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https://gitea.wildfiregames.com/0ad/0ad
synced 2026-07-06 23:15:47 -07:00
the old debug_assert always ran and tested the expression, which slows down release builds. wrapping them in #ifndef NDEBUG is clumsy. the new ASSERT behaves like assert and ENSURE like the old debug_assert. Let's change any time-critical but not-super-important ENSURE to ASSERT to speed up release builds. (already done in bits.h and unique_range.h) This was SVN commit r9362.
284 lines
8.3 KiB
C++
284 lines
8.3 KiB
C++
/* Copyright (C) 2011 Wildfire Games.
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* This file is part of 0 A.D.
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*
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* 0 A.D. is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 2 of the License, or
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* (at your option) any later version.
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*
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* 0 A.D. is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with 0 A.D. If not, see <http://www.gnu.org/licenses/>.
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*/
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#include "precompiled.h"
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#include "MessageHandler.h"
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#include "../CommandProc.h"
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#include "graphics/Patch.h"
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#include "graphics/TerrainTextureManager.h"
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#include "graphics/TerrainTextureEntry.h"
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#include "graphics/Terrain.h"
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#include "ps/Game.h"
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#include "ps/World.h"
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#include "lib/ogl.h"
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#include "lib/res/graphics/ogl_tex.h"
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#include "simulation2/Simulation2.h"
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#include "simulation2/components/ICmpPathfinder.h"
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#include "simulation2/components/ICmpTerrain.h"
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#include "../Brushes.h"
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#include "../DeltaArray.h"
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#include "../View.h"
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namespace AtlasMessage {
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QUERYHANDLER(GetTerrainGroups)
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{
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const CTerrainTextureManager::TerrainGroupMap &groups = g_TexMan.GetGroups();
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std::vector<std::wstring> groupNames;
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for (CTerrainTextureManager::TerrainGroupMap::const_iterator it = groups.begin(); it != groups.end(); ++it)
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groupNames.push_back(it->first.FromUTF8());
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msg->groupNames = groupNames;
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}
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static bool CompareTerrain(const sTerrainGroupPreview& a, const sTerrainGroupPreview& b)
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{
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return (wcscmp(a.name.c_str(), b.name.c_str()) < 0);
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}
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QUERYHANDLER(GetTerrainGroupPreviews)
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{
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std::vector<sTerrainGroupPreview> previews;
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CTerrainGroup* group = g_TexMan.FindGroup(CStrW(*msg->groupName).ToUTF8());
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for (std::vector<CTerrainTextureEntry*>::const_iterator it = group->GetTerrains().begin(); it != group->GetTerrains().end(); ++it)
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{
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previews.push_back(sTerrainGroupPreview());
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previews.back().name = (*it)->GetTag().FromUTF8();
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std::vector<unsigned char> buf (msg->imageWidth*msg->imageHeight*3);
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// It's not good to shrink the entire texture to fit the small preview
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// window, since it's the fine details in the texture that are
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// interesting; so just go down one mipmap level, then crop a chunk
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// out of the middle.
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// Read the size of the texture. (Usually loads the texture from
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// disk, which is slow.)
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GLint w, h;
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ssize_t level = 1; // level 0 is the original size
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(*it)->GetTexture()->Bind();
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glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_WIDTH, &w);
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glGetTexLevelParameteriv(GL_TEXTURE_2D, level, GL_TEXTURE_HEIGHT, &h);
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if (w < msg->imageWidth || h < msg->imageHeight)
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{
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// Oops, too small to preview - just use a flat colour
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u32 c = (*it)->GetBaseColor();
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for (ssize_t i = 0; i < msg->imageWidth*msg->imageHeight; ++i)
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{
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buf[i*3+0] = (c>>16) & 0xff;
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buf[i*3+1] = (c>>8) & 0xff;
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buf[i*3+2] = (c>>0) & 0xff;
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}
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}
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else
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{
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// Read the whole texture into a new buffer
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unsigned char* texdata = new unsigned char[w*h*3];
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glGetTexImage(GL_TEXTURE_2D, level, GL_RGB, GL_UNSIGNED_BYTE, texdata);
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// Extract the middle section (as a representative preview),
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// and copy into buf
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unsigned char* texdata_ptr = texdata + (w*(h - msg->imageHeight)/2 + (w - msg->imageWidth)/2) * 3;
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unsigned char* buf_ptr = &buf[0];
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for (ssize_t y = 0; y < msg->imageHeight; ++y)
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{
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memcpy(buf_ptr, texdata_ptr, msg->imageWidth*3);
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buf_ptr += msg->imageWidth*3;
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texdata_ptr += w*3;
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}
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delete[] texdata;
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}
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previews.back().loaded = (*it)->GetTexture()->IsLoaded();
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previews.back().imageWidth = msg->imageWidth;
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previews.back().imageHeight = msg->imageHeight;
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previews.back().imageData = buf;
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}
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// Sort the list alphabetically by name
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std::sort(previews.begin(), previews.end(), CompareTerrain);
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msg->previews = previews;
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}
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QUERYHANDLER(GetTerrainPassabilityClasses)
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{
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CmpPtr<ICmpPathfinder> cmpPathfinder(*View::GetView_Game()->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpPathfinder.null())
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{
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std::map<std::string, ICmpPathfinder::pass_class_t> classes = cmpPathfinder->GetPassabilityClasses();
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std::vector<std::wstring> classNames;
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for (std::map<std::string, ICmpPathfinder::pass_class_t>::iterator it = classes.begin(); it != classes.end(); ++it)
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classNames.push_back(CStr(it->first).FromUTF8());
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msg->classNames = classNames;
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}
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}
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//////////////////////////////////////////////////////////////////////////
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BEGIN_COMMAND(PaintTerrain)
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{
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struct TerrainTile
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{
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TerrainTile(CTerrainTextureEntry* t, ssize_t p) : tex(t), priority(p) {}
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CTerrainTextureEntry* tex;
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ssize_t priority;
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};
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class TerrainArray : public DeltaArray2D<TerrainTile>
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{
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public:
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void Init()
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{
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m_Terrain = g_Game->GetWorld()->GetTerrain();
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m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
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}
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void UpdatePriority(ssize_t x, ssize_t y, CTerrainTextureEntry* tex, ssize_t priorityScale, ssize_t& priority)
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{
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CMiniPatch* tile = m_Terrain->GetTile(x, y);
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if (!tile)
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return; // tile was out-of-bounds
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// If this tile matches the current texture, we just want to match its
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// priority; otherwise we want to exceed its priority
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if (tile->GetTextureEntry() == tex)
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priority = std::max(priority, tile->GetPriority()*priorityScale);
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else
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priority = std::max(priority, tile->GetPriority()*priorityScale + 1);
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}
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void PaintTile(ssize_t x, ssize_t y, CTerrainTextureEntry* tex, ssize_t priority)
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{
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// Ignore out-of-bounds tiles
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if (size_t(x) >= size_t(m_VertsPerSide-1) || size_t(y) >= size_t(m_VertsPerSide-1))
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return;
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set(x,y, TerrainTile(tex, priority));
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}
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protected:
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TerrainTile getOld(ssize_t x, ssize_t y)
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{
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CMiniPatch* mp = m_Terrain->GetTile(x, y);
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ENSURE(mp);
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return TerrainTile(mp->Tex, mp->Priority);
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}
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void setNew(ssize_t x, ssize_t y, const TerrainTile& val)
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{
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CMiniPatch* mp = m_Terrain->GetTile(x, y);
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ENSURE(mp);
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mp->Tex = val.tex;
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mp->Priority = val.priority;
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}
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CTerrain* m_Terrain;
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ssize_t m_VertsPerSide;
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};
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TerrainArray m_TerrainDelta;
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ssize_t m_i0, m_j0, m_i1, m_j1;
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cPaintTerrain()
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{
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m_TerrainDelta.Init();
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}
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void MakeDirty()
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{
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g_Game->GetWorld()->GetTerrain()->MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_INDICES);
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CmpPtr<ICmpTerrain> cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY);
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if (!cmpTerrain.null())
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cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1);
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}
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void Do()
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{
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g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace();
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ssize_t x0, y0;
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g_CurrentBrush.GetBottomLeft(x0, y0);
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CTerrainTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture).ToUTF8());
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if (! texentry)
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{
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debug_warn(L"Can't find texentry"); // TODO: nicer error handling
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return;
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}
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// Priority system: If the new tile should have a high priority,
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// set it to one plus the maximum priority of all surrounding tiles
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// that aren't included in the brush (so that it's definitely the highest).
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// Similar for low priority.
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ssize_t priorityScale = (msg->priority == ePaintTerrainPriority::HIGH ? +1 : -1);
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ssize_t priority = 0;
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for (ssize_t dy = -1; dy < g_CurrentBrush.m_H+1; ++dy)
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{
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for (ssize_t dx = -1; dx < g_CurrentBrush.m_W+1; ++dx)
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{
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if (!(g_CurrentBrush.Get(dx, dy) > 0.5f)) // ignore tiles that will be painted over
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m_TerrainDelta.UpdatePriority(x0+dx, y0+dy, texentry, priorityScale, priority);
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}
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}
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for (ssize_t dy = 0; dy < g_CurrentBrush.m_H; ++dy)
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{
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for (ssize_t dx = 0; dx < g_CurrentBrush.m_W; ++dx)
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{
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if (g_CurrentBrush.Get(dx, dy) > 0.5f) // TODO: proper solid brushes
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m_TerrainDelta.PaintTile(x0+dx, y0+dy, texentry, priority*priorityScale);
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}
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}
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m_i0 = x0;
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m_j0 = y0;
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m_i1 = x0 + g_CurrentBrush.m_W;
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m_j1 = y0 + g_CurrentBrush.m_H;
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MakeDirty();
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}
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void Undo()
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{
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m_TerrainDelta.Undo();
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MakeDirty();
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}
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void Redo()
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{
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m_TerrainDelta.Redo();
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MakeDirty();
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}
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void MergeIntoPrevious(cPaintTerrain* prev)
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{
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prev->m_TerrainDelta.OverlayWith(m_TerrainDelta);
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prev->m_i0 = std::min(prev->m_i0, m_i0);
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prev->m_j0 = std::min(prev->m_j0, m_j0);
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prev->m_i1 = std::max(prev->m_i1, m_i1);
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prev->m_j1 = std::max(prev->m_j1, m_j1);
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}
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};
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END_COMMAND(PaintTerrain)
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}
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