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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-31 16:51:40 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-03-31 16:51:40 +0000
commit62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5 (patch)
treefb3adbafe4274be1098278d56dacb680e5879715 /Game/Code/Classes
parent9dee24b21d397016b0ecb7f37f8774b6b5f658f6 (diff)
downloadusdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.tar.gz
usdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.tar.xz
usdx-62c4bbdbc5ddb61836bc6aa57d0cce33ef55e7e5.zip
Now colorized textures are appended to the TTextureDatabase too. This will prevent USDX from loading textures for buttons, statics etc. multiple times.
This saves approx. 100MB of memory (100MB instead of 200MB, which is still too many) and speeds-up the loading process (starts in 3-6secs now instead of 12secs). git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@992 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UGraphic.pas40
-rw-r--r--Game/Code/Classes/UTexture.pas70
2 files changed, 74 insertions, 36 deletions
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index 7af4b724..afb986e1 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -278,9 +278,9 @@ begin
// zaladowanie tekstur
Log.LogStatus('Loading Textures', 'LoadTextures');
- Tex_Left[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
- Tex_Mid[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
- Tex_Right[0] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Left[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
+ Tex_Mid[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_PLAIN, 0); //brauch man die noch?
+ Tex_Right[0] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_TRANSPARENT, 0); //brauch man die noch?
Log.LogStatus('Loading Textures - A', 'LoadTextures');
@@ -292,35 +292,35 @@ begin
LoadColor(R, G, B, 'P' + IntToStr(P) + 'Light');
Col := $10000 * Round(R*255) + $100 * Round(G*255) + Round(B*255);
- Tex_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('GrayRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('GrayRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_plain_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePlainRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_plain_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NotePlainRight'), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Left[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGLeft')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Mid[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGMid')), TEXTURE_TYPE_COLORIZED, Col);
- Tex_BG_Right[P] := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteBGRight')), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Left[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGLeft'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Mid[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGMid'), TEXTURE_TYPE_COLORIZED, Col);
+ Tex_BG_Right[P] := Texture.LoadTexture(Skin.GetTextureFileName('NoteBGRight'), TEXTURE_TYPE_COLORIZED, Col);
end;
Log.LogStatus('Loading Textures - B', 'LoadTextures');
- Tex_Note_Perfect_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NotePerfectStar')), TEXTURE_TYPE_TRANSPARENT, 0);
- Tex_Note_Star := Texture.LoadTexture(pchar(Skin.GetTextureFileName('NoteStar')) , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
- Tex_Ball := Texture.LoadTexture(pchar(Skin.GetTextureFileName('Ball')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
- Tex_Lyric_Help_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('LyricHelpBar')), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Note_Perfect_Star := Texture.LoadTexture(Skin.GetTextureFileName('NotePerfectStar'), TEXTURE_TYPE_TRANSPARENT, 0);
+ Tex_Note_Star := Texture.LoadTexture(Skin.GetTextureFileName('NoteStar') , TEXTURE_TYPE_TRANSPARENT, $FFFFFF);
+ Tex_Ball := Texture.LoadTexture(Skin.GetTextureFileName('Ball'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
+ Tex_Lyric_Help_Bar := Texture.LoadTexture(Skin.GetTextureFileName('LyricHelpBar'), TEXTURE_TYPE_TRANSPARENT, $FF00FF);
//TimeBar mod
- Tex_TimeProgress := Texture.LoadTexture(pchar(Skin.GetTextureFileName('TimeBar')));
+ Tex_TimeProgress := Texture.LoadTexture(Skin.GetTextureFileName('TimeBar'));
//eoa TimeBar mod
//SingBar Mod
- Tex_SingBar_Back := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBack')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Bar := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarBar')), TEXTURE_TYPE_PLAIN, 0);
- Tex_SingBar_Front := Texture.LoadTexture(pchar(Skin.GetTextureFileName('SingBarFront')), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Back := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBack'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Bar := Texture.LoadTexture(Skin.GetTextureFileName('SingBarBar'), TEXTURE_TYPE_PLAIN, 0);
+ Tex_SingBar_Front := Texture.LoadTexture(Skin.GetTextureFileName('SingBarFront'), TEXTURE_TYPE_PLAIN, 0);
//end Singbar Mod
Log.LogStatus('Loading Textures - C', 'LoadTextures');
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 603592a6..5b572185 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -68,6 +68,7 @@ type
TTextureEntry = record
Name: string;
Typ: TTextureType;
+ Color: Cardinal;
// we use normal TTexture, it's easier to implement and if needed - we copy ready data
Texture: TTexture;
@@ -93,14 +94,17 @@ type
CreateCacheMipmap: boolean;
// function GetNumberFor
- function GetTexture(const Name: string; Typ: TTextureType): TTexture; overload;
- function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture; overload;
- function FindTexture(const Name: string): integer;
+ function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
+ function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
+ function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
function LoadTexture(const Identifier: string): TTexture; overload;
function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
- procedure UnloadTexture(const Name: string; FromCache: boolean);
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
+ //procedure FlushTextureDatabase();
+
Constructor Create;
Destructor Destroy; override;
end;
@@ -745,12 +749,12 @@ begin
end;
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType): TTexture;
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
begin
- Result := GetTexture(Name, Typ, true);
+ Result := GetTexture(Name, Typ, 0, FromCache);
end;
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
var
T: integer; // texture
C: integer; // cover
@@ -761,7 +765,7 @@ begin
exit;
// find texture entry
- T := FindTexture(Name);
+ T := FindTexture(Name, Typ, Col);
if T = -1 then
begin
@@ -769,8 +773,9 @@ begin
T := Length(TextureDatabase.Texture);
SetLength(TextureDatabase.Texture, T+1);
- TextureDatabase.Texture[T].Name := Name;
- TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Name := Name;
+ TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Color := Col;
// inform database that no textures have been loaded into memory
TextureDatabase.Texture[T].Texture.TexNum := -1;
@@ -787,7 +792,7 @@ begin
{$ifdef blindydebug}
Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
{$endif}
- TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, $0);
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
{$ifdef blindydebug}
Log.LogStatus('done',' ');
{$endif}
@@ -814,14 +819,23 @@ begin
end;
end;
-function TTextureUnit.FindTexture(const Name: string): integer;
+function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
var
T: integer; // texture
begin
Result := -1;
for T := 0 to high(TextureDatabase.Texture) do
- if (TextureDatabase.Texture[T].Name = Name) then
- Result := T;
+ if (TextureDatabase.Texture[T].Name = Name) and
+ (TextureDatabase.Texture[T].Typ = Typ) then
+ begin
+ // colorized textures must match in their color too
+ if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
+ (TextureDatabase.Texture[T].Color = Col) then
+ begin
+ Result := T;
+ break;
+ end;
+ end;
end;
function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
@@ -886,12 +900,17 @@ begin
Result.Name := Name;
end;
-procedure TTextureUnit.UnloadTexture(const Name: string; FromCache: boolean);
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
+begin
+ UnloadTexture(Name, Typ, 0, FromCache);
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
var
T: integer;
TexNum: integer;
begin
- T := FindTexture(Name);
+ T := FindTexture(Name, Typ, Col);
if not FromCache then begin
TexNum := TextureDatabase.Texture[T].Texture.TexNum;
@@ -910,6 +929,25 @@ begin
end;
end;
+(* This needs some work
+procedure TTextureUnit.FlushTextureDatabase();
+var
+ i: integer;
+ Tex: ^TTexture;
+begin
+ for i := 0 to High(TextureDatabase.Texture) do
+ begin
+ // only delete non-cached entries
+ if (TextureDatabase.Texture[i].Texture.TexNum <> -1) then
+ begin
+ Tex := @TextureDatabase.Texture[i].Texture;
+ glDeleteTextures(1, PGLuint(Tex^.TexNum));
+ Tex^.TexNum := -1;
+ end;
+ end;
+end;
+*)
+
function TextureTypeToStr(TexType: TTextureType): string;
begin
Result := TextureTypeStr[TexType];