/* Copyright (C) 2012 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 . */ #include "precompiled.h" #include "MessageHandler.h" #include "../CommandProc.h" #include "graphics/Patch.h" #include "graphics/TerrainTextureManager.h" #include "graphics/TerrainTextureEntry.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 "simulation2/Simulation2.h" #include "simulation2/components/ICmpPathfinder.h" #include "simulation2/components/ICmpTerrain.h" #include "simulation2/helpers/Grid.h" #include "../Brushes.h" #include "../DeltaArray.h" #include "../View.h" #include namespace AtlasMessage { QUERYHANDLER(GetTerrainGroups) { const CTerrainTextureManager::TerrainGroupMap &groups = g_TexMan.GetGroups(); std::vector groupNames; for (CTerrainTextureManager::TerrainGroupMap::const_iterator it = groups.begin(); it != groups.end(); ++it) groupNames.push_back(it->first.FromUTF8()); msg->groupNames = groupNames; } static bool CompareTerrain(const sTerrainTexturePreview& a, const sTerrainTexturePreview& b) { return (wcscmp(a.name.c_str(), b.name.c_str()) < 0); } static sTerrainTexturePreview GetPreview(CTerrainTextureEntry* tex, int width, int height) { sTerrainTexturePreview preview; preview.name = tex->GetTag().FromUTF8(); std::vector buf (width*height*3); #if !CONFIG2_GLES // 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.) tex->GetTexture()->Bind(); int level = 1; // level 0 is the original size int w = std::max(1, (int)tex->GetTexture()->GetWidth() >> level); int h = std::max(1, (int)tex->GetTexture()->GetHeight() >> level); if (w >= width && h >= height) { // 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 - height)/2 + (w - width)/2) * 3; unsigned char* buf_ptr = &buf[0]; for (ssize_t y = 0; y < height; ++y) { memcpy(buf_ptr, texdata_ptr, width*3); buf_ptr += width*3; texdata_ptr += w*3; } delete[] texdata; } else #endif { // Too small to preview, or glGetTexImage not supported (on GLES) // Just use a flat color instead u32 c = tex->GetBaseColor(); for (ssize_t i = 0; i < width*height; ++i) { buf[i*3+0] = (c>>16) & 0xff; buf[i*3+1] = (c>>8) & 0xff; buf[i*3+2] = (c>>0) & 0xff; } } preview.loaded = tex->GetTexture()->IsLoaded(); preview.imageWidth = width; preview.imageHeight = height; preview.imageData = buf; return preview; } QUERYHANDLER(GetTerrainGroupPreviews) { std::vector previews; CTerrainGroup* group = g_TexMan.FindGroup(CStrW(*msg->groupName).ToUTF8()); for (std::vector::const_iterator it = group->GetTerrains().begin(); it != group->GetTerrains().end(); ++it) { previews.push_back(GetPreview(*it, msg->imageWidth, msg->imageHeight)); } // Sort the list alphabetically by name std::sort(previews.begin(), previews.end(), CompareTerrain); msg->previews = previews; } QUERYHANDLER(GetTerrainPassabilityClasses) { CmpPtr cmpPathfinder(*AtlasView::GetView_Game()->GetSimulation2(), SYSTEM_ENTITY); if (cmpPathfinder) { std::map nonPathfindingClasses, pathfindingClasses; cmpPathfinder->GetPassabilityClasses(nonPathfindingClasses, pathfindingClasses); std::vector classNames; for (std::map::iterator it = nonPathfindingClasses.begin(); it != nonPathfindingClasses.end(); ++it) classNames.push_back(CStr(it->first).FromUTF8()); msg->classNames = classNames; } } QUERYHANDLER(GetTerrainTexture) { ssize_t x, y; g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(); g_CurrentBrush.GetCentre(x, y); CTerrain* terrain = g_Game->GetWorld()->GetTerrain(); CMiniPatch* tile = terrain->GetTile(x, y); if (tile) { CTerrainTextureEntry* tex = tile->GetTextureEntry(); msg->texture = tex->GetTag().FromUTF8(); } else { msg->texture = std::wstring(); } } QUERYHANDLER(GetTerrainTexturePreview) { CTerrainTextureEntry* tex = g_TexMan.FindTexture(CStrW(*msg->name).ToUTF8()); if (tex) { msg->preview = GetPreview(tex, msg->imageWidth, msg->imageHeight); } else { sTerrainTexturePreview noPreview; noPreview.name = std::wstring(); noPreview.imageHeight = 0; noPreview.imageWidth = 0; msg->preview = noPreview; } } ////////////////////////////////////////////////////////////////////////// namespace { struct TerrainTile { TerrainTile(CTerrainTextureEntry* t, ssize_t p) : tex(t), priority(p) {} CTerrainTextureEntry* tex; ssize_t priority; }; class TerrainArray : public DeltaArray2D { public: void Init() { m_Terrain = g_Game->GetWorld()->GetTerrain(); m_VertsPerSide = g_Game->GetWorld()->GetTerrain()->GetVerticesPerSide(); } void UpdatePriority(ssize_t x, ssize_t y, CTerrainTextureEntry* tex, ssize_t priorityScale, ssize_t& priority) { CMiniPatch* tile = m_Terrain->GetTile(x, y); if (!tile) return; // tile was out-of-bounds // If this tile matches the current texture, we just want to match its // priority; otherwise we want to exceed its priority if (tile->GetTextureEntry() == tex) priority = std::max(priority, tile->GetPriority()*priorityScale); else priority = std::max(priority, tile->GetPriority()*priorityScale + 1); } CTerrainTextureEntry* GetTexEntry(ssize_t x, ssize_t y) { if (size_t(x) >= size_t(m_VertsPerSide-1) || size_t(y) >= size_t(m_VertsPerSide-1)) return NULL; return get(x, y).tex; } ssize_t GetPriority(ssize_t x, ssize_t y) { if (size_t(x) >= size_t(m_VertsPerSide-1) || size_t(y) >= size_t(m_VertsPerSide-1)) return 0; return get(x, y).priority; } void PaintTile(ssize_t x, ssize_t y, CTerrainTextureEntry* 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; set(x,y, TerrainTile(tex, priority)); } ssize_t GetTilesPerSide() { return m_VertsPerSide-1; } protected: TerrainTile getOld(ssize_t x, ssize_t y) { CMiniPatch* mp = m_Terrain->GetTile(x, y); ENSURE(mp); return TerrainTile(mp->Tex, mp->Priority); } void setNew(ssize_t x, ssize_t y, const TerrainTile& val) { CMiniPatch* mp = m_Terrain->GetTile(x, y); ENSURE(mp); mp->Tex = val.tex; mp->Priority = val.priority; } CTerrain* m_Terrain; ssize_t m_VertsPerSide; }; } BEGIN_COMMAND(PaintTerrain) { TerrainArray m_TerrainDelta; ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper) cPaintTerrain() { m_TerrainDelta.Init(); } void MakeDirty() { g_Game->GetWorld()->GetTerrain()->MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_INDICES); } void Do() { g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(); ssize_t x0, y0; g_CurrentBrush.GetBottomLeft(x0, y0); CTerrainTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture).ToUTF8()); if (! texentry) { debug_warn(L"Can't find texentry"); // TODO: nicer error handling return; } // Priority system: If the new tile should have a high priority, // set it to one plus the maximum priority of all surrounding tiles // that aren't included in the brush (so that it's definitely the highest). // Similar for low priority. ssize_t priorityScale = (msg->priority == ePaintTerrainPriority::HIGH ? +1 : -1); ssize_t priority = 0; for (ssize_t dy = -1; dy < g_CurrentBrush.m_H+1; ++dy) { for (ssize_t dx = -1; dx < g_CurrentBrush.m_W+1; ++dx) { if (!(g_CurrentBrush.Get(dx, dy) > 0.5f)) // ignore tiles that will be painted over m_TerrainDelta.UpdatePriority(x0+dx, y0+dy, texentry, priorityScale, priority); } } 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, texentry, priority*priorityScale); } } m_i0 = x0 - 1; m_j0 = y0 - 1; m_i1 = x0 + g_CurrentBrush.m_W + 1; m_j1 = y0 + g_CurrentBrush.m_H + 1; MakeDirty(); } void Undo() { m_TerrainDelta.Undo(); MakeDirty(); } void Redo() { m_TerrainDelta.Redo(); MakeDirty(); } void MergeIntoPrevious(cPaintTerrain* prev) { prev->m_TerrainDelta.OverlayWith(m_TerrainDelta); prev->m_i0 = std::min(prev->m_i0, m_i0); prev->m_j0 = std::min(prev->m_j0, m_j0); prev->m_i1 = std::max(prev->m_i1, m_i1); prev->m_j1 = std::max(prev->m_j1, m_j1); } }; END_COMMAND(PaintTerrain) ////////////////////////////////////////////////////////////////////////// BEGIN_COMMAND(ReplaceTerrain) { TerrainArray m_TerrainDelta; ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper) cReplaceTerrain() { m_TerrainDelta.Init(); } void MakeDirty() { g_Game->GetWorld()->GetTerrain()->MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_INDICES); CmpPtr cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1); } void Do() { g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(); ssize_t x0, y0; g_CurrentBrush.GetBottomLeft(x0, y0); m_i0 = m_i1 = x0; m_j0 = m_j1 = y0; CTerrainTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture).ToUTF8()); if (! texentry) { debug_warn(L"Can't find texentry"); // TODO: nicer error handling return; } CTerrainTextureEntry* replacedTex = m_TerrainDelta.GetTexEntry(x0, y0); // Don't bother if we're not making a change if (texentry == replacedTex) { return; } ssize_t tiles = m_TerrainDelta.GetTilesPerSide(); for (ssize_t j = 0; j < tiles; ++j) { for (ssize_t i = 0; i < tiles; ++i) { if (m_TerrainDelta.GetTexEntry(i, j) == replacedTex) { m_i0 = std::min(m_i0, i-1); m_j0 = std::min(m_j0, j-1); m_i1 = std::max(m_i1, i+2); m_j1 = std::max(m_j1, j+2); m_TerrainDelta.PaintTile(i, j, texentry, m_TerrainDelta.GetPriority(i, j)); } } } MakeDirty(); } void Undo() { m_TerrainDelta.Undo(); MakeDirty(); } void Redo() { m_TerrainDelta.Redo(); MakeDirty(); } }; END_COMMAND(ReplaceTerrain) ////////////////////////////////////////////////////////////////////////// BEGIN_COMMAND(FillTerrain) { TerrainArray m_TerrainDelta; ssize_t m_i0, m_j0, m_i1, m_j1; // dirtied tiles (inclusive lower bound, exclusive upper) cFillTerrain() { m_TerrainDelta.Init(); } void MakeDirty() { g_Game->GetWorld()->GetTerrain()->MakeDirty(m_i0, m_j0, m_i1, m_j1, RENDERDATA_UPDATE_INDICES); CmpPtr cmpTerrain(*g_Game->GetSimulation2(), SYSTEM_ENTITY); if (cmpTerrain) cmpTerrain->MakeDirty(m_i0, m_j0, m_i1, m_j1); } void Do() { g_CurrentBrush.m_Centre = msg->pos->GetWorldSpace(); ssize_t x0, y0; g_CurrentBrush.GetBottomLeft(x0, y0); m_i0 = m_i1 = x0; m_j0 = m_j1 = y0; CTerrainTextureEntry* texentry = g_TexMan.FindTexture(CStrW(*msg->texture).ToUTF8()); if (! texentry) { debug_warn(L"Can't find texentry"); // TODO: nicer error handling return; } CTerrainTextureEntry* replacedTex = m_TerrainDelta.GetTexEntry(x0, y0); // Don't bother if we're not making a change if (texentry == replacedTex) { return; } ssize_t tiles = m_TerrainDelta.GetTilesPerSide(); // Simple 4-way flood fill algorithm using queue and a grid to keep track of visited tiles, // almost as fast as loop for filling whole map, much faster for small patches SparseGrid visited(tiles, tiles); std::queue > queue; // Initial tile queue.push(std::make_pair((u16)x0, (u16)y0)); visited.set(x0, y0, true); while(!queue.empty()) { // Check front of queue std::pair t = queue.front(); queue.pop(); u16 i = t.first; u16 j = t.second; if (m_TerrainDelta.GetTexEntry(i, j) == replacedTex) { // Found a tile to replace: adjust bounds and paint it m_i0 = std::min(m_i0, (ssize_t)i-1); m_j0 = std::min(m_j0, (ssize_t)j-1); m_i1 = std::max(m_i1, (ssize_t)i+2); m_j1 = std::max(m_j1, (ssize_t)j+2); m_TerrainDelta.PaintTile(i, j, texentry, m_TerrainDelta.GetPriority(i, j)); // Visit 4 adjacent tiles (could visit 8 if we want to count diagonal adjacency) if (i > 0 && !visited.get(i-1, j)) { visited.set(i-1, j, true); queue.push(std::make_pair(i-1, j)); } if (i < (tiles-1) && !visited.get(i+1, j)) { visited.set(i+1, j, true); queue.push(std::make_pair(i+1, j)); } if (j > 0 && !visited.get(i, j-1)) { visited.set(i, j-1, true); queue.push(std::make_pair(i, j-1)); } if (j < (tiles-1) && !visited.get(i, j+1)) { visited.set(i, j+1, true); queue.push(std::make_pair(i, j+1)); } } } MakeDirty(); } void Undo() { m_TerrainDelta.Undo(); MakeDirty(); } void Redo() { m_TerrainDelta.Redo(); MakeDirty(); } }; END_COMMAND(FillTerrain) }