(* * 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 2012 Andreas Schneider *) unit ULightManager; {$mode objfpc}{$H+} interface uses Classes, SysUtils, Imaging, ImagingTypes, ImagingClasses, ImagingCanvases, ImagingOpenGL, GL, GLu, GLext, Math, heContnrs, 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; 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 TheObjectVector; { 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: 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; tileMap: array of array of TWorldItem; begin //Logger.EnterMethod([lcClient, lcDebug], 'UpdateLightMap'); FLightSources.Clear; {Logger.Send([lcClient, lcDebug], 'AWidth', AWidth); Logger.Send([lcClient, lcDebug], 'AHeight', AHeight);} lights := TWorldItemList.Create(False); SetLength(tileMap, AWidth, AHeight); for x := 0 to AWidth - 1 do for y := 0 to AHeight - 1 do tileMap[x,y] := nil; blockInfo := nil; while AScreenBuffer.Iterate(blockInfo) do begin if blockInfo^.State = ssNormal then begin 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 lights.Add(blockInfo^.Item) else x := blockInfo^.Item.X - ALeft; y := blockInfo^.Item.Y - ATop; if InRange(x, 0, AWidth - 1) and InRange(y, 0, AHeight - 1) then tileMap[x, y] := blockInfo^.Item; end; end; for i := 0 to lights.Count - 1 do begin x := lights[i].X + 1 - ALeft; y := lights[i].Y + 1 - ATop; if (x = AWidth) or (y = AHeight) or (InRange(x, 0, AWidth - 1) and InRange(y, 0, AHeight - 1) and ((tileMap[x,y] = nil) or (tileMap[x,y].Z < lights[i].Z + 5))) then FLightSources.Add(TLightSource.Create(Self, lights[i])); end; lights.Free; FValid := False; //Logger.ExitMethod([lcClient, lcDebug], 'UpdateLightMap'); end; procedure TLightManager.Draw(AScreenRect: TRect); begin if not FInitialized then InitGL; glColor4f(1, 1, 1, 1); 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.