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authorwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-04 21:04:11 +0000
committerwhiteshark0 <whiteshark0@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-04-04 21:04:11 +0000
commit35add55a2ecdcede5542e5ee86db06f0b6b4a3de (patch)
treec4ff971d8f03517dce5baff8c13bd14572577515 /Game/Code
parente7f714ccc3908b6b8f3fb11f82481780e223ee43 (diff)
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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')
-rw-r--r--Game/Code/Classes/UTexture.pas129
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