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-rw-r--r--Game/Code/Classes/UTexture.pas942
-rw-r--r--Game/Code/UltraStar.dpr2
-rw-r--r--Game/Code/UltraStar.rc54
3 files changed, 410 insertions, 588 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
index 1c436f04..78a2573f 100644
--- a/Game/Code/Classes/UTexture.pas
+++ b/Game/Code/Classes/UTexture.pas
@@ -2,6 +2,9 @@ unit UTexture;
// Plain (alpha = 1)
// Transparent
+// Colorized
+
+// obsolete?
// Transparent Range
// Font (white is drawn, black is transparent)
// Font Outline (Font with darker outline)
@@ -25,15 +28,12 @@ uses OpenGL12,
Math,
Classes,
SysUtils,
- {$IFDEF FPC}
- ulazjpeg,
- {$ELSE}
- JPEG,
- PNGImage,
- {$ENDIF}
Graphics,
UCommon,
- UThemes;
+ UThemes,
+ SDL,
+ sdlutils,
+ SDL_Image;
{$IFDEF Win32}
@@ -45,7 +45,7 @@ uses OpenGL12,
{$ELSE}
const opengl32 = 'libGL.so' ; // YES Capital GL
{$ENDIF}
-
+
procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
{$ENDIF}
@@ -88,10 +88,16 @@ type
end;
TTextureUnit = class
-
+
private
- function LoadBitmap( const aSourceStream : TStream; const aIMG : TBitMap ): boolean;
- function LoadJpeg( const aSourceStream : TStream; const aIMG : TBitMap ): boolean;
+ 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;
@@ -108,27 +114,19 @@ type
end;
var
- lasthue: double;
Texture: TTextureUnit;
TextureDatabase: TTextureDatabase;
+ // this should be in UDisplay?!
PrintScreenData: array[0..1024*768-1] of longword;
ActTex: GLuint;//integer;
- TexOrigW: integer;
- TexOrigH: integer;
- TexNewW: integer;
- TexNewH: integer;
-
- TexFitW: integer;
- TexFitH: integer; // new for limit
-
- TextureD8: array[1..1024*1024] of byte; // 1MB
+// 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)
+// 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
@@ -140,141 +138,244 @@ var
implementation
uses ULog, DateUtils, UCovers, StrUtils;
-function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
-begin
- Result := GetTexture(Name, Typ, true);
+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);
+
+
+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;
-function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
-var
- T: integer; // texture
- C: integer; // cover
- Data: array of byte;
-begin
- // find texture entry
- T := FindTexture(Name);
-
- if T = -1 then
+// +++++++++++++++++++++ helpers for loadimage +++++++++++++++
+ function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl;
+ var
+ stream : TStream;
+ origin : Word;
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;
+ 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;
-
- // use preloaded texture
- if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then
+ function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl;
+ var
+ stream : TStream;
begin
- // use full texture
- if TextureDatabase.Texture[T].Texture.TexNum = -1 then
- begin
- // load texture
- TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
+ 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;
-
- // use texture
- Result := TextureDatabase.Texture[T].Texture;
end;
-
- if FromCache and Covers.CoverExists(Name) then
+ function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl;
+ var
+ stream : TStream;
begin
- // use cache texture
- C := Covers.CoverNumber(Name);
+ stream := TStream( context.unknown );
+ if ( stream = nil ) then
+ raise EInvalidContainer.Create( 'SDLStreamClose on nil' );
+ stream.Free;
+ Result := 1;
+ end;
+// -----------------------------------------------
- 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);
+function TTextureUnit.LoadImage(Identifier: PChar): PSDL_Surface;
+var
+ TexStream: TStream;
+ TexRWops: PSDL_RWops;
+ dHandle: THandle;
+
+begin
+ Result:=nil;
+ TexRWops:=nil;
+ Log.LogStatus( ' start' , Identifier);
+ if ( FileExists(Identifier) ) then
+ begin
+ Log.LogStatus( ' found file' , ' '+ Identifier);
+ // load from file
+ Result:=IMG_Load(Identifier);
+ end
+ else
+ begin
+ Log.LogStatus( ' trying resource' , ' '+ Identifier);
+ // load from resource stream
+ dHandle:=FindResource(hInstance,Identifier,'TEX');
+ if dHandle=0 then begin
+ Log.LogStatus( 'ERROR Could not find resource' , Identifier);
+ beep;
+ Exit;
end;
+
+ try
+ TexStream := TResourceStream.Create(HInstance, Identifier, 'TEX');
+ 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 load from resource' , Identifier);
+ beep;
+ Exit;
+ end;
+ Result:=IMG_Load_RW(TexRWops,0);
+ SDL_FreeRW(TexRWops);
+ TexStream.Free;
+ end;
+ Log.LogStatus( ' DONE' , '---'+ Identifier);
+end;
- // use texture
- Result := TextureDatabase.Texture[T].TextureCache;
+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;
+ if (Typ='Transparent') or
+ (Typ='Colorized')
+ then NeededPixFmt:=@fmt_rgba;
+
+ 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.FindTexture(Name: string): integer;
+function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface;
var
- T: integer; // texture
+ TempSurface: PSDL_Surface;
begin
- Result := -1;
- for T := 0 to high(TextureDatabase.Texture) do
- if TextureDatabase.Texture[T].Name = Name then
- Result := T;
+ 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;
-// expects: src, dst: pointers to r,g,b,a
-// hue: new hue within range [0.0-6.0)
-procedure ColorizeCopy(Src, Dst: PByteArray; hue: Double); overload;
+procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal);
var
- i,j,k: Cardinal;
- clr, hls: array[0..2] of Double;
- delta, f, p, q, t: Double;
+ TempSurface: PSDL_Surface;
begin
- hls[0]:=hue;
+ 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);
+ 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;
- clr[0] := src[0]/255;
- clr[1] := src[1]/255;
- clr[2] := src[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
- dst[0]:=floor(255*clr[0]);
- dst[1]:=floor(255*clr[1]);
- dst[2]:=floor(255*clr[2]);
- dst[3]:=src[3];
- end;
-end;
-// expects: src: $rrggbb
-// dst: pointer to r,g,b,a
-// hue: new hue within range [0.0-6.0)
-procedure ColorizeCopy(Src: Cardinal; Dst: PByteArray; hue: Double); overload;
-var
- i,j,k: Cardinal;
- clr, hls: array[0..2] of Double;
- delta, f, p, q, t: Double;
-begin
- hls[0]:=hue;
-
- clr[0]:=((src shr 16) and $ff)/255;
- clr[1]:=((src shr 8) and $ff)/255;
- clr[2]:=(src and $ff)/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
+ // 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;
@@ -290,428 +391,135 @@ begin
5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end;
end;
// and store new rgb back into the image
- dst[0]:=floor(255*clr[0]);
- dst[1]:=floor(255*clr[1]);
- dst[2]:=floor(255*clr[2]);
- dst[3]:=255;
+ Pix[0]:=floor(255*clr[0]);
+ Pix[1]:=floor(255*clr[1]);
+ Pix[2]:=floor(255*clr[2]);
end;
-end;
-//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 $ff)/255;
- hls[1]:=maxvalue(clr);
- delta:=hls[1]-minvalue(clr);
- if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
- else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
- else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
- if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
- if hls[0]=6.0 then hls[0]:=0.0;
- col2h:=hls[0];
-end;
-
-
-function TTextureUnit.LoadBitmap( const aSourceStream : TStream; const aIMG : TBitMap ): boolean;
-begin
- result := false;
- try
- Log.LogStatus( ' TTextureUnit.LoadBitmap' , '' );
-
- aSourceStream.position := 0;
- aIMG.LoadFromStream( aSourceStream );
- finally
- result := aSourceStream.position > 0;
end;
-end;
-function TTextureUnit.LoadJpeg( const aSourceStream : TStream; const aIMG : TBitMap ): boolean;
var
- TextureJ: TJPEGImage;
+ DestinationHue: Double;
+ PixelIndex: Cardinal;
begin
- result := false;
- try
- Log.LogStatus( ' TTextureUnit.LoadJpeg' , '');
-
- aSourceStream.position := 0;
-
- TextureJ := TJPEGImage.Create;
- try
- TextureJ.LoadFromStream( aSourceStream );
- aIMG.Assign(TextureJ);
- finally
- TextureJ.Free;
- end;
- finally
- result := aSourceStream.position > 0;
- end;
+ DestinationHue:=col2h(Col);
+ for PixelIndex:=0 to (TexSurface^.W*TexSurface^.H -1) do
+ ColorizePixel(@(PByteArray(TexSurface^.Pixels)[PixelIndex*TexSurface^.format.BytesPerPixel]),DestinationHue);
end;
-
-
-
function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
var
- Res: TResourceStream;
- TextureB: TBitmap;
- TextureJ: TJPEGImage;
- {$IFNDEF FPC}
- TexturePNG: TPNGObject;
- {$ENDIF}
-
- TextureAlpha: array of byte;
- AlphaPtr: PByte;
- TransparentColor: TColor;
- PixelColor: TColor;
+ TexSurface: PSDL_Surface;
+ MipmapSurface: PSDL_Surface;
+ newWidth, newHeight: Cardinal;
+ oldWidth, oldHeight: Cardinal;
- Position: integer;
- Position2: integer;
- Pix: integer;
- ColInt: real;
- PPix: PByteArray;
- TempA: integer;
- Error: integer;
- SkipX: integer;
- myAlpha: Real;
- myRGBABitmap: array of byte;
- RGBPtr: PByte;
- myHue: Double;
-
- lTextureStream : TStream;
begin
- lTextureStream := nil;
-
- Log.LogStatus( 'From Resource - ' + inttostr( integer( FromRegistry ) ) , Identifier +' '+ Format +' '+ Typ );
-
-// {$IFNDEF FPC}
- // TODO : JB_lazarus eeeew this is a nasty one...
- // but lazarus implementation scanlines is different :(
- // need to implement as per
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=18512
- // http://www.lazarus.freepascal.org/index.php?name=PNphpBB2&file=viewtopic&p=10797
- // http://wiki.lazarus.freepascal.org/Developing_with_Graphics
Log.BenchmarkStart(4);
Mipmapping := true;
- if FromRegistry then
- begin
- try
- {$IFNDEF FPC}
- lTextureStream := TResourceStream.Create(HInstance, Identifier, Format);
-
- // TEmp, untill all code is moved to refactord way..
- Res := TResourceStream( lTextureStream );
- {$ENDIF}
- except
- Log.LogStatus( 'ERROR Could not load from resource' , Identifier +' '+ Format +' '+ Typ );
- beep;
- Exit;
- end;
- end
+ if Identifier = nil then
+ Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''')
else
- begin
- if ( FileExists(Identifier) ) then
- begin
- // Get the File Extension...
- Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3)));
+ Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''');
- lTextureStream := TMemoryStream.create();
- TMemoryStream(lTextureStream).loadfromfile( Identifier );
- end;
- end;
-
- if assigned( lTextureStream ) then
+ // load texture data into memory
+ TexSurface:=LoadImage(Identifier);
+ if not assigned(TexSurface) then
begin
- TextureB := TBitmap.Create;
+ Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ Format +' '+ Typ );
+ beep;
+ Exit;
+ end;
- if Format = 'BMP' then
- LoadBitmap( lTextureStream , TextureB )
- else
- if Format = 'JPG' then
- LoadJpeg( lTextureStream , TextureB )
- else if Format = 'PNG' then
+ // convert pixel format as needed
+ AdjustPixelFormat(TexSurface, Typ);
+
+ // 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
+ ScaleTexture(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='Plain') then
begin
- {$IFNDEF FPC}
- // TODO : JB_lazarus - fix this for lazarus..
- TexturePNG := TPNGObject.Create;
- if FromRegistry then
- TexturePNG.LoadFromStream(Res)
- else
+ if (Covers.W <= 256) and (Covers.H <= 256) then
begin
- if FileExists(Identifier) then
- TexturePNG.LoadFromFile(Identifier)
- else
- Exit;
+ MipmapSurface:=GetScaledTexture(TexSurface,Covers.W, Covers.H);
+ System.Move(MipmapSurface^.pixels,CacheMipmap,Covers.W*Covers.H*3-1);
+ SDL_FreeSurface(MipmapSurface);
end;
-
- TextureB.Assign(TexturePNG);
- // transparent png hack start (part 1 of 2)
- if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then
- begin
- setlength(TextureAlpha, TextureB.Width*TextureB.Height);
- setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4);
- if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or
- (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then
- begin
- // i would have preferred english variables here but i use Position because i'm lazy
- for Position := 0 to TextureB.Height - 1 do
- begin
- AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]);
- RGBPtr:=PByte(TexturePNG.Scanline[Position]);
- for Position2 := 0 to TextureB.Width - 1 do
- begin
- TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^;
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^;
- Inc(RGBPtr);
- MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^;
-// Inc(RGBPtr);
- Inc(AlphaPtr);
- end;
- end;
- end;
- end else
- setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit)
- // transparent png hack end
- TexturePNG.Free;
- {$ENDIF}
+ // should i create a cache texture, if Covers.W/H are larger?
end;
- if FromRegistry then Res.Free;
- if (TextureB.Width > 1024) or (TextureB.Height > 1024) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver
- Log.LogError('Image ' + Identifier + ' is too big (' + IntToStr(TextureB.Width) + 'x' + IntToStr(TextureB.Height) + ')');
- Result.TexNum := -1;
- end else begin
+ // 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
+
+ // 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
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 = 'Plain' then
begin
- {$IFNDEF FPC}
- // dimensions
- TexOrigW := TextureB.Width;
- TexOrigH := TextureB.Height;
- TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
- TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
-
- // copy and process pixeldata
- TextureB.PixelFormat := pf24bit;
-{ if (TextureB.PixelFormat = pf8bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- TextureD24[Position*TexNewW + Position2+1, 1] := Pix;
- TextureD24[Position*TexNewW + Position2+1, 2] := Pix div 256;
- TextureD24[Position*TexNewW + Position2+1, 3] := Pix div (256*256);
- end;
- end;
- end;}
- if (TexOrigW <= Limit) and (TexOrigW <= Limit) then begin
- if (TextureB.PixelFormat = pf24bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD24[Position*TexNewW + Position2+1, 1] := PPix[Position2*3+2];
- TextureD24[Position*TexNewW + Position2+1, 2] := PPix[Position2*3+1];
- TextureD24[Position*TexNewW + Position2+1, 3] := PPix[Position2*3];
- end;
- end;
- end;
- end else begin
- // limit
- TexFitW := 4 * (TexOrigW div 4); // fix for bug in gluScaleImage
- TexFitH := TexOrigH;
- if (TextureB.PixelFormat = pf24bit) then begin
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD24[Position*TexFitW + Position2+1, 1] := PPix[Position2*3+2];
- TextureD24[Position*TexFitW + Position2+1, 2] := PPix[Position2*3+1];
- TextureD24[Position*TexFitW + Position2+1, 3] := PPix[Position2*3];
- end;
- end;
- end;
- gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD24,
- Limit, Limit, GL_UNSIGNED_BYTE, @TextureD24); // takes some time
-
- TexNewW := Limit;
- TexNewH := Limit;
- TexOrigW := Limit;
- TexOrigH := Limit;
- end;
-
- // creating cache mipmap
- if CreateCacheMipmap then begin
- if (TexOrigW <> TexNewW) or (TexOrigH <> TexNewH) then begin
- // texture only uses some of it's space. there's a need for resize to fit full size
- // and get best quality
- TexFitW := 4 * (TexOrigW div 4); // 0.5.0: fix for bug in gluScaleImage
- SkipX := (TexOrigW div 2) mod 2; // 0.5.0: try to center image
-
- TexFitH := TexOrigH;
- for Position := 0 to TexOrigH-1 do begin
- PPix := TextureB.ScanLine[Position];
- for Position2 := 0 to TexOrigW-1 do begin
- TextureD242[Position*TexFitW + Position2+1, 1] := PPix[(Position2+SkipX)*3+2];
- TextureD242[Position*TexFitW + Position2+1, 2] := PPix[(Position2+SkipX)*3+1];
- TextureD242[Position*TexFitW + Position2+1, 3] := PPix[(Position2+SkipX)*3];
- end;
- end;
- gluScaleImage(GL_RGB, TexFitW, TexFitH, GL_UNSIGNED_BYTE, @TextureD242,
- Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
-
- end else begin
- // texture fits perfectly
- gluScaleImage(GL_RGB, TexOrigW, TexOrigH, GL_UNSIGNED_BYTE, @TextureD24,
- Covers.W, Covers.H, GL_UNSIGNED_BYTE, @CacheMipmap[0]); // takes some time
- end;
- end;
-
- glTexImage2D(GL_TEXTURE_2D, 0, 3, TexNewW, TexNewH, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- if Mipmapping then begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, TexNewW, TexNewH, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- if Error > 0 then beep;
- end
- {$ENDIF}
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface^.pixels);
end;
- if Typ = 'Transparent' 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 TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- // ,- part of transparent png hack
- if ((Pix = $fefefe) or (Pix = Col)) and (length(TextureAlpha)=0) then begin //Small fix, that caused artefacts to be drawn (#fe == dec254)
- TextureD32[Position*TexNewW + Position2 + 1, 1] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 2] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 3] := 0;
- TextureD32[Position*TexNewW + Position2 + 1, 4] := 0;
- end else if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin
- myAlpha:=TextureAlpha[Position*TexOrigW+Position2];
- TextureD32[Position*TexNewW + Position2+1, 1] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+2];
- TextureD32[Position*TexNewW + Position2+1, 2] := MyRGBABitmap[(Position*TexOrigW+Position2)*4+1];
- TextureD32[Position*TexNewW + Position2+1, 3] := MyRGBABitmap[(Position*TexOrigW+Position2)*4];
- TextureD32[Position*TexNewW+Position2+1,4]:=MyRGBABitmap[(Position*TexOrigW+Position2)*4+3];
- end else begin
- TextureD32[Position*TexNewW + Position2+1, 1] := (Pix and $ff);
- TextureD32[Position*TexNewW + Position2+1, 2] := ((Pix shr 8) and $ff);
- TextureD32[Position*TexNewW + Position2+1, 3] := ((Pix shr 16) and $ff);
- TextureD32[Position*TexNewW + Position2+1, 4] := 255;
- end;
- end;
- end;
- setlength(TextureAlpha,0);
- setlength(MyRGBABitmap,0);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ 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;}
+ 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;
-
-// The new awesomeness of colorized pngs starts here
-// We're the first who had this feature, so give credit when you copy+paste :P
- if Typ = 'Colorized' 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;
-
- myHue:=col2h(Col);
- // copy and process pixeldata
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- Pix := TextureB.Canvas.Pixels[Position2, Position];
- if (Format = 'PNG') and (length(MyRGBABitmap) <> 0) then
- ColorizeCopy(@MyRGBABitmap[(Position*TexOrigW+Position2)*4],
- @TextureD32[Position*TexNewW + Position2+1, 1],
- myHue)
- else
- ColorizeCopy(Pix,
- @TextureD32[Position*TexNewW + Position2+1, 1],
- myHue);
- end;
- end;
-
- setlength(TextureAlpha,0);
- setlength(MyRGBABitmap,0);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- end;
-// eoa COLORIZE
-
- if Typ = 'Transparent Range' 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 TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
+{
+ 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;
- end;
- end;
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ 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 = 'Font' then
- begin
- {$IFNDEF FPC}
- 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
+ // 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;
- 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;
- {$ENDIF}
- end;
-
+}
+{
if Typ = 'Font Outline' then
+ // no idea...
begin
- {$IFNDEF FPC}
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
@@ -732,18 +540,12 @@ begin
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;
- {$ENDIF}
end;
-
+}
+{
if Typ = 'Font Outline 2' then
+ // same as above
begin
- {$IFNDEF FPC}
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
@@ -762,18 +564,16 @@ begin
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;
- {$ENDIF}
end;
if Typ = 'Font Black' then
+ // and so on
begin
- {$IFNDEF FPC}
// normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ???
// dimensions
TextureB.PixelFormat := pf24bit;
@@ -795,12 +595,11 @@ begin
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- {$ENDIF}
end;
if Typ = 'Alpha Black Colored' then
+ // ... hope, noone needs this
begin
- {$IFNDEF FPC}
TextureB.PixelFormat := pf24bit;
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
@@ -820,12 +619,10 @@ begin
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- {$ENDIF}
end;
if Typ = 'Font Gray' then
begin
- {$IFNDEF FPC}
// dimensions
TexOrigW := TextureB.Width;
TexOrigH := TextureB.Height;
@@ -844,16 +641,10 @@ begin
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
-{ 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;}
- {$ENDIF}
end;
if Typ = 'Arrow' then
begin
- {$IFNDEF FPC}
TextureB.PixelFormat := pf24bit;
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
@@ -882,12 +673,10 @@ begin
Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
if Error > 0 then beep;
end;
- {$ENDIF}
end;
if Typ = 'Note Plain' then
begin
- {$IFNDEF FPC}
for Position := 0 to TextureB.Height-1 do
begin
PPix := TextureB.ScanLine[Position];
@@ -921,12 +710,10 @@ begin
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
- {$ENDIF}
end;
if Typ = 'Note Transparent' then
begin
- {$IFNDEF FPC}
for Position := 0 to TextureB.Height-1 do begin
PPix := TextureB.ScanLine[Position];
for Position2 := 0 to TextureB.Width-1 do begin
@@ -961,10 +748,9 @@ begin
end;
end;
glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
- {$ENDIF}
end;
+}
- TextureB.Free;
Result.X := 0;
Result.Y := 0;
Result.W := 0;
@@ -973,8 +759,8 @@ begin
Result.ScaleH := 1;
Result.Rot := 0;
Result.TexNum := ActTex;
- Result.TexW := TexOrigW / TexNewW;
- Result.TexH := TexOrigH / TexNewH;
+ Result.TexW := oldWidth / newWidth;
+ Result.TexH := oldHeight / newHeight;
Result.Int := 1;
Result.ColR := 1;
@@ -991,52 +777,86 @@ begin
// 0.5.0
Result.Name := Identifier;
- end;
+ SDL_FreeSurface(TexSurface);
+
Log.BenchmarkEnd(4);
if Log.BenchmarkTimeLength[4] >= 1 then
Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
+end;
- end; // logerror
-// freeandnil( lTextureStream ); // TODO - jb - free this.. but we cant at the moment :(
-// {$ENDIF}
+function TTextureUnit.GetTexture(Name, Typ: string): TTexture;
+begin
+ Result := GetTexture(Name, Typ, true);
end;
-{procedure ResizeTexture(s: pbytearray; d: pbytearray);
+function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture;
var
- Position: integer;
- Position2: integer;
+ T: integer; // texture
+ C: integer; // cover
+ Data: array of byte;
begin
- for Position := 0 to TexNewH*4-1 do
- for Position2 := 0 to TexNewW-1 do
- d[Position*TexNewW + Position2] := 0;
-
- for Position := 0 to TexOrigH-1 do begin
- for Position2 := 0 to TexOrigW-1 do begin
- d[(Position*TexNewW + Position2)*4] := Paleta[s[Position*TexOrigW + Position2], 1];
- d[(Position*TexNewW + Position2)*4+1] := Paleta[s[Position*TexOrigW + Position2], 2];
- d[(Position*TexNewW + Position2)*4+2] := Paleta[s[Position*TexOrigW + Position2], 3];
- d[(Position*TexNewW + Position2)*4+3] := Paleta[s[Position*TexOrigW + Position2], 4];
+ // 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
+ TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0);
+ 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;}
+end;
-{procedure SetTexture(p: pointer);
+function TTextureUnit.FindTexture(Name: string): integer;
+var
+ T: integer; // texture
begin
- glGenTextures(1, Tekstur);
- glBindTexture(GL_TEXTURE_2D, Tekstur);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
- glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
- glTexImage2D(GL_TEXTURE_2D, 0, 4, TexNewW, TexNewH, 0, GL_RGBA, GL_UNSIGNED_BYTE, p);
-end;}
+ 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);
-// Result := LoadTexture(SkinReg, Identifier, Format, Typ, Col); // default to SkinReg
-
end;
function TTextureUnit.LoadTexture(Identifier: string): TTexture;
diff --git a/Game/Code/UltraStar.dpr b/Game/Code/UltraStar.dpr
index 773b8c67..f7dd7e9b 100644
--- a/Game/Code/UltraStar.dpr
+++ b/Game/Code/UltraStar.dpr
@@ -10,6 +10,8 @@ uses
//Includes - 3rd Party Libraries
//------------------------------
SDL in 'lib\JEDI-SDLv1.0\SDL\Pas\SDL.pas',
+ moduleloader in 'lib\JEDI-SDLv1.0\SDL\Pas\moduleloader.pas',
+ sdlutils in 'lib\JEDI-SDLv1.0\SDL\Pas\sdlutils.pas',
SDL_Image in 'lib\JEDI-SDLv1.0\SDL_Image\Pas\sdl_image.pas',
OpenGL12 in 'lib\JEDI-SDLv1.0\OpenGL\Pas\OpenGL12.pas',
diff --git a/Game/Code/UltraStar.rc b/Game/Code/UltraStar.rc
index cf954deb..cc12eb51 100644
--- a/Game/Code/UltraStar.rc
+++ b/Game/Code/UltraStar.rc
@@ -1,38 +1,38 @@
-Font PNG "..\Fonts\Normal\eurostar_regular.png"
+Font TEX "..\Fonts\Normal\eurostar_regular.png"
Font FNT "..\Fonts\Normal\eurostar_regular.dat"
-FontB PNG "..\Fonts\Bold\eurostar_regular_bold.png"
+FontB TEX "..\Fonts\Bold\eurostar_regular_bold.png"
FontB FNT "..\Fonts\Bold\eurostar_regular_bold.dat"
-FontO PNG "..\Fonts\Outline 1\Outline 1.PNG"
+FontO TEX "..\Fonts\Outline 1\Outline 1.png"
FontO FNT "..\Fonts\Outline 1\Outline 1.dat"
-FontO2 PNG "..\Fonts\Outline 2\Outline 2.PNG"
+FontO2 TEX "..\Fonts\Outline 2\Outline 2.png"
FontO2 FNT "..\Fonts\Outline 2\Outline 2.dat"
MAINICON ICON "..\Graphics\ustar-icon_v01.ico"
//MAINICON ICON "..\Graphics\us.ico"
-CRDTS_BG PNG "..\Graphics\credits_v5_bg.png"
-CRDTS_OVL PNG "..\Graphics\credits_v5_overlay.png"
-CRDTS_blindguard PNG "..\Graphics\names_blindguard.png"
-CRDTS_blindy PNG "..\Graphics\names_blindy.png"
-CRDTS_canni PNG "..\Graphics\names_canni.png"
-CRDTS_commandio PNG "..\Graphics\names_commandio.png"
-CRDTS_lazyjoker PNG "..\Graphics\names_lazyjoker.png"
-CRDTS_mog PNG "..\Graphics\names_mog.png"
-CRDTS_mota PNG "..\Graphics\names_mota.png"
-CRDTS_skillmaster PNG "..\Graphics\names_skillmaster.png"
-CRDTS_whiteshark PNG "..\Graphics\names_whiteshark.png"
-INTRO_L01 PNG "..\Graphics\intro-l-01.png"
-INTRO_L02 PNG "..\Graphics\intro-l-02.png"
-INTRO_L03 PNG "..\Graphics\intro-l-03.png"
-INTRO_L04 PNG "..\Graphics\intro-l-04.png"
-INTRO_L05 PNG "..\Graphics\intro-l-05.png"
-INTRO_L06 PNG "..\Graphics\intro-l-06.png"
-INTRO_L07 PNG "..\Graphics\intro-l-07.png"
-INTRO_L08 PNG "..\Graphics\intro-l-08.png"
-INTRO_L09 PNG "..\Graphics\intro-l-09.png"
-OUTRO_BG PNG "..\Graphics\outro-bg.png"
-OUTRO_ESC PNG "..\Graphics\outro-esc.png"
-OUTRO_EXD PNG "..\Graphics\outro-exit-dark.png" \ No newline at end of file
+CRDTS_BG TEX "..\Graphics\credits_v5_bg.png"
+CRDTS_OVL TEX "..\Graphics\credits_v5_overlay.png"
+CRDTS_blindguard TEX "..\Graphics\names_blindguard.png"
+CRDTS_blindy TEX "..\Graphics\names_blindy.png"
+CRDTS_canni TEX "..\Graphics\names_canni.png"
+CRDTS_commandio TEX "..\Graphics\names_commandio.png"
+CRDTS_lazyjoker TEX "..\Graphics\names_lazyjoker.png"
+CRDTS_mog TEX "..\Graphics\names_mog.png"
+CRDTS_mota TEX "..\Graphics\names_mota.png"
+CRDTS_skillmaster TEX "..\Graphics\names_skillmaster.png"
+CRDTS_whiteshark TEX "..\Graphics\names_whiteshark.png"
+INTRO_L01 TEX "..\Graphics\intro-l-01.png"
+INTRO_L02 TEX "..\Graphics\intro-l-02.png"
+INTRO_L03 TEX "..\Graphics\intro-l-03.png"
+INTRO_L04 TEX "..\Graphics\intro-l-04.png"
+INTRO_L05 TEX "..\Graphics\intro-l-05.png"
+INTRO_L06 TEX "..\Graphics\intro-l-06.png"
+INTRO_L07 TEX "..\Graphics\intro-l-07.png"
+INTRO_L08 TEX "..\Graphics\intro-l-08.png"
+INTRO_L09 TEX "..\Graphics\intro-l-09.png"
+OUTRO_BG TEX "..\Graphics\outro-bg.png"
+OUTRO_ESC TEX "..\Graphics\outro-esc.png"
+OUTRO_EXD TEX "..\Graphics\outro-exit-dark.png" \ No newline at end of file