From 5f11f9f3e328f6818a42f0a3405404612399c64e Mon Sep 17 00:00:00 2001 From: tobigun Date: Sat, 30 Aug 2008 18:12:06 +0000 Subject: Removed outdated 1.1 branch contents git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/branches/1.1@1331 b956fd51-792f-4845-bead-9b4dfca2ff2c --- Game/Code/Classes/UTexture.pas | 1174 ---------------------------------------- 1 file changed, 1174 deletions(-) delete mode 100644 Game/Code/Classes/UTexture.pas (limited to 'Game/Code/Classes/UTexture.pas') diff --git a/Game/Code/Classes/UTexture.pas b/Game/Code/Classes/UTexture.pas deleted file mode 100644 index deff8b94..00000000 --- a/Game/Code/Classes/UTexture.pas +++ /dev/null @@ -1,1174 +0,0 @@ -unit UTexture; -// added for easier debug disabling -{$undef blindydebug} - -// Plain (alpha = 1) -// Transparent -// Colorized - -// obsolete? -// Transparent Range -// Font (white is drawn, black is transparent) -// Font Outline (Font with darker outline) -// Font Outline 2 (Font with darker outline) -// Font Black (black is drawn, white is transparent) -// Font Gray (gray is drawn, white is transparent) -// Arrow (for arrows, white is white, gray has color, black is transparent); - -interface - -{$IFDEF FPC} - {$MODE Delphi} -{$ENDIF} - -{$I switches.inc} - -uses OpenGL12, - {$IFDEF win32} - windows, - {$ENDIF} - Math, - Classes, - SysUtils, - Graphics, - UCommon, - UThemes, - SDL, - sdlutils, - SDL_Image; - -type - TTexture = record - TexNum: integer; - X: real; - Y: real; - Z: real; // new - W: real; - H: real; - ScaleW: real; // for dynamic scalling while leaving width constant - ScaleH: real; // for dynamic scalling while leaving height constant - Rot: real; // 0 - 2*pi - Int: real; // intensity - ColR: real; - ColG: real; - ColB: real; - TexW: real; // used? - TexH: real; // used? - TexX1: real; - TexY1: real; - TexX2: real; - TexY2: real; - Alpha: real; - Name: string; // 0.5.0: experimental for handling cache images. maybe it's useful for dynamic skins - end; - - TTextureEntry = record - Name: string; - Typ: string; - - // we use normal TTexture, it's easier to implement and if needed - we copy ready data - Texture: TTexture; - TextureCache: TTexture; // 0.5.0 - end; - - TTextureDatabase = record - Texture: array of TTextureEntry; - end; - - TTextureUnit = class - - private - function LoadImage(Identifier: PChar): PSDL_Surface; - function pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean; - procedure AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar); - function GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface; - procedure ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); - procedure FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); - procedure ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); - - public - Limit: integer; - CreateCacheMipmap: boolean; - -// function GetNumberFor - function GetTexture(Name, Typ: string): TTexture; overload; - function GetTexture(Name, Typ: string; FromCache: boolean): TTexture; overload; - function FindTexture(Name: string): integer; - function LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload; - function LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; overload; - function LoadTexture(Identifier: string): TTexture; overload; - function CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; - procedure UnloadTexture(Name: string; FromCache: boolean); - Constructor Create; - Destructor Destroy; override; - end; - -var - Texture: TTextureUnit; - TextureDatabase: TTextureDatabase; - - // this should be in UDisplay?! - PrintScreenData: array[0..1024*768-1] of longword; - - ActTex: GLuint;//integer; - -// TextureD8: array[1..1024*1024] of byte; // 1MB - TextureD16: array[1..1024*1024, 1..2] of byte; // luminance/alpha tex (2MB) -// TextureD24: array[1..1024*1024, 1..3] of byte; // normal 24-bit tex (3MB) -// TextureD242: array[1..512*512, 1..3] of byte; // normal 24-bit tex (0,75MB) -// TextureD32: array[1..1024*1024, 1..4] of byte; // transparent 32-bit tex (4MB) - // total 40MB at 2048*2048 - // total 10MB at 1024*1024 - - Mipmapping: Boolean; - - CacheMipmap: array[0..256*256*3-1] of byte; // 3KB - CacheMipmapSurface: PSDL_Surface; - - -implementation - -uses ULog, - DateUtils, - UCovers, - {$ifdef FPC} - fileutil, - {$endif} - {$IFDEF LAZARUS} - LResources, - {$ENDIF} - {$IFDEF DARWIN} - MacResources, - {$ENDIF} - StrUtils, dialogs; - -const - fmt_rgba: TSDL_Pixelformat=(palette: nil; - BitsPerPixel: 32; - BytesPerPixel: 4; - Rloss: 0; - Gloss: 0; - Bloss: 0; - Aloss: 0; - Rshift: 0; - Gshift: 8; - Bshift: 16; - Ashift: 24; - Rmask: $000000ff; - Gmask: $0000ff00; - Bmask: $00ff0000; - Amask: $ff000000; - ColorKey: 0; - Alpha: 255); - fmt_rgb: TSDL_Pixelformat=( palette: nil; - BitsPerPixel: 24; - BytesPerPixel: 3; - Rloss: 0; - Gloss: 0; - Bloss: 0; - Aloss: 0; - Rshift: 0; - Gshift: 8; - Bshift: 16; - Ashift: 0; - Rmask: $000000ff; - Gmask: $0000ff00; - Bmask: $00ff0000; - Amask: $00000000; - ColorKey: 0; - Alpha: 255); - - -Constructor TTextureUnit.Create; -begin - inherited Create; -end; - -Destructor TTextureUnit.Destroy; -begin - inherited Destroy; -end; - -function TTextureUnit.pixfmt_eq(fmt1,fmt2: PSDL_Pixelformat): boolean; -begin - if (fmt1^.BitsPerPixel = fmt2^.BitsPerPixel) and - (fmt1^.BytesPerPixel = fmt2^.BytesPerPixel) and - (fmt1^.Rloss = fmt2^.Rloss) and (fmt1^.Gloss = fmt2^.Gloss) and - (fmt1^.Bloss = fmt2^.Bloss) and (fmt1^.Rmask = fmt2^.Rmask) and - (fmt1^.Gmask = fmt2^.Gmask) and (fmt1^.Bmask = fmt2^.Bmask) and - (fmt1^.Rshift = fmt2^.Rshift) and (fmt1^.Gshift = fmt2^.Gshift) and - (fmt1^.Bshift = fmt2^.Bshift) - then - Result:=True - else - Result:=False; -end; - -// +++++++++++++++++++++ helpers for loadimage +++++++++++++++ - function SdlStreamSeek( context : PSDL_RWops; offset : Integer; whence : Integer ) : integer; cdecl; - var - stream : TStream; - origin : Word; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamSeek on nil' ); - case whence of - 0 : origin := soFromBeginning; // Offset is from the beginning of the resource. Seek moves to the position Offset. Offset must be >= 0. - 1 : origin := soFromCurrent; // Offset is from the current position in the resource. Seek moves to Position + Offset. - 2 : origin := soFromEnd; - else - origin := soFromBeginning; // just in case - end; - Result := stream.Seek( offset, origin ); - end; - function SdlStreamRead( context : PSDL_RWops; Ptr : Pointer; size : Integer; maxnum: Integer ) : Integer; cdecl; - var - stream : TStream; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamRead on nil' ); - try - Result := stream.read( Ptr^, Size * maxnum ) div size; - except - Result := -1; - end; - end; - function SDLStreamClose( context : PSDL_RWops ) : Integer; cdecl; - var - stream : TStream; - begin - stream := TStream( context.unknown ); - if ( stream = nil ) then - raise EInvalidContainer.Create( 'SDLStreamClose on nil' ); - stream.Free; - Result := 1; - end; -// ----------------------------------------------- - -function TTextureUnit.LoadImage(Identifier: PChar): PSDL_Surface; - - function FileExistsInsensative( var aFileName : PChar ): boolean; - begin -{$IFDEF fpc} - result := true; - - if FileExists( aFileName ) then - exit; - - aFileName := pchar( FindDiskFileCaseInsensitive( aFileName ) ); - result := FileExists( aFileName ); -{$ELSE} - result := FileExists( aFileName ); -{$ENDIF} - end; - -var - - TexRWops: PSDL_RWops; - dHandle: THandle; - - {$IFDEF LAZARUS} - lLazRes : TLResource; - lResData : TStringStream; - {$ELSE} - TexStream: TStream; - {$ENDIF} - - lFileName : pchar; - -begin - Result := nil; - TexRWops := nil; - - if Identifier = '' then - exit; - - lFileName := Identifier; - -// Log.LogStatus( Identifier, 'LoadImage' ); - - Log.LogStatus( 'Looking for File ( Loading : '+Identifier+' - '+ FindDiskFileCaseInsensitive(Identifier) +')', ' LoadImage' ); - - if ( FileExistsInsensative(lFileName) ) then - begin - // load from file - Log.LogStatus( 'Is File ( Loading : '+lFileName+')', ' LoadImage' ); - try - Result:=IMG_Load(lFileName); - Log.LogStatus( ' '+inttostr( integer( Result ) ), ' LoadImage' ); - except - Log.LogStatus( 'ERROR Could not load from file' , Identifier); - beep; - Exit; - end; - end - else - begin - Log.LogStatus( 'IS Resource, because file does not exist.('+Identifier+')', ' LoadImage' ); - - // load from resource stream - {$IFDEF LAZARUS} - lLazRes := LazFindResource( Identifier, 'TEX' ); - if lLazRes <> nil then - begin - lResData := TStringStream.create( lLazRes.value ); - try - lResData.position := 0; - try - TexRWops := SDL_AllocRW; - TexRWops.unknown := TUnknown( lResData ); - TexRWops.seek := SDLStreamSeek; - TexRWops.read := SDLStreamRead; - TexRWops.write := nil; - TexRWops.close := SDLStreamClose; - TexRWops.type_ := 2; - except - Log.LogStatus( 'ERROR Could not assign resource ('+Identifier+')' , Identifier); - beep; - Exit; - end; - - Result := IMG_Load_RW(TexRWops,0); - SDL_FreeRW(TexRWops); - finally - freeandnil( lResData ); - end; - end - else - begin - Log.LogStatus( 'NOT found in Resource ('+Identifier+')', ' LoadImage' ); - end; - {$ELSE} - dHandle := FindResource(hInstance, Identifier, 'TEX'); - if dHandle=0 then - begin - Log.LogStatus( 'ERROR Could not find resource' , ' '+ Identifier); - beep; - Exit; - end; - - - TexStream := nil; - try - TexStream := TResourceStream.Create(HInstance, Identifier, 'TEX'); - except - Log.LogStatus( 'ERROR Could not load from resource' , Identifier); - beep; - Exit; - end; - - try - TexStream.position := 0; - try - TexRWops := SDL_AllocRW; - TexRWops.unknown := TUnknown(TexStream); - TexRWops.seek := SDLStreamSeek; - TexRWops.read := SDLStreamRead; - TexRWops.write := nil; - TexRWops.close := SDLStreamClose; - TexRWops.type_ := 2; - except - Log.LogStatus( 'ERROR Could not assign resource' , Identifier); - beep; - Exit; - end; - - Log.LogStatus( 'resource Assigned....' , Identifier); - Result:=IMG_Load_RW(TexRWops,0); - SDL_FreeRW(TexRWops); - - finally - if assigned( TexStream ) then - freeandnil( TexStream ); - end; - {$ENDIF} - end; -end; - -procedure TTextureUnit.AdjustPixelFormat(var TexSurface: PSDL_Surface; Typ: PChar); -var - TempSurface: PSDL_Surface; - NeededPixFmt: PSDL_Pixelformat; -begin - NeededPixFmt:=@fmt_rgba; - if Typ= 'Plain' then NeededPixFmt:=@fmt_rgb - else - if (Typ='Transparent') or - (Typ='Colorized') - then NeededPixFmt:=@fmt_rgba - else - NeededPixFmt:=@fmt_rgb; - - - if not pixfmt_eq(TexSurface^.format, NeededPixFmt) then - begin - TempSurface:=TexSurface; - TexSurface:=SDL_ConvertSurface(TempSurface,NeededPixFmt,SDL_SWSURFACE); - SDL_FreeSurface(TempSurface); - end; -end; - -function TTextureUnit.GetScaledTexture(TexSurface: PSDL_Surface; W,H: Cardinal): PSDL_Surface; -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - Result:=SDL_ScaleSurfaceRect(TempSurface, - 0,0,TempSurface^.W,TempSurface^.H, - W,H); -end; - -procedure TTextureUnit.ScaleTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - TexSurface:=SDL_ScaleSurfaceRect(TempSurface, - 0,0,TempSurface^.W,TempSurface^.H, - W,H); - SDL_FreeSurface(TempSurface); -end; - -procedure TTextureUnit.FitTexture(var TexSurface: PSDL_Surface; W,H: Cardinal); -var - TempSurface: PSDL_Surface; -begin - TempSurface:=TexSurface; - with TempSurface^.format^ do - TexSurface:=SDL_CreateRGBSurface(SDL_SWSURFACE,W,H,BitsPerPixel,RMask, GMask, BMask, AMask); - SDL_SetAlpha(TexSurface, 0, 255); - SDL_SetAlpha(TempSurface, 0, 255); - SDL_BlitSurface(TempSurface,nil,TexSurface,nil); - SDL_FreeSurface(TempSurface); -end; - -procedure TTextureUnit.ColorizeTexture(TexSurface: PSDL_Surface; Col: Cardinal); - //returns hue within range [0.0-6.0) - function col2h(Color:Cardinal):double; - var - clr,hls: array[0..2] of double; - delta: double; - begin - clr[0]:=((Color and $ff0000) shr 16)/255; - clr[1]:=((Color and $ff00) shr 8)/255; - clr[2]:=(Color and $ff)/255; - hls[1]:=maxvalue(clr); - delta:=hls[1]-minvalue(clr); - // this is for safety reasons - if delta = 0.0 then delta:=0.000000000001; - if clr[0]=hls[1] then hls[0]:=(clr[1]-clr[2])/delta - else if clr[1]=hls[1] then hls[0]:=2.0+(clr[2]-clr[0])/delta - else if clr[2]=hls[1] then hls[0]:=4.0+(clr[0]-clr[1])/delta; - if hls[0]<0.0 then hls[0]:=hls[0]+6.0; - if hls[0]=6.0 then hls[0]:=0.0; - col2h:=hls[0]; - end; - procedure ColorizePixel(Pix: PByteArray; hue: Double); - var - i,j,k: Cardinal; - clr, hls: array[0..2] of Double; - delta, f, p, q, t: Double; - begin - hls[0]:=hue; - - clr[0] := Pix[0]/255; - clr[1] := Pix[1]/255; - clr[2] := Pix[2]/255; - - //calculate luminance and saturation from rgb - hls[1] := maxvalue(clr); //l:=... - delta := hls[1] - minvalue(clr); - - if hls[1] = 0.0 then - hls[2] := 0.0 - else - hls[2] := delta/hls[1]; //v:=... - - // calc new rgb from our hls (h from color, l ans s from pixel) - // if (hls[1]<>0.0) and (hls[2]<>0.0) then // only if colorizing makes sense - begin - k:=trunc(hls[0]); - f:=hls[0]-k; - p:=hls[1]*(1.0-hls[2]); - q:=hls[1]*(1.0-(hls[2]*f)); - t:=hls[1]*(1.0-(hls[2]*(1.0-f))); - case k of - 0: begin clr[0]:=hls[1]; clr[1]:=t; clr[2]:=p; end; - 1: begin clr[0]:=q; clr[1]:=hls[1]; clr[2]:=p; end; - 2: begin clr[0]:=p; clr[1]:=hls[1]; clr[2]:=t; end; - 3: begin clr[0]:=p; clr[1]:=q; clr[2]:=hls[1]; end; - 4: begin clr[0]:=t; clr[1]:=p; clr[2]:=hls[1]; end; - 5: begin clr[0]:=hls[1]; clr[1]:=p; clr[2]:=q; end; - end; - // and store new rgb back into the image - Pix[0]:=floor(255*clr[0]); - Pix[1]:=floor(255*clr[1]); - Pix[2]:=floor(255*clr[2]); - end; - end; - -var - DestinationHue: Double; - PixelIndex: Cardinal; -begin - DestinationHue:=col2h(Col); - for PixelIndex:=0 to (TexSurface^.W*TexSurface^.H -1) do - ColorizePixel(@(PByteArray(TexSurface^.Pixels)[PixelIndex*TexSurface^.format.BytesPerPixel]),DestinationHue); -end; - -function TTextureUnit.LoadTexture(FromRegistry: boolean; Identifier, Format, Typ: PChar; Col: LongWord): TTexture; -var - TexSurface: PSDL_Surface; - MipmapSurface: PSDL_Surface; - newWidth, newHeight: Cardinal; - oldWidth, oldHeight: Cardinal; - kopierindex: Cardinal; -begin - Log.BenchmarkStart(4); - Mipmapping := true; -(* - Log.LogStatus( '', '' ); - - if Identifier = nil then - Log.LogStatus(' ERROR unknown Identifier', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+'''') - else - Log.LogStatus(' should be ok - trying to load', 'Id:'''+Identifier+''' Fmt:'''+Format+''' Typ:'''+Typ+''''); -*) - - // load texture data into memory - {$ifdef blindydebug} - Log.LogStatus('',' ----------------------------------------------------'); - Log.LogStatus('',' LoadImage('''+Identifier+''') (called by '+Format+')'); - {$endif} - TexSurface := LoadImage(Identifier); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - if not assigned(TexSurface) then - begin - Log.LogStatus( 'ERROR Could not load texture' , Identifier +' '+ Format +' '+ Typ ); - beep; - Exit; - end; - - // convert pixel format as needed - {$ifdef blindydebug} - Log.LogStatus('',' AdjustPixelFormat'); - {$endif} - AdjustPixelFormat(TexSurface, Typ); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - // adjust texture size (scale down, if necessary) - newWidth := TexSurface.W; - newHeight := TexSurface.H; - - if (newWidth > Limit) then - newWidth := Limit; - - if (newHeight > Limit) then - newHeight := Limit; - - if (TexSurface.W > newWidth) or (TexSurface.H > newHeight) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' ScaleTexture'); - {$endif} - ScaleTexture(TexSurface,newWidth,newHeight); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - end; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-1 : typ='+Typ); - {$endif} - - - - // don't actually understand, if this is needed... - // this should definately be changed... together with all this - // cover cache stuff - if (CreateCacheMipmap) and (Typ='Plain') then - begin - {$ifdef blindydebug} - Log.LogStatus('',' JB-1 : Minimap'); - {$endif} - - if (Covers.W <= 256) and (Covers.H <= 256) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' GetScaledTexture('''+inttostr(Covers.W)+''','''+inttostr(Covers.H)+''') (for CacheMipmap)'); - {$endif} - MipmapSurface:=GetScaledTexture(TexSurface,Covers.W, Covers.H); - if assigned(MipmapSurface) then - begin - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - Log.LogStatus('',' BlitSurface Stuff'); - {$endif} - // creating and freeing the surface could be done once, if Cover.W and Cover.H don't change - CacheMipmapSurface:=SDL_CreateRGBSurfaceFrom(@CacheMipmap[0], Covers.W, Covers.H, 24, Covers.W*3, $000000ff, $0000ff00, $00ff0000, 0); - SDL_BlitSurface(MipMapSurface,nil,CacheMipmapSurface,nil); - SDL_FreeSurface(CacheMipmapSurface); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - Log.LogStatus('',' SDL_FreeSurface (CacheMipmap)'); - {$endif} - SDL_FreeSurface(MipmapSurface); - {$ifdef blindydebug} - Log.LogStatus('',' ok'); - {$endif} - end - else - begin - Log.LogStatus(' Error creating CacheMipmap',' LoadTexture('''+Identifier+''')'); - end; - end; - // should i create a cache texture, if Covers.W/H are larger? - end; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-2'); - {$endif} - - - // now we might colorize the whole thing - if Typ='Colorized' then - ColorizeTexture(TexSurface,Col); - - // save actual dimensions of our texture - oldWidth:=newWidth; - oldHeight:=newHeight; - // make texture dimensions be powers of 2 - newWidth:=Round(Power(2, Ceil(Log2(newWidth)))); - newHeight:=Round(Power(2, Ceil(Log2(newHeight)))); - if (newHeight <> oldHeight) or (newWidth <> oldWidth) then - FitTexture(TexSurface,newWidth,newHeight); - - // at this point we have the image in memory... - // scaled to be at most 1024x1024 pixels large - // scaled so that dimensions are powers of 2 - // and converted to either RGB or RGBA - - {$ifdef blindydebug} - Log.LogStatus('',' JB-3'); - {$endif} - - - // if we got a Texture of Type Plain, Transparent or Colorized, - // then we're done manipulating it - // and could now create our openGL texture from it - - // prepare OpenGL texture - - // JB_linux : this is causing AV's on linux... ActText seems to be nil ! -// {$IFnDEF win32} -// if pointer(ActTex) = nil then -// exit; -// {$endif} - - glGenTextures(1, @ActTex); - - glBindTexture(GL_TEXTURE_2D, ActTex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - // load data into gl texture - if (Typ = 'Transparent') or - (Typ='Colorized') then - begin - glTexImage2D(GL_TEXTURE_2D, 0, 4, newWidth, newHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, TexSurface.pixels); - end - {if Typ = 'Plain' then} else - begin - glTexImage2D(GL_TEXTURE_2D, 0, 3, newWidth, newHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, TexSurface.pixels); - end; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-4'); - {$endif} - -{ - if Typ = 'Transparent Range' then - // set alpha to 256-green-component (not sure) - Pix := TextureB.Canvas.Pixels[Position2, Position]; - TextureD32[Position*TexNewW + Position2+1, 1] := Pix; - TextureD32[Position*TexNewW + Position2+1, 2] := Pix div 256; - TextureD32[Position*TexNewW + Position2+1, 3] := Pix div (256*256); - TextureD32[Position*TexNewW + Position2+1, 4] := 256 - Pix div 256; -} -{ - if Typ = 'Font' then - // either create luminance-alpha texture - // or use transparency from differently saved file - // or do something totally different (text engine with ttf) - Pix := PPix[Position2 * 3]; - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := 255; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := Pix; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); -} -{ - if Typ = 'Font Outline' then - // no idea... - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - Col := Pix; - if Col < 127 then Col := 127; - - TempA := Pix; - if TempA >= 95 then TempA := 255; - if TempA >= 31 then TempA := 255; - if Pix < 95 then TempA := (Pix * 256) div 96; - - - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - end; -} -{ - if Typ = 'Font Outline 2' then - // same as above - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - Col := Pix; - if Col < 31 then Col := 31; - - TempA := Pix; - if TempA >= 31 then TempA := 255; - if Pix < 31 then TempA := Pix * (256 div 32); - - TextureD16[Position*TextureB.Width + Position2 + 1, 1] := Col; - TextureD16[Position*TextureB.Width + Position2 + 1, 2] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 2, TextureB.Width, TextureB.Height, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 2, TextureB.Width, TextureB.Height, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, @TextureD16); - if Error > 0 then beep; - end; - end; - - if Typ = 'Font Black' then - // and so on - begin - // normalnie 0,125s bez niczego 0,015s - 0,030s z pix 0,125s <-- ??? - // dimensions - TextureB.PixelFormat := pf24bit; - TexOrigW := TextureB.Width; - TexOrigH := TextureB.Height; - TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); - TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); - TextureB.Width := TexNewW; - TextureB.Height := TexNewH; - // copy and process pixeldata - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2*3]; - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 255; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 255; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 255; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - if Typ = 'Alpha Black Colored' then - // ... hope, noone needs this - begin - TextureB.PixelFormat := pf24bit; - TexOrigW := TextureB.Width; - TexOrigH := TextureB.Height; - TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); - TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); - TextureB.Width := TexNewW; - TextureB.Height := TexNewH; - // copy and process pixeldata - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2*3]; - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := (Col div $10000) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Col div $100) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Col and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - if Typ = 'Font Gray' then - begin - // dimensions - TexOrigW := TextureB.Width; - TexOrigH := TextureB.Height; - TexNewW := Round(Power(2, Ceil(Log2(TexOrigW)))); - TexNewH := Round(Power(2, Ceil(Log2(TexOrigH)))); - TextureB.Width := TexNewW; - TextureB.Height := TexNewH; - // copy and process pixeldata - for Position := 0 to TextureB.Height-1 do begin - for Position2 := 0 to TextureB.Width-1 do begin - Pix := TextureB.Canvas.Pixels[Position2, Position]; - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := 127; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := 255 - (Pix mod 256); - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; - - if Typ = 'Arrow' then - begin - TextureB.PixelFormat := pf24bit; - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - Pix := PPix[Position2 * 3]; - - // transparency - if Pix >= 127 then TempA := 255; - if Pix < 127 then TempA := Pix * 2; - - // ColInt = color intensity - if Pix < 127 then ColInt := 1; - if Pix >= 127 then ColInt := 2 - Pix / 128; - //0.75, 0.6, 0.25 - - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255); - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - - if Mipmapping then glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 4, TextureB.Width, TextureB.Height, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - if Error > 0 then beep; - end; - end; - - if Typ = 'Note Plain' then - begin - for Position := 0 to TextureB.Height-1 do - begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do - begin - - - - // Skin Patch - // 0-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White - case PPix[Position2*3] of - 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); - 192: Pix := Col; - 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); - 255: Pix := $FFFFFF; - end; -// 0.5.0. Original -// case PPix[Position2*3] of -// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; -// 192: Pix := Col; -// 255: Pix := $FFFFFF; -// end; - - - - - - TextureD24[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; - TextureD24[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; - TextureD24[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 3, TextureB.Width, TextureB.Height, 0, GL_RGB, GL_UNSIGNED_BYTE, @TextureD24); - end; - - if Typ = 'Note Transparent' then - begin - for Position := 0 to TextureB.Height-1 do begin - PPix := TextureB.ScanLine[Position]; - for Position2 := 0 to TextureB.Width-1 do begin - TempA := 255; - - - - //Skin Patch - // 0= Transparent, 1-191= Fade Black to Col, 192= Col, 193-254 Fade Col to White, 255= White - case PPix[Position2*3] of - 0: TempA := 0; - 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Position2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Position2*3]) div $Bf) + (((Col and $FF) * PPix[Position2*3]) div $Bf); - 192: Pix := Col; - 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Position2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Position2*3] - $C0) * 4)) div $FF)); - 255: Pix := $FFFFFF; - end; -// 0.5.0 Original -// case PPix[Position2*3] of -// 0: TempA := 0; -// 128: Pix := $10000 * ((Col div $10000) div 2) + $100 * (((Col div $100) and $FF) div 2) + (Col and $FF) div 2; -// 192: Pix := Col; -// 255: Pix := $FFFFFF; -// end; - - - - - TextureD32[Position*TextureB.Width + Position2 + 1, 1] := Pix div $10000; - TextureD32[Position*TextureB.Width + Position2 + 1, 2] := (Pix div $100) and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 3] := Pix and $FF; - TextureD32[Position*TextureB.Width + Position2 + 1, 4] := TempA; - end; - end; - glTexImage2D(GL_TEXTURE_2D, 0, 4, TextureB.Width, TextureB.Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, @TextureD32); - end; -} - - {$ifdef blindydebug} - Log.LogStatus('',' JB-5'); - {$endif} - - - Result.X := 0; - Result.Y := 0; - Result.Z := 0; - Result.W := 0; - Result.H := 0; - Result.ScaleW := 1; - Result.ScaleH := 1; - Result.Rot := 0; - Result.TexNum := ActTex; - Result.TexW := oldWidth / newWidth; - Result.TexH := oldHeight / newHeight; - - Result.Int := 1; - Result.ColR := 1; - Result.ColG := 1; - Result.ColB := 1; - Result.Alpha := 1; - - // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these - Result.TexX1 := 0; - Result.TexY1 := 0; - Result.TexX2 := 1; - Result.TexY2 := 1; - - {$ifdef blindydebug} - Log.LogStatus('',' JB-6'); - {$endif} - - - // 0.5.0 - Result.Name := Identifier; - - SDL_FreeSurface(TexSurface); - - {$ifdef blindydebug} - Log.LogStatus('',' JB-7'); - {$endif} - - - Log.BenchmarkEnd(4); - if Log.BenchmarkTimeLength[4] >= 1 then - Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Identifier + '/' + Typ, 4); - - {$ifdef blindydebug} - Log.LogStatus('',' JB-8'); - {$endif} - -end; - - -function TTextureUnit.GetTexture(Name, Typ: string): TTexture; -begin - Result := GetTexture(Name, Typ, true); -end; - -function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture; -var - T: integer; // texture - C: integer; // cover - Data: array of byte; -begin - - if Name = '' then - exit; - - // find texture entry - T := FindTexture(Name); - - if T = -1 then - begin - // create texture entry - T := Length(TextureDatabase.Texture); - SetLength(TextureDatabase.Texture, T+1); - - TextureDatabase.Texture[T].Name := Name; - TextureDatabase.Texture[T].Typ := Typ; - - // inform database that no textures have been loaded into memory - TextureDatabase.Texture[T].Texture.TexNum := -1; - TextureDatabase.Texture[T].TextureCache.TexNum := -1; - end; - - // use preloaded texture - if (not FromCache) or (FromCache and not Covers.CoverExists(Name)) then - begin - // use full texture - if TextureDatabase.Texture[T].Texture.TexNum = -1 then - begin - // load texture - {$ifdef blindydebug} - Log.LogStatus('...', 'GetTexture('''+Name+''','''+Typ+''')'); - {$endif} - TextureDatabase.Texture[T].Texture := LoadTexture(false, pchar(Name), 'JPG', pchar(Typ), $0); - {$ifdef blindydebug} - Log.LogStatus('done',' '); - {$endif} - end; - - // use texture - Result := TextureDatabase.Texture[T].Texture; - end; - - if FromCache and Covers.CoverExists(Name) then - begin - // use cache texture - C := Covers.CoverNumber(Name); - - if TextureDatabase.Texture[T].TextureCache.TexNum = -1 then - begin - // load texture - Covers.PrepareData(Name); - TextureDatabase.Texture[T].TextureCache := CreateTexture(Covers.Data, Name, Covers.Cover[C].W, Covers.Cover[C].H, 24); - end; - - // use texture - Result := TextureDatabase.Texture[T].TextureCache; - end; -end; - -function TTextureUnit.FindTexture(Name: string): integer; -var - T: integer; // texture -begin - Result := -1; - for T := 0 to high(TextureDatabase.Texture) do - if TextureDatabase.Texture[T].Name = Name then - Result := T; -end; - -function TTextureUnit.LoadTexture(Identifier, Format, Typ: PChar; Col: LongWord): TTexture; -begin - Result := LoadTexture(false, Identifier, Format, Typ, Col); -end; - -function TTextureUnit.LoadTexture(Identifier: string): TTexture; -begin - Result := LoadTexture(false, pchar(Identifier), 'JPG', 'Plain', 0); -end; - -function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; -var - Position: integer; - Position2: integer; - Pix: integer; - ColInt: real; - PPix: PByteArray; - TempA: integer; - Error: integer; -begin - Mipmapping := false; - - glGenTextures(1, @ActTex); // ActText = new texture number - glBindTexture(GL_TEXTURE_2D, ActTex); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); - glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); - - glTexImage2D(GL_TEXTURE_2D, 0, 3, W, H, 0, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); - if Mipmapping then begin - Error := gluBuild2DMipmaps(GL_TEXTURE_2D, 3, W, H, GL_RGB, GL_UNSIGNED_BYTE, @Data[0]); - if Error > 0 then beep; - end; - - Result.X := 0; - Result.Y := 0; - Result.W := 0; - Result.H := 0; - Result.ScaleW := 1; - Result.ScaleH := 1; - Result.Rot := 0; - Result.TexNum := ActTex; - Result.TexW := 1; - Result.TexH := 1; - - Result.Int := 1; - Result.ColR := 1; - Result.ColG := 1; - Result.ColB := 1; - Result.Alpha := 1; - - // 0.4.2 new test - default use whole texure, taking TexW and TexH as const and changing these - Result.TexX1 := 0; - Result.TexY1 := 0; - Result.TexX2 := 1; - Result.TexY2 := 1; - - // 0.5.0 - Result.Name := Name; -end; - -procedure TTextureUnit.UnloadTexture(Name: string; FromCache: boolean); -var - T: integer; - TexNum: GLuint; -begin - T := FindTexture(Name); - - if not FromCache then begin - TexNum := TextureDatabase.Texture[T].Texture.TexNum; - if TexNum >= 0 then begin - glDeleteTextures(1, @TexNum); - TextureDatabase.Texture[T].Texture.TexNum := -1; -// Log.LogError('Unload texture no '+IntToStr(TexNum)); - end; - end else begin - TexNum := TextureDatabase.Texture[T].TextureCache.TexNum; - if TexNum >= 0 then begin - glDeleteTextures(1, @TexNum); - TextureDatabase.Texture[T].TextureCache.TexNum := -1; -// Log.LogError('Unload texture cache no '+IntToStr(TexNum)); - end; - end; -end; - -{$IFDEF LAZARUS} -initialization - {$I UltraStar.lrs} -{$ENDIF} - - -end. -- cgit v1.2.3