- Changed light source evaluation

- Fixed possible crash in TLightManager.UpdateOverlay
This commit is contained in:
Andreas Schneider 2009-12-21 22:26:52 +01:00
parent 21e398ae92
commit a19e23a82e
1 changed files with 61 additions and 51 deletions

View File

@ -31,7 +31,8 @@ interface
uses
Classes, SysUtils, Imaging, ImagingTypes, ImagingClasses, ImagingCanvases,
ImagingOpenGL, GL, fgl, ULandscape, UWorldItem, UCacheManager;
ImagingOpenGL, GL, fgl, ULandscape, UWorldItem, UCacheManager,
ImagingUtility;
type
@ -106,7 +107,7 @@ type
implementation
uses
UGameResources, UTiledata, UStatics, ULight, Logging;
UGameResources, UTiledata, UStatics, UMap, ULight, Logging;
{ TLightManager }
@ -171,21 +172,21 @@ begin
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.Graphic.Width div 2,
FLightSources[i].FY - lightMaterial.Graphic.Height div 2);
end;
end;
finally
canvas.Free;
end;
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.Graphic.Width div 2,
FLightSources[i].FY - lightMaterial.Graphic.Height div 2);
end;
end;
//TODO : PowerOfTwo!!!
FOverlayTexture := CreateGLTextureFromImage(FOverlay.ImageDataPointer^);
@ -196,49 +197,58 @@ procedure TLightManager.UpdateLightMap(ALeft, AWidth, ATop, AHeight: Integer;
AScreenBuffer: TScreenBuffer);
var
blockInfo: PBlockInfo;
itemMap, lightMap: array of array of TWorldItem;
x, y: Integer;
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);}
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;
lights := TWorldItemList.Create(False);
x := -1;
y := -1;
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;
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 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(Self, lightMap[x, y]));
end;
end;
for i := 0 to lights.Count - 1 do
FLightSources.Add(TLightSource.Create(Self, lights[i]));
FValid := False;
//Logger.ExitMethod([lcClient, lcDebug], 'UpdateLightMap');
end;
@ -251,14 +261,14 @@ begin
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);
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;