diff options
-rw-r--r-- | Game/Code/Classes/UCovers.pas | 2 | ||||
-rw-r--r-- | Game/Code/Classes/UImage.pas | 234 | ||||
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 640 | ||||
-rw-r--r-- | Game/Code/Screens/UScreenSong.pas | 2 |
4 files changed, 375 insertions, 503 deletions
diff --git a/Game/Code/Classes/UCovers.pas b/Game/Code/Classes/UCovers.pas index 3a5b4f50..1ff2a5c0 100644 --- a/Game/Code/Classes/UCovers.pas +++ b/Game/Code/Classes/UCovers.pas @@ -200,7 +200,7 @@ begin BlockWrite(F, Name[1], NLen); Cover[High(Cover)].Position := FilePos(F); - BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8)); + //BlockWrite(F, CacheMipmap[0], W*H*(Bits div 8)); CloseFile(F); end; diff --git a/Game/Code/Classes/UImage.pas b/Game/Code/Classes/UImage.pas index 5dd326e7..d33c0d38 100644 --- a/Game/Code/Classes/UImage.pas +++ b/Game/Code/Classes/UImage.pas @@ -96,6 +96,14 @@ const Alpha: 255 ); +type + TImagePixelFmt = ( + ipfRGBA, ipfRGB, ipfBGRA, ipfBGR + ); + +(******************************************************* + * Image saving + *******************************************************) {$IFDEF HavePNG} function WritePNGImage(const FileName: string; Surface: PSDL_Surface): boolean; @@ -107,13 +115,28 @@ function WriteBMPImage(const FileName: string; Surface: PSDL_Surface): boolean; function WriteJPGImage(const FileName: string; Surface: PSDL_Surface; Quality: integer): boolean; {$ENDIF} +(******************************************************* + * Image loading + *******************************************************) + function LoadImage(const Identifier: string): PSDL_Surface; +(******************************************************* + * Image manipulation + *******************************************************) + +function PixelFormatEquals(fmt1, fmt2: PSDL_PixelFormat): boolean; +procedure ScaleImage(var ImgSurface: PSDL_Surface; Width, Height: Cardinal); +procedure FitImage(var ImgSurface: PSDL_Surface; Width, Height: Cardinal); +procedure ColorizeImage(ImgSurface: PSDL_Surface; NewColor: Cardinal); + + implementation uses SysUtils, Classes, + Math, {$IFDEF MSWINDOWS} Windows, {$ENDIF} @@ -133,9 +156,11 @@ uses {$ENDIF} zlib, sdl_image, + sdlutils, UCommon, ULog; + function IsRGBSurface(pixelFmt: PSDL_PixelFormat): boolean; begin Result := (pixelFmt.BitsPerPixel = 24) and @@ -216,6 +241,11 @@ begin end; end; + +(******************************************************* + * Image saving + *******************************************************) + (*************************** * PNG section *****************************) @@ -704,6 +734,12 @@ end; {$ENDIF} + +(******************************************************* + * Image loading + *******************************************************) + + (* * Loads an image from the given file or resource *) @@ -718,7 +754,7 @@ begin if Identifier = '' then exit; - + //Log.LogStatus( Identifier, 'LoadImage' ); FileName := Identifier; @@ -731,7 +767,7 @@ begin Result := IMG_Load(PChar(FileName)); //Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' ); except - Log.LogError('Could not load from file "'+FileName+'"', 'TTextureUnit.LoadImage'); + Log.LogError('Could not load from file "'+FileName+'"', 'LoadImage'); Exit; end; end @@ -742,14 +778,14 @@ begin TexStream := GetResourceStream(Identifier, 'TEX'); if (not assigned(TexStream)) then begin - Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'TTextureUnit.LoadImage'); + Log.LogError( 'Invalid file or resource "'+ Identifier+'"', 'LoadImage'); Exit; end; TexRWops := RWopsFromStream(TexStream); if (TexRWops = nil) then begin - Log.LogError( 'Could not assign resource "'+Identifier+'"', 'TTextureUnit.LoadImage'); + Log.LogError( 'Could not assign resource "'+Identifier+'"', 'LoadImage'); TexStream.Free(); Exit; end; @@ -758,7 +794,7 @@ begin try Result := IMG_Load_RW(TexRWops, 0); except - Log.LogError( 'Could not read resource "'+Identifier+'"', 'TTextureUnit.LoadImage'); + Log.LogError( 'Could not read resource "'+Identifier+'"', 'LoadImage'); end; SDL_FreeRW(TexRWops); @@ -766,4 +802,192 @@ begin end; end; + +(******************************************************* + * Image manipulation + *******************************************************) + + +function PixelFormatEquals(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 ScaleImage(var ImgSurface: PSDL_Surface; Width, Height: Cardinal); +var + TempSurface: PSDL_Surface; +begin + TempSurface := ImgSurface; + ImgSurface := SDL_ScaleSurfaceRect(TempSurface, + 0, 0, TempSurface^.W,TempSurface^.H, + Width, Height); + SDL_FreeSurface(TempSurface); +end; + +procedure FitImage(var ImgSurface: PSDL_Surface; Width, Height: Cardinal); +var + TempSurface: PSDL_Surface; + ImgFmt: PSDL_PixelFormat; +begin + TempSurface := ImgSurface; + + // create a new surface with given width and height + ImgFmt := TempSurface^.format; + ImgSurface := SDL_CreateRGBSurface( + SDL_SWSURFACE, Width, Height, ImgFmt^.BitsPerPixel, + ImgFmt^.RMask, ImgFmt^.GMask, ImgFmt^.BMask, ImgFmt^.AMask); + + // copy image from temp- to new surface + SDL_SetAlpha(ImgSurface, 0, 255); + SDL_SetAlpha(TempSurface, 0, 255); + SDL_BlitSurface(TempSurface, nil, ImgSurface, nil); + + SDL_FreeSurface(TempSurface); +end; + +(* +// Old slow floating point version of ColorizeTexture. +// For an easier understanding of the faster fixed point version below. +procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); +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)] + delta, f, p, q, t: Double; + max: Double; +begin + 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]); +end; +*) + +procedure ColorizeImage(ImgSurface: PSDL_Surface; NewColor: 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 UInt32; // [0: R, 1: G, 2: B] + hsv: array[0..2] of UInt32; // [0: H(ue), 1: S(aturation), 2: V(alue)] + dhue: UInt32; + h_int: Cardinal; + delta, f, p, q, t: Longint; + max: Uint32; +begin + DestinationHue := col2hue(NewColor); + + dhue := Trunc(DestinationHue*1024); + + Pixel := ImgSurface^.Pixels; + + for PixelIndex := 0 to (ImgSurface^.W * ImgSurface^.H)-1 do + begin + PixelColors := PByteArray(Pixel); + // inlined colorize per pixel + + // uses fixed point math + // get color values + clr[0] := PixelColors[0] shl 10; + clr[1] := PixelColors[1] shl 10; + clr[2] := PixelColors[2] shl 10; + //calculate luminance and saturation from rgb + + max := clr[0]; + if clr[1] > max then max := clr[1]; + if clr[2] > max then max := clr[2]; + delta := clr[0]; + if clr[1] < delta then delta := clr[1]; + if clr[2] < delta then delta := clr[2]; + delta := max-delta; + hsv[0] := dhue; // shl 8 + hsv[2] := max; // shl 8 + if (max = 0) then + hsv[1] := 0 + else + hsv[1] := (delta shl 10) div max; // shl 8 + h_int := hsv[0] and $fffffC00; + f := hsv[0]-h_int; //shl 10 + p := (hsv[2]*(1024-hsv[1])) shr 10; + q := (hsv[2]*(1024-(hsv[1]*f) shr 10)) shr 10; + t := (hsv[2]*(1024-(hsv[1]*(1024-f)) shr 10)) shr 10; + h_int := h_int shr 10; + 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; + + PixelColors[0] := clr[0] shr 10; + PixelColors[1] := clr[1] shr 10; + PixelColors[2] := clr[2] shr 10; + + Inc(Pixel, ImgSurface^.format.BytesPerPixel); + end; +end; + end. diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 0025a28c..4879760a 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -12,13 +12,10 @@ uses gl, glu, glext, - Math, Classes, SysUtils, UCommon, - UImage, SDL, - sdlutils, SDL_Image; type @@ -64,6 +61,8 @@ const function TextureTypeToStr(TexType: TTextureType): string; function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType; +procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType); + type PTextureEntry = ^TTextureEntry; TTextureEntry = record @@ -76,95 +75,55 @@ type TextureCache: TTexture; // Thumbnail texture end; - TTextureDatabase = record - Texture: array of TTextureEntry; + TTextureDatabase = class + private + Texture: array of TTextureEntry; + public + procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean); + function FindTexture(const Name: string; Typ: TTextureType; Color: Cardinal): integer; 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); + TextureDatabase: TTextureDatabase; 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; + procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Cache: boolean = false); overload; + procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean = false); overload; + function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = false): TTexture; overload; + function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = false): TTexture; overload; 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; + function CreateTexture(Data: PChar; const Name: string; Width, Height: word; BitsPerPixel: 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(width, height: Integer); - - Constructor Create; - Destructor Destroy; override; + constructor Create; + destructor Destroy; override; end; var - Texture: TTextureUnit; - TextureDatabase: TTextureDatabase; - - Mipmapping: boolean; - - CacheMipmap: array[0..256*256*3-1] of byte; // 3KB - CacheMipmapSurface: PSDL_Surface; - + Texture: TTextureUnit; implementation -uses ULog, - DateUtils, - UCovers, - UThemes, - 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; +uses + DateUtils, + StrUtils, + Math, + ULog, + UCovers, + UThemes, + UImage; -procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType); +procedure 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 @@ -173,179 +132,98 @@ begin else NeededPixFmt := @PixelFmt_RGB; - - if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then + if not PixelformatEquals(TexSurface^.format, NeededPixFmt) then begin TempSurface := TexSurface; TexSurface := SDL_ConvertSurface(TempSurface, NeededPixFmt, SDL_SWSURFACE); SDL_FreeSurface(TempSurface); end; end; + +{ TTextureDatabase } -function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface; +procedure TTextureDatabase.AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean); var - TempSurface: PSDL_Surface; + TextureIndex: integer; begin - TempSurface := TexSurface; - Result := SDL_ScaleSurfaceRect(TempSurface, - 0, 0, TempSurface^.W,TempSurface^.H, - W, H); - SDL_FreeSurface(TempSurface); + TextureIndex := FindTexture(Tex.Name, Typ, Color); + if (TextureIndex = -1) then + begin + TextureIndex := Length(Texture); + SetLength(Texture, TextureIndex+1); + + Texture[TextureIndex].Name := Tex.Name; + Texture[TextureIndex].Typ := Typ; + Texture[TextureIndex].Color := Color; + end; + + if (Cache) then + Texture[TextureIndex].TextureCache := Tex + else + Texture[TextureIndex].Texture := Tex; end; -procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); +function TTextureDatabase.FindTexture(const Name: string; Typ: TTextureType; Color: Cardinal): integer; var - TempSurface: PSDL_Surface; + TextureIndex: integer; + CurrentTexture: PTextureEntry; begin - TempSurface := TexSurface; - TexSurface := SDL_ScaleSurfaceRect(TempSurface, - 0, 0, TempSurface^.W,TempSurface^.H, - W, H); - SDL_FreeSurface(TempSurface); + Result := -1; + for TextureIndex := 0 to High(Texture) do + begin + CurrentTexture := @Texture[TextureIndex]; + if (CurrentTexture.Name = Name) and + (CurrentTexture.Typ = Typ) then + begin + // colorized textures must match in their color too + if (CurrentTexture.Typ <> TEXTURE_TYPE_COLORIZED) or + (CurrentTexture.Color = Color) then + begin + Result := TextureIndex; + Break; + end; + end; + end; end; -procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); -var - TempSurface: PSDL_Surface; + +{ TTextureUnit } + +constructor TTextureUnit.Create; 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); + inherited Create; + TextureDatabase := TTextureDatabase.Create; 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; +destructor TTextureUnit.Destroy; begin - DestinationHue := col2hue(Col); + TextureDatabase.Free; + inherited Destroy; +end; - dhue := Trunc(DestinationHue*1024); - Pixel := TexSurface^.Pixels; +procedure TTextureUnit.AddTexture(var Tex: TTexture; Typ: TTextureType; Cache: boolean); +begin + TextureDatabase.AddTexture(Tex, Typ, 0, Cache); +end; - 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; +procedure TTextureUnit.AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean); +begin + TextureDatabase.AddTexture(Tex, Typ, Color, Cache); +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; +function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; +begin + // FIXME: what is the FromRegistry parameter supposed to do? + Result := LoadTexture(Identifier, Typ, Col); +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; +function TTextureUnit.LoadTexture(const Identifier: string): TTexture; +begin + Result := LoadTexture(Identifier, TEXTURE_TYPE_PLAIN, 0); end; -function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; +function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; var TexSurface: PSDL_Surface; MipmapSurface: PSDL_Surface; @@ -353,21 +231,11 @@ var oldWidth, oldHeight: Cardinal; ActTex: GLuint; begin - Log.BenchmarkStart(4); - Mipmapping := true; - // zero texture data FillChar(Result, SizeOf(Result), 0); // 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'); - {$endif} if not assigned(TexSurface) then begin Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"', @@ -376,13 +244,8 @@ begin end; // convert pixel format as needed - {$ifdef blindydebug} - Log.LogStatus('', ' AdjustPixelFormat'); - {$endif} AdjustPixelFormat(TexSurface, Typ); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} + // adjust texture size (scale down, if necessary) newWidth := TexSurface.W; newHeight := TexSurface.H; @@ -394,100 +257,32 @@ begin newHeight := Limit; if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then - begin - {$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); - {$endif} - + ScaleImage(TexSurface, newWidth, newHeight); - (* - - // don't actually understand, if this is needed... - // this should definately be changed... together with all this - // cover cache stuff - if (CreateCacheMipmap) and (Typ = TEXTURE_TYPE_PLAIN) then - begin - {$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'); - {$endif} - - - // now we might colorize the whole thing + // now we might colorize the whole thing if (Typ = TEXTURE_TYPE_COLORIZED) then - ColorizeTexture(TexSurface, Col); + ColorizeImage(TexSurface, Col); - // save actual dimensions of our texture + // save actual dimensions of our texture oldWidth := newWidth; oldHeight := newHeight; - // make texture dimensions be powers of 2 + + // make texture dimensions be powers of 2 newWidth := Round(Power(2, Ceil(Log2(newWidth)))); newHeight := Round(Power(2, Ceil(Log2(newHeight)))); if (newHeight <> oldHeight) or (newWidth <> oldWidth) then - FitTexture(TexSurface, newWidth, newHeight); + FitImage(TexSurface, newWidth, newHeight); // at this point we have the image in memory... // scaled to be at most 1024x1024 pixels large // scaled so that dimensions are powers of 2 // and converted to either RGB or RGBA - {$ifdef blindydebug} - Log.LogStatus('',' JB-3'); - {$endif} - - // if we got a Texture of Type Plain, Transparent or Colorized, // then we're done manipulating it // and could now create our openGL texture from it - // prepare OpenGL texture + // prepare OpenGL texture glGenTextures(1, @ActTex); glBindTexture(GL_TEXTURE_2D, ActTex); @@ -506,11 +301,6 @@ begin glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels); end; - {$ifdef blindydebug} - Log.LogStatus('',' JB-5'); - {$endif} - - // setup texture struct with Result do begin @@ -541,26 +331,7 @@ begin Name := Identifier; end; - {$ifdef blindydebug} - Log.LogStatus('',' JB-6'); - {$endif} - SDL_FreeSurface(TexSurface); - - {$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'); - {$endif} - end; function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture; @@ -570,207 +341,87 @@ end; function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture; var - texture: integer; - cover: integer; + TextureIndex: integer; + CoverIndex: integer; begin - - if Name = '' then - exit; - - // find texture entry - texture := FindTexture(Name, Typ, Col); - - if texture = -1 then - begin - // create texture entry - texture := Length(TextureDatabase.Texture); - SetLength(TextureDatabase.Texture, texture+1); - - TextureDatabase.Texture[texture].Name := Name; - TextureDatabase.Texture[texture].Typ := Typ; - TextureDatabase.Texture[texture].Color := Col; - - // inform database that no textures have been loaded into memory - TextureDatabase.Texture[texture].Texture.TexNum := 0; - TextureDatabase.Texture[texture].TextureCache.TexNum := 0; - end; - - // use preloaded texture - if (not FromCache) or (FromCache{ and (Covers.CoverExists(Name) < 0)}) then + if (Name = '') then begin - // use full texture - if TextureDatabase.Texture[texture].Texture.TexNum = 0 then - begin - // load texture - {$ifdef blindydebug} - Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')'); - {$endif} - TextureDatabase.Texture[texture].Texture := LoadTexture(false, Name, Typ, Col); - {$ifdef blindydebug} - Log.LogStatus('done',' '); - {$endif} - end; - - // use texture - Result := TextureDatabase.Texture[texture].Texture; + // zero texture data + FillChar(Result, SizeOf(Result), 0); + Exit; end; - if FromCache and Covers.CoverExists(Name) then + if (FromCache) then begin + (* // use cache texture - cover := Covers.CoverNumber(Name); + CoverIndex := Covers.FindCover(Name); - if TextureDatabase.Texture[texture].TextureCache.TexNum = 0 then + if TextureDatabase.Texture[TextureIndex].TextureCache.TexNum = 0 then begin // load texture Covers.PrepareData(Name); - TextureDatabase.Texture[texture].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[cover].W, Covers.Cover[cover].H, 24); + TextureDatabase.Texture[TextureIndex].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[CoverIndex].Width, Covers.Cover[CoverIndex].Height, 24); end; + *) // use texture - Result := TextureDatabase.Texture[texture].TextureCache; - end; -end; - -//-------- -// Returns Pointer to an Array of Byte containing the Texture Data in the -// requested Size -//-------- -function TTextureUnit.GetCoverThumbnail(const Name: string): Pointer; -var - TexSurface: PSDL_Surface; -const - Typ = TEXTURE_TYPE_PLAIN; -begin - Result := nil; - if (FileExists(Name)) then - begin - {$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); + TextureIndex := TextureDatabase.FindTexture(Name, Typ, Col); + if (TextureIndex > -1) then + Result := TextureDatabase.Texture[TextureIndex].TextureCache; + Exit; end; -end; -//-------- -// sets textures thumbnail size vars and sets length of databuffer and create coversurface -//-------- -procedure TTextureUnit.SetCoverSize(width, height: integer); -begin - if (width > 0) and (height > 0) then + // find texture entry in database + TextureIndex := TextureDatabase.FindTexture(Name, Typ, Col); + if (TextureIndex = -1) then begin - TnWidth := width; - TnHeight := height; - - SetLength(TnBuffer, TnWidth * TnHeight * 3); + // create texture entry in database + TextureIndex := Length(TextureDatabase.Texture); + SetLength(TextureDatabase.Texture, TextureIndex+1); - //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; + TextureDatabase.Texture[TextureIndex].Name := Name; + TextureDatabase.Texture[TextureIndex].Typ := Typ; + TextureDatabase.Texture[TextureIndex].Color := Col; -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 - begin - 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; + // inform database that no textures have been loaded into memory + TextureDatabase.Texture[TextureIndex].Texture.TexNum := 0; + TextureDatabase.Texture[TextureIndex].TextureCache.TexNum := 0; end; -end; -function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; -begin - Result := LoadTexture(false, Identifier, Typ, Col); -end; + // load full texture + if (TextureDatabase.Texture[TextureIndex].Texture.TexNum = 0) then + TextureDatabase.Texture[TextureIndex].Texture := LoadTexture(false, Name, Typ, Col); -function TTextureUnit.LoadTexture(const Identifier: string): TTexture; -begin - Result := LoadTexture(false, Identifier, TEXTURE_TYPE_PLAIN, 0); + // use texture + Result := TextureDatabase.Texture[TextureIndex].Texture; end; -function TTextureUnit.CreateTexture(var Data: array of byte; const Name: string; W, H: word; Bits: byte): TTexture; +function TTextureUnit.CreateTexture(Data: PChar; const Name: string; Width, Height: word; BitsPerPixel: byte): TTexture; var Error: integer; ActTex: GLuint; 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]); + glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, Data); + + { 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.Z := 0; Result.W := 0; Result.H := 0; Result.ScaleW := 1; @@ -786,13 +437,12 @@ begin Result.ColB := 1; Result.Alpha := 1; - // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these + // 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; @@ -806,7 +456,7 @@ var T: integer; TexNum: GLuint; begin - T := FindTexture(Name, Typ, Col); + T := TextureDatabase.FindTexture(Name, Typ, Col); if not FromCache then begin @@ -815,7 +465,7 @@ begin begin glDeleteTextures(1, PGLuint(@TexNum)); TextureDatabase.Texture[T].Texture.TexNum := 0; -// Log.LogError('Unload texture no '+IntToStr(TexNum)); + //Log.LogError('Unload texture no '+IntToStr(TexNum)); end; end else @@ -825,7 +475,7 @@ begin begin glDeleteTextures(1, @TexNum); TextureDatabase.Texture[T].TextureCache.TexNum := 0; -// Log.LogError('Unload texture cache no '+IntToStr(TexNum)); + //Log.LogError('Unload texture cache no '+IntToStr(TexNum)); end; end; end; diff --git a/Game/Code/Screens/UScreenSong.pas b/Game/Code/Screens/UScreenSong.pas index 3ed5e745..53271778 100644 --- a/Game/Code/Screens/UScreenSong.pas +++ b/Game/Code/Screens/UScreenSong.pas @@ -824,9 +824,7 @@ begin // cache texture if there is a need to this if (not Covers.CoverExists(CatSongs.Song[I].Path + CatSongs.Song[I].Cover)) then begin - Texture.CreateCacheMipmap := true; Texture.GetTexture(CatSongs.Song[I].Path + CatSongs.Song[I].Cover, TEXTURE_TYPE_PLAIN, true); // preloads textures and creates cache mipmap - Texture.CreateCacheMipmap := false; // puts this texture to the cache file Covers.AddCover(CatSongs.Song[I].Path + CatSongs.Song[I].Cover); |