StaticTiles[staticItem.TileID];
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if staticItem.Hue > 0 then
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hue := ResMan.Hue.Hues[staticItem.Hue - 1]
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else
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hue := nil;
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blockInfo^.LowRes := FTextureManager.GetArtMaterial($4000 + staticItem.TileID, hue, (staticTileData.Flags and tdfPartialHue) = tdfPartialHue);
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blockInfo^.ScreenRect := Bounds(Trunc(drawX - blockInfo^.LowRes.RealWidth div 2),
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Trunc(drawY + 44 - blockInfo^.LowRes.RealHeight - z * 4),
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blockInfo^.LowRes.RealWidth,
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Trunc(blockInfo^.LowRes.RealHeight));
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end;
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end;
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end;
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procedure TfrmMain.UpdateCurrentTile;
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185
UVector.pas
185
UVector.pas
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@ -1,87 +1,98 @@
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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
|
||||
* 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,
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||||
* add the following below this CDDL HEADER, with the fields enclosed
|
||||
* 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 2007 Andreas Schneider
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*)
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unit UVector;
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interface
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uses
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Classes;
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type
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TVector = record
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X: Real;
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Y: Real;
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Z: Real;
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end;
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function Vector(AX, AY, AZ: Real): TVector;
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function VectorAdd(AVector1, AVector2: TVector): TVector;
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function VectorDot(AVector1, AVector2: TVector): TVector;
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function VectorCross(AVector1, AVector2: TVector): TVector;
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function VectorNorm(AVector: TVector): TVector;
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implementation
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function Vector(AX, AY, AZ: Real): TVector;
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begin
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Result.X := AX;
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Result.Y := AY;
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Result.Z := AZ;
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end;
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function VectorAdd(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.X + AVector2.X;
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Result.Y := AVector1.Y + AVector2.Y;
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Result.Z := AVector1.Z + AVector2.Z;
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end;
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function VectorDot(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.X * AVector2.X;
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Result.Y := AVector1.Y * AVector2.Y;
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Result.Z := AVector1.Z * AVector2.Z;
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end;
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function VectorCross(AVector1, AVector2: TVector): TVector;
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begin
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Result.X := AVector1.Y * AVector2.Z - AVector1.Z * AVector2.Y;
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Result.Y := AVector1.Z * AVector2.X - AVector1.X * AVector2.Z;
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Result.Z := AVector1.X * AVector2.Y - AVector1.Y * AVector2.X;
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end;
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function VectorNorm(AVector: TVector): TVector;
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var
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abs: Real;
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begin
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abs := Sqrt(AVector.X * AVector.X + AVector.Y * AVector.Y + AVector.Z * AVector.Z);
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Result.X := AVector.X / abs;
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Result.Y := AVector.Y / abs;
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Result.Z := AVector.Z / abs;
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end;
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end.
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(*
|
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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 UVector;
|
||||
|
||||
interface
|
||||
|
||||
uses
|
||||
Classes;
|
||||
|
||||
type
|
||||
TVector = record
|
||||
X: Real;
|
||||
Y: Real;
|
||||
Z: Real;
|
||||
end;
|
||||
TVector2D = record
|
||||
X: Single;
|
||||
Y: Single;
|
||||
end;
|
||||
|
||||
function Vector(AX, AY, AZ: Real): TVector;
|
||||
function Vector(AX, AY: Single): TVector2D;
|
||||
function VectorAdd(AVector1, AVector2: TVector): TVector;
|
||||
function VectorDot(AVector1, AVector2: TVector): TVector;
|
||||
function VectorCross(AVector1, AVector2: TVector): TVector;
|
||||
function VectorNorm(AVector: TVector): TVector;
|
||||
|
||||
implementation
|
||||
|
||||
function Vector(AX, AY, AZ: Real): TVector;
|
||||
begin
|
||||
Result.X := AX;
|
||||
Result.Y := AY;
|
||||
Result.Z := AZ;
|
||||
end;
|
||||
|
||||
function Vector(AX, AY: Single): TVector2D;
|
||||
begin
|
||||
Result.X := AX;
|
||||
Result.Y := AY;
|
||||
end;
|
||||
|
||||
function VectorAdd(AVector1, AVector2: TVector): TVector;
|
||||
begin
|
||||
Result.X := AVector1.X + AVector2.X;
|
||||
Result.Y := AVector1.Y + AVector2.Y;
|
||||
Result.Z := AVector1.Z + AVector2.Z;
|
||||
end;
|
||||
|
||||
function VectorDot(AVector1, AVector2: TVector): TVector;
|
||||
begin
|
||||
Result.X := AVector1.X * AVector2.X;
|
||||
Result.Y := AVector1.Y * AVector2.Y;
|
||||
Result.Z := AVector1.Z * AVector2.Z;
|
||||
end;
|
||||
|
||||
function VectorCross(AVector1, AVector2: TVector): TVector;
|
||||
begin
|
||||
Result.X := AVector1.Y * AVector2.Z - AVector1.Z * AVector2.Y;
|
||||
Result.Y := AVector1.Z * AVector2.X - AVector1.X * AVector2.Z;
|
||||
Result.Z := AVector1.X * AVector2.Y - AVector1.Y * AVector2.X;
|
||||
end;
|
||||
|
||||
function VectorNorm(AVector: TVector): TVector;
|
||||
var
|
||||
abs: Real;
|
||||
begin
|
||||
abs := Sqrt(AVector.X * AVector.X + AVector.Y * AVector.Y + AVector.Z * AVector.Z);
|
||||
Result.X := AVector.X / abs;
|
||||
Result.Y := AVector.Y / abs;
|
||||
Result.Z := AVector.Z / abs;
|
||||
end;
|
||||
|
||||
end.
|
||||
|
||||
|
|
Loading…
Reference in New Issue