From 7a01b05b3861a667eb32ce2e0fc88ff3bacb99ae Mon Sep 17 00:00:00 2001 From: mogguh Date: Tue, 2 Sep 2008 17:25:26 +0000 Subject: Moved: The folder classes has been renamed to base Updated: ultrastardx.dpr has been changed accordingly git-svn-id: svn://svn.code.sf.net/p/ultrastardx/svn/trunk@1339 b956fd51-792f-4845-bead-9b4dfca2ff2c --- src/base/UTexture.pas | 525 ++++++++++++++++++++++++++++++++++++++++++++++++++ 1 file changed, 525 insertions(+) create mode 100644 src/base/UTexture.pas (limited to 'src/base/UTexture.pas') diff --git a/src/base/UTexture.pas b/src/base/UTexture.pas new file mode 100644 index 00000000..4879760a --- /dev/null +++ b/src/base/UTexture.pas @@ -0,0 +1,525 @@ +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. -- cgit v1.2.3