0ad/source/tools/atlas/GameInterface/Handlers/TerrainHandlers.cpp
janwas 6cc0b1649a robustified GetPatch / GetTile:
- clarify the meaning of mapSize (patchesPerSide)
- use a single ClampCoordToMap function for clamping
- add annotations to all call sites when it is sure they will succeed
- otherwise, ensure return value is checked or at least add debug_assert
fixes #311 (successfully built house and dock at top of latium map)
thanks to Heron for tracking down the cause!

This was SVN commit r7183.
2009-11-08 16:49:52 +00:00

232 lines
6.6 KiB
C++

/* Copyright (C) 2009 Wildfire Games.
* This file is part of 0 A.D.
*
* 0 A.D. is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 2 of the License, or
* (at your option) any later version.
*
* 0 A.D. is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
*/
#include "precompiled.h"
#include "MessageHandler.h"
#include "../CommandProc.h"
#include "graphics/Patch.h"
#include "graphics/TextureManager.h"
#include "graphics/TextureEntry.h"
#include "graphics/Terrain.h"
#include "ps/Game.h"
#include "ps/World.h"
#include "lib/ogl.h"
#include "lib/res/graphics/ogl_tex.h"
#include "../Brushes.h"
#include "../DeltaArray.h"
namespace AtlasMessage {
QUERYHANDLER(GetTerrainGroups)
{
const CTextureManager::TerrainGroupMap &groups = g_TexMan.GetGroups();
std::vector<std::wstring> groupnames;
for (CTextureManager::TerrainGroupMap::const_iterator it = groups.begin(); it != groups.end(); ++it)
groupnames.push_back(CStrW(it->first));
msg->groupnames = groupnames;
}
static bool CompareTerrain(const sTerrainGroupPreview& a, const sTerrainGroupPreview& b)
{
return (wcscmp(a.name.c_str(), b.name.c_str()) < 0);
}
QUERYHANDLER(GetTerrainGroupPreviews)
{
std::vector<sTerrainGroupPreview> previews;
CTerrainGroup* group = g_TexMan.FindGroup(CStrW(*msg->groupname));
for (std::vector<CTextureEntry*>::const_iterator it = group->GetTerrains().begin(); it != group->GetTerrains().end(); ++it)
{
previews.push_back(sTerrainGroupPreview());
previews.back().name = CStrW((*it)->GetTag());
std::vector<unsigned char> buf (msg->imagewidth*msg->imageheight*3);
// It's not good to shrink the entire texture to fit the small preview
// window, since it's the fine details in the texture that are
// interesting; so just go down one mipmap level, then crop a chunk
// out of the middle.
// Read the size of the texture. (Usually loads the texture from
// disk, which is slow.)
GLint w, h;
ssize_t level = 1; // level 0 is the original size
ogl_tex_bind((*it)->GetHandle());
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_HEIGHT, &h);
if (w < msg->imagewidth || h < msg->imageheight)
{
// Oops, too small to preview - just use a flat colour
u32 c = (*it)->GetBaseColor();
for (ssize_t i = 0; i < msg->imagewidth*msg->imageheight; ++i)
{
buf[i*3+0] = (c>>16) & 0xff;
buf[i*3+1] = (c>>8) & 0xff;
buf[i*3+2] = (c>>0) & 0xff;
}
}
else
{
// Read the whole texture into a new buffer
unsigned char* texdata = new unsigned char[w*h*3];
glGetTexImage(GL_TEXTURE_2D, level, GL_RGB, GL_UNSIGNED_BYTE, texdata);
// Extract the middle section (as a representative preview),
// and copy into buf
unsigned char* texdata_ptr = texdata + (w*(h - msg->imageheight)/2 + (w - msg->imagewidth)/2) * 3;
unsigned char* buf_ptr = &buf[0];
for (ssize_t y = 0; y < msg->imageheight; ++y)
{
memcpy(buf_ptr, texdata_ptr, msg->imagewidth*3);
buf_ptr += msg->imagewidth*3;
texdata_ptr += w*3;
}
delete[] texdata;
}
previews.back().imagewidth = msg->imagewidth;
previews.back().imageheight = msg->imageheight;
previews.back().imagedata = buf;
}
// Sort the list alphabetically by name
std::sort(previews.begin(), previews.end(), CompareTerrain);
msg->previews = previews;
}
//////////////////////////////////////////////////////////////////////////
BEGIN_COMMAND(PaintTerrain)
{
struct TerrainTile
{
TerrainTile(Handle t, ssize_t p) : tex(t), priority(p) {}
Handle tex;
ssize_t priority;
};
class TerrainArray : public DeltaArray2D<TerrainTile>
{
public:
void Init()
{
m_Terrain = g_Game->GetWorld()->GetTerrain();
m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
}
void PaintTile(ssize_t x, ssize_t y, Handle tex, ssize_t priority)
{
// Ignore out-of-bounds tiles
if (size_t(x) >= size_t(m_VertsPerSide-1) || size_t(y) >= size_t(m_VertsPerSide-1))
return;
// Priority system: If the new tile should have a high priority,
// set it to one plus the maximum priority of all surrounding tiles
// (so that it's definitely the highest).
// Similar for low priority.
ssize_t greatest = 0;
ssize_t scale = (priority == ePaintTerrainPriority::HIGH ? +1 : -1);
CMiniPatch* tile;
#define TILE(dx, dy) tile = m_Terrain->GetTile(x dx, y dy); if (tile && tile->Tex1Priority*scale > greatest) greatest = tile->Tex1Priority*scale;
TILE(-1, -1) TILE(+0, -1) TILE(+1, -1)
TILE(-1, +0) TILE(+1, +0)
TILE(-1, +1) TILE(+0, +1) TILE(+1, +1)
#undef TILE
set(x,y, TerrainTile(tex, (greatest+1)*scale));
}
protected:
TerrainTile getOld(ssize_t x, ssize_t y)
{
CMiniPatch* mp = m_Terrain->GetTile(x, y);
debug_assert(mp);
return TerrainTile(mp->Tex1, mp->Tex1Priority);
}
void setNew(ssize_t x, ssize_t y, const TerrainTile& val)
{
CMiniPatch* mp = m_Terrain->GetTile(x, y);
debug_assert(mp);
mp->Tex1 = val.tex;
mp->Tex1Priority = val.priority;
}
CTerrain* m_Terrain;
ssize_t m_VertsPerSide;
};
TerrainArray m_TerrainDelta;
cPaintTerrain()
{
m_TerrainDelta.Init();
}
void Do()
{
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace();
ssize_t x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
CTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture));
if (! texentry)
{
debug_warn(L"Can't find texentry"); // TODO: nicer error handling
return;
}
Handle texture = texentry->GetHandle();
for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
{
if (g_CurrentBrush.Get(dx, dy) > 0.5f) // TODO: proper solid brushes
m_TerrainDelta.PaintTile(x0+dx, y0+dy, texture, msg->priority);
}
}
g_Game->GetWorld()->GetTerrain()->MakeDirty(x0, y0, x0+g_CurrentBrush.m_W, y0+g_CurrentBrush.m_H, RENDERDATA_UPDATE_INDICES);
}
void Undo()
{
m_TerrainDelta.Undo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_INDICES);
}
void Redo()
{
m_TerrainDelta.Redo();
g_Game->GetWorld()->GetTerrain()->MakeDirty(RENDERDATA_UPDATE_INDICES);
}
void MergeIntoPrevious(cPaintTerrain* prev)
{
prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
}
};
END_COMMAND(PaintTerrain)
}