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author | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-04-04 21:04:11 +0000 |
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committer | whiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c> | 2008-04-04 21:04:11 +0000 |
commit | 35add55a2ecdcede5542e5ee86db06f0b6b4a3de (patch) | |
tree | c4ff971d8f03517dce5baff8c13bd14572577515 /Game/Code/Classes | |
parent | e7f714ccc3908b6b8f3fb11f82481780e223ee43 (diff) | |
download | usdx-35add55a2ecdcede5542e5ee86db06f0b6b4a3de.tar.gz usdx-35add55a2ecdcede5542e5ee86db06f0b6b4a3de.tar.xz usdx-35add55a2ecdcede5542e5ee86db06f0b6b4a3de.zip |
UTexture not committed correctly
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1002 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 129 |
1 files changed, 48 insertions, 81 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 7dc07d29..afc62455 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -97,6 +97,7 @@ type 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; @@ -105,6 +106,7 @@ type procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload; //procedure FlushTextureDatabase(); + Constructor Create; Destructor Destroy; override; end; @@ -179,6 +181,7 @@ const Alpha: 255 ); + Constructor TTextureUnit.Create; begin inherited Create; @@ -413,7 +416,6 @@ begin Result:=SDL_ScaleSurfaceRect(TempSurface, 0,0,TempSurface^.W,TempSurface^.H, W,H); - SDL_FreeSurface(TempSurface); end; procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); @@ -461,85 +463,38 @@ procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); hue := hue + 6.0; Result := hue; end; - -var - DestinationHue: Double; - PixelIndex: Cardinal; - Pixel: PByte; - PixelColors: PByteArray; -// clr: array[0..2] of Double; // [0: R, 1: G, 2: B] - clr2: array[0..2] of Uint32; -// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] - hsv2: array[0..2] of UInt32;//LongInt; - dhue: UInt32;//LongInt; + procedure ColorizePixel(Pix: PByteArray; hue: Double); + var + clr: array[0..2] of Double; // [0: R, 1: G, 2: B] + hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)] h_int: Cardinal; -// delta, f, p, q, t: Double; - delta2,f2,p2,q2,t2: Longint;//LongInt; -// max: Double; - max2: Uint32; -begin - DestinationHue := col2hue(Col); - - dhue:=Trunc(DestinationHue*1024); - - Pixel := TexSurface^.Pixels; - - for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do + delta, f, p, q, t: Double; + max: Double; begin - PixelColors:=PByteArray(Pixel); - // inlined colorize per pixel - - // uses fixed point math - // get color values - clr2[0]:=PixelColors[0] shl 10; - clr2[1]:=PixelColors[1] shl 10; - clr2[2]:=PixelColors[2] shl 10; - //calculate luminance and saturation from rgb + clr[0] := Pix[0]/255; + clr[1] := Pix[1]/255; + clr[2] := Pix[2]/255; - max2:=clr2[0]; - if clr2[1]>max2 then max2:=clr2[1]; - if clr2[2]>max2 then max2:=clr2[2]; - delta2:=clr2[0]; - if clr2[1]<delta2 then delta2:=clr2[1]; - if clr2[2]<delta2 then delta2:=clr2[2]; - delta2:=max2-delta2; - hsv2[0]:=dhue; // shl 8 - hsv2[2]:=max2; // shl 8 - if (max2=0) then hsv2[1] := 0 - else hsv2[1] := (delta2 shl 10) div max2; // shl 8 - h_int:= hsv2[0] and $fffffC00; - f2:= hsv2[0]-h_int; //shl 10 - p2:= (hsv2[2]*(1024-hsv2[1])) shr 10; - q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10; - t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10; - h_int:=h_int shr 10; - case h_int of - 0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
- 1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
- 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t) - 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v) - 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v) - 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q) - end; -
- PixelColors[0]:=clr2[0] shr 10; - PixelColors[1]:=clr2[1] shr 10; - PixelColors[2]:=clr2[2] shr 10; - - // old floating point version -(* clr[0] := PixelColors[0]/255; - clr[1] := PixelColors[1]/255; - clr[2] := PixelColors[2]/255; + //calculate luminance and saturation from rgb max := maxvalue(clr); delta := max - minvalue(clr); - hsv[0] := DestinationHue; // set H(ue) + hsv[0] := hue; // set H(ue) hsv[2] := max; // set V(alue) // calc S(aturation) if (max = 0.0) then hsv[1] := 0.0 else hsv[1] := delta/max; -// ColorizePixel(PByteArray(Pixel), DestinationHue); + // HSV -> RGB (H from color, S ans V from pixel) + // transformation according to Gonzalez and Woods + { This part does not really improve speed, maybe even slows down + if ((hsv[1] = 0.0) or (hsv[2] = 0.0)) then + begin + clr[0]:=hsv[2]; clr[1]:=hsv[2]; clr[2]:=hsv[2]; // (v,v,v) + end + else + } + begin h_int := trunc(hsv[0]); // h_int = |_h_| f := hsv[0]-h_int; // f = h-h_int p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s) @@ -553,12 +508,24 @@ begin 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v) 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q) end; + end; // and store new rgb back into the image - PixelColors[0] := trunc(255*clr[0]); - PixelColors[1] := trunc(255*clr[1]); - PixelColors[2] := trunc(255*clr[2]); -*) + Pix[0] := trunc(255*clr[0]); + Pix[1] := trunc(255*clr[1]); + Pix[2] := trunc(255*clr[2]); + end; + +var + DestinationHue: Double; + PixelIndex: Cardinal; + Pixel: PByte; +begin + DestinationHue := col2hue(Col); + Pixel := TexSurface^.Pixels; + for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do + begin + ColorizePixel(PByteArray(Pixel), DestinationHue); Inc(Pixel, TexSurface^.format.BytesPerPixel); end; end; @@ -595,7 +562,7 @@ begin Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ TextureTypeToStr(Typ) ); Exit; end; - + // convert pixel format as needed {$ifdef blindydebug} Log.LogStatus('',' AdjustPixelFormat'); @@ -607,10 +574,10 @@ begin // adjust texture size (scale down, if necessary) newWidth := TexSurface.W; newHeight := TexSurface.H; - + if (newWidth > Limit) then newWidth := Limit; - + if (newHeight > Limit) then newHeight := Limit; @@ -775,8 +742,8 @@ begin Log.BenchmarkEnd(4); if Log.BenchmarkTimeLength[4] >= 1 then - Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4) - else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4); + Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4); + {$ifdef blindydebug} Log.LogStatus('',' JB-8'); {$endif} @@ -818,7 +785,7 @@ begin end; // use preloaded texture - if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then + if (not FromCache) or (FromCache and (Covers.CoverExists(Name) < 0)) then begin // use full texture if TextureDatabase.Texture[T].Texture.TexNum = -1 then @@ -837,10 +804,10 @@ begin Result := TextureDatabase.Texture[T].Texture; end; - if FromCache and Covers.CoverExists(Name) then + if FromCache and (Covers.CoverExists(Name) >= 0) then begin // use cache texture - C := Covers.CoverNumber(Name); + C := Covers.CoverExists(Name); if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then begin |