#include "precompiled.h" #include "MessageHandler.h" #include "../CommandProc.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(); for (CTextureManager ::TerrainGroupMap::const_iterator it = groups.begin(); it != groups.end(); ++it) msg->groupnames.push_back(CStrW(it->first)); } static bool CompareTerrain(const sTerrainGroupPreview& a, const sTerrainGroupPreview& b) { return (wcscmp(a.name.c_str(), b.name.c_str()) < 0); } QUERYHANDLER(GetTerrainGroupPreviews) { CTerrainGroup* group = g_TexMan.FindGroup(CStrW(msg->groupname)); for (std::vector::const_iterator it = group->GetTerrains().begin(); it != group->GetTerrains().end(); ++it) { msg->previews.push_back(sTerrainGroupPreview()); msg->previews.back().name = CStrW((*it)->GetTag()); unsigned char* buf = (unsigned char*)malloc(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; 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; } msg->previews.back().imagedata = buf; } // Sort the list alphabetically by name std::sort(msg->previews.begin(), msg->previews.end(), CompareTerrain); } ////////////////////////////////////////////////////////////////////////// BEGIN_COMMAND(PaintTerrain) struct TerrainTile { TerrainTile(Handle t, int p) : tex(t), priority(p) {} Handle tex; int priority; }; class TerrainArray : public DeltaArray2D { 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; void Construct() { m_TerrainDelta.Init(); } void Destruct() { } void Do() { d->pos.GetWorldSpace(g_CurrentBrush.m_Centre); int x0, y0; g_CurrentBrush.GetBottomRight(x0, y0); CTextureEntry* texentry = g_TexMan.FindTexture(CStrW(d->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, d->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 MergeWithSelf(cPaintTerrain* prev) { prev->m_TerrainDelta.OverlayWith(m_TerrainDelta); } END_COMMAND(PaintTerrain); }