aboutsummaryrefslogtreecommitdiffstats
path: root/Game
diff options
context:
space:
mode:
authortobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-01-28 09:31:22 +0000
committertobigun <tobigun@b956fd51-792f-4845-bead-9b4dfca2ff2c>2008-01-28 09:31:22 +0000
commitffd5faaf020fa5f8504c2b8b90e5daf93ed1edaf (patch)
tree03b027ca36e622a639d5e946f829978fcc67179a /Game
parent1e473d07c13c60a49a590e46314eb653c15b15e9 (diff)
downloadusdx-ffd5faaf020fa5f8504c2b8b90e5daf93ed1edaf.tar.gz
usdx-ffd5faaf020fa5f8504c2b8b90e5daf93ed1edaf.tar.xz
usdx-ffd5faaf020fa5f8504c2b8b90e5daf93ed1edaf.zip
TTexture.Z was never initialized (TTextureUnit.LoadTexture). In FPC (not in delphi) this resulted in a floating-point error when calling glVertex3f(x1, y1, z) in DrawTexture (UDrawTexture.pas)
git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@807 b956fd51-792f-4845-bead-9b4dfca2ff2c
Diffstat (limited to '')
-rw-r--r--Game/Code/Classes/UTexture.pas2289
1 files changed, 1145 insertions, 1144 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 82dedf45..770b88bd 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -1,1144 +1,1145 @@
-unit UTexture;
-// added for easier debug disabling
-{$undef blindydebug}
-
-// Plain (alpha = 1)
-// Transparent
-// Colorized
-
-// obsolete?
-// Transparent Range
-// Font (white is drawn, black is transparent)
-// Font Outline (Font with darker outline)
-// Font Outline 2 (Font with darker outline)
-// Font Black (black is drawn, white is transparent)
-// Font Gray (gray is drawn, white is transparent)
-// Arrow (for arrows, white is white, gray has color, black is transparent);
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses OpenGL12,
- {$IFDEF win32}
- windows,
- {$ENDIF}
- Math,
- Classes,
- SysUtils,
- Graphics,
- UCommon,
- UThemes,
- SDL,
- sdlutils,
- SDL_Image;
-
-type
- TTexture = record
- TexNum: integer;
- X: real;
- Y: real;
- Z: real; // new
- W: real;
- H: real;
- ScaleW: real; // for dynamic scalling while leaving width constant
- ScaleH: real; // for dynamic scalling while leaving height constant
- Rot: real; // 0 - 2*pi
- Int: real; // intensity
- ColR: real;
- ColG: real;
- ColB: real;
- TexW: real; // used?
- TexH: real; // used?
- TexX1: real;
- TexY1: real;
- TexX2: real;
- TexY2: real;
- Alpha: real;
- Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
- end;
-
- TTextureEntry = record
- Name: string;
- Typ: string;
-
- // we use normal TTexture, it's easier to implement and if needed - we copy ready data
- Texture: TTexture;
- TextureCache: TTexture; // 0.5.0
- end;
-
- TTextureDatabase = record
- Texture: array of TTextureEntry;
- end;
-
- TTextureUnit = class
-
- private
- function LoadImage(Identifier: PChar): PSDL_Surface;
- function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
- procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar);
- 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(Name, Typ: string): TTexture; overload;
- function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload;
- function FindTexture(Name: string): integer;
- function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
- function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
- function LoadTexture(Identifier: string): TTexture; overload;
- function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
- procedure UnloadTexture(Name: string; FromCache: boolean);
- Constructor Create;
- Destructor Destroy; override;
- end;
-
-var
- Texture: TTextureUnit;
- TextureDatabase: TTextureDatabase;
-
- // this should be in UDisplay?!
- PrintScreenData: array[0..1024*768-1] of longword;
-
- ActTex: GLuint;//integer;
-
-// TextureD8: array[1..1024*1024] of byte; // 1MB
- TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB)
-// TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB)
-// TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB)
-// TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB)
- // total 40MB at 2048*2048
- // total 10MB at 1024*1024
-
- Mipmapping: Boolean;
-
- CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
- CacheMipmapSurface: PSDL_Surface;
-
-
-implementation
-
-uses ULog,
- DateUtils,
- UCovers,
- {$IFDEF LAZARUS}
- LResources,
- {$ENDIF}
- {$IFDEF DARWIN}
- MacResources,
- {$ENDIF}
- StrUtils, dialogs;
-
-const
- fmt_rgba: TSDL_Pixelformat=(palette: nil;
- BitsPerPixel: 32;
- BytesPerPixel: 4;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 24;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $ff000000;
- ColorKey: 0;
- Alpha: 255);
- fmt_rgb: TSDL_Pixelformat=( palette: nil;
- BitsPerPixel: 24;
- BytesPerPixel: 3;
- Rloss: 0;
- Gloss: 0;
- Bloss: 0;
- Aloss: 0;
- Rshift: 0;
- Gshift: 8;
- Bshift: 16;
- Ashift: 0;
- Rmask: $000000ff;
- Gmask: $0000ff00;
- Bmask: $00ff0000;
- Amask: $00000000;
- ColorKey: 0;
- Alpha: 255);
-
-
-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(Identifier: PChar): PSDL_Surface;
-var
-
- TexRWops: PSDL_RWops;
- dHandle: THandle;
-
- {$IFDEF LAZARUS}
- lLazRes : TLResource;
- lResData : TStringStream;
- {$ELSE}
- TexStream: TStream;
- {$ENDIF}
-
-begin
- Result := nil;
- TexRWops := nil;
-
-// Log.LogStatus( Identifier, 'LoadImage' );
-
- if ( FileExists(Identifier) ) then
- begin
- // load from file
- Log.LogStatus( 'Is File', ' LoadImage' );
- try
- Result:=IMG_Load(Identifier);
- except
- Log.LogStatus( 'ERROR Could not load from file' , Identifier);
- beep;
- Exit;
- end;
- end
- else
- begin
- Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
-
- // load from resource stream
- {$IFDEF LAZARUS}
- lLazRes := LazFindResource( Identifier, 'TEX' );
- if lLazRes <> nil then
- begin
- lResData := TStringStream.create( lLazRes.value );
- try
- lResData.position := 0;
- try
- TexRWops := SDL_AllocRW;
- TexRWops.unknown := TUnknown( lResData );
- TexRWops.seek := SDLStreamSeek;
- TexRWops.read := SDLStreamRead;
- TexRWops.write := nil;
- TexRWops.close := SDLStreamClose;
- TexRWops.type_ := 2;
- except
- Log.LogStatus( 'ERROR Could not assign resource ('+Identifier+')' , Identifier);
- beep;
- Exit;
- end;
-
- Result := IMG_Load_RW(TexRWops,0);
- SDL_FreeRW(TexRWops);
- finally
- freeandnil( lResData );
- end;
- end
- else
- begin
- Log.LogStatus( 'NOT found in Resource ('+Identifier+')', ' LoadImage' );
- end;
- {$ELSE}
- dHandle := FindResource(hInstance, Identifier, 'TEX');
- if dHandle=0 then
- begin
- Log.LogStatus( 'ERROR Could not find resource' , ' '+ Identifier);
- beep;
- Exit;
- end;
-
-
- TexStream := nil;
- try
- TexStream := TResourceStream.Create(HInstance, Identifier, 'TEX');
- except
- Log.LogStatus( 'ERROR Could not load from resource' , Identifier);
- beep;
- Exit;
- end;
-
- try
- TexStream.position := 0;
- try
- TexRWops := SDL_AllocRW;
- TexRWops.unknown := TUnknown(TexStream);
- TexRWops.seek := SDLStreamSeek;
- TexRWops.read := SDLStreamRead;
- TexRWops.write := nil;
- TexRWops.close := SDLStreamClose;
- TexRWops.type_ := 2;
- except
- Log.LogStatus( 'ERROR Could not assign resource' , Identifier);
- beep;
- Exit;
- end;
-
- Log.LogStatus( 'resource Assigned....' , Identifier);
- Result:=IMG_Load_RW(TexRWops,0);
- SDL_FreeRW(TexRWops);
-
- finally
- if assigned( TexStream ) then
- freeandnil( TexStream );
- end;
- {$ENDIF}
- end;
-end;
-
-procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar);
-var
- TempSurface: PSDL_Surface;
- NeededPixFmt: PSDL_Pixelformat;
-begin
- NeededPixFmt:=@fmt_rgba;
- if Typ= 'Plain' then NeededPixFmt:=@fmt_rgb
- else
- if (Typ='Transparent') or
- (Typ='Colorized')
- then NeededPixFmt:=@fmt_rgba
- else
- NeededPixFmt:=@fmt_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);
-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 col2h(Color:Cardinal):double;
- var
- clr,hls: array[0..2] of double;
- delta: double;
- begin
- clr[0]:=((Color and $ff0000) shr 16)/255;
- clr[1]:=((Color and $ff00) shr 8)/255;
- clr[2]:=(Color and $ff)/255;
- hls[1]:=maxvalue(clr);
- delta:=hls[1]-minvalue(clr);
- // this is for safety reasons
- if delta = 0.0 then delta:=0.000000000001;
- if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
- else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
- else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
- if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
- if hls[0]=6.0 then hls[0]:=0.0;
- col2h:=hls[0];
- end;
- procedure ColorizePixel(Pix: PByteArray; hue: Double);
- var
- i,j,k: Cardinal;
- clr, hls: array[0..2] of Double;
- delta, f, p, q, t: Double;
- begin
- hls[0]:=hue;
-
- clr[0] := Pix[0]/255;
- clr[1] := Pix[1]/255;
- clr[2] := Pix[2]/255;
-
- //calculate luminance and saturation from rgb
- hls[1] := maxvalue(clr); //l:=...
- delta := hls[1] - minvalue(clr);
-
- if hls[1] = 0.0 then
- hls[2] := 0.0
- else
- hls[2] := delta/hls[1]; //v:=...
-
- // calc new rgb from our hls (h from color, l ans s from pixel)
- // if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
- begin
- k:=trunc(hls[0]);
- f:=hls[0]-k;
- p:=hls[1]*(1.0-hls[2]);
- q:=hls[1]*(1.0-(hls[2]*f));
- t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
- case k of
- 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
- 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
- 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
- 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
- 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
- 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
- end;
- // and store new rgb back into the image
- Pix[0]:=floor(255*clr[0]);
- Pix[1]:=floor(255*clr[1]);
- Pix[2]:=floor(255*clr[2]);
- end;
- end;
-
-var
- DestinationHue: Double;
- PixelIndex: Cardinal;
-begin
- DestinationHue:=col2h(Col);
- for PixelIndex:=0 to (TexSurface^.W*TexSurface^.H -1) do
- ColorizePixel(@(PByteArray(TexSurface^.Pixels)[PixelIndex*TexSurface^.format.BytesPerPixel]),DestinationHue);
-end;
-
-function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
-var
- TexSurface: PSDL_Surface;
- MipmapSurface: PSDL_Surface;
- newWidth, newHeight: Cardinal;
- oldWidth, oldHeight: Cardinal;
- kopierindex: 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');
- {$endif}
- if not assigned(TexSurface) then
- begin
- Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ Format +' '+ Typ );
- beep;
- Exit;
- end;
-
- // convert pixel format as needed
- {$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);
- {$endif}
-
-
-
- // don't actually understand, if this is needed...
- // this should definately be changed... together with all this
- // cover cache stuff
- if (CreateCacheMipmap) and (Typ='Plain') then
- begin
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-1 : Minimap');
- {$endif}
-
- if (Covers.W <= 256) and (Covers.H <= 256) then
- begin
- {$ifdef blindydebug}
- Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
- {$endif}
- MipmapSurface:=GetScaledTexture(TexSurface,Covers.W, Covers.H);
- if assigned(MipmapSurface) then
- begin
- {$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
- CacheMipmapSurface:=SDL_CreateRGBSurfaceFrom(@CacheMipmap[0], Covers.W, Covers.H, 24, Covers.W*3, $000000ff, $0000ff00, $00ff0000, 0);
- SDL_BlitSurface(MipMapSurface,nil,CacheMipmapSurface,nil);
- SDL_FreeSurface(CacheMipmapSurface);
- {$ifdef blindydebug}
- Log.LogStatus('',' ok');
- Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
- {$endif}
- SDL_FreeSurface(MipmapSurface);
- {$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');
- {$endif}
-
-
- // now we might colorize the whole thing
- if Typ='Colorized' then
- ColorizeTexture(TexSurface,Col);
-
- // save actual dimensions of our texture
- oldWidth:=newWidth;
- oldHeight:=newHeight;
- // make texture dimensions be powers of 2
- newWidth:=Round(Power(2, Ceil(Log2(newWidth))));
- newHeight:=Round(Power(2, Ceil(Log2(newHeight))));
- if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
- FitTexture(TexSurface,newWidth,newHeight);
-
- // at this point we have the image in memory...
- // scaled to be at most 1024x1024 pixels large
- // scaled so that dimensions are powers of 2
- // and converted to either RGB or RGBA
-
- {$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;
-// {$endif}
-
- glGenTextures(1, @ActTex);
-
- glBindTexture(GL_TEXTURE_2D, ActTex);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
-
- // load data into gl texture
- if (Typ = 'Transparent') or
- (Typ='Colorized') then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end
- {if Typ = 'Plain' then} else
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end;
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-4');
- {$endif}
-
-{
- if Typ = 'Transparent Range' then
- // set alpha to 256-green-component (not sure)
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD32[Position*TexNewW + Position2+1, 1] := Pix;
- TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256;
- TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
- TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256;
-}
-{
- if Typ = 'Font' then
- // either create luminance-alpha texture
- // or use transparency from differently saved file
- // or do something totally different (text engine with ttf)
- Pix := PPix[Position2 * 3];
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
-}
-{
- if Typ = 'Font Outline' then
- // no idea...
- begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- Col := Pix;
- if Col < 127 then Col := 127;
-
- TempA := Pix;
- if TempA >= 95 then TempA := 255;
- if TempA >= 31 then TempA := 255;
- if Pix < 95 then TempA := (Pix * 256) div 96;
-
-
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- end;
-}
-{
- if Typ = 'Font Outline 2' then
- // same as above
- begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- Col := Pix;
- if Col < 31 then Col := 31;
-
- TempA := Pix;
- if TempA >= 31 then TempA := 255;
- if Pix < 31 then TempA := Pix * (256 div 32);
-
- TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
- TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Font Black' then
- // and so on
- begin
- // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ???
- // dimensions
- TextureB.PixelFormat := pf24bit;
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2*3];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- if Typ = 'Alpha Black Colored' then
- // ... hope, noone needs this
- begin
- TextureB.PixelFormat := pf24bit;
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2*3];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- if Typ = 'Font Gray' then
- begin
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
- TextureB.Width := TexNewW;
- TextureB.Height := TexNewH;
- // copy and process pixeldata
- for Position := 0 to TextureB.Height-1 do begin
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-
- if Typ = 'Arrow' then
- begin
- TextureB.PixelFormat := pf24bit;
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- Pix := PPix[Position2 * 3];
-
- // transparency
- if Pix >= 127 then TempA := 255;
- if Pix < 127 then TempA := Pix * 2;
-
- // ColInt = color intensity
- if Pix < 127 then ColInt := 1;
- if Pix >= 127 then ColInt := 2 - Pix / 128;
- //0.75, 0.6, 0.25
-
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-
- if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- if Error > 0 then beep;
- end;
- end;
-
- if Typ = 'Note Plain' then
- begin
- for Position := 0 to TextureB.Height-1 do
- begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do
- begin
-
-
-
- // Skin Patch
- // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
- case PPix[Position2*3] of
- 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
- 192: Pix := Col;
- 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
- 255: Pix := $FFFFFF;
- end;
-// 0.5.0. Original
-// case PPix[Position2*3] of
-// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
-// 192: Pix := Col;
-// 255: Pix := $FFFFFF;
-// end;
-
-
-
-
-
- TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
- TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
- TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- end;
-
- if Typ = 'Note Transparent' then
- begin
- for Position := 0 to TextureB.Height-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TextureB.Width-1 do begin
- TempA := 255;
-
-
-
- //Skin Patch
- // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
- case PPix[Position2*3] of
- 0: TempA := 0;
- 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
- 192: Pix := Col;
- 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
- 255: Pix := $FFFFFF;
- end;
-// 0.5.0 Original
-// case PPix[Position2*3] of
-// 0: TempA := 0;
-// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
-// 192: Pix := Col;
-// 255: Pix := $FFFFFF;
-// end;
-
-
-
-
- TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
- TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
- TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-}
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-5');
- {$endif}
-
-
- Result.X := 0;
- Result.Y := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- Result.ScaleH := 1;
- Result.Rot := 0;
- Result.TexNum := ActTex;
- Result.TexW := oldWidth / newWidth;
- Result.TexH := oldHeight / newHeight;
-
- Result.Int := 1;
- Result.ColR := 1;
- Result.ColG := 1;
- Result.ColB := 1;
- Result.Alpha := 1;
-
- // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
- Result.TexX1 := 0;
- Result.TexY1 := 0;
- Result.TexX2 := 1;
- Result.TexY2 := 1;
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-6');
- {$endif}
-
-
- // 0.5.0
- Result.Name := Identifier;
-
- SDL_FreeSurface(TexSurface);
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-7');
- {$endif}
-
-
- Log.BenchmarkEnd(4);
- if Log.BenchmarkTimeLength[4] >= 1 then
- Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
-
- {$ifdef blindydebug}
- Log.LogStatus('',' JB-8');
- {$endif}
-
-end;
-
-
-function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
-begin
- Result := GetTexture(Name, Typ, true);
-end;
-
-function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
-var
- T: integer; // texture
- C: integer; // cover
- Data: array of byte;
-begin
-
- if Name = '' then
- exit;
-
- // find texture entry
- T := FindTexture(Name);
-
- if T = -1 then
- begin
- // create texture entry
- T := Length(TextureDatabase.Texture);
- SetLength(TextureDatabase.Texture, T+1);
-
- TextureDatabase.Texture[T].Name := Name;
- TextureDatabase.Texture[T].Typ := Typ;
-
- // inform database that no textures have been loaded into memory
- TextureDatabase.Texture[T].Texture.TexNum := -1;
- TextureDatabase.Texture[T].TextureCache.TexNum := -1;
- end;
-
- // use preloaded texture
- if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then
- begin
- // use full texture
- if TextureDatabase.Texture[T].Texture.TexNum = -1 then
- begin
- // load texture
- {$ifdef blindydebug}
- Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
- {$endif}
- TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
- {$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 = -1 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;
-
-function TTextureUnit.FindTexture(Name: string): integer;
-var
- T: integer; // texture
-begin
- Result := -1;
- for T := 0 to high(TextureDatabase.Texture) do
- if TextureDatabase.Texture[T].Name = Name then
- Result := T;
-end;
-
-function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
-begin
- Result := LoadTexture(false, Identifier, Format, Typ, Col);
-end;
-
-function TTextureUnit.LoadTexture(Identifier: string): TTexture;
-begin
- Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0);
-end;
-
-function TTextureUnit.CreateTexture(var Data: array of byte; 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 beep;
- 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(Name: string; FromCache: boolean);
-var
- T: integer;
- TexNum: GLuint;
-begin
- T := FindTexture(Name);
-
- if not FromCache then begin
- TexNum := TextureDatabase.Texture[T].Texture.TexNum;
- if TexNum >= 0 then begin
- glDeleteTextures(1, @TexNum);
- TextureDatabase.Texture[T].Texture.TexNum := -1;
-// Log.LogError('Unload texture no '+IntToStr(TexNum));
- end;
- end else begin
- TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
- if TexNum >= 0 then begin
- glDeleteTextures(1, @TexNum);
- TextureDatabase.Texture[T].TextureCache.TexNum := -1;
-// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
- end;
- end;
-end;
-
-{$IFDEF LAZARUS}
-initialization
- {$I UltraStar.lrs}
-{$ENDIF}
-
-
-end.
+unit UTexture;
+// added for easier debug disabling
+{$undef blindydebug}
+
+// Plain (alpha = 1)
+// Transparent
+// Colorized
+
+// obsolete?
+// Transparent Range
+// Font (white is drawn, black is transparent)
+// Font Outline (Font with darker outline)
+// Font Outline 2 (Font with darker outline)
+// Font Black (black is drawn, white is transparent)
+// Font Gray (gray is drawn, white is transparent)
+// Arrow (for arrows, white is white, gray has color, black is transparent);
+
+interface
+
+{$IFDEF FPC}
+ {$MODE Delphi}
+{$ENDIF}
+
+{$I switches.inc}
+
+uses OpenGL12,
+ {$IFDEF win32}
+ windows,
+ {$ENDIF}
+ Math,
+ Classes,
+ SysUtils,
+ Graphics,
+ UCommon,
+ UThemes,
+ SDL,
+ sdlutils,
+ SDL_Image;
+
+type
+ TTexture = record
+ TexNum: integer;
+ X: real;
+ Y: real;
+ Z: real; // new
+ W: real;
+ H: real;
+ ScaleW: real; // for dynamic scalling while leaving width constant
+ ScaleH: real; // for dynamic scalling while leaving height constant
+ Rot: real; // 0 - 2*pi
+ Int: real; // intensity
+ ColR: real;
+ ColG: real;
+ ColB: real;
+ TexW: real; // used?
+ TexH: real; // used?
+ TexX1: real;
+ TexY1: real;
+ TexX2: real;
+ TexY2: real;
+ Alpha: real;
+ Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins
+ end;
+
+ TTextureEntry = record
+ Name: string;
+ Typ: string;
+
+ // we use normal TTexture, it's easier to implement and if needed - we copy ready data
+ Texture: TTexture;
+ TextureCache: TTexture; // 0.5.0
+ end;
+
+ TTextureDatabase = record
+ Texture: array of TTextureEntry;
+ end;
+
+ TTextureUnit = class
+
+ private
+ function LoadImage(Identifier: PChar): PSDL_Surface;
+ function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean;
+ procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar);
+ 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(Name, Typ: string): TTexture; overload;
+ function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload;
+ function FindTexture(Name: string): integer;
+ function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
+ function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload;
+ function LoadTexture(Identifier: string): TTexture; overload;
+ function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture;
+ procedure UnloadTexture(Name: string; FromCache: boolean);
+ Constructor Create;
+ Destructor Destroy; override;
+ end;
+
+var
+ Texture: TTextureUnit;
+ TextureDatabase: TTextureDatabase;
+
+ // this should be in UDisplay?!
+ PrintScreenData: array[0..1024*768-1] of longword;
+
+ ActTex: GLuint;//integer;
+
+// TextureD8: array[1..1024*1024] of byte; // 1MB
+ TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB)
+// TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB)
+// TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB)
+// TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB)
+ // total 40MB at 2048*2048
+ // total 10MB at 1024*1024
+
+ Mipmapping: Boolean;
+
+ CacheMipmap: array[0..256*256*3-1] of byte; // 3KB
+ CacheMipmapSurface: PSDL_Surface;
+
+
+implementation
+
+uses ULog,
+ DateUtils,
+ UCovers,
+ {$IFDEF LAZARUS}
+ LResources,
+ {$ENDIF}
+ {$IFDEF DARWIN}
+ MacResources,
+ {$ENDIF}
+ StrUtils, dialogs;
+
+const
+ fmt_rgba: TSDL_Pixelformat=(palette: nil;
+ BitsPerPixel: 32;
+ BytesPerPixel: 4;
+ Rloss: 0;
+ Gloss: 0;
+ Bloss: 0;
+ Aloss: 0;
+ Rshift: 0;
+ Gshift: 8;
+ Bshift: 16;
+ Ashift: 24;
+ Rmask: $000000ff;
+ Gmask: $0000ff00;
+ Bmask: $00ff0000;
+ Amask: $ff000000;
+ ColorKey: 0;
+ Alpha: 255);
+ fmt_rgb: TSDL_Pixelformat=( palette: nil;
+ BitsPerPixel: 24;
+ BytesPerPixel: 3;
+ Rloss: 0;
+ Gloss: 0;
+ Bloss: 0;
+ Aloss: 0;
+ Rshift: 0;
+ Gshift: 8;
+ Bshift: 16;
+ Ashift: 0;
+ Rmask: $000000ff;
+ Gmask: $0000ff00;
+ Bmask: $00ff0000;
+ Amask: $00000000;
+ ColorKey: 0;
+ Alpha: 255);
+
+
+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(Identifier: PChar): PSDL_Surface;
+var
+
+ TexRWops: PSDL_RWops;
+ dHandle: THandle;
+
+ {$IFDEF LAZARUS}
+ lLazRes : TLResource;
+ lResData : TStringStream;
+ {$ELSE}
+ TexStream: TStream;
+ {$ENDIF}
+
+begin
+ Result := nil;
+ TexRWops := nil;
+
+// Log.LogStatus( Identifier, 'LoadImage' );
+
+ if ( FileExists(Identifier) ) then
+ begin
+ // load from file
+ Log.LogStatus( 'Is File', ' LoadImage' );
+ try
+ Result:=IMG_Load(Identifier);
+ except
+ Log.LogStatus( 'ERROR Could not load from file' , Identifier);
+ beep;
+ Exit;
+ end;
+ end
+ else
+ begin
+ Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' );
+
+ // load from resource stream
+ {$IFDEF LAZARUS}
+ lLazRes := LazFindResource( Identifier, 'TEX' );
+ if lLazRes <> nil then
+ begin
+ lResData := TStringStream.create( lLazRes.value );
+ try
+ lResData.position := 0;
+ try
+ TexRWops := SDL_AllocRW;
+ TexRWops.unknown := TUnknown( lResData );
+ TexRWops.seek := SDLStreamSeek;
+ TexRWops.read := SDLStreamRead;
+ TexRWops.write := nil;
+ TexRWops.close := SDLStreamClose;
+ TexRWops.type_ := 2;
+ except
+ Log.LogStatus( 'ERROR Could not assign resource ('+Identifier+')' , Identifier);
+ beep;
+ Exit;
+ end;
+
+ Result := IMG_Load_RW(TexRWops,0);
+ SDL_FreeRW(TexRWops);
+ finally
+ freeandnil( lResData );
+ end;
+ end
+ else
+ begin
+ Log.LogStatus( 'NOT found in Resource ('+Identifier+')', ' LoadImage' );
+ end;
+ {$ELSE}
+ dHandle := FindResource(hInstance, Identifier, 'TEX');
+ if dHandle=0 then
+ begin
+ Log.LogStatus( 'ERROR Could not find resource' , ' '+ Identifier);
+ beep;
+ Exit;
+ end;
+
+
+ TexStream := nil;
+ try
+ TexStream := TResourceStream.Create(HInstance, Identifier, 'TEX');
+ except
+ Log.LogStatus( 'ERROR Could not load from resource' , Identifier);
+ beep;
+ Exit;
+ end;
+
+ try
+ TexStream.position := 0;
+ try
+ TexRWops := SDL_AllocRW;
+ TexRWops.unknown := TUnknown(TexStream);
+ TexRWops.seek := SDLStreamSeek;
+ TexRWops.read := SDLStreamRead;
+ TexRWops.write := nil;
+ TexRWops.close := SDLStreamClose;
+ TexRWops.type_ := 2;
+ except
+ Log.LogStatus( 'ERROR Could not assign resource' , Identifier);
+ beep;
+ Exit;
+ end;
+
+ Log.LogStatus( 'resource Assigned....' , Identifier);
+ Result:=IMG_Load_RW(TexRWops,0);
+ SDL_FreeRW(TexRWops);
+
+ finally
+ if assigned( TexStream ) then
+ freeandnil( TexStream );
+ end;
+ {$ENDIF}
+ end;
+end;
+
+procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar);
+var
+ TempSurface: PSDL_Surface;
+ NeededPixFmt: PSDL_Pixelformat;
+begin
+ NeededPixFmt:=@fmt_rgba;
+ if Typ= 'Plain' then NeededPixFmt:=@fmt_rgb
+ else
+ if (Typ='Transparent') or
+ (Typ='Colorized')
+ then NeededPixFmt:=@fmt_rgba
+ else
+ NeededPixFmt:=@fmt_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);
+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 col2h(Color:Cardinal):double;
+ var
+ clr,hls: array[0..2] of double;
+ delta: double;
+ begin
+ clr[0]:=((Color and $ff0000) shr 16)/255;
+ clr[1]:=((Color and $ff00) shr 8)/255;
+ clr[2]:=(Color and $ff)/255;
+ hls[1]:=maxvalue(clr);
+ delta:=hls[1]-minvalue(clr);
+ // this is for safety reasons
+ if delta = 0.0 then delta:=0.000000000001;
+ if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
+ else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
+ else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
+ if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
+ if hls[0]=6.0 then hls[0]:=0.0;
+ col2h:=hls[0];
+ end;
+ procedure ColorizePixel(Pix: PByteArray; hue: Double);
+ var
+ i,j,k: Cardinal;
+ clr, hls: array[0..2] of Double;
+ delta, f, p, q, t: Double;
+ begin
+ hls[0]:=hue;
+
+ clr[0] := Pix[0]/255;
+ clr[1] := Pix[1]/255;
+ clr[2] := Pix[2]/255;
+
+ //calculate luminance and saturation from rgb
+ hls[1] := maxvalue(clr); //l:=...
+ delta := hls[1] - minvalue(clr);
+
+ if hls[1] = 0.0 then
+ hls[2] := 0.0
+ else
+ hls[2] := delta/hls[1]; //v:=...
+
+ // calc new rgb from our hls (h from color, l ans s from pixel)
+ // if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense
+ begin
+ k:=trunc(hls[0]);
+ f:=hls[0]-k;
+ p:=hls[1]*(1.0-hls[2]);
+ q:=hls[1]*(1.0-(hls[2]*f));
+ t:=hls[1]*(1.0-(hls[2]*(1.0-f)));
+ case k of
+ 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end;
+ 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end;
+ 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end;
+ 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end;
+ 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end;
+ 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
+ end;
+ // and store new rgb back into the image
+ Pix[0]:=floor(255*clr[0]);
+ Pix[1]:=floor(255*clr[1]);
+ Pix[2]:=floor(255*clr[2]);
+ end;
+ end;
+
+var
+ DestinationHue: Double;
+ PixelIndex: Cardinal;
+begin
+ DestinationHue:=col2h(Col);
+ for PixelIndex:=0 to (TexSurface^.W*TexSurface^.H -1) do
+ ColorizePixel(@(PByteArray(TexSurface^.Pixels)[PixelIndex*TexSurface^.format.BytesPerPixel]),DestinationHue);
+end;
+
+function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
+var
+ TexSurface: PSDL_Surface;
+ MipmapSurface: PSDL_Surface;
+ newWidth, newHeight: Cardinal;
+ oldWidth, oldHeight: Cardinal;
+ kopierindex: 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');
+ {$endif}
+ if not assigned(TexSurface) then
+ begin
+ Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ Format +' '+ Typ );
+ beep;
+ Exit;
+ end;
+
+ // convert pixel format as needed
+ {$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);
+ {$endif}
+
+
+
+ // don't actually understand, if this is needed...
+ // this should definately be changed... together with all this
+ // cover cache stuff
+ if (CreateCacheMipmap) and (Typ='Plain') then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-1 : Minimap');
+ {$endif}
+
+ if (Covers.W <= 256) and (Covers.H <= 256) then
+ begin
+ {$ifdef blindydebug}
+ Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)');
+ {$endif}
+ MipmapSurface:=GetScaledTexture(TexSurface,Covers.W, Covers.H);
+ if assigned(MipmapSurface) then
+ begin
+ {$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
+ CacheMipmapSurface:=SDL_CreateRGBSurfaceFrom(@CacheMipmap[0], Covers.W, Covers.H, 24, Covers.W*3, $000000ff, $0000ff00, $00ff0000, 0);
+ SDL_BlitSurface(MipMapSurface,nil,CacheMipmapSurface,nil);
+ SDL_FreeSurface(CacheMipmapSurface);
+ {$ifdef blindydebug}
+ Log.LogStatus('',' ok');
+ Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)');
+ {$endif}
+ SDL_FreeSurface(MipmapSurface);
+ {$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');
+ {$endif}
+
+
+ // now we might colorize the whole thing
+ if Typ='Colorized' then
+ ColorizeTexture(TexSurface,Col);
+
+ // save actual dimensions of our texture
+ oldWidth:=newWidth;
+ oldHeight:=newHeight;
+ // make texture dimensions be powers of 2
+ newWidth:=Round(Power(2, Ceil(Log2(newWidth))));
+ newHeight:=Round(Power(2, Ceil(Log2(newHeight))));
+ if (newHeight <> oldHeight) or (newWidth <> oldWidth) then
+ FitTexture(TexSurface,newWidth,newHeight);
+
+ // at this point we have the image in memory...
+ // scaled to be at most 1024x1024 pixels large
+ // scaled so that dimensions are powers of 2
+ // and converted to either RGB or RGBA
+
+ {$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;
+// {$endif}
+
+ glGenTextures(1, @ActTex);
+
+ glBindTexture(GL_TEXTURE_2D, ActTex);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+
+ // load data into gl texture
+ if (Typ = 'Transparent') or
+ (Typ='Colorized') then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end
+ {if Typ = 'Plain' then} else
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
+ end;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-4');
+ {$endif}
+
+{
+ if Typ = 'Transparent Range' then
+ // set alpha to 256-green-component (not sure)
+ Pix := TextureB.Canvas.Pixels[Position2, Position];
+ TextureD32[Position*TexNewW + Position2+1, 1] := Pix;
+ TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256;
+ TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
+ TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256;
+}
+{
+ if Typ = 'Font' then
+ // either create luminance-alpha texture
+ // or use transparency from differently saved file
+ // or do something totally different (text engine with ttf)
+ Pix := PPix[Position2 * 3];
+ TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255;
+ TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix;
+ glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
+}
+{
+ if Typ = 'Font Outline' then
+ // no idea...
+ begin
+ TextureB.PixelFormat := pf24bit;
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2 * 3];
+
+ Col := Pix;
+ if Col < 127 then Col := 127;
+
+ TempA := Pix;
+ if TempA >= 95 then TempA := 255;
+ if TempA >= 31 then TempA := 255;
+ if Pix < 95 then TempA := (Pix * 256) div 96;
+
+
+ TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
+ TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
+ end;
+}
+{
+ if Typ = 'Font Outline 2' then
+ // same as above
+ begin
+ TextureB.PixelFormat := pf24bit;
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2 * 3];
+
+ Col := Pix;
+ if Col < 31 then Col := 31;
+
+ TempA := Pix;
+ if TempA >= 31 then TempA := 255;
+ if Pix < 31 then TempA := Pix * (256 div 32);
+
+ TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col;
+ TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
+ if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16);
+ if Error > 0 then beep;
+ end;
+ end;
+
+ if Typ = 'Font Black' then
+ // and so on
+ begin
+ // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ???
+ // dimensions
+ TextureB.PixelFormat := pf24bit;
+ TexOrigW := TextureB.Width;
+ TexOrigH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // copy and process pixeldata
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2*3];
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ end;
+
+ if Typ = 'Alpha Black Colored' then
+ // ... hope, noone needs this
+ begin
+ TextureB.PixelFormat := pf24bit;
+ TexOrigW := TextureB.Width;
+ TexOrigH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // copy and process pixeldata
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2*3];
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ end;
+
+ if Typ = 'Font Gray' then
+ begin
+ // dimensions
+ TexOrigW := TextureB.Width;
+ TexOrigH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // copy and process pixeldata
+ for Position := 0 to TextureB.Height-1 do begin
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := TextureB.Canvas.Pixels[Position2, Position];
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ end;
+
+ if Typ = 'Arrow' then
+ begin
+ TextureB.PixelFormat := pf24bit;
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2 * 3];
+
+ // transparency
+ if Pix >= 127 then TempA := 255;
+ if Pix < 127 then TempA := Pix * 2;
+
+ // ColInt = color intensity
+ if Pix < 127 then ColInt := 1;
+ if Pix >= 127 then ColInt := 2 - Pix / 128;
+ //0.75, 0.6, 0.25
+
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+
+ if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ if Error > 0 then beep;
+ end;
+ end;
+
+ if Typ = 'Note Plain' then
+ begin
+ for Position := 0 to TextureB.Height-1 do
+ begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do
+ begin
+
+
+
+ // Skin Patch
+ // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
+ case PPix[Position2*3] of
+ 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
+ 192: Pix := Col;
+ 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
+ 255: Pix := $FFFFFF;
+ end;
+// 0.5.0. Original
+// case PPix[Position2*3] of
+// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
+// 192: Pix := Col;
+// 255: Pix := $FFFFFF;
+// end;
+
+
+
+
+
+ TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
+ TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
+ TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
+ end;
+
+ if Typ = 'Note Transparent' then
+ begin
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ TempA := 255;
+
+
+
+ //Skin Patch
+ // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White
+ case PPix[Position2*3] of
+ 0: TempA := 0;
+ 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf);
+ 192: Pix := Col;
+ 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF));
+ 255: Pix := $FFFFFF;
+ end;
+// 0.5.0 Original
+// case PPix[Position2*3] of
+// 0: TempA := 0;
+// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2;
+// 192: Pix := Col;
+// 255: Pix := $FFFFFF;
+// end;
+
+
+
+
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ end;
+}
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-5');
+ {$endif}
+
+
+ Result.X := 0;
+ Result.Y := 0;
+ Result.Z := 0;
+ Result.W := 0;
+ Result.H := 0;
+ Result.ScaleW := 1;
+ Result.ScaleH := 1;
+ Result.Rot := 0;
+ Result.TexNum := ActTex;
+ Result.TexW := oldWidth / newWidth;
+ Result.TexH := oldHeight / newHeight;
+
+ Result.Int := 1;
+ Result.ColR := 1;
+ Result.ColG := 1;
+ Result.ColB := 1;
+ Result.Alpha := 1;
+
+ // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these
+ Result.TexX1 := 0;
+ Result.TexY1 := 0;
+ Result.TexX2 := 1;
+ Result.TexY2 := 1;
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-6');
+ {$endif}
+
+
+ // 0.5.0
+ Result.Name := Identifier;
+
+ SDL_FreeSurface(TexSurface);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-7');
+ {$endif}
+
+
+ Log.BenchmarkEnd(4);
+ if Log.BenchmarkTimeLength[4] >= 1 then
+ Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
+
+ {$ifdef blindydebug}
+ Log.LogStatus('',' JB-8');
+ {$endif}
+
+end;
+
+
+function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
+begin
+ Result := GetTexture(Name, Typ, true);
+end;
+
+function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
+var
+ T: integer; // texture
+ C: integer; // cover
+ Data: array of byte;
+begin
+
+ if Name = '' then
+ exit;
+
+ // find texture entry
+ T := FindTexture(Name);
+
+ if T = -1 then
+ begin
+ // create texture entry
+ T := Length(TextureDatabase.Texture);
+ SetLength(TextureDatabase.Texture, T+1);
+
+ TextureDatabase.Texture[T].Name := Name;
+ TextureDatabase.Texture[T].Typ := Typ;
+
+ // inform database that no textures have been loaded into memory
+ TextureDatabase.Texture[T].Texture.TexNum := -1;
+ TextureDatabase.Texture[T].TextureCache.TexNum := -1;
+ end;
+
+ // use preloaded texture
+ if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then
+ begin
+ // use full texture
+ if TextureDatabase.Texture[T].Texture.TexNum = -1 then
+ begin
+ // load texture
+ {$ifdef blindydebug}
+ Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')');
+ {$endif}
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
+ {$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 = -1 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;
+
+function TTextureUnit.FindTexture(Name: string): integer;
+var
+ T: integer; // texture
+begin
+ Result := -1;
+ for T := 0 to high(TextureDatabase.Texture) do
+ if TextureDatabase.Texture[T].Name = Name then
+ Result := T;
+end;
+
+function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
+begin
+ Result := LoadTexture(false, Identifier, Format, Typ, Col);
+end;
+
+function TTextureUnit.LoadTexture(Identifier: string): TTexture;
+begin
+ Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0);
+end;
+
+function TTextureUnit.CreateTexture(var Data: array of byte; 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 beep;
+ 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(Name: string; FromCache: boolean);
+var
+ T: integer;
+ TexNum: GLuint;
+begin
+ T := FindTexture(Name);
+
+ if not FromCache then begin
+ TexNum := TextureDatabase.Texture[T].Texture.TexNum;
+ if TexNum >= 0 then begin
+ glDeleteTextures(1, @TexNum);
+ TextureDatabase.Texture[T].Texture.TexNum := -1;
+// Log.LogError('Unload texture no '+IntToStr(TexNum));
+ end;
+ end else begin
+ TexNum := TextureDatabase.Texture[T].TextureCache.TexNum;
+ if TexNum >= 0 then begin
+ glDeleteTextures(1, @TexNum);
+ TextureDatabase.Texture[T].TextureCache.TexNum := -1;
+// Log.LogError('Unload texture cache no '+IntToStr(TexNum));
+ end;
+ end;
+end;
+
+{$IFDEF LAZARUS}
+initialization
+ {$I UltraStar.lrs}
+{$ENDIF}
+
+
+end.