diff options
author | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-20 06:36:58 +0000 |
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committer | jaybinks <jaybinks@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2007-09-20 06:36:58 +0000 |
commit | db82b7e30a1b58b56fdb4bfc6089b47200ca1da1 (patch) | |
tree | ca00bcb8355baf814762e3dfb4932020632667e2 /Game/Code/Classes/UTexture.pas | |
parent | 77ac0ce6d082dfc0bfd2c9a7efaa304aadfe3683 (diff) | |
download | usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.tar.gz usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.tar.xz usdx-db82b7e30a1b58b56fdb4bfc6089b47200ca1da1.zip |
Ultrastar-DX now compiles in linux
(using lazarus)
Bass etc is commented out..
but it compiles, and im working through the runtime errors.
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@408 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 2071 |
1 files changed, 1043 insertions, 1028 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 7f0b85c0..1bc4c558 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -1,1028 +1,1043 @@ -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}
-{$ENDIF}
-
-uses OpenGL12,
- Windows,
- Math,
- Classes,
- SysUtils,
- {$IFDEF FPC}
- ulazjpeg,
- {$ELSE}
- Graphics,
- JPEG,
- PNGImage,
- {$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 :(
- // need to implement as per
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=18512
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=10797
- // http://wiki.lazarus.freepascal.org/Developing_with_Graphics
- 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.
+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 + +{$I switches.inc} + +{$IFDEF FPC} + {$MODE DELPHI} +{$ENDIF} + +uses OpenGL12, + {$IFDEF win32} + windows, + {$ENDIF} + Math, + Classes, + SysUtils, + {$IFDEF FPC} + ulazjpeg, + {$ELSE} + JPEG, + PNGImage, + {$ENDIF} + Graphics, + UCommon, + UThemes; + + + {$IFDEF Win32} + procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; + + {$ELSE} + {$ifdef darwin} + const opengl32 = '/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib'; + {$ELSE} + const opengl32 = 'libGL.so' ; // YES Capital GL + {$ENDIF} + + procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; + {$ENDIF} + +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_lazarus eeeew this is a nasty one... + // but lazarus implementation scanlines is different :( + // need to implement as per + // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=18512 + // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=10797 + // http://wiki.lazarus.freepascal.org/Developing_with_Graphics + 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 + {$IFNDEF FPC} + // TODO : JB_lazarus - fix this for lazarus.. + TexturePNG := TPNGObject.Create; + if FromRegistry then + TexturePNG.LoadFromStream(Res) + else + begin + if FileExists(Identifier) then + TexturePNG.LoadFromFile(Identifier) + else + Exit; + end; + + TextureB.Assign(TexturePNG); + // transparent png hack start (part 1 of 2) + if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then + begin + setlength(TextureAlpha, TextureB.Width*TextureB.Height); + setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4); + if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or + (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then + begin + // i would have preferred english variables here but i use Position because i'm lazy + for Position := 0 to TextureB.Height - 1 do + begin + AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]); + RGBPtr:=PByte(TexturePNG.Scanline[Position]); + for Position2 := 0 to TextureB.Width - 1 do + begin + TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^; + MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^; + Inc(RGBPtr); + MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^; +// Inc(RGBPtr); + Inc(AlphaPtr); + end; + end; + end; + end else + setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit) + // transparent png hack end + TexturePNG.Free; + {$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. |