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authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-30 13:24:28 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-30 13:24:28 +0000
commit85094b44de1f7a1a9bd710b162670fdb0a02a9a8 (patch)
tree3369951e5093a987b0fd98f9ea3119de22676f24 /Game/Code/Classes
parent731dec0d29e29a5d30e728616bcb5aa35c7c75ea (diff)
downloadusdx-85094b44de1f7a1a9bd710b162670fdb0a02a9a8.tar.gz
usdx-85094b44de1f7a1a9bd710b162670fdb0a02a9a8.tar.xz
usdx-85094b44de1f7a1a9bd710b162670fdb0a02a9a8.zip
- title-bar icon working again in windowed mode
- moved LoadImage to UImage.pas - added RWopsFromStream() to get an SDL RWops handle from a TStream - removed some German comments git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1041 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to 'Game/Code/Classes')
-rw-r--r--Game/Code/Classes/UCommon.pas75
-rw-r--r--Game/Code/Classes/UGraphic.pas131
-rw-r--r--Game/Code/Classes/UImage.pas66
-rw-r--r--Game/Code/Classes/UTexture.pas1867
4 files changed, 1051 insertions, 1088 deletions
diff --git a/Game/Code/Classes/UCommon.pas b/Game/Code/Classes/UCommon.pas
index f37322f4..ff88c4b6 100644
--- a/Game/Code/Classes/UCommon.pas
+++ b/Game/Code/Classes/UCommon.pas
@@ -15,6 +15,7 @@ uses
Windows,
Messages,
{$ENDIF}
+ sdl,
ULog;
{$IFNDEF DARWIN}
@@ -34,6 +35,7 @@ procedure ShowMessage( const msg : String; msgType: TMessageType = mtInfo );
procedure ConsoleWriteLn(const msg: string);
function GetResourceStream(const aName, aType : string): TStream;
+function RWopsFromStream(Stream: TStream): PSDL_RWops;
{$IFDEF FPC}
function RandomRange(aMin: Integer; aMax: Integer) : Integer;
@@ -81,9 +83,6 @@ uses
{$IFDEF LINUX}
libc,
{$ENDIF}
- {$IFDEF FPC}
- sdl,
- {$ENDIF}
UMain,
UConfig;
@@ -334,6 +333,76 @@ begin
{$ENDIF}
end;
+// +++++++++++++++++++++ helpers for RWOpsFromStream() +++++++++++++++
+ function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl;
+ var
+ stream : TStream;
+ origin : Word;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamSeek on nil' );
+ case whence of
+ 0 : origin := soFromBeginning; // Offset is from the beginning of the resource. Seek moves to the position Offset. Offset must be >= 0.
+ 1 : origin := soFromCurrent; // Offset is from the current position in the resource. Seek moves to Position + Offset.
+ 2 : origin := soFromEnd;
+ else
+ origin := soFromBeginning; // just in case
+ end;
+ Result := stream.Seek( offset, origin );
+ end;
+
+ function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl;
+ var
+ stream : TStream;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamRead on nil' );
+ try
+ Result := stream.read( Ptr^, Size * maxnum ) div size;
+ except
+ Result := -1;
+ end;
+ end;
+
+ function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl;
+ var
+ stream : TStream;
+ begin
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamClose on nil' );
+ stream.Free;
+ Result := 1;
+ end;
+// -----------------------------------------------
+
+(*
+ * Creates an SDL_RWops handle from a TStream.
+ * The stream and RWops must be freed by the user after usage.
+ * Use SDL_FreeRW(...) to free the RWops data-struct.
+ *)
+function RWopsFromStream(Stream: TStream): PSDL_RWops;
+begin
+ Result := SDL_AllocRW();
+ if (Result = nil) then
+ Exit;
+
+ // set RW-callbacks
+ with Result^ do
+ begin
+ unknown := TUnknown(Stream);
+ seek := SDLStreamSeek;
+ read := SDLStreamRead;
+ write := nil;
+ close := SDLStreamClose;
+ type_ := 2;
+ end;
+end;
+
+
+
{$IFDEF FPC}
function RandomRange(aMin: Integer; aMax: Integer) : Integer;
begin
diff --git a/Game/Code/Classes/UGraphic.pas b/Game/Code/Classes/UGraphic.pas
index afb986e1..cc34b18d 100644
--- a/Game/Code/Classes/UGraphic.pas
+++ b/Game/Code/Classes/UGraphic.pas
@@ -16,6 +16,7 @@ uses
ULog,
SysUtils,
ULyrics,
+ UImage,
UScreenLoading,
UScreenWelcome,
UScreenMain,
@@ -249,17 +250,12 @@ function LoadingThreadFunction: integer;
implementation
-uses UMain,
- UIni,
- UDisplay,
- UCommandLine,
- {$IFNDEF FPC}
- Graphics,
- {$ENDIF}
- {$IFDEF win32}
- windows,
- {$ENDIF}
- Classes;
+uses
+ UMain,
+ UIni,
+ UDisplay,
+ UCommandLine,
+ Classes;
procedure LoadFontTextures;
begin
@@ -402,79 +398,59 @@ begin
end;
procedure Initialize3D (Title: string);
-//var
-// Icon: TIcon;
-// Res: TResourceStream;
-// ISurface: PSDL_Surface; // Auto Removed, Unused Variable
-// Pixel: PByteArray; // Auto Removed, Unused Variable
-// I: Integer; // Auto Removed, Unused Variable
+var
+ Icon: PSDL_Surface;
begin
Log.LogStatus('LoadOpenGL', 'UGraphic.Initialize3D');
-// Log.BenchmarkStart(2);
+ //Log.BenchmarkStart(2);
LoadOpenGL;
Log.LogStatus('SDL_Init', 'UGraphic.Initialize3D');
- if ( SDL_Init(SDL_INIT_VIDEO)= -1 ) then
+ if ( SDL_InitSubSystem(SDL_INIT_VIDEO) = -1 ) then
begin
Log.LogError('SDL_Init Failed', 'UGraphic.Initialize3D');
exit;
end;
- { //Load Icon
- Res := TResourceStream.CreateFromID(HInstance, 3, RT_ICON);
- Icon := TIcon.Create;
- Icon.LoadFromStream(Res);
- Res.Free;
- Icon.
- //Create icon Surface
- SDL_CreateRGBSurfaceFrom (
- SDL_SWSURFACE,
- Icon.Width,
- Icon.Height,
- 32,
- 128 or 64,
- 32 or 16,
- 8 or 4,
- 2 or 1);
- //SDL_BlitSurface(
-
-
- SDL_WM_SetIcon(SDL_LoadBMP('DEFAULT_WINDOW_ICON'), 0); //}
+ // load icon image (must be 32x32 for win32)
+ Icon := LoadImage('WINDOWICON');
+ if (Icon <> nil) then
+ SDL_WM_SetIcon(Icon, 0);
SDL_WM_SetCaption(PChar(Title), nil);
InitializeScreen;
-// Log.BenchmarkEnd(2);
-// Log.LogBenchmark('--> Setting Screen', 2);
+ //Log.BenchmarkEnd(2);
+ //Log.LogBenchmark('--> Setting Screen', 2);
- // ladowanie tekstur
-// Log.BenchmarkStart(2);
+ //Log.BenchmarkStart(2);
Texture := TTextureUnit.Create;
Texture.Limit := 1024*1024;
-// LoadTextures;
-// Log.BenchmarkEnd(2);
-// Log.LogBenchmark('--> Loading Textures', 2);
+ //LoadTextures;
+ //Log.BenchmarkEnd(2);
+ //Log.LogBenchmark('--> Loading Textures', 2);
-{ Log.BenchmarkStart(2);
+ {
+ Log.BenchmarkStart(2);
Lyric:= TLyric.Create;
Log.BenchmarkEnd(2);
Log.LogBenchmark('--> Loading Fonts', 2);
-}
+ }
-// Log.BenchmarkStart(2);
+ //Log.BenchmarkStart(2);
Log.LogStatus('TDisplay.Create', 'UGraphic.Initialize3D');
Display := TDisplay.Create;
-
+
Log.LogStatus('SDL_EnableUnicode', 'UGraphic.Initialize3D');
SDL_EnableUnicode(1);
-// Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);
+ //Log.BenchmarkEnd(2); Log.LogBenchmark('====> Creating Display', 2);
-// Log.LogStatus('Loading Screens', 'Initialize3D');
-// Log.BenchmarkStart(3);
+ //Log.LogStatus('Loading Screens', 'Initialize3D');
+ //Log.BenchmarkStart(3);
Log.LogStatus('Loading Font Textures', 'UGraphic.Initialize3D');
LoadFontTextures();
@@ -488,18 +464,14 @@ begin
LoadTextures; // jb
-
+
// now that we have something to display while loading,
// start thread that loads the rest of ultrastar
-// Mutex := SDL_CreateMutex;
-// SDL_UnLockMutex(Mutex);
-
- // funktioniert so noch nicht, da der ladethread unverändert auf opengl zugreifen will
- // siehe dazu kommentar unten
- // Englisch Translation:
- // is currently not working because the loading thread trys to accses opengl unchanged
- // look comment below
+ //Mutex := SDL_CreateMutex;
+ //SDL_UnLockMutex(Mutex);
+ // does not work this way because the loading thread tries to access opengl.
+ // See comment below
//LoadingThread := SDL_CreateThread(@LoadingThread, nil);
// this would be run in the loadingthread
@@ -507,24 +479,8 @@ begin
LoadScreens;
- // TODO!!!!!!1
- // hier käme jetzt eine schleife, die
- // * den ladescreen malt (ab und zu)
- // * den "fortschritt" des ladescreens steuert
- // * zwischendrin schaut, ob der ladethread texturen geladen hat (mutex prüfen) und
- // * die texturen in die opengl lädt, sowie
- // * dem ladethread signalisiert, dass der speicher für die textur
- // zum laden der nächsten textur weiterverwendet werden kann (über weiteren mutex)
- // * über einen 3. mutex so lange läuft, bis der ladethread signalisiert,
- // dass er alles geladen hat fertig ist
- //
- // dafür muss loadtexture so umgeschrieben werden, dass es, statt selbst irgendwelche
- // opengl funktionen aufzurufen, entsprechend mutexe verändert
- // der hauptthread muss auch irgendwoher erfahren, was an opengl funktionen auszuführen ist,
- // mit welchen parametern (texturtyp, entspr. texturobjekt, textur-zwischenspeicher-adresse, ...
- //
- // English Translation:
- // here should be a loop witch
+ // TODO:
+ // here should be a loop which
// * draws the loading screen (form time to time)
// * controlls the "process of the loading screen
// * checks if the loadingthread has loaded textures (check mutex) and
@@ -538,10 +494,8 @@ begin
// the mainthread have to know somehow what opengl function have to be called with which parameters like
// texturetype, textureobjekt, textur-buffer-adress, ...
-
-
// wait for loading thread to finish
- // funktioniert so auch noch nicht - currently dos not work this way
+ // currently does not work this way
// SDL_WaitThread(LoadingThread, I);
// SDL_DestroyMutex(Mutex);
@@ -611,16 +565,9 @@ begin
else
Depth := Ini.Depth;
-
- Log.LogStatus('SDL_SetVideoMode', 'Set Window Icon');
-
-// Okay it's possible to set the title bar / taskbar icon here
-// it's working this way, but just if the bmp is in your exe folder
- SDL_WM_SetIcon(SDL_LoadBMP('ustar-icon.bmp'), 0);
-
Log.LogStatus('SDL_SetVideoMode', 'Initialize3D');
-// SDL_SetRefreshrate(85);
-// SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
+ //SDL_SetRefreshrate(85);
+ //SDL_GL_SetAttribute( SDL_GL_DOUBLEBUFFER, 1 );
{$IFDEF DARWIN}
// Todo : eddie: remove before realease
diff --git a/Game/Code/Classes/UImage.pas b/Game/Code/Classes/UImage.pas
index 640e5202..d0a9d0d8 100644
--- a/Game/Code/Classes/UImage.pas
+++ b/Game/Code/Classes/UImage.pas
@@ -107,6 +107,8 @@ function WriteBMPImage(const FileName: string; Surface: PSDL_Surface): boolean;
function WriteJPGImage(const FileName: string; Surface: PSDL_Surface; Quality: integer): boolean;
{$ENDIF}
+function LoadImage(const Identifier: string): PSDL_Surface;
+
implementation
uses
@@ -130,6 +132,8 @@ uses
png,
{$ENDIF}
zlib,
+ sdl_image,
+ UCommon,
ULog;
function IsRGBSurface(pixelFmt: PSDL_PixelFormat): boolean;
@@ -700,4 +704,66 @@ end;
{$ENDIF}
+(*
+ * Loads an image from the given file or resource
+ *)
+function LoadImage(const Identifier: string): PSDL_Surface;
+var
+ TexRWops: PSDL_RWops;
+ TexStream: TStream;
+ FileName: string;
+begin
+ Result := nil;
+ TexRWops := nil;
+
+ if Identifier = '' then
+ exit;
+
+ //Log.LogStatus( Identifier, 'LoadImage' );
+
+ FileName := Identifier;
+
+ if (FileExistsInsensitive(FileName)) then
+ begin
+ // load from file
+ //Log.LogStatus( 'Is File ( Loading : '+FileName+')', ' LoadImage' );
+ try
+ Result := IMG_Load(PChar(FileName));
+ //Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' );
+ except
+ Log.LogError('Could not load from file "'+FileName+'"', 'TTextureUnit.LoadImage');
+ Exit;
+ end;
+ end
+ else
+ begin
+ //Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
+
+ TexStream := GetResourceStream(Identifier, 'TEX');
+ if (not assigned(TexStream)) then
+ begin
+ Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'TTextureUnit.LoadImage');
+ Exit;
+ end;
+
+ TexRWops := RWopsFromStream(TexStream);
+ if (TexRWops = nil) then
+ begin
+ Log.LogError( 'Could not assign resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
+ TexStream.Free();
+ Exit;
+ end;
+
+ //Log.LogStatus( 'resource Assigned....' , Identifier);
+ try
+ Result := IMG_Load_RW(TexRWops, 0);
+ except
+ Log.LogError( 'Could not read resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
+ end;
+
+ SDL_FreeRW(TexRWops);
+ TexStream.Free();
+ end;
+end;
+
end.
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 8502c3e4..b88300d4 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -1,993 +1,874 @@
-unit UTexture;
-// added for easier debug disabling
-{$undef blindydebug}
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses OpenGL12,
- {$IFDEF win32}
- windows,
- {$ENDIF}
- Math,
- Classes,
- SysUtils,
- UCommon,
- UImage,
- SDL,
- sdlutils,
- SDL_Image;
-
-type
- TTexture = record
- TexNum: GLuint;
- X: real;
- Y: real;
- Z: real; // new
- W: real;
- H: real;
- ScaleW: real; // for dynamic scalling while leaving width constant
- ScaleH: real; // for dynamic scalling while leaving height constant
- Rot: real; // 0 - 2*pi
- Int: real; // intensity
- ColR: real;
- ColG: real;
- ColB: real;
- TexW: real; // used?
- TexH: real; // used?
- TexX1: real;
- TexY1: real;
- TexX2: real;
- TexY2: real;
- Alpha: real;
- Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
- end;
-
-type
- TTextureType = (
- TEXTURE_TYPE_PLAIN, // Plain (alpha = 1)
- TEXTURE_TYPE_TRANSPARENT, // Alpha is used
- TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
- );
-const
- TextureTypeStr: array[TTextureType] of string = (
- 'Plain',
- 'Transparent',
- 'Colorized'
- );
-
-function TextureTypeToStr(TexType: TTextureType): string;
-function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
-
-type
- TTextureEntry = record
- Name: string;
- Typ: TTextureType;
- Color: Cardinal;
-
- // we use normal TTexture, it's easier to implement and if needed - we copy ready data
- Texture: TTexture;
- TextureCache: TTexture;
- end;
-
- TTextureDatabase = record
- Texture: array of TTextureEntry;
- end;
-
- TTextureUnit = class
- private
- TnWidth, TnHeight: Cardinal; //Width and Height of the Cover Thumbnails
-
- TnBuffer: array of byte;
- TnSurface: PSDL_Surface;
-
- function LoadImage(const Identifier: string): PSDL_Surface;
- function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
- procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
- function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
- procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
- procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
- procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
- public
- Limit: integer;
- CreateCacheMipmap: boolean;
-
-// function GetNumberFor
- function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
- function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
- function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
- function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
- function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
- function LoadTexture(const Identifier: string): TTexture; overload;
- function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
- procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
- procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
- //procedure FlushTextureDatabase();
-
- Function GetCoverThumbnail(const Name: string): Pointer;
- Procedure SetCoverSize(W, H: Integer);
-
- Constructor Create;
- Destructor Destroy; override;
- end;
-
-var
- Texture: TTextureUnit;
- TextureDatabase: TTextureDatabase;
-
- ActTex: GLuint;
-
- Mipmapping: Boolean;
-
- CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
- CacheMipmapSurface: PSDL_Surface;
-
-
-implementation
-
-uses ULog,
- DateUtils,
- UCovers,
- UThemes,
- {$IFDEF DARWIN}
- MacResources,
- {$ENDIF}
- StrUtils;
-
-Constructor TTextureUnit.Create;
-begin
- inherited Create;
-end;
-
-Destructor TTextureUnit.Destroy;
-begin
- inherited Destroy;
-end;
-
-function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
-begin
- if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and
- (fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and
- (fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and
- (fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and
- (fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and
- (fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and
- (fmt1^.Bshift = fmt2^.Bshift)
- then
- Result:=True
- else
- Result:=False;
-end;
-
-// +++++++++++++++++++++ helpers for loadimage +++++++++++++++
- function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl;
- var
- stream : TStream;
- origin : Word;
- begin
- stream := TStream( context.unknown );
- if ( stream = nil ) then
- raise EInvalidContainer.Create( 'SDLStreamSeek on nil' );
- case whence of
- 0 : origin := soFromBeginning; // Offset is from the beginning of the resource. Seek moves to the position Offset. Offset must be >= 0.
- 1 : origin := soFromCurrent; // Offset is from the current position in the resource. Seek moves to Position + Offset.
- 2 : origin := soFromEnd;
- else
- origin := soFromBeginning; // just in case
- end;
- Result := stream.Seek( offset, origin );
- end;
-
- function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl;
- var
- stream : TStream;
- begin
- stream := TStream( context.unknown );
- if ( stream = nil ) then
- raise EInvalidContainer.Create( 'SDLStreamRead on nil' );
- try
- Result := stream.read( Ptr^, Size * maxnum ) div size;
- except
- Result := -1;
- end;
- end;
-
- function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl;
- var
- stream : TStream;
- begin
- stream := TStream( context.unknown );
- if ( stream = nil ) then
- raise EInvalidContainer.Create( 'SDLStreamClose on nil' );
- stream.Free;
- Result := 1;
- end;
-// -----------------------------------------------
-
-function TTextureUnit.LoadImage(const Identifier: string): PSDL_Surface;
-var
- TexRWops: PSDL_RWops;
- TexStream: TStream;
- FileName: string;
-begin
- Result := nil;
- TexRWops := nil;
-
- if Identifier = '' then
- exit;
-
- //Log.LogStatus( Identifier, 'LoadImage' );
-
- FileName := Identifier;
-
- if (FileExistsInsensitive(FileName)) then
- begin
- // load from file
- //Log.LogStatus( 'Is File ( Loading : '+FileName+')', ' LoadImage' );
- try
- Result := IMG_Load(PChar(FileName));
- //Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' );
- except
- Log.LogError('Could not load from file "'+FileName+'"', 'TTextureUnit.LoadImage');
- Exit;
- end;
- end
- else
- begin
- //Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
-
- TexStream := GetResourceStream(Identifier, 'TEX');
- if (not assigned(TexStream)) then
- begin
- Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'TTextureUnit.LoadImage');
- Exit;
- end;
-
- TexRWops := SDL_AllocRW();
- if (TexRWops = nil) then
- begin
- Log.LogError( 'Could not assign resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
- TexStream.Free();
- Exit;
- end;
-
- // user defined RW-callbacks
- with TexRWops^ do
- begin
- unknown := TUnknown(TexStream);
- seek := SDLStreamSeek;
- read := SDLStreamRead;
- write := nil;
- close := SDLStreamClose;
- type_ := 2;
- end;
-
- //Log.LogStatus( 'resource Assigned....' , Identifier);
- try
- Result := IMG_Load_RW(TexRWops, 0);
- except
- Log.LogError( 'Could not read resource "'+Identifier+'"', 'TTextureUnit.LoadImage');
- end;
-
- SDL_FreeRW(TexRWops);
- TexStream.Free();
- end;
-end;
-
-procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
-var
- TempSurface: PSDL_Surface;
- NeededPixFmt: PSDL_Pixelformat;
-begin
- NeededPixFmt:=@PixelFmt_RGBA;
- if (Typ = TEXTURE_TYPE_PLAIN) then
- NeededPixFmt:=@PixelFmt_RGB
- else if (Typ = TEXTURE_TYPE_TRANSPARENT) or
- (Typ = TEXTURE_TYPE_COLORIZED) then
- NeededPixFmt:=@PixelFmt_RGBA
- else
- NeededPixFmt:=@PixelFmt_RGB;
-
-
- if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then
- begin
- TempSurface:=TexSurface;
- TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE);
- SDL_FreeSurface(TempSurface);
- end;
-end;
-
-function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
-var
- TempSurface: PSDL_Surface;
-begin
- TempSurface:=TexSurface;
- Result:=SDL_ScaleSurfaceRect(TempSurface,
- 0,0,TempSurface^.W,TempSurface^.H,
- W,H);
- SDL_FreeSurface(TempSurface);
-end;
-
-procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
-var
- TempSurface: PSDL_Surface;
-begin
- TempSurface:=TexSurface;
- TexSurface:=SDL_ScaleSurfaceRect(TempSurface,
- 0,0,TempSurface^.W,TempSurface^.H,
- W,H);
- SDL_FreeSurface(TempSurface);
-end;
-
-procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
-var
- TempSurface: PSDL_Surface;
-begin
- TempSurface:=TexSurface;
- with TempSurface^.format^ do
- TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask);
- SDL_SetAlpha(TexSurface, 0, 255);
- SDL_SetAlpha(TempSurface, 0, 255);
- SDL_BlitSurface(TempSurface,nil,TexSurface,nil);
- SDL_FreeSurface(TempSurface);
-end;
-
-procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
- //returns hue within range [0.0-6.0)
- function col2hue(Color:Cardinal): double;
- var
- clr: array[0..2] of double;
- hue, max, delta: double;
- begin
- clr[0] := ((Color and $ff0000) shr 16)/255; // R
- clr[1] := ((Color and $ff00) shr 8)/255; // G
- clr[2] := (Color and $ff) /255; // B
- max := maxvalue(clr);
- delta := max - minvalue(clr);
- // calc hue
- if (delta = 0.0) then hue := 0
- else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta
- else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta
- else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta;
- if (hue < 0.0) then
- hue := hue + 6.0;
- Result := hue;
- end;
-
-var
- DestinationHue: Double;
- PixelIndex: Cardinal;
- Pixel: PByte;
- PixelColors: PByteArray;
-// clr: array[0..2] of Double; // [0: R, 1: G, 2: B]
- clr2: array[0..2] of Uint32;
-// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)]
- hsv2: array[0..2] of UInt32;//LongInt;
- dhue: UInt32;//LongInt;
- h_int: Cardinal;
-// delta, f, p, q, t: Double;
- delta2,f2,p2,q2,t2: Longint;//LongInt;
-// max: Double;
- max2: Uint32;
-begin
- DestinationHue := col2hue(Col);
-
- dhue:=Trunc(DestinationHue*1024);
-
- Pixel := TexSurface^.Pixels;
-
- for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do
- begin
- PixelColors:=PByteArray(Pixel);
- // inlined colorize per pixel
-
- // uses fixed point math
- // get color values
- clr2[0]:=PixelColors[0] shl 10;
- clr2[1]:=PixelColors[1] shl 10;
- clr2[2]:=PixelColors[2] shl 10;
- //calculate luminance and saturation from rgb
-
- max2:=clr2[0];
- if clr2[1]>max2 then max2:=clr2[1];
- if clr2[2]>max2 then max2:=clr2[2];
- delta2:=clr2[0];
- if clr2[1]<delta2 then delta2:=clr2[1];
- if clr2[2]<delta2 then delta2:=clr2[2];
- delta2:=max2-delta2;
- hsv2[0]:=dhue; // shl 8
- hsv2[2]:=max2; // shl 8
- if (max2=0) then hsv2[1] := 0
- else hsv2[1] := (delta2 shl 10) div max2; // shl 8
- h_int:= hsv2[0] and $fffffC00;
- f2:= hsv2[0]-h_int; //shl 10
- p2:= (hsv2[2]*(1024-hsv2[1])) shr 10;
- q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10;
- t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10;
- h_int:=h_int shr 10;
- case h_int of
- 0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
- 1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
- 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t)
- 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v)
- 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v)
- 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q)
- end;
-
- PixelColors[0]:=clr2[0] shr 10;
- PixelColors[1]:=clr2[1] shr 10;
- PixelColors[2]:=clr2[2] shr 10;
-
- // old floating point version
-(* clr[0] := PixelColors[0]/255;
- clr[1] := PixelColors[1]/255;
- clr[2] := PixelColors[2]/255;
- max := maxvalue(clr);
- delta := max - minvalue(clr);
-
- hsv[0] := DestinationHue; // set H(ue)
- hsv[2] := max; // set V(alue)
- // calc S(aturation)
- if (max = 0.0) then hsv[1] := 0.0
- else hsv[1] := delta/max;
-
-// ColorizePixel(PByteArray(Pixel), DestinationHue);
- h_int := trunc(hsv[0]); // h_int = |_h_|
- f := hsv[0]-h_int; // f = h-h_int
- p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s)
- q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f)
- t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f))
- case h_int of
- 0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p)
- 1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p)
- 2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t)
- 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v)
- 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v)
- 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q)
- end;
-
- // and store new rgb back into the image
- PixelColors[0] := trunc(255*clr[0]);
- PixelColors[1] := trunc(255*clr[1]);
- PixelColors[2] := trunc(255*clr[2]);
-*)
- Inc(Pixel, TexSurface^.format.BytesPerPixel);
- end;
-end;
-
-function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
-var
- TexSurface: PSDL_Surface;
- MipmapSurface: PSDL_Surface;
- newWidth, newHeight: Cardinal;
- oldWidth, oldHeight: Cardinal;
-begin
- Log.BenchmarkStart(4);
- Mipmapping := true;
-(*
- Log.LogStatus( '', '' );
-
- if Identifier = nil then
- Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''')
- else
- Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''');
-*)
-
- // load texture data into memory
- {$ifdef blindydebug}
- Log.LogStatus('',' ----------------------------------------------------');
- Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')');
- {$endif}
- TexSurface := LoadImage(Identifier);
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
- if not assigned(TexSurface) then
- begin
- Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"',
- 'TTextureUnit.LoadTexture');
- Exit;
- end;
-
- // convert pixel format as needed
- {$ifdef blindydebug}
- Log.LogStatus('',' AdjustPixelFormat');
- {$endif}
- AdjustPixelFormat(TexSurface, Typ);
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
- // adjust texture size (scale down, if necessary)
- newWidth := TexSurface.W;
- newHeight := TexSurface.H;
-
- if (newWidth > Limit) then
- newWidth := Limit;
-
- if (newHeight > Limit) then
- newHeight := Limit;
-
- if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then
- begin
- {$ifdef blindydebug}
- Log.LogStatus('',' ScaleTexture');
- {$endif}
- ScaleTexture(TexSurface,newWidth,newHeight);
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
- end;
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-1 : typ='+Typ);
- {$endif}
-
-
-
- // don't actually understand, if this is needed...
- // this should definately be changed... together with all this
- // cover cache stuff
- {if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then
- begin
- {$ifdef blindydebug}{
- Log.LogStatus('',' JB-1 : Minimap');
- {$endif}
-
- {if (TnWidth <= 256) and (TnHeight <= 256) then
- begin
- {$ifdef blindydebug}{
- Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
- {$endif}{
- MipmapSurface:=GetScaledTexture(TexSurface, TnWidth, TnHeight);
- if assigned(MipmapSurface) then
- begin
- {$ifdef blindydebug}{
- Log.LogStatus('',' ok');
- Log.LogStatus('',' BlitSurface Stuff');
- {$endif}{
- // creating and freeing the surface could be done once, if Cover.W and Cover.H don't change
- TnSurface:=SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
- SDL_BlitSurface(TnSurface, nil, TnSurface, nil);
- SDL_FreeSurface(TnSurface);
- {$ifdef blindydebug}{
- Log.LogStatus('',' ok');
- Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
- {$endif}{
- SDL_FreeSurface(TnSurface);
- {$ifdef blindydebug}{
- Log.LogStatus('',' ok');
- {$endif}{
- end
- else
- begin
- Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')');
- end;
- end;
- // should i create a cache texture, if Covers.W/H are larger?
- end; }
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-2');
- {$endif}
-
-
- // now we might colorize the whole thing
- if (Typ = TEXTURE_TYPE_COLORIZED) then
- ColorizeTexture(TexSurface, Col);
-
- // save actual dimensions of our texture
- oldWidth := newWidth;
- oldHeight := newHeight;
- // make texture dimensions be powers of 2
- newWidth := Round(Power(2, Ceil(Log2(newWidth))));
- newHeight := Round(Power(2, Ceil(Log2(newHeight))));
- if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
- FitTexture(TexSurface, newWidth, newHeight);
-
- // at this point we have the image in memory...
- // scaled to be at most 1024x1024 pixels large
- // scaled so that dimensions are powers of 2
- // and converted to either RGB or RGBA
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-3');
- {$endif}
-
-
- // if we got a Texture of Type Plain, Transparent or Colorized,
- // then we're done manipulating it
- // and could now create our openGL texture from it
-
- // prepare OpenGL texture
-
- // JB_linux : this is causing AV's on linux... ActText seems to be nil !
-// {$IFnDEF win32}
-// if pointer(ActTex) = nil then
-// exit;
-// {$endif}
-
- glGenTextures(1, @ActTex);
-
- glBindTexture(GL_TEXTURE_2D, ActTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- // load data into gl texture
- if (Typ = TEXTURE_TYPE_TRANSPARENT) or
- (Typ = TEXTURE_TYPE_COLORIZED) then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end
- else //if Typ = TEXTURE_TYPE_PLAIN then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end;
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-5');
- {$endif}
-
-
- Result.X := 0;
- Result.Y := 0;
- Result.Z := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- Result.ScaleH := 1;
- Result.Rot := 0;
- Result.TexNum := ActTex;
- Result.TexW := oldWidth / newWidth;
- Result.TexH := oldHeight / newHeight;
-
- Result.Int := 1;
- Result.ColR := 1;
- Result.ColG := 1;
- Result.ColB := 1;
- Result.Alpha := 1;
-
- // new test - default use whole texure, taking TexW and TexH as const and changing these
- Result.TexX1 := 0;
- Result.TexY1 := 0;
- Result.TexX2 := 1;
- Result.TexY2 := 1;
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-6');
- {$endif}
-
- Result.Name := Identifier;
-
- SDL_FreeSurface(TexSurface);
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-7');
- {$endif}
-
-
- Log.BenchmarkEnd(4);
- if Log.BenchmarkTimeLength[4] >= 1 then
- Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4)
- else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4);
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-8');
- {$endif}
-
-end;
-
-
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
-begin
- Result := GetTexture(Name, Typ, 0, FromCache);
-end;
-
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
-var
- T: integer; // texture
- C: integer; // cover
- Data: array of byte;
-begin
-
- if Name = '' then
- exit;
-
- // find texture entry
- T := FindTexture(Name, Typ, Col);
-
- if T = -1 then
- begin
- // create texture entry
- T := Length(TextureDatabase.Texture);
- SetLength(TextureDatabase.Texture, T+1);
-
- TextureDatabase.Texture[T].Name := Name;
- TextureDatabase.Texture[T].Typ := Typ;
- TextureDatabase.Texture[T].Color := Col;
-
- // inform database that no textures have been loaded into memory
- TextureDatabase.Texture[T].Texture.TexNum := 0;
- TextureDatabase.Texture[T].TextureCache.TexNum := 0;
- end;
-
- // use preloaded texture
- if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then
- begin
- // use full texture
- if TextureDatabase.Texture[T].Texture.TexNum = 0 then
- begin
- // load texture
- {$ifdef blindydebug}
- Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
- {$endif}
- TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
- {$ifdef blindydebug}
- Log.LogStatus('done',' ');
- {$endif}
- end;
-
- // use texture
- Result := TextureDatabase.Texture[T].Texture;
- end;
-
- if FromCache and Covers.CoverExists(Name) then
- begin
- // use cache texture
- C := Covers.CoverNumber(Name);
-
- if TextureDatabase.Texture[T].TextureCache.TexNum = 0 then
- begin
- // load texture
- Covers.PrepareData(Name);
- TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
- end;
-
- // use texture
- Result := TextureDatabase.Texture[T].TextureCache;
- end;
-end;
-
-//--------
-// Returns Pointer to an Array of Byte containing the Texture Data in the
-// requested Size
-//--------
-Function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer;
-var
- TexSurface: PSDL_Surface;
- newHeight, newWidth: Cardinal;
-const
- Typ = TEXTURE_TYPE_PLAIN;
-begin
- Result := nil;
- If (FileExists(Name)) then
- begin
- {$ifdef blindydebug}
- Log.LogStatus('',' ----------------------------------------------------');
- Log.LogStatus('',' GetCoverThumbnail('''+Name+''')');
- {$endif}
- TexSurface := LoadImage(Name);
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
- if assigned(TexSurface) then
- begin
- // convert pixel format as needed
- {$ifdef blindydebug}
- Log.LogStatus('',' AdjustPixelFormat');
- {$endif}
- AdjustPixelFormat(TexSurface, Typ);
-
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
-
- // Scale Texture to Covers Dimensions
- {$ifdef blindydebug}
- Log.LogStatus('',' ScaleTexture('''+inttostr(tnWidth)+''','''+inttostr(TnHeight)+''') (for CacheMipmap)');
- {$endif}
- ScaleTexture(TexSurface, TnWidth, TnHeight);
-
- if assigned(TexSurface) AND assigned(TnSurface) then
- begin
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- Log.LogStatus('',' BlitSurface Stuff');
- {$endif}
-
- SDL_BlitSurface(TexSurface, nil, TnSurface, nil);
-
- Result := @TnBuffer[0];
-
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- {$endif}
- end
- else
- Log.LogStatus(' Error creating Cover Thumbnail',' LoadTexture('''+Name+''')');
- end
- else
- Log.LogError('Could not load texture for Cover Thumbnail: "' + name+' '+ TextureTypeToStr(Typ) +'"',
- 'TTextureUnit.GetCoverThumbnail');
-
- SDL_FreeSurface(TexSurface);
- end;
-end;
-
-//--------
-// Sets Textures Thumbnail Size Vars and Sets LEngth of DataBuffer and Create CoverSurface
-//--------
-Procedure TTextureUnit.SetCoverSize(W, H: Integer);
-begin
- If (H > 0) AND (W > 0) then
- begin
- TnWidth := W;
- TnHeight := H;
-
- SetLength(TnBuffer, TnWidth * TnHeight * 3);
-
- //Free if necesary and Create new Surface at Data
- If (Assigned(TnSurface)) then
- SDL_FreeSurface(TnSurface);
-
- TnSurface := SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
- end;
-end;
-
-function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
-var
- T: integer; // texture
-begin
- Result := -1;
- for T := 0 to high(TextureDatabase.Texture) do
- if (TextureDatabase.Texture[T].Name = Name) and
- (TextureDatabase.Texture[T].Typ = Typ) then
- begin
- // colorized textures must match in their color too
- if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
- (TextureDatabase.Texture[T].Color = Col) then
- begin
- Result := T;
- break;
- end;
- end;
-end;
-
-function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
-begin
- Result := LoadTexture(false, Identifier, Typ, Col);
-end;
-
-function TTextureUnit.LoadTexture(const Identifier: string): TTexture;
-begin
- Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0);
-end;
-
-function TTextureUnit.CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
-var
- Position: integer;
- Position2: integer;
- Pix: integer;
- ColInt: real;
- PPix: PByteArray;
- TempA: integer;
- Error: integer;
-begin
- Mipmapping := false;
-
- glGenTextures(1, @ActTex); // ActText = new texture number
- glBindTexture(GL_TEXTURE_2D, ActTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
- if Error > 0 then
- Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture');
- end;
-
- Result.X := 0;
- Result.Y := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- Result.ScaleH := 1;
- Result.Rot := 0;
- Result.TexNum := ActTex;
- Result.TexW := 1;
- Result.TexH := 1;
-
- Result.Int := 1;
- Result.ColR := 1;
- Result.ColG := 1;
- Result.ColB := 1;
- Result.Alpha := 1;
-
- // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
- Result.TexX1 := 0;
- Result.TexY1 := 0;
- Result.TexX2 := 1;
- Result.TexY2 := 1;
-
- // 0.5.0
- Result.Name := Name;
-end;
-
-procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
-begin
- UnloadTexture(Name, Typ, 0, FromCache);
-end;
-
-procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
-var
- T: integer;
- TexNum: GLuint;
-begin
- T := FindTexture(Name, Typ, Col);
-
- if not FromCache then begin
- TexNum := TextureDatabase.Texture[T].Texture.TexNum;
- if TexNum > 0 then begin
- glDeleteTextures(1, PGLuint(@TexNum));
- TextureDatabase.Texture[T].Texture.TexNum := 0;
-// Log.LogError('Unload texture no '+IntToStr(TexNum));
- end;
- end else begin
- TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
- if TexNum > 0 then begin
- glDeleteTextures(1, @TexNum);
- TextureDatabase.Texture[T].TextureCache.TexNum := 0;
-// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
- end;
- end;
-end;
-
-(* This needs some work
-procedure TTextureUnit.FlushTextureDatabase();
-var
- i: integer;
- Tex: ^TTexture;
-begin
- for i := 0 to High(TextureDatabase.Texture) do
- begin
- // only delete non-cached entries
- if (TextureDatabase.Texture[i].Texture.TexNum > 0) then
- begin
- Tex := @TextureDatabase.Texture[i].Texture;
- glDeleteTextures(1, PGLuint(Tex^.TexNum));
- Tex^.TexNum := 0;
- end;
- end;
-end;
-*)
-
-function TextureTypeToStr(TexType: TTextureType): string;
-begin
- Result := TextureTypeStr[TexType];
-end;
-
-function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
-var
- TexType: TTextureType;
- UpCaseStr: string;
-begin
- UpCaseStr := UpperCase(TypeStr);
- for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do
- begin
- if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then
- begin
- Result := TexType;
- Exit;
- end;
- end;
- Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
- Result := TEXTURE_TYPE_PLAIN;
-end;
-
-end.
+unit UTexture;
+// added for easier debug disabling
+{$undef blindydebug}
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses OpenGL12,
+ Math,
+ Classes,
+ SysUtils,
+ UCommon,
+ UImage,
+ SDL,
+ sdlutils,
+ SDL_Image;
+
+type
+ TTexture = record
+ TexNum: GLuint;
+ X: real;
+ Y: real;
+ Z: real; // new
+ W: real;
+ H: real;
+ ScaleW: real; // for dynamic scalling while leaving width constant
+ ScaleH: real; // for dynamic scalling while leaving height constant
+ Rot: real; // 0 - 2*pi
+ Int: real; // intensity
+ ColR: real;
+ ColG: real;
+ ColB: real;
+ TexW: real; // used?
+ TexH: real; // used?
+ TexX1: real;
+ TexY1: real;
+ TexX2: real;
+ TexY2: real;
+ Alpha: real;
+ Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
+ end;
+
+type
+ TTextureType = (
+ TEXTURE_TYPE_PLAIN, // Plain (alpha = 1)
+ TEXTURE_TYPE_TRANSPARENT, // Alpha is used
+ TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
+ );
+const
+ TextureTypeStr: array[TTextureType] of string = (
+ 'Plain',
+ 'Transparent',
+ 'Colorized'
+ );
+
+function TextureTypeToStr(TexType: TTextureType): string;
+function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
+
+type
+ TTextureEntry = record
+ Name: string;
+ Typ: TTextureType;
+ Color: Cardinal;
+
+ // we use normal TTexture, it's easier to implement and if needed - we copy ready data
+ Texture: TTexture;
+ TextureCache: TTexture;
+ end;
+
+ TTextureDatabase = record
+ Texture: array of TTextureEntry;
+ end;
+
+ TTextureUnit = class
+ private
+ TnWidth, TnHeight: Cardinal; //Width and Height of the Cover Thumbnails
+
+ TnBuffer: array of byte;
+ TnSurface: PSDL_Surface;
+
+ function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
+ procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
+ function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
+ procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+ procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+ procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
+ public
+ Limit: integer;
+ CreateCacheMipmap: boolean;
+
+// function GetNumberFor
+ function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = true): TTexture; overload;
+ function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = true): TTexture; overload;
+ function FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
+ function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
+ function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
+ function LoadTexture(const Identifier: string): TTexture; overload;
+ function CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
+ procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
+ //procedure FlushTextureDatabase();
+
+ Function GetCoverThumbnail(const Name: string): Pointer;
+ Procedure SetCoverSize(W, H: Integer);
+
+ Constructor Create;
+ Destructor Destroy; override;
+ end;
+
+var
+ Texture: TTextureUnit;
+ TextureDatabase: TTextureDatabase;
+
+ ActTex: GLuint;
+
+ Mipmapping: Boolean;
+
+ CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
+ CacheMipmapSurface: PSDL_Surface;
+
+
+implementation
+
+uses ULog,
+ DateUtils,
+ UCovers,
+ UThemes,
+ {$IFDEF DARWIN}
+ MacResources,
+ {$ENDIF}
+ StrUtils;
+
+Constructor TTextureUnit.Create;
+begin
+ inherited Create;
+end;
+
+Destructor TTextureUnit.Destroy;
+begin
+ inherited Destroy;
+end;
+
+function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
+begin
+ if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and
+ (fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and
+ (fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and
+ (fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and
+ (fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and
+ (fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and
+ (fmt1^.Bshift = fmt2^.Bshift)
+ then
+ Result:=True
+ else
+ Result:=False;
+end;
+
+procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
+var
+ TempSurface: PSDL_Surface;
+ NeededPixFmt: PSDL_Pixelformat;
+begin
+ NeededPixFmt:=@PixelFmt_RGBA;
+ if (Typ = TEXTURE_TYPE_PLAIN) then
+ NeededPixFmt:=@PixelFmt_RGB
+ else if (Typ = TEXTURE_TYPE_TRANSPARENT) or
+ (Typ = TEXTURE_TYPE_COLORIZED) then
+ NeededPixFmt:=@PixelFmt_RGBA
+ else
+ NeededPixFmt:=@PixelFmt_RGB;
+
+
+ if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then
+ begin
+ TempSurface:=TexSurface;
+ TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE);
+ SDL_FreeSurface(TempSurface);
+ end;
+end;
+
+function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ Result:=SDL_ScaleSurfaceRect(TempSurface,
+ 0,0,TempSurface^.W,TempSurface^.H,
+ W,H);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ TexSurface:=SDL_ScaleSurfaceRect(TempSurface,
+ 0,0,TempSurface^.W,TempSurface^.H,
+ W,H);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
+var
+ TempSurface: PSDL_Surface;
+begin
+ TempSurface:=TexSurface;
+ with TempSurface^.format^ do
+ TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask);
+ SDL_SetAlpha(TexSurface, 0, 255);
+ SDL_SetAlpha(TempSurface, 0, 255);
+ SDL_BlitSurface(TempSurface,nil,TexSurface,nil);
+ SDL_FreeSurface(TempSurface);
+end;
+
+procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal);
+ //returns hue within range [0.0-6.0)
+ function col2hue(Color:Cardinal): double;
+ var
+ clr: array[0..2] of double;
+ hue, max, delta: double;
+ begin
+ clr[0] := ((Color and $ff0000) shr 16)/255; // R
+ clr[1] := ((Color and $ff00) shr 8)/255; // G
+ clr[2] := (Color and $ff) /255; // B
+ max := maxvalue(clr);
+ delta := max - minvalue(clr);
+ // calc hue
+ if (delta = 0.0) then hue := 0
+ else if (clr[0] = max) then hue := (clr[1]-clr[2])/delta
+ else if (clr[1] = max) then hue := 2.0+(clr[2]-clr[0])/delta
+ else if (clr[2] = max) then hue := 4.0+(clr[0]-clr[1])/delta;
+ if (hue < 0.0) then
+ hue := hue + 6.0;
+ Result := hue;
+ end;
+
+var
+ DestinationHue: Double;
+ PixelIndex: Cardinal;
+ Pixel: PByte;
+ PixelColors: PByteArray;
+// clr: array[0..2] of Double; // [0: R, 1: G, 2: B]
+ clr2: array[0..2] of Uint32;
+// hsv: array[0..2] of Double; // [0: H(ue), 1: S(aturation), 2: V(alue)]
+ hsv2: array[0..2] of UInt32;//LongInt;
+ dhue: UInt32;//LongInt;
+ h_int: Cardinal;
+// delta, f, p, q, t: Double;
+ delta2,f2,p2,q2,t2: Longint;//LongInt;
+// max: Double;
+ max2: Uint32;
+begin
+ DestinationHue := col2hue(Col);
+
+ dhue:=Trunc(DestinationHue*1024);
+
+ Pixel := TexSurface^.Pixels;
+
+ for PixelIndex := 0 to (TexSurface^.W * TexSurface^.H)-1 do
+ begin
+ PixelColors:=PByteArray(Pixel);
+ // inlined colorize per pixel
+
+ // uses fixed point math
+ // get color values
+ clr2[0]:=PixelColors[0] shl 10;
+ clr2[1]:=PixelColors[1] shl 10;
+ clr2[2]:=PixelColors[2] shl 10;
+ //calculate luminance and saturation from rgb
+
+ max2:=clr2[0];
+ if clr2[1]>max2 then max2:=clr2[1];
+ if clr2[2]>max2 then max2:=clr2[2];
+ delta2:=clr2[0];
+ if clr2[1]<delta2 then delta2:=clr2[1];
+ if clr2[2]<delta2 then delta2:=clr2[2];
+ delta2:=max2-delta2;
+ hsv2[0]:=dhue; // shl 8
+ hsv2[2]:=max2; // shl 8
+ if (max2=0) then hsv2[1] := 0
+ else hsv2[1] := (delta2 shl 10) div max2; // shl 8
+ h_int:= hsv2[0] and $fffffC00;
+ f2:= hsv2[0]-h_int; //shl 10
+ p2:= (hsv2[2]*(1024-hsv2[1])) shr 10;
+ q2:= (hsv2[2]*(1024-(hsv2[1]*f2) shr 10)) shr 10;
+ t2:= (hsv2[2]*(1024-(hsv2[1]*(1024-f2)) shr 10)) shr 10;
+ h_int:=h_int shr 10;
+ case h_int of
+ 0: begin clr2[0]:=hsv2[2]; clr2[1]:=t2; clr2[2]:=p2; end; // (v,t,p)
+ 1: begin clr2[0]:=q2; clr2[1]:=hsv2[2]; clr2[2]:=p2; end; // (q,v,p)
+ 2: begin clr2[0]:=p2; clr2[1]:=hsv2[2]; clr2[2]:=t2; end; // (p,v,t)
+ 3: begin clr2[0]:=p2; clr2[1]:=q2; clr2[2]:=hsv2[2]; end; // (p,q,v)
+ 4: begin clr2[0]:=t2; clr2[1]:=p2; clr2[2]:=hsv2[2]; end; // (t,p,v)
+ 5: begin clr2[0]:=hsv2[2]; clr2[1]:=p2; clr2[2]:=q2; end; // (v,p,q)
+ end;
+
+ PixelColors[0]:=clr2[0] shr 10;
+ PixelColors[1]:=clr2[1] shr 10;
+ PixelColors[2]:=clr2[2] shr 10;
+
+ // old floating point version
+(* clr[0] := PixelColors[0]/255;
+ clr[1] := PixelColors[1]/255;
+ clr[2] := PixelColors[2]/255;
+ max := maxvalue(clr);
+ delta := max - minvalue(clr);
+
+ hsv[0] := DestinationHue; // set H(ue)
+ hsv[2] := max; // set V(alue)
+ // calc S(aturation)
+ if (max = 0.0) then hsv[1] := 0.0
+ else hsv[1] := delta/max;
+
+// ColorizePixel(PByteArray(Pixel), DestinationHue);
+ h_int := trunc(hsv[0]); // h_int = |_h_|
+ f := hsv[0]-h_int; // f = h-h_int
+ p := hsv[2]*(1.0-hsv[1]); // p = v*(1-s)
+ q := hsv[2]*(1.0-(hsv[1]*f)); // q = v*(1-s*f)
+ t := hsv[2]*(1.0-(hsv[1]*(1.0-f))); // t = v*(1-s*(1-f))
+ case h_int of
+ 0: begin clr[0]:=hsv[2]; clr[1]:=t; clr[2]:=p; end; // (v,t,p)
+ 1: begin clr[0]:=q; clr[1]:=hsv[2]; clr[2]:=p; end; // (q,v,p)
+ 2: begin clr[0]:=p; clr[1]:=hsv[2]; clr[2]:=t; end; // (p,v,t)
+ 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hsv[2]; end; // (p,q,v)
+ 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hsv[2]; end; // (t,p,v)
+ 5: begin clr[0]:=hsv[2]; clr[1]:=p; clr[2]:=q; end; // (v,p,q)
+ end;
+
+ // and store new rgb back into the image
+ PixelColors[0] := trunc(255*clr[0]);
+ PixelColors[1] := trunc(255*clr[1]);
+ PixelColors[2] := trunc(255*clr[2]);
+*)
+ Inc(Pixel, TexSurface^.format.BytesPerPixel);
+ end;
+end;
+
+function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
+var
+ TexSurface: PSDL_Surface;
+ MipmapSurface: PSDL_Surface;
+ newWidth, newHeight: Cardinal;
+ oldWidth, oldHeight: Cardinal;
+begin
+ Log.BenchmarkStart(4);
+ Mipmapping := true;
+(*
+ Log.LogStatus( '', '' );
+
+ if Identifier = nil then
+ Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''')
+ else
+ Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''');
+*)
+
+ // load texture data into memory
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ----------------------------------------------------');
+ Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')');
+ {$endif}
+ TexSurface := LoadImage(Identifier);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ if not assigned(TexSurface) then
+ begin
+ Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"',
+ 'TTextureUnit.LoadTexture');
+ Exit;
+ end;
+
+ // convert pixel format as needed
+ {$ifdef blindydebug}
+ Log.LogStatus('',' AdjustPixelFormat');
+ {$endif}
+ AdjustPixelFormat(TexSurface, Typ);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ // adjust texture size (scale down, if necessary)
+ newWidth := TexSurface.W;
+ newHeight := TexSurface.H;
+
+ if (newWidth > Limit) then
+ newWidth := Limit;
+
+ if (newHeight > Limit) then
+ newHeight := Limit;
+
+ if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ScaleTexture');
+ {$endif}
+ ScaleTexture(TexSurface,newWidth,newHeight);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ end;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-1 : typ='+Typ);
+ {$endif}
+
+
+
+ // don't actually understand, if this is needed...
+ // this should definately be changed... together with all this
+ // cover cache stuff
+ {if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' JB-1 : Minimap');
+ {$endif}
+
+ {if (TnWidth <= 256) and (TnHeight <= 256) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
+ {$endif}{
+ MipmapSurface:=GetScaledTexture(TexSurface, TnWidth, TnHeight);
+ if assigned(MipmapSurface) then
+ begin
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' BlitSurface Stuff');
+ {$endif}{
+ // creating and freeing the surface could be done once, if Cover.W and Cover.H don't change
+ TnSurface:=SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
+ SDL_BlitSurface(TnSurface, nil, TnSurface, nil);
+ SDL_FreeSurface(TnSurface);
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
+ {$endif}{
+ SDL_FreeSurface(TnSurface);
+ {$ifdef blindydebug}{
+ Log.LogStatus('',' ok');
+ {$endif}{
+ end
+ else
+ begin
+ Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')');
+ end;
+ end;
+ // should i create a cache texture, if Covers.W/H are larger?
+ end; }
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-2');
+ {$endif}
+
+
+ // now we might colorize the whole thing
+ if (Typ = TEXTURE_TYPE_COLORIZED) then
+ ColorizeTexture(TexSurface, Col);
+
+ // save actual dimensions of our texture
+ oldWidth := newWidth;
+ oldHeight := newHeight;
+ // make texture dimensions be powers of 2
+ newWidth := Round(Power(2, Ceil(Log2(newWidth))));
+ newHeight := Round(Power(2, Ceil(Log2(newHeight))));
+ if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
+ FitTexture(TexSurface, newWidth, newHeight);
+
+ // at this point we have the image in memory...
+ // scaled to be at most 1024x1024 pixels large
+ // scaled so that dimensions are powers of 2
+ // and converted to either RGB or RGBA
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-3');
+ {$endif}
+
+
+ // if we got a Texture of Type Plain, Transparent or Colorized,
+ // then we're done manipulating it
+ // and could now create our openGL texture from it
+
+ // prepare OpenGL texture
+
+ // JB_linux : this is causing AV's on linux... ActText seems to be nil !
+// {$IFnDEF win32}
+// if pointer(ActTex) = nil then
+// exit;
+// {$endif}
+
+ glGenTextures(1, @ActTex);
+
+ glBindTexture(GL_TEXTURE_2D, ActTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // load data into gl texture
+ if (Typ = TEXTURE_TYPE_TRANSPARENT) or
+ (Typ = TEXTURE_TYPE_COLORIZED) then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end
+ else //if Typ = TEXTURE_TYPE_PLAIN then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-5');
+ {$endif}
+
+
+ Result.X := 0;
+ Result.Y := 0;
+ Result.Z := 0;
+ Result.W := 0;
+ Result.H := 0;
+ Result.ScaleW := 1;
+ Result.ScaleH := 1;
+ Result.Rot := 0;
+ Result.TexNum := ActTex;
+ Result.TexW := oldWidth / newWidth;
+ Result.TexH := oldHeight / newHeight;
+
+ Result.Int := 1;
+ Result.ColR := 1;
+ Result.ColG := 1;
+ Result.ColB := 1;
+ Result.Alpha := 1;
+
+ // new test - default use whole texure, taking TexW and TexH as const and changing these
+ Result.TexX1 := 0;
+ Result.TexY1 := 0;
+ Result.TexX2 := 1;
+ Result.TexY2 := 1;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-6');
+ {$endif}
+
+ Result.Name := Identifier;
+
+ SDL_FreeSurface(TexSurface);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-7');
+ {$endif}
+
+
+ Log.BenchmarkEnd(4);
+ if Log.BenchmarkTimeLength[4] >= 1 then
+ Log.LogBenchmark('**********> Texture Load Time Warning - ' + Identifier + '/' + TextureTypeToStr(Typ), 4)
+ else Log.LogBenchmark('**********> Texture Load Time ' + ExtractFileName(Identifier) + '/' + TextureTypeToStr(Typ), 4);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-8');
+ {$endif}
+
+end;
+
+
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
+begin
+ Result := GetTexture(Name, Typ, 0, FromCache);
+end;
+
+function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
+var
+ T: integer; // texture
+ C: integer; // cover
+ Data: array of byte;
+begin
+
+ if Name = '' then
+ exit;
+
+ // find texture entry
+ T := FindTexture(Name, Typ, Col);
+
+ if T = -1 then
+ begin
+ // create texture entry
+ T := Length(TextureDatabase.Texture);
+ SetLength(TextureDatabase.Texture, T+1);
+
+ TextureDatabase.Texture[T].Name := Name;
+ TextureDatabase.Texture[T].Typ := Typ;
+ TextureDatabase.Texture[T].Color := Col;
+
+ // inform database that no textures have been loaded into memory
+ TextureDatabase.Texture[T].Texture.TexNum := 0;
+ TextureDatabase.Texture[T].TextureCache.TexNum := 0;
+ end;
+
+ // use preloaded texture
+ if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then
+ begin
+ // use full texture
+ if TextureDatabase.Texture[T].Texture.TexNum = 0 then
+ begin
+ // load texture
+ {$ifdef blindydebug}
+ Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
+ {$endif}
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, Name, Typ, Col);
+ {$ifdef blindydebug}
+ Log.LogStatus('done',' ');
+ {$endif}
+ end;
+
+ // use texture
+ Result := TextureDatabase.Texture[T].Texture;
+ end;
+
+ if FromCache and Covers.CoverExists(Name) then
+ begin
+ // use cache texture
+ C := Covers.CoverNumber(Name);
+
+ if TextureDatabase.Texture[T].TextureCache.TexNum = 0 then
+ begin
+ // load texture
+ Covers.PrepareData(Name);
+ TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24);
+ end;
+
+ // use texture
+ Result := TextureDatabase.Texture[T].TextureCache;
+ end;
+end;
+
+//--------
+// Returns Pointer to an Array of Byte containing the Texture Data in the
+// requested Size
+//--------
+Function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer;
+var
+ TexSurface: PSDL_Surface;
+ newHeight, newWidth: Cardinal;
+const
+ Typ = TEXTURE_TYPE_PLAIN;
+begin
+ Result := nil;
+ If (FileExists(Name)) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ----------------------------------------------------');
+ Log.LogStatus('',' GetCoverThumbnail('''+Name+''')');
+ {$endif}
+ TexSurface := LoadImage(Name);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ if assigned(TexSurface) then
+ begin
+ // convert pixel format as needed
+ {$ifdef blindydebug}
+ Log.LogStatus('',' AdjustPixelFormat');
+ {$endif}
+ AdjustPixelFormat(TexSurface, Typ);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+
+ // Scale Texture to Covers Dimensions
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ScaleTexture('''+inttostr(tnWidth)+''','''+inttostr(TnHeight)+''') (for CacheMipmap)');
+ {$endif}
+ ScaleTexture(TexSurface, TnWidth, TnHeight);
+
+ if assigned(TexSurface) AND assigned(TnSurface) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' BlitSurface Stuff');
+ {$endif}
+
+ SDL_BlitSurface(TexSurface, nil, TnSurface, nil);
+
+ Result := @TnBuffer[0];
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ {$endif}
+ end
+ else
+ Log.LogStatus(' Error creating Cover Thumbnail',' LoadTexture('''+Name+''')');
+ end
+ else
+ Log.LogError('Could not load texture for Cover Thumbnail: "' + name+' '+ TextureTypeToStr(Typ) +'"',
+ 'TTextureUnit.GetCoverThumbnail');
+
+ SDL_FreeSurface(TexSurface);
+ end;
+end;
+
+//--------
+// Sets Textures Thumbnail Size Vars and Sets LEngth of DataBuffer and Create CoverSurface
+//--------
+Procedure TTextureUnit.SetCoverSize(W, H: Integer);
+begin
+ If (H > 0) AND (W > 0) then
+ begin
+ TnWidth := W;
+ TnHeight := H;
+
+ SetLength(TnBuffer, TnWidth * TnHeight * 3);
+
+ //Free if necesary and Create new Surface at Data
+ If (Assigned(TnSurface)) then
+ SDL_FreeSurface(TnSurface);
+
+ TnSurface := SDL_CreateRGBSurfaceFrom(@TnBuffer[0], TnWidth, TnHeight, 24, TnWidth*3, $000000ff, $0000ff00, $00ff0000, 0);
+ end;
+end;
+
+function TTextureUnit.FindTexture(const Name: string; Typ: TTextureType; Col: Cardinal): integer;
+var
+ T: integer; // texture
+begin
+ Result := -1;
+ for T := 0 to high(TextureDatabase.Texture) do
+ if (TextureDatabase.Texture[T].Name = Name) and
+ (TextureDatabase.Texture[T].Typ = Typ) then
+ begin
+ // colorized textures must match in their color too
+ if (TextureDatabase.Texture[T].Typ <> TEXTURE_TYPE_COLORIZED) or
+ (TextureDatabase.Texture[T].Color = Col) then
+ begin
+ Result := T;
+ break;
+ end;
+ end;
+end;
+
+function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
+begin
+ Result := LoadTexture(false, Identifier, Typ, Col);
+end;
+
+function TTextureUnit.LoadTexture(const Identifier: string): TTexture;
+begin
+ Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0);
+end;
+
+function TTextureUnit.CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture;
+var
+ Position: integer;
+ Position2: integer;
+ Pix: integer;
+ ColInt: real;
+ PPix: PByteArray;
+ TempA: integer;
+ Error: integer;
+begin
+ Mipmapping := false;
+
+ glGenTextures(1, @ActTex); // ActText = new texture number
+ glBindTexture(GL_TEXTURE_2D, ActTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
+ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
+ if Error > 0 then
+ Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture');
+ end;
+
+ Result.X := 0;
+ Result.Y := 0;
+ Result.W := 0;
+ Result.H := 0;
+ Result.ScaleW := 1;
+ Result.ScaleH := 1;
+ Result.Rot := 0;
+ Result.TexNum := ActTex;
+ Result.TexW := 1;
+ Result.TexH := 1;
+
+ Result.Int := 1;
+ Result.ColR := 1;
+ Result.ColG := 1;
+ Result.ColB := 1;
+ Result.Alpha := 1;
+
+ // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
+ Result.TexX1 := 0;
+ Result.TexY1 := 0;
+ Result.TexX2 := 1;
+ Result.TexY2 := 1;
+
+ // 0.5.0
+ Result.Name := Name;
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
+begin
+ UnloadTexture(Name, Typ, 0, FromCache);
+end;
+
+procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
+var
+ T: integer;
+ TexNum: GLuint;
+begin
+ T := FindTexture(Name, Typ, Col);
+
+ if not FromCache then begin
+ TexNum := TextureDatabase.Texture[T].Texture.TexNum;
+ if TexNum > 0 then begin
+ glDeleteTextures(1, PGLuint(@TexNum));
+ TextureDatabase.Texture[T].Texture.TexNum := 0;
+// Log.LogError('Unload texture no '+IntToStr(TexNum));
+ end;
+ end else begin
+ TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
+ if TexNum > 0 then begin
+ glDeleteTextures(1, @TexNum);
+ TextureDatabase.Texture[T].TextureCache.TexNum := 0;
+// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
+ end;
+ end;
+end;
+
+(* This needs some work
+procedure TTextureUnit.FlushTextureDatabase();
+var
+ i: integer;
+ Tex: ^TTexture;
+begin
+ for i := 0 to High(TextureDatabase.Texture) do
+ begin
+ // only delete non-cached entries
+ if (TextureDatabase.Texture[i].Texture.TexNum > 0) then
+ begin
+ Tex := @TextureDatabase.Texture[i].Texture;
+ glDeleteTextures(1, PGLuint(Tex^.TexNum));
+ Tex^.TexNum := 0;
+ end;
+ end;
+end;
+*)
+
+function TextureTypeToStr(TexType: TTextureType): string;
+begin
+ Result := TextureTypeStr[TexType];
+end;
+
+function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
+var
+ TexType: TTextureType;
+ UpCaseStr: string;
+begin
+ UpCaseStr := UpperCase(TypeStr);
+ for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do
+ begin
+ if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then
+ begin
+ Result := TexType;
+ Exit;
+ end;
+ end;
+ Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
+ Result := TEXTURE_TYPE_PLAIN;
+end;
+
+end.