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0ad/source/tools/atlas/GameInterface/Handlers/TerrainHandlers.cpp

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#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;
int 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 (int 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 (int 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().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, int p) : tex(t), priority(p) {}
Handle tex;
int priority;
};
class TerrainArray : public DeltaArray2D<TerrainTile>
{
public:
void Init()
{
m_Terrain = g_Game->GetWorld()->GetTerrain();
m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide();
}
void PaintTile(int x, int y, Handle tex, int priority)
{
// Ignore out-of-bounds tiles
if ((unsigned)x >= m_VertsPerSide-1 || (unsigned)y >= 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.
int greatest = 0;
int 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(int x, int y)
{
CMiniPatch* mp = m_Terrain->GetTile(x, y);
return TerrainTile(mp->Tex1, mp->Tex1Priority);
}
void setNew(int x, int y, const TerrainTile& val)
{
CMiniPatch* mp = m_Terrain->GetTile(x, y);
mp->Tex1 = val.tex;
mp->Tex1Priority = val.priority;
}
CTerrain* m_Terrain;
size_t m_VertsPerSide;
};
TerrainArray m_TerrainDelta;
cPaintTerrain()
{
m_TerrainDelta.Init();
}
void Do()
{
# Added tool for viewing models and animations outside the game. Atlas: Added ActorViewer. Moved GL canvas into separate class for shared use. Disabled message-handling callback while blocked on the game, and stopped creating dialog boxes inside the game thread in order to avoid deadlocks (hopefully). Support multiple Views (for independent sets of camera/update/render code). Recalculate territory boundaries when necessary. Changed default list of animations to match those currently used by actors. # Tidied up more code. Moved some more #includes out of .h files, to minimise unnecessary compilation. MathUtil: Deleted unused/unuseful macros (M_PI (use PI instead), M_PI_2 (use PI/2), MAX3, ABS (use abs)). ObjectManager: Removed some ScEd-specific things. Unit: Moved creation out of UnitManager, so units can be created without adding to the manager. Changed CStr8 to the more conventional CStr. app_hooks: Removed warning for setting multiple times. win: Restored SEH catcher. GameSetup, GameView: Removed RenderNoCull, because it doesn't seem to do what it says it does ("force renderer to load everything") since we're loading-on-demand most stuff and it doesn't seem especially useful since we'd prefer to minimise loading times (but feel free to correct me if I'm wrong). (And because it crashes when things need to be initialised in a different order, so it's easier to remove than to understand and fix it.) PatchRData, Renderer: Work sensibly when there's no game (hence no LOS manager, water, etc). LOSManager: Use entity position instead of actor position when possible. TerritoryManager: Allow delayed recalculations (so Atlas can issue lots of move+recalculate commands per frame). Cinematic: Non-pointer wxTimer, so it doesn't leak and doesn't have to be deleted manually. This was SVN commit r4261.
2006-08-28 19:36:42 +02:00
g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace();
int x0, y0;
g_CurrentBrush.GetBottomLeft(x0, y0);
CTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture));
if (! texentry)
{
debug_warn("Can't find texentry"); // TODO: nicer error handling
return;
}
Handle texture = texentry->GetHandle();
for (int dy = 0; dy < g_CurrentBrush.m_H; ++dy)
{
for (int 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)
}