unit UTexture;
// Plain (alpha = 1)
// Transparent
// Transparent Range
// Font (white is drawn, black is transparent)
// Font Outline (Font with darker outline)
// Font Outline 2 (Font with darker outline)
// Font Black (black is drawn, white is transparent)
// Font Gray (gray is drawn, white is transparent)
// Arrow (for arrows, white is white, gray has color, black is transparent);
interface
{$IFDEF FPC}
{$MODE DELPHI}
{$ENDIF}
uses OpenGL12,
Windows,
Math,
Classes,
SysUtils,
Graphics,
{$IFDEF FPC}
lazjpeg,
{$ELSE}
JPEG,
PNGImage,
{$ENDIF}
UCommon,
UThemes;
procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
type
TTexture = record
TexNum: integer;
X: real;
Y: real;
Z: real; // new
W: real;
H: real;
ScaleW: real; // for dynamic scalling while leaving width constant
ScaleH: real; // for dynamic scalling while leaving height constant
Rot: real; // 0 - 2*pi
Int: real; // intensity
ColR: real;
ColG: real;
ColB: real;
TexW: real; // used?
TexH: real; // used?
TexX1: real;
TexY1: real;
TexX2: real;
TexY2: real;
Alpha: real;
Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
end;
TTextureEntry = record
Name: string;
Typ: string;
// we use normal TTexture, it's easier to implement and if needed - we copy ready data
Texture: TTexture;
TextureCache: TTexture; // 0.5.0
end;
TTextureDatabase = record
Texture: array of TTextureEntry;
end;
TTextureUnit = class
Limit: integer;
CreateCacheMipmap: boolean;
// function GetNumberFor
function GetTexture(Name, Typ: string): TTexture; overload;
function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload;
function FindTexture(Name: string): integer;
function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
function LoadTexture(Identifier: string): TTexture; overload;
function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
procedure UnloadTexture(Name: string; FromCache: boolean);
end;
var
lasthue: double;
Texture: TTextureUnit;
TextureDatabase: TTextureDatabase;
PrintScreenData: array[0..1024*768-1] of longword;
ActTex: GLuint;//integer;
TexOrigW: integer;
TexOrigH: integer;
TexNewW: integer;
TexNewH: integer;
TexFitW: integer;
TexFitH: integer; // new for limit
TextureD8: array[1..1024*1024] of byte; // 1MB
TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB)
TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB)
TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB)
TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB)
// total 40MB at 2048*2048
// total 10MB at 1024*1024
Mipmapping: Boolean;
CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
implementation
uses ULog, DateUtils, UCovers, StrUtils;
function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
begin
Result := GetTexture(Name, Typ, true);
end;
function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
var
T: integer; // texture
C: integer; // cover
Data: array of byte;
begin
// find texture entry
T := FindTexture(Name);
if T = -1 then begin
// create texture entry
T := Length(TextureDatabase.Texture);
SetLength(TextureDatabase.Texture, T+1);
TextureDatabase.Texture[T].Name := Name;
TextureDatabase.Texture[T].Typ := Typ;
// inform database that no textures have been loaded into memory
TextureDatabase.Texture[T].Texture.TexNum := -1;
TextureDatabase.Texture[T].TextureCache.TexNum := -1;
end;
// use preloaded texture
if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then begin
// use full texture
if TextureDatabase.Texture[T].Texture.TexNum = -1 then begin
// load texture
TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
end;
// use texture
Result := TextureDatabase.Texture[T].Texture;
end;
if FromCache and Covers.CoverExists(Name) then begin
// use cache texture
C := Covers.CoverNumber(Name);
if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then begin
// load texture
Covers.PrepareData(Name);
TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
end;
// use texture
Result := TextureDatabase.Texture[T].TextureCache;
end;
end;
function TTextureUnit.FindTexture(Name: string): integer;
var
T: integer; // texture
begin
Result := -1;
for T := 0 to high(TextureDatabase.Texture) do
if TextureDatabase.Texture[T].Name = Name then
Result := T;
end;
// expects: src, dst: pointers to r,g,b,a
// hue: new hue within range [0.0-6.0)
procedure ColorizeCopy(Src, Dst: PByteArray; hue: Double); overload;
var
i,j,k: Cardinal;
clr, hls: array[0..2] of Double;
delta, f, p, q, t: Double;
begin
hls[0]:=hue;
clr[0] := src[0]/255;
clr[1] := src[1]/255;
clr[2] := src[2]/255;
//calculate luminance and saturation from rgb
hls[1] := maxvalue(clr); //l:=...
delta := hls[1] - minvalue(clr);
if hls[1] = 0.0 then
hls[2] := 0.0
else
hls[2] := delta/hls[1]; //v:=...
// calc new rgb from our hls (h from color, l ans s from pixel)
// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
begin
k:=trunc(hls[0]);
f:=hls[0]-k;
p:=hls[1]*(1.0-hls[2]);
q:=hls[1]*(1.0-(hls[2]*f));
t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
case k of
0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
end;
// and store new rgb back into the image
dst[0]:=floor(255*clr[0]);
dst[1]:=floor(255*clr[1]);
dst[2]:=floor(255*clr[2]);
dst[3]:=src[3];
end;
end;
// expects: src: $rrggbb
// dst: pointer to r,g,b,a
// hue: new hue within range [0.0-6.0)
procedure ColorizeCopy(Src: Cardinal; Dst: PByteArray; hue: Double); overload;
var
i,j,k: Cardinal;
clr, hls: array[0..2] of Double;
delta, f, p, q, t: Double;
begin
hls[0]:=hue;
clr[0]:=((src shr 16) and $ff)/255;
clr[1]:=((src shr 8) and $ff)/255;
clr[2]:=(src and $ff)/255;
//calculate luminance and saturation from rgb
hls[1]:=maxvalue(clr); //l:=...
delta:=hls[1]-minvalue(clr);
if hls[1]=0.0 then hls[2]:=0.0 else hls[2]:=delta/hls[1]; //v:=...
// calc new rgb from our hls (h from color, l ans s from pixel)
// if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
begin
k:=trunc(hls[0]);
f:=hls[0]-k;
p:=hls[1]*(1.0-hls[2]);
q:=hls[1]*(1.0-(hls[2]*f));
t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
case k of
0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
end;
// and store new rgb back into the image
dst[0]:=floor(255*clr[0]);
dst[1]:=floor(255*clr[1]);
dst[2]:=floor(255*clr[2]);
dst[3]:=255;
end;
end;
//returns hue within range [0.0-6.0)
function col2h(Color:Cardinal):double;
var
clr,hls: array[0..2] of double;
delta: double;
begin
clr[0]:=((Color and $ff0000) shr 16)/255;
clr[1]:=((Color and $ff00) shr 8)/255;
clr[2]:=(Color and $ff)/255;
hls[1]:=maxvalue(clr);
delta:=hls[1]-minvalue(clr);
if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
if hls[0]=6.0 then hls[0]:=0.0;
col2h:=hls[0];
end;
function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
var
Res: TResourceStream;
TextureB: TBitmap;
TextureJ: TJPEGImage;
{$IFNDEF FPC}
TexturePNG: TPNGObject;
{$ENDIF}
TextureAlpha: array of byte;
AlphaPtr: PByte;
TransparentColor: TColor;
PixelColor: TColor;
Position: integer;
Position2: integer;
Pix: integer;
ColInt: real;
PPix: PByteArray;
TempA: integer;
Error: integer;
SkipX: integer;
myAlpha: Real;
myRGBABitmap: array of byte;
RGBPtr: PByte;
myHue: Double;
begin
{$IFNDEF FPC} // TODO : JB eeeew this is a nasty one...
// but lazarus implementation scanlines is different :(
Log.BenchmarkStart(4);
Mipmapping := true;
if FromRegistry then begin
try
Res := TResourceStream.Create(HInstance, Identifier, Format);
except
beep;
Exit;
end;
end;
// filetype "detection"
if (not FromRegistry) and (FileExists(Identifier)) then begin
Format:='';
Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3)));
end;
// else Format:='JPG';
// if not ((Format='BMP')or(Format='JPG')or(Format='PNG')) then Format:='JPG';
if FromRegistry or ((not FromRegistry) and FileExists(Identifier)) then begin
TextureB := TBitmap.Create;
if Format = 'BMP' then begin
if FromRegistry then TextureB.LoadFromStream(Res)
else TextureB.LoadFromFile(Identifier);
end
else if Format = 'JPG' then begin
TextureJ := TJPEGImage.Create;
if FromRegistry then TextureJ.LoadFromStream(Res)
else begin
if FileExists(Identifier) then
TextureJ.LoadFromFile(Identifier)
else
Exit;
end;
TextureB.Assign(TextureJ);
TextureJ.Free;
end
else if Format = 'PNG' then
begin
{$IFNDEF FPC}
// TODO : JB - fix this for lazarus..
TexturePNG := TPNGObject.Create;
if FromRegistry then TexturePNG.LoadFromStream(Res)
else begin
if FileExists(Identifier) then
TexturePNG.LoadFromFile(Identifier)
else
Exit;
end;
TextureB.Assign(TexturePNG);
// transparent png hack start (part 1 of 2)
if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then
begin
setlength(TextureAlpha, TextureB.Width*TextureB.Height);
setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4);
if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or
(TexturePNG.Header.ColorType = COLOR_RGBALPHA) then
begin
// i would have preferred english variables here but i use Position because i'm lazy
for Position := 0 to TextureB.Height - 1 do
begin
AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]);
RGBPtr:=PByte(TexturePNG.Scanline[Position]);
for Position2 := 0 to TextureB.Width - 1 do
begin
TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^;
MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^;
Inc(RGBPtr);
MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^;
Inc(RGBPtr);
MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^;
Inc(RGBPtr);
MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^;
// Inc(RGBPtr);
Inc(AlphaPtr);
end;
end;
end;
end else
setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit)
// transparent png hack end
TexturePNG.Free;
{$ENDIF}
end;
if FromRegistry then Res.Free;
if (TextureB.Width > 1024) or (TextureB.Height > 1024) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver
Log.LogError('Image ' + Identifier + ' is too big (' + IntToStr(TextureB.Width) + 'x' + IntToStr(TextureB.Height) + ')');
Result.TexNum := -1;
end else begin
glGenTextures(1, ActTex);
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if Typ = 'Plain' then begin
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
// copy and process pixeldata
TextureB.PixelFormat := pf24bit;
{ if (TextureB.PixelFormat = pf8bit) then begin
for Position := 0 to TexOrigH-1 do begin
for Position2 := 0 to TexOrigW-1 do begin
Pix := TextureB.Canvas.Pixels[Position2, Position];
TextureD24[Position*TexNewW + Position2+1, 1] := Pix;
TextureD24[Position*TexNewW + Position2+1, 2] := Pix div 256;
TextureD24[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
end;
end;
end;}
if (TexOrigW <= Limit) and (TexOrigW <= Limit) then begin
if (TextureB.PixelFormat = pf24bit) then begin
for Position := 0 to TexOrigH-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TexOrigW-1 do begin
TextureD24[Position*TexNewW + Position2+1, 1] := PPix[Position2*3+2];
TextureD24[Position*TexNewW + Position2+1, 2] := PPix[Position2*3+1];
TextureD24[Position*TexNewW + Position2+1, 3] := PPix[Position2*3];
end;
end;
end;
end else begin
// limit
TexFitW := 4 * (TexOrigW div 4); // fix for bug in gluScaleImage
TexFitH := TexOrigH;
if (TextureB.PixelFormat = pf24bit) then begin
for Position := 0 to TexOrigH-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TexOrigW-1 do begin
TextureD24[Position*TexFitW + Position2+1, 1] := PPix[Position2*3+2];
TextureD24[Position*TexFitW + Position2+1, 2] := PPix[Position2*3+1];
TextureD24[Position*TexFitW + Position2+1, 3] := PPix[Position2*3];
end;
end;
end;
gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD24,
Limit, Limit, GL_UNSIGNED_BYTE, @TextureD24); // takes some time
TexNewW := Limit;
TexNewH := Limit;
TexOrigW := Limit;
TexOrigH := Limit;
end;
// creating cache mipmap
if CreateCacheMipmap then begin
if (TexOrigW <> TexNewW) or (TexOrigH <> TexNewH) then begin
// texture only uses some of it's space. there's a need for resize to fit full size
// and get best quality
TexFitW := 4 * (TexOrigW div 4); // 0.5.0: fix for bug in gluScaleImage
SkipX := (TexOrigW div 2) mod 2; // 0.5.0: try to center image
TexFitH := TexOrigH;
for Position := 0 to TexOrigH-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TexOrigW-1 do begin
TextureD242[Position*TexFitW + Position2+1, 1] := PPix[(Position2+SkipX)*3+2];
TextureD242[Position*TexFitW + Position2+1, 2] := PPix[(Position2+SkipX)*3+1];
TextureD242[Position*TexFitW + Position2+1, 3] := PPix[(Position2+SkipX)*3];
end;
end;
gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD242,
Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
end else begin
// texture fits perfectly
gluScaleImage(GL_RGB, TexOrigW, TexOrigH, GL_UNSIGNED_BYTE, @TextureD24,
Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 3, TexNewW, TexNewH, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TexNewW, TexNewH, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
if Error > 0 then beep;
end
end;
if Typ = 'Transparent' then begin
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
// copy and process pixeldata
for Position := 0 to TexOrigH-1 do begin
for Position2 := 0 to TexOrigW-1 do begin
Pix := TextureB.Canvas.Pixels[Position2, Position];
// ,- part of transparent png hack
if ((Pix = $fefefe) or (Pix = Col)) and (length(TextureAlpha)=0) then begin //Small fix, that caused artefacts to be drawn (#fe == dec254)
TextureD32[Position*TexNewW + Position2 + 1, 1] := 0;
TextureD32[Position*TexNewW + Position2 + 1, 2] := 0;
TextureD32[Position*TexNewW + Position2 + 1, 3] := 0;
TextureD32[Position*TexNewW + Position2 + 1, 4] := 0;
end else if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin
myAlpha:=TextureAlpha[Position*TexOrigW+Position2];
TextureD32[Position*TexNewW + Position2+1, 1] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+2];
TextureD32[Position*TexNewW + Position2+1, 2] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+1];
TextureD32[Position*TexNewW + Position2+1, 3] := MyRGBABitmap[(Position*TexOrigW+Position2)*4];
TextureD32[Position*TexNewW+Position2+1,4]:=MyRGBABitmap[(Position*TexOrigW+Position2)*4+3];
end else begin
TextureD32[Position*TexNewW + Position2+1, 1] := (Pix and $ff);
TextureD32[Position*TexNewW + Position2+1, 2] := ((Pix shr 8) and $ff);
TextureD32[Position*TexNewW + Position2+1, 3] := ((Pix shr 16) and $ff);
TextureD32[Position*TexNewW + Position2+1, 4] := 255;
end;
end;
end;
setlength(TextureAlpha,0);
setlength(MyRGBABitmap,0);
glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
{ if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Error > 0 then beep;
end;}
end;
// The new awesomeness of colorized pngs starts here
// We're the first who had this feature, so give credit when you copy+paste :P
if Typ = 'Colorized' then begin
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
myHue:=col2h(Col);
// copy and process pixeldata
for Position := 0 to TexOrigH-1 do begin
for Position2 := 0 to TexOrigW-1 do begin
Pix := TextureB.Canvas.Pixels[Position2, Position];
if (Format = 'PNG') and (length(MyRGBABitmap) <> 0) then
ColorizeCopy(@MyRGBABitmap[(Position*TexOrigW+Position2)*4],
@TextureD32[Position*TexNewW + Position2+1, 1],
myHue)
else
ColorizeCopy(Pix,
@TextureD32[Position*TexNewW + Position2+1, 1],
myHue);
end;
end;
setlength(TextureAlpha,0);
setlength(MyRGBABitmap,0);
glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
end;
// eoa COLORIZE
if Typ = 'Transparent Range' then begin
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
// copy and process pixeldata
for Position := 0 to TexOrigH-1 do begin
for Position2 := 0 to TexOrigW-1 do begin
Pix := TextureB.Canvas.Pixels[Position2, Position];
TextureD32[Position*TexNewW + Position2+1, 1] := Pix;
TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256;
TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
{ if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Error > 0 then beep;
end;}
end;
if Typ = 'Font' then begin
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2 * 3];
TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255;
TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Error > 0 then beep;
end;
end;
if Typ = 'Font Outline' then begin
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2 * 3];
Col := Pix;
if Col < 127 then Col := 127;
TempA := Pix;
if TempA >= 95 then TempA := 255;
if TempA >= 31 then TempA := 255;
if Pix < 95 then TempA := (Pix * 256) div 96;
TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Error > 0 then beep;
end;
end;
if Typ = 'Font Outline 2' then begin
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2 * 3];
Col := Pix;
if Col < 31 then Col := 31;
TempA := Pix;
if TempA >= 31 then TempA := 255;
if Pix < 31 then TempA := Pix * (256 div 32);
TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
if Error > 0 then beep;
end;
end;
if Typ = 'Font Black' then begin
// normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ???
// dimensions
TextureB.PixelFormat := pf24bit;
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
// copy and process pixeldata
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2*3];
TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255;
TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255;
TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255;
TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
end;
if Typ = 'Alpha Black Colored' then begin
TextureB.PixelFormat := pf24bit;
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
// copy and process pixeldata
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2*3];
TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF;
TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF;
TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF;
TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
end;
if Typ = 'Font Gray' then begin
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
TextureB.Width := TexNewW;
TextureB.Height := TexNewH;
// copy and process pixeldata
for Position := 0 to TextureB.Height-1 do begin
for Position2 := 0 to TextureB.Width-1 do begin
Pix := TextureB.Canvas.Pixels[Position2, Position];
TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127;
TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127;
TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127;
TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
{ if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Error > 0 then beep;
end;}
end;
if Typ = 'Arrow' then begin
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
Pix := PPix[Position2 * 3];
// transparency
if Pix >= 127 then TempA := 255;
if Pix < 127 then TempA := Pix * 2;
// ColInt = color intensity
if Pix < 127 then ColInt := 1;
if Pix >= 127 then ColInt := 2 - Pix / 128;
//0.75, 0.6, 0.25
TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Error > 0 then beep;
end;
end;
if Typ = 'Note Plain' then begin
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
// Skin Patch
// 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
case PPix[Position2*3] of
0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
192: Pix := Col;
193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
255: Pix := $FFFFFF;
end;
// 0.5.0. Original
// case PPix[Position2*3] of
// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
// 192: Pix := Col;
// 255: Pix := $FFFFFF;
// end;
TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
end;
if Typ = 'Note Transparent' then begin
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
TempA := 255;
//Skin Patch
// 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
case PPix[Position2*3] of
0: TempA := 0;
1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
192: Pix := Col;
193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
255: Pix := $FFFFFF;
end;
// 0.5.0 Original
// case PPix[Position2*3] of
// 0: TempA := 0;
// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
// 192: Pix := Col;
// 255: Pix := $FFFFFF;
// end;
TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
end;
TextureB.Free;
Result.X := 0;
Result.Y := 0;
Result.W := 0;
Result.H := 0;
Result.ScaleW := 1;
Result.ScaleH := 1;
Result.Rot := 0;
Result.TexNum := ActTex;
Result.TexW := TexOrigW / TexNewW;
Result.TexH := TexOrigH / TexNewH;
Result.Int := 1;
Result.ColR := 1;
Result.ColG := 1;
Result.ColB := 1;
Result.Alpha := 1;
// 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
Result.TexX1 := 0;
Result.TexY1 := 0;
Result.TexX2 := 1;
Result.TexY2 := 1;
// 0.5.0
Result.Name := Identifier;
end;
Log.BenchmarkEnd(4);
if Log.BenchmarkTimeLength[4] >= 1 then
Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
end; // logerror
{$ENDIF}
end;
{procedure ResizeTexture(s: pbytearray; d: pbytearray);
var
Position: integer;
Position2: integer;
begin
for Position := 0 to TexNewH*4-1 do
for Position2 := 0 to TexNewW-1 do
d[Position*TexNewW + Position2] := 0;
for Position := 0 to TexOrigH-1 do begin
for Position2 := 0 to TexOrigW-1 do begin
d[(Position*TexNewW + Position2)*4] := Paleta[s[Position*TexOrigW + Position2], 1];
d[(Position*TexNewW + Position2)*4+1] := Paleta[s[Position*TexOrigW + Position2], 2];
d[(Position*TexNewW + Position2)*4+2] := Paleta[s[Position*TexOrigW + Position2], 3];
d[(Position*TexNewW + Position2)*4+3] := Paleta[s[Position*TexOrigW + Position2], 4];
end;
end;
end;}
{procedure SetTexture(p: pointer);
begin
glGenTextures(1, Tekstur);
glBindTexture(GL_TEXTURE_2D, Tekstur);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
end;}
function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
begin
Result := LoadTexture(false, Identifier, Format, Typ, Col);
// Result := LoadTexture(SkinReg, Identifier, Format, Typ, Col); // default to SkinReg
end;
function TTextureUnit.LoadTexture(Identifier: string): TTexture;
begin
Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0);
end;
function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
var
Position: integer;
Position2: integer;
Pix: integer;
ColInt: real;
PPix: PByteArray;
TempA: integer;
Error: integer;
begin
Mipmapping := false;
glGenTextures(1, ActTex); // ActText = new texture number
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
if Mipmapping then begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
if Error > 0 then beep;
end;
Result.X := 0;
Result.Y := 0;
Result.W := 0;
Result.H := 0;
Result.ScaleW := 1;
Result.ScaleH := 1;
Result.Rot := 0;
Result.TexNum := ActTex;
Result.TexW := 1;
Result.TexH := 1;
Result.Int := 1;
Result.ColR := 1;
Result.ColG := 1;
Result.ColB := 1;
Result.Alpha := 1;
// 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
Result.TexX1 := 0;
Result.TexY1 := 0;
Result.TexX2 := 1;
Result.TexY2 := 1;
// 0.5.0
Result.Name := Name;
end;
procedure TTextureUnit.UnloadTexture(Name: string; FromCache: boolean);
var
T: integer;
TexNum: GLuint;
begin
T := FindTexture(Name);
if not FromCache then begin
TexNum := TextureDatabase.Texture[T].Texture.TexNum;
if TexNum >= 0 then begin
glDeleteTextures(1, @TexNum);
TextureDatabase.Texture[T].Texture.TexNum := -1;
// Log.LogError('Unload texture no '+IntToStr(TexNum));
end;
end else begin
TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
if TexNum >= 0 then begin
glDeleteTextures(1, @TexNum);
TextureDatabase.Texture[T].TextureCache.TexNum := -1;
// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
end;
end;
end;
end.