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authorbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-02-19 17:18:42 +0000
committerbrunzelchen <brunzelchen@b956fd51-792f-4845-bead-9b4dfca2ff2c>2010-02-19 17:18:42 +0000
commit51ed8fe6f2ea9892e905e81cf5bad3960537eb40 (patch)
treea4dcb099343762dcb7bd7988f73de68c1959d3a5 /Game/Code/Classes/UTexture.pas
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Challenge MOD r7 alpha based on Ultrastar Deluxe v1.0.1a
for changes read Changelog.txt in folder Game git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.0.1 Challenge MOD@2107 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes/UTexture.pas')
-rw-r--r--Game/Code/Classes/UTexture.pas884
1 files changed, 884 insertions, 0 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
new file mode 100644
index 00000000..f5f47ed9
--- /dev/null
+++ b/Game/Code/Classes/UTexture.pas
@@ -0,0 +1,884 @@
+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
+uses gl, glu, glext, Windows, Math, Classes, SysUtils, Graphics, JPEG, UThemes, PNGImage;
+
+procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
+//procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32;
+//function gluBuild2DMipmaps (target: GLenum; components, width, height: GLint;
+// format, atype: GLenum; data: Pointer): Integer; stdcall; external glu32;
+//procedure glCopyTexImage2D(target: GLenum; level: GLint; internalFormat: GLenum; x, y: GLint; width, height: GLsizei; border: GLint); 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; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload;
+ function LoadTexture(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload;
+ function LoadTexture(Nazwa: 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
+ Texture: TTextureUnit;
+ TextureDatabase: TTextureDatabase;
+
+
+ // for print screens
+// PrintScreenTex: GLuint;
+// PrintScreenData: array[0..480-1, 0..640-1] of longword;
+ PrintScreenData: array[0..1024*768-1] of longword;
+
+// Tekstur: Gluint;
+ ActTex: GLuint;//integer;
+
+{ Tekstura: array[1..32] of TTekstura;
+ Mipmapping: boolean = true;}
+
+ TexOrygW: integer;
+ TexOrygH: integer;
+ TexNewW: integer;
+ TexNewH: integer;
+{ RLE: array[1..128*128] of byte;
+ RLE2: array[1..128*128] of byte;}
+
+ 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
+
+{ Paleta: array[0..255, 1..4] of byte;
+ Len: integer;}
+ Mipmapping: Boolean;
+
+ CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
+
+
+implementation
+uses ULog, DateUtils, UCovers;
+
+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 not textures has 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);
+{ Covers.Data[0] := 0;
+ Covers.Data[1] := 0;
+ Covers.Data[2] := 0;
+ Covers.Data[3] := 255;
+ Covers.Data[4] := 255;
+ Covers.Data[5] := 255;}
+ 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;
+
+function TTextureUnit.LoadTexture(FromRegistry: boolean; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture;
+var
+
+// a patch from Linnex, that solves the font problem in wine which causes chrashes
+ ChangeFormatBMP: TBitmap;
+// end of patch (11.11.07)
+
+
+ Res: TResourceStream;
+ TextureB: TBitmap;
+ TextureJ: TJPEGImage;
+ TexturePNG: TPNGObject;
+ TextureAlpha: array of byte;
+ AlphaPtr: PByte;
+ TransparentColor: TColor;
+ PixelColor: TColor;
+
+ Pet: integer;
+ Pet2: integer;
+ Pix: integer;
+ ColInt: real;
+ PPix: PByteArray;
+ TempA: integer;
+ Error: integer;
+ SkipX: integer;
+ myAlpha: Real;
+begin
+ Log.BenchmarkStart(4);
+ Mipmapping := true;
+
+ if FromRegistry then begin
+ try
+ Res := TResourceStream.Create(HInstance, Nazwa, Format);
+ except
+ beep;
+ Exit;
+ end;
+ end;
+
+ if FromRegistry or ((not FromRegistry) and FileExists(Nazwa)) then begin
+ TextureB := TBitmap.Create;
+
+ if Format = 'BMP' then begin
+ if FromRegistry then TextureB.LoadFromStream(Res)
+ else TextureB.LoadFromFile(Nazwa);
+ end
+
+ else if Format = 'JPG' then begin
+ TextureJ := TJPEGImage.Create;
+ if FromRegistry then TextureJ.LoadFromStream(Res)
+ else begin
+ if FileExists(Nazwa) then
+ TextureJ.LoadFromFile(Nazwa)
+ else
+ Exit;
+ end;
+ TextureB.Assign(TextureJ);
+ TextureJ.Free;
+ end
+
+ else if Format = 'PNG' then begin
+ TexturePNG := TPNGObject.Create;
+ if FromRegistry then TexturePNG.LoadFromStream(Res)
+ else begin
+ if FileExists(Nazwa) then
+ TexturePNG.LoadFromFile(Nazwa)
+ else
+ Exit;
+ end;
+ TextureB.Assign(TexturePNG);
+ // transparent png hack start (part 1 of 2)
+ if (Typ = 'Transparent') and (TexturePNG.TransparencyMode = ptmPartial) then
+ begin
+ setlength(TextureAlpha, TextureB.Width*TextureB.Height);
+ if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or
+ (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then
+ begin
+ // i would have preferred english variables here but i use Pet because i'm lazy
+ for Pet := 0 to TextureB.Height - 1 do
+ begin
+ AlphaPtr := PByte(TexturePNG.AlphaScanline[Pet]);
+ for Pet2 := 0 to TextureB.Width - 1 do
+ begin
+ TextureAlpha[Pet*TextureB.Width+Pet2]:= AlphaPtr^;
+ 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;
+ 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 ' + Nazwa + ' 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
+ // wymiary
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+
+ // kopiowanie
+ TextureB.PixelFormat := pf24bit;
+{ if (TextureB.PixelFormat = pf8bit) then begin
+ for Pet := 0 to TexOrygH-1 do begin
+ for Pet2 := 0 to TexOrygW-1 do begin
+ Pix := TextureB.Canvas.Pixels[Pet2, Pet];
+ TextureD24[Pet*TexNewW + Pet2+1, 1] := Pix;
+ TextureD24[Pet*TexNewW + Pet2+1, 2] := Pix div 256;
+ TextureD24[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256);
+ end;
+ end;
+ end;}
+ if (TexOrygW <= Limit) and (TexOrygW <= Limit) then begin
+ if (TextureB.PixelFormat = pf24bit) then begin
+ for Pet := 0 to TexOrygH-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TexOrygW-1 do begin
+ TextureD24[Pet*TexNewW + Pet2+1, 1] := PPix[Pet2*3+2];
+ TextureD24[Pet*TexNewW + Pet2+1, 2] := PPix[Pet2*3+1];
+ TextureD24[Pet*TexNewW + Pet2+1, 3] := PPix[Pet2*3];
+ end;
+ end;
+ end;
+ end else begin
+ // limit
+ TexFitW := 4 * (TexOrygW div 4); // fix for bug in gluScaleImage
+ TexFitH := TexOrygH;
+ if (TextureB.PixelFormat = pf24bit) then begin
+ for Pet := 0 to TexOrygH-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TexOrygW-1 do begin
+ TextureD24[Pet*TexFitW + Pet2+1, 1] := PPix[Pet2*3+2];
+ TextureD24[Pet*TexFitW + Pet2+1, 2] := PPix[Pet2*3+1];
+ TextureD24[Pet*TexFitW + Pet2+1, 3] := PPix[Pet2*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;
+ TexOrygW := Limit;
+ TexOrygH := Limit;
+ end;
+
+ // creating cache mipmap
+ if CreateCacheMipmap then begin
+ if (TexOrygW <> TexNewW) or (TexOrygH <> 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 * (TexOrygW div 4); // 0.5.0: fix for bug in gluScaleImage
+ SkipX := (TexOrygW div 2) mod 2; // 0.5.0: try to center image
+
+ TexFitH := TexOrygH;
+ for Pet := 0 to TexOrygH-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TexOrygW-1 do begin
+ TextureD242[Pet*TexFitW + Pet2+1, 1] := PPix[(Pet2+SkipX)*3+2];
+ TextureD242[Pet*TexFitW + Pet2+1, 2] := PPix[(Pet2+SkipX)*3+1];
+ TextureD242[Pet*TexFitW + Pet2+1, 3] := PPix[(Pet2+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, TexOrygW, TexOrygH, 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
+ // wymiary
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+
+ // kopiowanie
+ for Pet := 0 to TexOrygH-1 do begin
+ for Pet2 := 0 to TexOrygW-1 do begin
+ Pix := TextureB.Canvas.Pixels[Pet2, Pet];
+ // ,- 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[Pet*TexNewW + Pet2 + 1, 1] := 0;
+ TextureD32[Pet*TexNewW + Pet2 + 1, 2] := 0;
+ TextureD32[Pet*TexNewW + Pet2 + 1, 3] := 0;
+ TextureD32[Pet*TexNewW + Pet2 + 1, 4] := 0;
+ end else begin
+ TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix;
+ TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256;
+ TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256);
+ // transparent png hack start (part 2 of 2)
+ if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin
+ myAlpha:=TextureAlpha[Pet*TexOrygW+Pet2];
+
+ // the following calculations tweak transparency so that it really looks transparent
+ myAlpha:=myAlpha-75;
+ if myAlpha < 0 then myAlpha:=0;
+ myAlpha:=myAlpha/180;
+ myAlpha:=myAlpha*myAlpha*myAlpha;
+ myAlpha:=myAlpha*255;
+
+ TextureD32[Pet*TexNewW+Pet2+1,4]:=floor(myAlpha);
+ end else
+ // transparent png hack end
+ TextureD32[Pet*TexNewW + Pet2+1, 4] := 255;
+ end;
+ 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 = 'Transparent Range' then begin
+ // wymiary
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // kopiowanie
+ for Pet := 0 to TexOrygH-1 do begin
+ for Pet2 := 0 to TexOrygW-1 do begin
+ Pix := TextureB.Canvas.Pixels[Pet2, Pet];
+ TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix;
+ TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256;
+ TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256);
+ TextureD32[Pet*TexNewW + Pet2+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
+
+// a patch from Linnex, that solves the font problem in wine which causes chrashes
+ //TextureB.PixelFormat := pf24bit;
+ ChangeFormatBMP := TBitmap.Create();
+ ChangeFormatBMP.Assign(TextureB);
+ TextureB.PixelFormat := pf24bit;
+ TextureB.Width := ChangeFormatBMP.Width;
+ TextureB.Height := ChangeFormatBMP.Height;
+ TextureB.Canvas.Draw(0, 0, ChangeFormatBMP);
+ ChangeFormatBMP.Free;
+// end of patch (11.11.07)
+
+ for Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2 * 3];
+ TextureD16[Pet*TextureB.Width + Pet2 + 1, 1] := 255;
+ TextureD16[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Col;
+ TextureD16[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Col;
+ TextureD16[Pet*TextureB.Width + Pet2 + 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
+ // wymiary
+ TextureB.PixelFormat := pf24bit;
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // kopiowanie
+ for Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2*3];
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 255;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 255;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 255;
+ TextureD32[Pet*TextureB.Width + Pet2 + 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;
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // kopiowanie
+ for Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2*3];
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := (Col div $10000) and $FF;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Col div $100) and $FF;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Col and $FF;
+ TextureD32[Pet*TextureB.Width + Pet2 + 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
+ // wymiary
+ TexOrygW := TextureB.Width;
+ TexOrygH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrygW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrygH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // kopiowanie
+ for Pet := 0 to TextureB.Height-1 do begin
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := TextureB.Canvas.Pixels[Pet2, Pet];
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 127;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 127;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 127;
+ TextureD32[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
+ TextureD32[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 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[Pet2*3] of
+ 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf);
+ 192: Pix := Col;
+ 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF));
+ 255: Pix := $FFFFFF;
+ end;
+// 0.5.0. Original
+// case PPix[Pet2*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[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000;
+ TextureD24[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF;
+ TextureD24[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Pet];
+ for Pet2 := 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[Pet2*3] of
+ 0: TempA := 0;
+ 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf);
+ 192: Pix := Col;
+ 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF));
+ 255: Pix := $FFFFFF;
+ end;
+// 0.5.0 Original
+// case PPix[Pet2*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[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF;
+ TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Pix and $FF;
+ TextureD32[Pet*TextureB.Width + Pet2 + 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;
+// Inc(ActTex);
+{ Tekst.Tekstura := ActTex;
+ Tekst.W := TexOrygW;
+ Tekst.H := TexOrygH;
+ Tekst.X2 := TexOrygW/TexNewW;
+ Tekst.Y2 := TexOrygH/TexNewH;}
+ 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 := TexOrygW / TexNewW;
+ Result.TexH := TexOrygH / 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 := Nazwa;
+
+ end;
+
+ Log.BenchmarkEnd(4);
+ if Log.BenchmarkTimeLength[4] >= 1 then
+ Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Nazwa + '/' + Typ, 4);
+
+ end; // logerror
+end;
+
+{procedure ResizeTexture(s: pbytearray; d: pbytearray);
+var
+ Pet: integer;
+ Pet2: integer;
+begin
+ for Pet := 0 to TexNewH*4-1 do
+ for Pet2 := 0 to TexNewW-1 do
+ d[Pet*TexNewW + Pet2] := 0;
+
+ for Pet := 0 to TexOrygH-1 do begin
+ for Pet2 := 0 to TexOrygW-1 do begin
+ d[(Pet*TexNewW + Pet2)*4] := Paleta[s[Pet*TexOrygW + Pet2], 1];
+ d[(Pet*TexNewW + Pet2)*4+1] := Paleta[s[Pet*TexOrygW + Pet2], 2];
+ d[(Pet*TexNewW + Pet2)*4+2] := Paleta[s[Pet*TexOrygW + Pet2], 3];
+ d[(Pet*TexNewW + Pet2)*4+3] := Paleta[s[Pet*TexOrygW + Pet2], 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(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture;
+begin
+ Result := LoadTexture(false, Nazwa, Format, Typ, Col);
+// Result := LoadTexture(SkinReg, Nazwa, Format, Typ, Col); // default to SkinReg
+
+end;
+
+function TTextureUnit.LoadTexture(Nazwa: string): TTexture;
+begin
+ Result := LoadTexture(false, pchar(Nazwa), 'JPG', 'Plain', 0);
+end;
+
+function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
+var
+ Pet: integer;
+ Pet2: 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;
+
+
+// Inc(ActTex);
+{ Tekst.Tekstura := ActTex;
+ Tekst.W := TexOrygW;
+ Tekst.H := TexOrygH;
+ Tekst.X2 := TexOrygW/TexNewW;
+ Tekst.Y2 := TexOrygH/TexNewH;}
+ 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. \ No newline at end of file