diff options
Diffstat (limited to '')
-rw-r--r-- | Game/Code/Classes/UTexture.pas | 2143 |
1 files changed, 1100 insertions, 1043 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas index 1bc4c558..364bbcc8 100644 --- a/Game/Code/Classes/UTexture.pas +++ b/Game/Code/Classes/UTexture.pas @@ -1,1043 +1,1100 @@ -unit UTexture; - -// Plain (alpha = 1) -// Transparent -// 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 - -{$I switches.inc} - -{$IFDEF FPC} - {$MODE DELPHI} -{$ENDIF} - -uses OpenGL12, - {$IFDEF win32} - windows, - {$ENDIF} - Math, - Classes, - SysUtils, - {$IFDEF FPC} - ulazjpeg, - {$ELSE} - JPEG, - PNGImage, - {$ENDIF} - Graphics, - UCommon, - UThemes; - - - {$IFDEF Win32} - procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; - - {$ELSE} - {$ifdef darwin} - const opengl32 = '/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib'; - {$ELSE} - const opengl32 = 'libGL.so' ; // YES Capital GL - {$ENDIF} - - procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; - {$ENDIF} - -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 - 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); - end; - -var - lasthue: double; - Texture: TTextureUnit; - TextureDatabase: TTextureDatabase; - - 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 - 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 - - -implementation -uses ULog, DateUtils, UCovers, StrUtils; - -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 - // 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; - -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; - -// 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; -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[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 - 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]:=255; - 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 $ff)/255; - hls[1]:=maxvalue(clr); - delta:=hls[1]-minvalue(clr); - if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta - else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta - else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta; - if hls[0]<0.0 then hls[0]:=hls[0]+6.0; - if hls[0]=6.0 then hls[0]:=0.0; - col2h:=hls[0]; -end; - - -function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; -var - Res: TResourceStream; - TextureB: TBitmap; - TextureJ: TJPEGImage; - {$IFNDEF FPC} - TexturePNG: TPNGObject; - {$ENDIF} - - TextureAlpha: array of byte; - AlphaPtr: PByte; - TransparentColor: TColor; - PixelColor: TColor; - - Position: integer; - Position2: integer; - Pix: integer; - ColInt: real; - PPix: PByteArray; - TempA: integer; - Error: integer; - SkipX: integer; - myAlpha: Real; - myRGBABitmap: array of byte; - RGBPtr: PByte; - myHue: Double; -begin - {$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 - Res := TResourceStream.Create(HInstance, Identifier, Format); - except - beep; - Exit; - end; - end; - - // filetype "detection" - if (not FromRegistry) and (FileExists(Identifier)) then begin - Format:=''; - Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3))); - end; -// else Format:='JPG'; -// if not ((Format='BMP')or(Format='JPG')or(Format='PNG')) then Format:='JPG'; - - if FromRegistry or ((not FromRegistry) and FileExists(Identifier)) then begin - TextureB := TBitmap.Create; - - if Format = 'BMP' then - begin - if FromRegistry then - TextureB.LoadFromStream(Res) - else - TextureB.LoadFromFile(Identifier); - end - else - if Format = 'JPG' then - begin - TextureJ := TJPEGImage.Create; - - if FromRegistry then - TextureJ.LoadFromStream(Res) - else - begin - if FileExists(Identifier) then - TextureJ.LoadFromFile(Identifier) - else - Exit; - end; - - TextureB.Assign(TextureJ); - TextureJ.Free; - end - else if Format = 'PNG' then - begin - {$IFNDEF FPC} - // TODO : JB_lazarus - fix this for lazarus.. - TexturePNG := TPNGObject.Create; - if FromRegistry then - TexturePNG.LoadFromStream(Res) - else - begin - if FileExists(Identifier) then - TexturePNG.LoadFromFile(Identifier) - else - Exit; - end; - - TextureB.Assign(TexturePNG); - // transparent png hack start (part 1 of 2) - if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then - begin - setlength(TextureAlpha, TextureB.Width*TextureB.Height); - setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4); - if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or - (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then - begin - // i would have preferred english variables here but i use Position because i'm lazy - for Position := 0 to TextureB.Height - 1 do - begin - AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]); - RGBPtr:=PByte(TexturePNG.Scanline[Position]); - for Position2 := 0 to TextureB.Width - 1 do - begin - TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^; - MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^; - Inc(RGBPtr); - MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^; - Inc(RGBPtr); - MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^; - Inc(RGBPtr); - MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^; -// Inc(RGBPtr); - Inc(AlphaPtr); - end; - end; - end; - end else - setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit) - // transparent png hack end - TexturePNG.Free; - {$ENDIF} - 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 - - 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); - - if Typ = 'Plain' then begin - // 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 - 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;} - 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 - 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 - 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]; - 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; - end; - - if Typ = 'Font Outline' 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]; - - 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); - - 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 Outline 2' 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]; - - 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 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 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); -{ 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 = '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 $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - TextureB.Free; - Result.X := 0; - Result.Y := 0; - Result.W := 0; - Result.H := 0; - Result.ScaleW := 1; - Result.ScaleH := 1; - Result.Rot := 0; - Result.TexNum := ActTex; - Result.TexW := TexOrigW / TexNewW; - Result.TexH := TexOrigH / TexNewH; - - Result.Int := 1; - Result.ColR := 1; - Result.ColG := 1; - Result.ColB := 1; - Result.Alpha := 1; - - // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these - Result.TexX1 := 0; - Result.TexY1 := 0; - Result.TexX2 := 1; - Result.TexY2 := 1; - - // 0.5.0 - Result.Name := Identifier; - - end; - - Log.BenchmarkEnd(4); - if Log.BenchmarkTimeLength[4] >= 1 then - Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4); - - end; // logerror - {$ENDIF} -end; - -{procedure ResizeTexture(s: pbytearray; d: pbytearray); -var - Position: integer; - Position2: integer; -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]; - end; - end; -end;} - -{procedure SetTexture(p: pointer); -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;} - -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; -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; - -end. +unit UTexture;
+
+// Plain (alpha = 1)
+// Transparent
+// 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
+
+{$I switches.inc}
+
+{$IFDEF FPC}
+ {$MODE DELPHI}
+{$ENDIF}
+
+uses OpenGL12,
+ {$IFDEF win32}
+ windows,
+ {$ENDIF}
+ Math,
+ Classes,
+ SysUtils,
+ {$IFDEF FPC}
+ ulazjpeg,
+ {$ELSE}
+ JPEG,
+ PNGImage,
+ {$ENDIF}
+ Graphics,
+ UCommon,
+ UThemes;
+
+
+ {$IFDEF Win32}
+ procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
+
+ {$ELSE}
+ {$ifdef darwin}
+ const opengl32 = '/System/Library/Frameworks/OpenGL.framework/Libraries/libGL.dylib';
+ {$ELSE}
+ const opengl32 = 'libGL.so' ; // YES Capital GL
+ {$ENDIF}
+
+ procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32;
+ {$ENDIF}
+
+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 LoadBitmap( aSourceStream : TStream; aBMP : TBitMap ): boolean;
+ 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);
+ end;
+
+var
+ lasthue: double;
+ Texture: TTextureUnit;
+ TextureDatabase: TTextureDatabase;
+
+ 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
+ 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
+
+
+implementation
+uses ULog, DateUtils, UCovers, StrUtils;
+
+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
+ // 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;
+
+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;
+
+// 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;
+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[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
+ 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]:=255;
+ 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 $ff)/255;
+ hls[1]:=maxvalue(clr);
+ delta:=hls[1]-minvalue(clr);
+ if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta
+ else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta
+ else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta;
+ if hls[0]<0.0 then hls[0]:=hls[0]+6.0;
+ if hls[0]=6.0 then hls[0]:=0.0;
+ col2h:=hls[0];
+end;
+
+
+function TTextureUnit.LoadBitmap( aSourceStream : TStream; aBMP : TBitMap ): boolean;
+begin
+ aSourceStream.position := 0;
+ boolean := aBMP.LoadFromStream( aSourceStream ) > 0;
+end;
+
+function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture;
+var
+ Res: TResourceStream;
+ TextureB: TBitmap;
+ TextureJ: TJPEGImage;
+ {$IFNDEF FPC}
+ TexturePNG: TPNGObject;
+ {$ENDIF}
+
+ TextureAlpha: array of byte;
+ AlphaPtr: PByte;
+ TransparentColor: TColor;
+ PixelColor: TColor;
+
+ Position: integer;
+ Position2: integer;
+ Pix: integer;
+ ColInt: real;
+ PPix: PByteArray;
+ TempA: integer;
+ Error: integer;
+ SkipX: integer;
+ myAlpha: Real;
+ myRGBABitmap: array of byte;
+ RGBPtr: PByte;
+ myHue: Double;
+
+ lTextureStream : TStream;
+begin
+
+ Log.LogStatus( 'From Resource - ' + inttostr( integer( FromRegistry ) ) , Identifier +' '+ Format +' '+ Typ );
+// {$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
+// Res := TResourceStream.Create(HInstance, Identifier, Format);
+ lTextureStream := TResourceStream.Create(HInstance, Identifier, Format);
+
+ // TODO : Where does the format come from
+ except
+ Log.LogStatus( 'ERROR Could not load from resource' , Identifier +' '+ Format +' '+ Typ );
+ beep;
+ Exit;
+ end;
+ end
+ else
+ begin
+ if ( FileExists(Identifier) ) then
+ begin
+ // Get the File Extension...
+ Format := PAnsichar(UpperCase(RightStr(ExtractFileExt(Identifier),3)));
+ lTextureStream := TFileStream.create( Identifier , fmOpenRead );
+ end;
+ end;
+
+ if FromRegistry or
+ ((not FromRegistry) and FileExists(Identifier)) then
+ begin
+ TextureB := TBitmap.Create;
+
+ if Format = 'BMP' then
+ begin
+ LoadBitmap( aSourceStream : TStream; TextureB );
+
+ if FromRegistry then
+ TextureB.LoadFromStream(Res)
+ else
+ TextureB.LoadFromFile(Identifier);
+ end
+ else
+ if Format = 'JPG' then
+ begin
+ TextureJ := TJPEGImage.Create;
+
+ if FromRegistry then
+ TextureJ.LoadFromStream(Res)
+ else
+ begin
+ if FileExists(Identifier) then
+ TextureJ.LoadFromFile(Identifier)
+ else
+ Exit;
+ end;
+
+ TextureB.Assign(TextureJ);
+ TextureJ.Free;
+ end
+ else if Format = 'PNG' then
+ begin
+ {$IFNDEF FPC}
+ // TODO : JB_lazarus - fix this for lazarus..
+ TexturePNG := TPNGObject.Create;
+ if FromRegistry then
+ TexturePNG.LoadFromStream(Res)
+ else
+ begin
+ if FileExists(Identifier) then
+ TexturePNG.LoadFromFile(Identifier)
+ else
+ Exit;
+ end;
+
+ TextureB.Assign(TexturePNG);
+ // transparent png hack start (part 1 of 2)
+ if ((Typ = 'Transparent') or (Typ = 'Colorized')) and (TexturePNG.TransparencyMode = ptmPartial) then
+ begin
+ setlength(TextureAlpha, TextureB.Width*TextureB.Height);
+ setlength(MyRGBABitmap,TextureB.Width*TextureB.Height*4);
+ if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or
+ (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then
+ begin
+ // i would have preferred english variables here but i use Position because i'm lazy
+ for Position := 0 to TextureB.Height - 1 do
+ begin
+ AlphaPtr := PByte(TexturePNG.AlphaScanline[Position]);
+ RGBPtr:=PByte(TexturePNG.Scanline[Position]);
+ for Position2 := 0 to TextureB.Width - 1 do
+ begin
+ TextureAlpha[Position*TextureB.Width+Position2]:= AlphaPtr^;
+ MyRGBABitmap[(Position*TextureB.Width+Position2)*4]:= RGBPtr^;
+ Inc(RGBPtr);
+ MyRGBABitmap[(Position*TextureB.Width+Position2)*4+1]:= RGBPtr^;
+ Inc(RGBPtr);
+ MyRGBABitmap[(Position*TextureB.Width+Position2)*4+2]:= RGBPtr^;
+ Inc(RGBPtr);
+ MyRGBABitmap[(Position*TextureB.Width+Position2)*4+3]:= AlphaPtr^;
+// Inc(RGBPtr);
+ Inc(AlphaPtr);
+ end;
+ end;
+ end;
+ end else
+ setlength(TextureAlpha,0); // just no special transparency for unimplemented transparency types (ptmBit)
+ // transparent png hack end
+ TexturePNG.Free;
+ {$ENDIF}
+ 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
+
+ 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);
+
+ 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}
+ 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;}
+ 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
+ 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
+ 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;
+ {$ENDIF}
+ end;
+
+ if Typ = 'Font Outline' then
+ begin
+ {$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
+ 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);
+
+ 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;
+ {$ENDIF}
+ end;
+
+ if Typ = 'Font Outline 2' then
+ begin
+ {$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
+ 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;
+ {$ENDIF}
+ end;
+
+ if Typ = 'Font Black' then
+ begin
+ {$IFNDEF FPC}
+ // 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);
+ {$ENDIF}
+ end;
+
+ if Typ = 'Alpha Black Colored' then
+ begin
+ {$IFNDEF FPC}
+ 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 $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ {$ENDIF}
+ end;
+
+ if Typ = 'Font Gray' then
+ begin
+ {$IFNDEF FPC}
+ // dimensions
+ TexOrigW := TextureB.Width;
+ TexOrigH := TextureB.Height;
+ TexNewW := Round(Power(2, Ceil(Log2(TexOrigW))));
+ TexNewH := Round(Power(2, Ceil(Log2(TexOrigH))));
+ TextureB.Width := TexNewW;
+ TextureB.Height := TexNewH;
+ // copy and process pixeldata
+ for Position := 0 to TextureB.Height-1 do begin
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := TextureB.Canvas.Pixels[Position2, Position];
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256);
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+{ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ if Error > 0 then beep;
+ end;}
+ {$ENDIF}
+ end;
+
+ if Typ = 'Arrow' then
+ begin
+ {$IFNDEF FPC}
+ TextureB.PixelFormat := pf24bit;
+ for Position := 0 to TextureB.Height-1 do begin
+ PPix := TextureB.ScanLine[Position];
+ for Position2 := 0 to TextureB.Width-1 do begin
+ Pix := PPix[Position2 * 3];
+
+ // transparency
+ if Pix >= 127 then TempA := 255;
+ if Pix < 127 then TempA := Pix * 2;
+
+ // ColInt = color intensity
+ if Pix < 127 then ColInt := 1;
+ if Pix >= 127 then ColInt := 2 - Pix / 128;
+ //0.75, 0.6, 0.25
+
+ TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255);
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+
+ if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
+ if Mipmapping then begin
+ Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ if Error > 0 then beep;
+ end;
+ {$ENDIF}
+ end;
+
+ if Typ = 'Note Plain' 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
+
+
+
+ // 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 $FF;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24);
+ {$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
+ 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 $FF;
+ TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA;
+ end;
+ end;
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32);
+ {$ENDIF}
+ end;
+
+ TextureB.Free;
+ 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 := TexOrigW / TexNewW;
+ Result.TexH := TexOrigH / TexNewH;
+
+ 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 := Identifier;
+
+ end;
+
+ Log.BenchmarkEnd(4);
+ if Log.BenchmarkTimeLength[4] >= 1 then
+ Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4);
+
+ end; // logerror
+// {$ENDIF}
+end;
+
+{procedure ResizeTexture(s: pbytearray; d: pbytearray);
+var
+ Position: integer;
+ Position2: integer;
+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];
+ end;
+ end;
+end;}
+
+{procedure SetTexture(p: pointer);
+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;}
+
+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;
+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;
+
+end.
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