unit UTexture;
// added for easier debug disabling
{$undef blindydebug}
interface
{$IFDEF FPC}
{$MODE Delphi}
{$ENDIF}
{$I switches.inc}
uses OpenGL12,
Math,
Classes,
SysUtils,
UCommon,
UImage,
SDL,
sdlutils,
SDL_Image;
type
TTexture = record
TexNum: GLuint;
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;
type
TTextureType = (
TEXTURE_TYPE_PLAIN, // Plain (alpha = 1)
TEXTURE_TYPE_TRANSPARENT, // Alpha is used
TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
);
const
TextureTypeStr: array[TTextureType] of string = (
'Plain',
'Transparent',
'Colorized'
);
function TextureTypeToStr(TexType: TTextureType): string;
function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
type
TTextureEntry = record
Name: string;
Typ: TTextureType;
Color: Cardinal;
// we use normal TTexture, it's easier to implement and if needed - we copy ready data
Texture: TTexture;
TextureCache: TTexture;
end;
TTextureDatabase = record
Texture: array of TTextureEntry;
end;
TTextureUnit = class
private
TnWidth, TnHeight: Cardinal; //Width and Height of the Cover Thumbnails
TnBuffer: array of byte;
TnSurface: PSDL_Surface;
function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
public
Limit: integer;
CreateCacheMipmap: boolean;
// function GetNumberFor
function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string): TTexture; overload;
function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
//procedure FlushTextureDatabase();
Function GetCoverThumbnail(const Name: string): Pointer;
Procedure SetCoverSize(W, H: Integer);
Constructor Create;
Destructor Destroy; override;
end;
var
Texture: TTextureUnit;
TextureDatabase: TTextureDatabase;
ActTex: GLuint;
Mipmapping: Boolean;
CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
CacheMipmapSurface: PSDL_Surface;
implementation
uses ULog,
DateUtils,
UCovers,
UThemes,
{$IFDEF DARWIN}
MacResources,
{$ENDIF}
StrUtils;
Constructor TTextureUnit.Create;
begin
inherited Create;
end;
Destructor TTextureUnit.Destroy;
begin
inherited Destroy;
end;
function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
begin
if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and
(fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and
(fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and
(fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and
(fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and
(fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and
(fmt1^.Bshift = fmt2^.Bshift)
then
Result:=True
else
Result:=False;
end;
procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
var
TempSurface: PSDL_Surface;
NeededPixFmt: PSDL_Pixelformat;
begin
NeededPixFmt:=@PixelFmt_RGBA;
if (Typ = TEXTURE_TYPE_PLAIN) then
NeededPixFmt:=@PixelFmt_RGB
else if (Typ = TEXTURE_TYPE_TRANSPARENT) or
(Typ = TEXTURE_TYPE_COLORIZED) then
NeededPixFmt:=@PixelFmt_RGBA
else
NeededPixFmt:=@PixelFmt_RGB;
if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then
begin
TempSurface:=TexSurface;
TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE);
SDL_FreeSurface(TempSurface);
end;
end;
function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
var
TempSurface: PSDL_Surface;
begin
TempSurface:=TexSurface;
Result:=SDL_ScaleSurfaceRect(TempSurface,
0,0,TempSurface^.W,TempSurface^.H,
W,H);
SDL_FreeSurface(TempSurface);
end;
procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
var
TempSurface: PSDL_Surface;
begin
TempSurface:=TexSurface;
TexSurface:=SDL_ScaleSurfaceRect(TempSurface,
0,0,TempSurface^.W,TempSurface^.H,
W,H);
SDL_FreeSurface(TempSurface);
end;
procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
var
TempSurface: PSDL_Surface;
begin
TempSurface:=TexSurface;
with TempSurface^.format^ do
TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask);
SDL_SetAlpha(TexSurface, 0, 255);
SDL_SetAlpha(TempSurface, 0, 255);
SDL_BlitSurface(TempSurface,nil,TexSurface,nil);
SDL_FreeSurface(TempSurface);
end;
procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
//returns hue within range [0.0-6.0)
function col2hue(Color:Cardinal): double;
var
clr: array[0..2] of double;
hue, max, delta: double;
begin
clr[0] := ((Color and $ff0000) shr 16)/255; // R
clr[1] := ((Color and $ff00) shr 8)/255; // G
clr[2] := (Color and $ff) /255; // B
max := maxvalue(clr);
delta := max - minvalue(clr);
// calc hue
if (delta = 0.0) then hue := 0
else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta
else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta
else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta;
if (hue < 0.0) then
hue := hue + 6.0;
Result := hue;
end;
var
DestinationHue: Double;
PixelIndex: Cardinal;
Pixel: PByte;
PixelColors: PByteArray;
// clr: array[0..2] of Double; // [0: R, 1: G, 2: B]
clr2: array[0..2] of Uint32;
// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)]
hsv2: array[0..2] of UInt32;//LongInt;
dhue: UInt32;//LongInt;
h_int: Cardinal;
// delta, f, p, q, t: Double;
delta2,f2,p2,q2,t2: Longint;//LongInt;
// max: Double;
max2: Uint32;
begin
DestinationHue := col2hue(Col);
dhue:=Trunc(DestinationHue*1024);
Pixel := TexSurface^.Pixels;
for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do
begin
PixelColors:=PByteArray(Pixel);
// inlined colorize per pixel
// uses fixed point math
// get color values
clr2[0]:=PixelColors[0] shl 10;
clr2[1]:=PixelColors[1] shl 10;
clr2[2]:=PixelColors[2] shl 10;
//calculate luminance and saturation from rgb
max2:=clr2[0];
if clr2[1]>max2 then max2:=clr2[1];
if clr2[2]>max2 then max2:=clr2[2];
delta2:=clr2[0];
if clr2[1]<delta2 then delta2:=clr2[1];
if clr2[2]<delta2 then delta2:=clr2[2];
delta2:=max2-delta2;
hsv2[0]:=dhue; // shl 8
hsv2[2]:=max2; // shl 8
if (max2=0) then hsv2[1] := 0
else hsv2[1] := (delta2 shl 10) div max2; // shl 8
h_int:= hsv2[0] and $fffffC00;
f2:= hsv2[0]-h_int; //shl 10
p2:= (hsv2[2]*(1024-hsv2[1])) shr 10;
q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10;
t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10;
h_int:=h_int shr 10;
case h_int of
0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t)
3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v)
4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v)
5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q)
end;
PixelColors[0]:=clr2[0] shr 10;
PixelColors[1]:=clr2[1] shr 10;
PixelColors[2]:=clr2[2] shr 10;
// old floating point version
(* clr[0] := PixelColors[0]/255;
clr[1] := PixelColors[1]/255;
clr[2] := PixelColors[2]/255;
max := maxvalue(clr);
delta := max - minvalue(clr);
hsv[0] := DestinationHue; // set H(ue)
hsv[2] := max; // set V(alue)
// calc S(aturation)
if (max = 0.0) then hsv[1] := 0.0
else hsv[1] := delta/max;
// ColorizePixel(PByteArray(Pixel), DestinationHue);
h_int := trunc(hsv[0]); // h_int = |_h_|
f := hsv[0]-h_int; // f = h-h_int
p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s)
q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f)
t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f))
case h_int of
0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p)
1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p)
2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t)
3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v)
4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v)
5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q)
end;
// and store new rgb back into the image
PixelColors[0] := trunc(255*clr[0]);
PixelColors[1] := trunc(255*clr[1]);
PixelColors[2] := trunc(255*clr[2]);
*)
Inc(Pixel, TexSurface^.format.BytesPerPixel);
end;
end;
function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
var
TexSurface: PSDL_Surface;
MipmapSurface: PSDL_Surface;
newWidth, newHeight: Cardinal;
oldWidth, oldHeight: Cardinal;
begin
Log.BenchmarkStart(4);
Mipmapping := true;
(*
Log.LogStatus( '', '' );
if Identifier = nil then
Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''')
else
Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''');
*)
// load texture data into memory
{$ifdef blindydebug}
Log.LogStatus('',' ----------------------------------------------------');
Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')');
{$endif}
TexSurface := LoadImage(Identifier);
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
if not assigned(TexSurface) then
begin
Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"',
'TTextureUnit.LoadTexture');
Exit;
end;
// convert pixel format as needed
{$ifdef blindydebug}
Log.LogStatus('',' AdjustPixelFormat');
{$endif}
AdjustPixelFormat(TexSurface, Typ);
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
// adjust texture size (scale down, if necessary)
newWidth := TexSurface.W;
newHeight := TexSurface.H;
if (newWidth > Limit) then
newWidth := Limit;
if (newHeight > Limit) then
newHeight := Limit;
if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then
begin
{$ifdef blindydebug}
Log.LogStatus('',' ScaleTexture');
{$endif}
ScaleTexture(TexSurface,newWidth,newHeight);
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
end;
{$ifdef blindydebug}
Log.LogStatus('',' JB-1 : typ='+Typ);
{$endif}
// don't actually understand, if this is needed...
// this should definately be changed... together with all this
// cover cache stuff
{if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then
begin
{$ifdef blindydebug}{
Log.LogStatus('',' JB-1 : Minimap');
{$endif}
{if (TnWidth <= 256) and (TnHeight <= 256) then
begin
{$ifdef blindydebug}{
Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
{$endif}{
MipmapSurface:=GetScaledTexture(TexSurface, TnWidth, TnHeight);
if assigned(MipmapSurface) then
begin
{$ifdef blindydebug}{
Log.LogStatus('',' ok');
Log.LogStatus('',' BlitSurface Stuff');
{$endif}{
// creating and freeing the surface could be done once, if Cover.W and Cover.H don't change
TnSurface:=SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
SDL_BlitSurface(TnSurface, nil, TnSurface, nil);
SDL_FreeSurface(TnSurface);
{$ifdef blindydebug}{
Log.LogStatus('',' ok');
Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
{$endif}{
SDL_FreeSurface(TnSurface);
{$ifdef blindydebug}{
Log.LogStatus('',' ok');
{$endif}{
end
else
begin
Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')');
end;
end;
// should i create a cache texture, if Covers.W/H are larger?
end; }
{$ifdef blindydebug}
Log.LogStatus('',' JB-2');
{$endif}
// now we might colorize the whole thing
if (Typ = TEXTURE_TYPE_COLORIZED) then
ColorizeTexture(TexSurface, Col);
// save actual dimensions of our texture
oldWidth := newWidth;
oldHeight := newHeight;
// make texture dimensions be powers of 2
newWidth := Round(Power(2, Ceil(Log2(newWidth))));
newHeight := Round(Power(2, Ceil(Log2(newHeight))));
if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
FitTexture(TexSurface, newWidth, newHeight);
// at this point we have the image in memory...
// scaled to be at most 1024x1024 pixels large
// scaled so that dimensions are powers of 2
// and converted to either RGB or RGBA
{$ifdef blindydebug}
Log.LogStatus('',' JB-3');
{$endif}
// if we got a Texture of Type Plain, Transparent or Colorized,
// then we're done manipulating it
// and could now create our openGL texture from it
// prepare OpenGL texture
// JB_linux : this is causing AV's on linux... ActText seems to be nil !
// {$IFnDEF win32}
// if pointer(ActTex) = nil then
// exit;
// {$endif}
glGenTextures(1, @ActTex);
glBindTexture(GL_TEXTURE_2D, ActTex);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
// load data into gl texture
if (Typ = TEXTURE_TYPE_TRANSPARENT) or
(Typ = TEXTURE_TYPE_COLORIZED) then
begin
glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
end
else //if Typ = TEXTURE_TYPE_PLAIN then
begin
glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
end;
{$ifdef blindydebug}
Log.LogStatus('',' JB-5');
{$endif}
Result.X := 0;
Result.Y := 0;
Result.Z := 0;
Result.W := 0;
Result.H := 0;
Result.ScaleW := 1;
Result.ScaleH := 1;
Result.Rot := 0;
Result.TexNum := ActTex;
Result.TexW := oldWidth / newWidth;
Result.TexH := oldHeight / newHeight;
Result.Int := 1;
Result.ColR := 1;
Result.ColG := 1;
Result.ColB := 1;
Result.Alpha := 1;
// new test - default use whole texure, taking TexW and TexH as const and changing these
Result.TexX1 := 0;
Result.TexY1 := 0;
Result.TexX2 := 1;
Result.TexY2 := 1;
{$ifdef blindydebug}
Log.LogStatus('',' JB-6');
{$endif}
Result.Name := Identifier;
SDL_FreeSurface(TexSurface);
{$ifdef blindydebug}
Log.LogStatus('',' JB-7');
{$endif}
Log.BenchmarkEnd(4);
if Log.BenchmarkTimeLength[4] >= 1 then
Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4)
else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4);
{$ifdef blindydebug}
Log.LogStatus('',' JB-8');
{$endif}
end;
function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
begin
Result := GetTexture(Name, Typ, 0, FromCache);
end;
function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
var
T: integer; // texture
C: integer; // cover
Data: array of byte;
begin
if Name = '' then
exit;
// find texture entry
T := FindTexture(Name, Typ, Col);
if T = -1 then
begin
// create texture entry
T := Length(TextureDatabase.Texture);
SetLength(TextureDatabase.Texture, T+1);
TextureDatabase.Texture[T].Name := Name;
TextureDatabase.Texture[T].Typ := Typ;
TextureDatabase.Texture[T].Color := Col;
// inform database that no textures have been loaded into memory
TextureDatabase.Texture[T].Texture.TexNum := 0;
TextureDatabase.Texture[T].TextureCache.TexNum := 0;
end;
// use preloaded texture
if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then
begin
// use full texture
if TextureDatabase.Texture[T].Texture.TexNum = 0 then
begin
// load texture
{$ifdef blindydebug}
Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
{$endif}
TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
{$ifdef blindydebug}
Log.LogStatus('done',' ');
{$endif}
end;
// use texture
Result := TextureDatabase.Texture[T].Texture;
end;
if FromCache and Covers.CoverExists(Name) then
begin
// use cache texture
C := Covers.CoverNumber(Name);
if TextureDatabase.Texture[T].TextureCache.TexNum = 0 then
begin
// load texture
Covers.PrepareData(Name);
TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
end;
// use texture
Result := TextureDatabase.Texture[T].TextureCache;
end;
end;
//--------
// Returns Pointer to an Array of Byte containing the Texture Data in the
// requested Size
//--------
Function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer;
var
TexSurface: PSDL_Surface;
newHeight, newWidth: Cardinal;
const
Typ = TEXTURE_TYPE_PLAIN;
begin
Result := nil;
If (FileExists(Name)) then
begin
{$ifdef blindydebug}
Log.LogStatus('',' ----------------------------------------------------');
Log.LogStatus('',' GetCoverThumbnail('''+Name+''')');
{$endif}
TexSurface := LoadImage(Name);
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
if assigned(TexSurface) then
begin
// convert pixel format as needed
{$ifdef blindydebug}
Log.LogStatus('',' AdjustPixelFormat');
{$endif}
AdjustPixelFormat(TexSurface, Typ);
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
// Scale Texture to Covers Dimensions
{$ifdef blindydebug}
Log.LogStatus('',' ScaleTexture('''+inttostr(tnWidth)+''','''+inttostr(TnHeight)+''') (for CacheMipmap)');
{$endif}
ScaleTexture(TexSurface, TnWidth, TnHeight);
if assigned(TexSurface) AND assigned(TnSurface) then
begin
{$ifdef blindydebug}
Log.LogStatus('',' ok');
Log.LogStatus('',' BlitSurface Stuff');
{$endif}
SDL_BlitSurface(TexSurface, nil, TnSurface, nil);
Result := @TnBuffer[0];
{$ifdef blindydebug}
Log.LogStatus('',' ok');
{$endif}
end
else
Log.LogStatus(' Error creating Cover Thumbnail',' LoadTexture('''+Name+''')');
end
else
Log.LogError('Could not load texture for Cover Thumbnail: "' + name+' '+ TextureTypeToStr(Typ) +'"',
'TTextureUnit.GetCoverThumbnail');
SDL_FreeSurface(TexSurface);
end;
end;
//--------
// Sets Textures Thumbnail Size Vars and Sets LEngth of DataBuffer and Create CoverSurface
//--------
Procedure TTextureUnit.SetCoverSize(W, H: Integer);
begin
If (H > 0) AND (W > 0) then
begin
TnWidth := W;
TnHeight := H;
SetLength(TnBuffer, TnWidth * TnHeight * 3);
//Free if necesary and Create new Surface at Data
If (Assigned(TnSurface)) then
SDL_FreeSurface(TnSurface);
TnSurface := SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
end;
end;
function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
var
T: integer; // texture
begin
Result := -1;
for T := 0 to high(TextureDatabase.Texture) do
if (TextureDatabase.Texture[T].Name = Name) and
(TextureDatabase.Texture[T].Typ = Typ) then
begin
// colorized textures must match in their color too
if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
(TextureDatabase.Texture[T].Color = Col) then
begin
Result := T;
break;
end;
end;
end;
function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
begin
Result := LoadTexture(false, Identifier, Typ, Col);
end;
function TTextureUnit.LoadTexture(const Identifier: string): TTexture;
begin
Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0);
end;
function TTextureUnit.CreateTexture(var Data: array of byte; const 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
Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture');
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(const Name: string; Typ: TTextureType; FromCache: boolean);
begin
UnloadTexture(Name, Typ, 0, FromCache);
end;
procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
var
T: integer;
TexNum: GLuint;
begin
T := FindTexture(Name, Typ, Col);
if not FromCache then begin
TexNum := TextureDatabase.Texture[T].Texture.TexNum;
if TexNum > 0 then begin
glDeleteTextures(1, PGLuint(@TexNum));
TextureDatabase.Texture[T].Texture.TexNum := 0;
// 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 := 0;
// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
end;
end;
end;
(* This needs some work
procedure TTextureUnit.FlushTextureDatabase();
var
i: integer;
Tex: ^TTexture;
begin
for i := 0 to High(TextureDatabase.Texture) do
begin
// only delete non-cached entries
if (TextureDatabase.Texture[i].Texture.TexNum > 0) then
begin
Tex := @TextureDatabase.Texture[i].Texture;
glDeleteTextures(1, PGLuint(Tex^.TexNum));
Tex^.TexNum := 0;
end;
end;
end;
*)
function TextureTypeToStr(TexType: TTextureType): string;
begin
Result := TextureTypeStr[TexType];
end;
function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
var
TexType: TTextureType;
UpCaseStr: string;
begin
UpCaseStr := UpperCase(TypeStr);
for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do
begin
if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then
begin
Result := TexType;
Exit;
end;
end;
Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
Result := TEXTURE_TYPE_PLAIN;
end;
end.