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-rw-r--r--Game/Code/Classes/UTexture.pas525
1 files changed, 0 insertions, 525 deletions
diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas
deleted file mode 100644
index 4879760a..00000000
--- a/Game/Code/Classes/UTexture.pas
+++ /dev/null
@@ -1,525 +0,0 @@
-unit UTexture;
-
-interface
-
-{$IFDEF FPC}
- {$MODE Delphi}
-{$ENDIF}
-
-{$I switches.inc}
-
-uses
- gl,
- glu,
- glext,
- Classes,
- SysUtils,
- UCommon,
- SDL,
- SDL_Image;
-
-type
- PTexture = ^TTexture;
- TTexture = record
- TexNum: GLuint;
- X: real;
- Y: real;
- Z: real;
- 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; // percentage of width to use [0..1]
- TexH: real; // percentage of height to use [0..1]
- TexX1: real;
- TexY1: real;
- TexX2: real;
- TexY2: real;
- Alpha: real;
- Name: string; // experimental for handling cache images. maybe it's useful for dynamic skins
- end;
-
-type
- TTextureType = (
- TEXTURE_TYPE_PLAIN, // Plain (alpha = 1)
- TEXTURE_TYPE_TRANSPARENT, // Alpha is used
- TEXTURE_TYPE_COLORIZED // Alpha is used; Hue of the HSV color-model will be replaced by a new value
- );
-
-const
- TextureTypeStr: array[TTextureType] of string = (
- 'Plain',
- 'Transparent',
- 'Colorized'
- );
-
-function TextureTypeToStr(TexType: TTextureType): string;
-function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
-
-procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
-
-type
- PTextureEntry = ^TTextureEntry;
- TTextureEntry = record
- Name: string;
- Typ: TTextureType;
- Color: Cardinal;
-
- // we use normal TTexture, it's easier to implement and if needed - we copy ready data
- Texture: TTexture; // Full-size texture
- TextureCache: TTexture; // Thumbnail texture
- end;
-
- TTextureDatabase = class
- private
- Texture: array of TTextureEntry;
- public
- procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean);
- function FindTexture(const Name: string; Typ: TTextureType; Color: Cardinal): integer;
- end;
-
- TTextureUnit = class
- private
- TextureDatabase: TTextureDatabase;
- public
- Limit: integer;
-
- procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Cache: boolean = false); overload;
- procedure AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean = false); overload;
- function GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean = false): TTexture; overload;
- function GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean = false): TTexture; overload;
- function LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
- function LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture; overload;
- function LoadTexture(const Identifier: string): TTexture; overload;
- function CreateTexture(Data: PChar; const Name: string; Width, Height: word; BitsPerPixel: byte): TTexture;
- procedure UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean); overload;
- procedure UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean); overload;
- //procedure FlushTextureDatabase();
-
- constructor Create;
- destructor Destroy; override;
- end;
-
-var
- Texture: TTextureUnit;
-
-implementation
-
-uses
- DateUtils,
- StrUtils,
- Math,
- ULog,
- UCovers,
- UThemes,
- UImage;
-
-procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: TTextureType);
-var
- TempSurface: PSDL_Surface;
- NeededPixFmt: PSDL_Pixelformat;
-begin
- if (Typ = TEXTURE_TYPE_PLAIN) then
- NeededPixFmt := @PixelFmt_RGB
- else if (Typ = TEXTURE_TYPE_TRANSPARENT) or
- (Typ = TEXTURE_TYPE_COLORIZED) then
- NeededPixFmt := @PixelFmt_RGBA
- else
- NeededPixFmt := @PixelFmt_RGB;
-
- if not PixelformatEquals(TexSurface^.format, NeededPixFmt) then
- begin
- TempSurface := TexSurface;
- TexSurface := SDL_ConvertSurface(TempSurface, NeededPixFmt, SDL_SWSURFACE);
- SDL_FreeSurface(TempSurface);
- end;
-end;
-
-{ TTextureDatabase }
-
-procedure TTextureDatabase.AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean);
-var
- TextureIndex: integer;
-begin
- TextureIndex := FindTexture(Tex.Name, Typ, Color);
- if (TextureIndex = -1) then
- begin
- TextureIndex := Length(Texture);
- SetLength(Texture, TextureIndex+1);
-
- Texture[TextureIndex].Name := Tex.Name;
- Texture[TextureIndex].Typ := Typ;
- Texture[TextureIndex].Color := Color;
- end;
-
- if (Cache) then
- Texture[TextureIndex].TextureCache := Tex
- else
- Texture[TextureIndex].Texture := Tex;
-end;
-
-function TTextureDatabase.FindTexture(const Name: string; Typ: TTextureType; Color: Cardinal): integer;
-var
- TextureIndex: integer;
- CurrentTexture: PTextureEntry;
-begin
- Result := -1;
- for TextureIndex := 0 to High(Texture) do
- begin
- CurrentTexture := @Texture[TextureIndex];
- if (CurrentTexture.Name = Name) and
- (CurrentTexture.Typ = Typ) then
- begin
- // colorized textures must match in their color too
- if (CurrentTexture.Typ <> TEXTURE_TYPE_COLORIZED) or
- (CurrentTexture.Color = Color) then
- begin
- Result := TextureIndex;
- Break;
- end;
- end;
- end;
-end;
-
-
-{ TTextureUnit }
-
-constructor TTextureUnit.Create;
-begin
- inherited Create;
- TextureDatabase := TTextureDatabase.Create;
-end;
-
-destructor TTextureUnit.Destroy;
-begin
- TextureDatabase.Free;
- inherited Destroy;
-end;
-
-
-procedure TTextureUnit.AddTexture(var Tex: TTexture; Typ: TTextureType; Cache: boolean);
-begin
- TextureDatabase.AddTexture(Tex, Typ, 0, Cache);
-end;
-
-procedure TTextureUnit.AddTexture(var Tex: TTexture; Typ: TTextureType; Color: Cardinal; Cache: boolean);
-begin
- TextureDatabase.AddTexture(Tex, Typ, Color, Cache);
-end;
-
-function TTextureUnit.LoadTexture(FromRegistry: boolean; const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
-begin
- // FIXME: what is the FromRegistry parameter supposed to do?
- Result := LoadTexture(Identifier, Typ, Col);
-end;
-
-function TTextureUnit.LoadTexture(const Identifier: string): TTexture;
-begin
- Result := LoadTexture(Identifier, TEXTURE_TYPE_PLAIN, 0);
-end;
-
-function TTextureUnit.LoadTexture(const Identifier: string; Typ: TTextureType; Col: LongWord): TTexture;
-var
- TexSurface: PSDL_Surface;
- MipmapSurface: PSDL_Surface;
- newWidth, newHeight: Cardinal;
- oldWidth, oldHeight: Cardinal;
- ActTex: GLuint;
-begin
- // zero texture data
- FillChar(Result, SizeOf(Result), 0);
-
- // load texture data into memory
- TexSurface := LoadImage(Identifier);
- if not assigned(TexSurface) then
- begin
- Log.LogError('Could not load texture: "' + Identifier +' '+ TextureTypeToStr(Typ) +'"',
- 'TTextureUnit.LoadTexture');
- Exit;
- end;
-
- // 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
- ScaleImage(TexSurface, newWidth, newHeight);
-
- // now we might colorize the whole thing
- if (Typ = TEXTURE_TYPE_COLORIZED) then
- ColorizeImage(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
- FitImage(TexSurface, newWidth, newHeight);
-
- // at this point we have the image in memory...
- // scaled to be at most 1024x1024 pixels large
- // scaled so that dimensions are powers of 2
- // and converted to either RGB or RGBA
-
- // 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 = TEXTURE_TYPE_TRANSPARENT) or
- (Typ = TEXTURE_TYPE_COLORIZED) then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end
- else //if Typ = TEXTURE_TYPE_PLAIN then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels);
- end;
-
- // setup texture struct
- with Result do
- begin
- X := 0;
- Y := 0;
- Z := 0;
- W := 0;
- H := 0;
- ScaleW := 1;
- ScaleH := 1;
- Rot := 0;
- TexNum := ActTex;
- TexW := oldWidth / newWidth;
- TexH := oldHeight / newHeight;
-
- Int := 1;
- ColR := 1;
- ColG := 1;
- ColB := 1;
- Alpha := 1;
-
- // new test - default use whole texure, taking TexW and TexH as const and changing these
- TexX1 := 0;
- TexY1 := 0;
- TexX2 := 1;
- TexY2 := 1;
-
- Name := Identifier;
- end;
-
- SDL_FreeSurface(TexSurface);
-end;
-
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; FromCache: boolean): TTexture;
-begin
- Result := GetTexture(Name, Typ, 0, FromCache);
-end;
-
-function TTextureUnit.GetTexture(const Name: string; Typ: TTextureType; Col: LongWord; FromCache: boolean): TTexture;
-var
- TextureIndex: integer;
- CoverIndex: integer;
-begin
- if (Name = '') then
- begin
- // zero texture data
- FillChar(Result, SizeOf(Result), 0);
- Exit;
- end;
-
- if (FromCache) then
- begin
- (*
- // use cache texture
- CoverIndex := Covers.FindCover(Name);
-
- if TextureDatabase.Texture[TextureIndex].TextureCache.TexNum = 0 then
- begin
- // load texture
- Covers.PrepareData(Name);
- TextureDatabase.Texture[TextureIndex].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[CoverIndex].Width, Covers.Cover[CoverIndex].Height, 24);
- end;
- *)
-
- // use texture
- TextureIndex := TextureDatabase.FindTexture(Name, Typ, Col);
- if (TextureIndex > -1) then
- Result := TextureDatabase.Texture[TextureIndex].TextureCache;
- Exit;
- end;
-
- // find texture entry in database
- TextureIndex := TextureDatabase.FindTexture(Name, Typ, Col);
- if (TextureIndex = -1) then
- begin
- // create texture entry in database
- TextureIndex := Length(TextureDatabase.Texture);
- SetLength(TextureDatabase.Texture, TextureIndex+1);
-
- TextureDatabase.Texture[TextureIndex].Name := Name;
- TextureDatabase.Texture[TextureIndex].Typ := Typ;
- TextureDatabase.Texture[TextureIndex].Color := Col;
-
- // inform database that no textures have been loaded into memory
- TextureDatabase.Texture[TextureIndex].Texture.TexNum := 0;
- TextureDatabase.Texture[TextureIndex].TextureCache.TexNum := 0;
- end;
-
- // load full texture
- if (TextureDatabase.Texture[TextureIndex].Texture.TexNum = 0) then
- TextureDatabase.Texture[TextureIndex].Texture := LoadTexture(false, Name, Typ, Col);
-
- // use texture
- Result := TextureDatabase.Texture[TextureIndex].Texture;
-end;
-
-function TTextureUnit.CreateTexture(Data: PChar; const Name: string; Width, Height: word; BitsPerPixel: byte): TTexture;
-var
- Error: integer;
- ActTex: GLuint;
-begin
- 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, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, Data);
-
- {
- if Mipmapping then
- begin
- Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]);
- if Error > 0 then
- Log.LogError('gluBuild2DMipmaps() failed', 'TTextureUnit.CreateTexture');
- end;
- }
-
- Result.X := 0;
- Result.Y := 0;
- Result.Z := 0;
- Result.W := 0;
- Result.H := 0;
- Result.ScaleW := 1;
- 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;
-
- // 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;
-
- Result.Name := Name;
-end;
-
-procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; FromCache: boolean);
-begin
- UnloadTexture(Name, Typ, 0, FromCache);
-end;
-
-procedure TTextureUnit.UnloadTexture(const Name: string; Typ: TTextureType; Col: Cardinal; FromCache: boolean);
-var
- T: integer;
- TexNum: GLuint;
-begin
- T := TextureDatabase.FindTexture(Name, Typ, Col);
-
- if not FromCache then
- begin
- TexNum := TextureDatabase.Texture[T].Texture.TexNum;
- if TexNum > 0 then
- begin
- glDeleteTextures(1, PGLuint(@TexNum));
- TextureDatabase.Texture[T].Texture.TexNum := 0;
- //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 := 0;
- //Log.LogError('Unload texture cache no '+IntToStr(TexNum));
- end;
- end;
-end;
-
-(* This needs some work
-procedure TTextureUnit.FlushTextureDatabase();
-var
- i: integer;
- Tex: ^TTexture;
-begin
- for i := 0 to High(TextureDatabase.Texture) do
- begin
- // only delete non-cached entries
- if (TextureDatabase.Texture[i].Texture.TexNum > 0) then
- begin
- Tex := @TextureDatabase.Texture[i].Texture;
- glDeleteTextures(1, PGLuint(Tex^.TexNum));
- Tex^.TexNum := 0;
- end;
- end;
-end;
-*)
-
-function TextureTypeToStr(TexType: TTextureType): string;
-begin
- Result := TextureTypeStr[TexType];
-end;
-
-function ParseTextureType(const TypeStr: string; Default: TTextureType): TTextureType;
-var
- TexType: TTextureType;
- UpCaseStr: string;
-begin
- UpCaseStr := UpperCase(TypeStr);
- for TexType := Low(TextureTypeStr) to High(TextureTypeStr) do
- begin
- if (UpCaseStr = UpperCase(TextureTypeStr[TexType])) then
- begin
- Result := TexType;
- Exit;
- end;
- end;
- Log.LogWarn('Unknown texture-type: "' + TypeStr + '"', 'ParseTextureType');
- Result := TEXTURE_TYPE_PLAIN;
-end;
-
-end.