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 uses gl, glu, glext, Windows, Math, Classes, SysUtils, Graphics, JPEG, UThemes, PNGImage; procedure glGenTextures(n: GLsizei; var textures: GLuint); stdcall; external opengl32; //procedure glBindTexture(target: GLenum; texture: GLuint); stdcall; external opengl32; //function gluBuild2DMipmaps (target: GLenum; components, width, height: GLint; // format, atype: GLenum; data: Pointer): Integer; stdcall; external glu32; //procedure glCopyTexImage2D(target: GLenum; level: GLint; internalFormat: GLenum; x, y: GLint; width, height: GLsizei; border: GLint); stdcall; external opengl32; 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; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload; function LoadTexture(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; overload; function LoadTexture(Nazwa: 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; const max = 2048; var Texture: TTextureUnit; TextureDatabase: TTextureDatabase; // for print screens // PrintScreenTex: GLuint; // PrintScreenData: array[0..480-1, 0..640-1] of longword; PrintScreenData: array[0..1024*768-1] of longword; // Tekstur: Gluint; ActTex: GLuint;//integer; { Tekstura: array[1..32] of TTekstura; Mipmapping: boolean = true;} TexOrygW: integer; TexOrygH: integer; TexNewW: integer; TexNewH: integer; { RLE: array[1..128*128] of byte; RLE2: array[1..128*128] of byte;} TexFitW: integer; TexFitH: integer; // new for limit TextureD8: array[1..max*max] of byte; // 1MB TextureD16: array[1..max*max, 1..2] of byte; // luminance/alpha tex (2MB) TextureD24: array[1..max*max, 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..max*max, 1..4] of byte; // transparent 32-bit tex (4MB) // total 40MB at 2048*2048 // total 10MB at 1024*1024 { Paleta: array[0..255, 1..4] of byte; Len: integer;} Mipmapping: Boolean; CacheMipmap: array[0..256*256*3-1] of byte; // 3KB implementation uses ULog, DateUtils, UCovers; function TTextureUnit.GetTexture(Name, Typ: string): TTexture; begin Result := GetTexture(Name, Typ, false); end; function TTextureUnit.GetTexture(Name, Typ: string; FromCache: boolean): TTexture; var T: integer; // texture C: integer; // cover 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 not textures has 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; function TTextureUnit.LoadTexture(FromRegistry: boolean; Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; var // a patch from Linnex, that solves the font problem in wine which causes chrashes ChangeFormatBMP: TBitmap; // end of patch (11.11.07) Res: TResourceStream; TextureB: TBitmap; TextureJ: TJPEGImage; TexturePNG: TPNGObject; TextureAlpha: array of byte; AlphaPtr: PByte; TransparentColor: TColor; PixelColor: TColor; Pet: integer; Pet2: integer; Pix: integer; ColInt: real; PPix: PByteArray; TempA: integer; Error: integer; SkipX: integer; myAlpha: Real; begin Log.BenchmarkStart(4); Mipmapping := true; if FromRegistry then begin try Res := TResourceStream.Create(HInstance, Nazwa, Format); except beep; Exit; end; end; if FromRegistry or ((not FromRegistry) and FileExists(Nazwa)) then begin TextureB := TBitmap.Create; if Format = 'BMP' then begin if FromRegistry then TextureB.LoadFromStream(Res) else TextureB.LoadFromFile(Nazwa); end else if Format = 'JPG' then begin TextureJ := TJPEGImage.Create; if FromRegistry then TextureJ.LoadFromStream(Res) else begin if FileExists(Nazwa) then TextureJ.LoadFromFile(Nazwa) else Exit; end; TextureB.Assign(TextureJ); TextureJ.Free; end else if Format = 'PNG' then begin TexturePNG := TPNGObject.Create; if FromRegistry then TexturePNG.LoadFromStream(Res) else begin if FileExists(Nazwa) then TexturePNG.LoadFromFile(Nazwa) else Exit; end; TextureB.Assign(TexturePNG); // transparent png hack start (part 1 of 2) if (Typ = 'Transparent') and (TexturePNG.TransparencyMode = ptmPartial) then begin setlength(TextureAlpha, TextureB.Width*TextureB.Height); if (TexturePNG.Header.ColorType = COLOR_GRAYSCALEALPHA) or (TexturePNG.Header.ColorType = COLOR_RGBALPHA) then begin // i would have preferred english variables here but i use Pet because i'm lazy for Pet := 0 to TextureB.Height - 1 do begin AlphaPtr := PByte(TexturePNG.AlphaScanline[Pet]); for Pet2 := 0 to TextureB.Width - 1 do begin TextureAlpha[Pet*TextureB.Width+Pet2]:= AlphaPtr^; 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; end; if FromRegistry then Res.Free; if (TextureB.Width > max) or (TextureB.Height > max) then begin // will be fixed in 0.5.1 and dynamically extended to 8192x8192 depending on the driver Log.LogError('Image ' + Nazwa + ' 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 // wymiary TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); // kopiowanie TextureB.PixelFormat := pf24bit; { if (TextureB.PixelFormat = pf8bit) then begin for Pet := 0 to TexOrygH-1 do begin for Pet2 := 0 to TexOrygW-1 do begin Pix := TextureB.Canvas.Pixels[Pet2, Pet]; TextureD24[Pet*TexNewW + Pet2+1, 1] := Pix; TextureD24[Pet*TexNewW + Pet2+1, 2] := Pix div 256; TextureD24[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); end; end; end;} if (TexOrygW <= Limit) and (TexOrygW <= Limit) then begin if (TextureB.PixelFormat = pf24bit) then begin for Pet := 0 to TexOrygH-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TexOrygW-1 do begin TextureD24[Pet*TexNewW + Pet2+1, 1] := PPix[Pet2*3+2]; TextureD24[Pet*TexNewW + Pet2+1, 2] := PPix[Pet2*3+1]; TextureD24[Pet*TexNewW + Pet2+1, 3] := PPix[Pet2*3]; end; end; end; end else begin // limit TexFitW := 4 * (TexOrygW div 4); // fix for bug in gluScaleImage TexFitH := TexOrygH; if (TextureB.PixelFormat = pf24bit) then begin for Pet := 0 to TexOrygH-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TexOrygW-1 do begin TextureD24[Pet*TexFitW + Pet2+1, 1] := PPix[Pet2*3+2]; TextureD24[Pet*TexFitW + Pet2+1, 2] := PPix[Pet2*3+1]; TextureD24[Pet*TexFitW + Pet2+1, 3] := PPix[Pet2*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; TexOrygW := Limit; TexOrygH := Limit; end; // creating cache mipmap if CreateCacheMipmap then begin if (TexOrygW <> TexNewW) or (TexOrygH <> 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 * (TexOrygW div 4); // 0.5.0: fix for bug in gluScaleImage SkipX := (TexOrygW div 2) mod 2; // 0.5.0: try to center image TexFitH := TexOrygH; for Pet := 0 to TexOrygH-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TexOrygW-1 do begin TextureD242[Pet*TexFitW + Pet2+1, 1] := PPix[(Pet2+SkipX)*3+2]; TextureD242[Pet*TexFitW + Pet2+1, 2] := PPix[(Pet2+SkipX)*3+1]; TextureD242[Pet*TexFitW + Pet2+1, 3] := PPix[(Pet2+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, TexOrygW, TexOrygH, 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 // wymiary TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); TextureB.Width := TexNewW; TextureB.Height := TexNewH; // kopiowanie for Pet := 0 to TexOrygH-1 do begin for Pet2 := 0 to TexOrygW-1 do begin Pix := TextureB.Canvas.Pixels[Pet2, Pet]; // ,- 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[Pet*TexNewW + Pet2 + 1, 1] := 0; TextureD32[Pet*TexNewW + Pet2 + 1, 2] := 0; TextureD32[Pet*TexNewW + Pet2 + 1, 3] := 0; TextureD32[Pet*TexNewW + Pet2 + 1, 4] := 0; end else begin TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix; TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256; TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); // transparent png hack start (part 2 of 2) if (Format = 'PNG') and (length(TextureAlpha) <> 0) then begin myAlpha:=TextureAlpha[Pet*TexOrygW+Pet2]; // the following calculations tweak transparency so that it really looks transparent myAlpha:=myAlpha-75; if myAlpha < 0 then myAlpha:=0; myAlpha:=myAlpha/180; myAlpha:=myAlpha*myAlpha*myAlpha; myAlpha:=myAlpha*255; TextureD32[Pet*TexNewW+Pet2+1,4]:=floor(myAlpha); end else // transparent png hack end TextureD32[Pet*TexNewW + Pet2+1, 4] := 255; end; 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 = 'Transparent Range' then begin // wymiary TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); TextureB.Width := TexNewW; TextureB.Height := TexNewH; // kopiowanie for Pet := 0 to TexOrygH-1 do begin for Pet2 := 0 to TexOrygW-1 do begin Pix := TextureB.Canvas.Pixels[Pet2, Pet]; TextureD32[Pet*TexNewW + Pet2+1, 1] := Pix; TextureD32[Pet*TexNewW + Pet2+1, 2] := Pix div 256; TextureD32[Pet*TexNewW + Pet2+1, 3] := Pix div (256*256); TextureD32[Pet*TexNewW + Pet2+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 // a patch from Linnex, that solves the font problem in wine which causes chrashes //TextureB.PixelFormat := pf24bit; ChangeFormatBMP := TBitmap.Create(); ChangeFormatBMP.Assign(TextureB); TextureB.PixelFormat := pf24bit; TextureB.Width := ChangeFormatBMP.Width; TextureB.Height := ChangeFormatBMP.Height; TextureB.Canvas.Draw(0, 0, ChangeFormatBMP); ChangeFormatBMP.Free; // end of patch (11.11.07) for Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2 * 3]; if Pix>0 then Pix := Pix * 1; TextureD16[Pet*TextureB.Width + Pet2 + 1, 1] := 255; TextureD16[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Col; TextureD16[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Col; TextureD16[Pet*TextureB.Width + Pet2 + 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 // wymiary TextureB.PixelFormat := pf24bit; TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); TextureB.Width := TexNewW; TextureB.Height := TexNewH; // kopiowanie for Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2*3]; TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 255; TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 255; TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 255; TextureD32[Pet*TextureB.Width + Pet2 + 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; TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); TextureB.Width := TexNewW; TextureB.Height := TexNewH; // kopiowanie for Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2*3]; TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := (Col div $10000) and $FF; TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Col div $100) and $FF; TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Col and $FF; TextureD32[Pet*TextureB.Width + Pet2 + 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 // wymiary TexOrygW := TextureB.Width; TexOrygH := TextureB.Height; TexNewW := Round(Power(2, Ceil(Log2(TexOrygW)))); TexNewH := Round(Power(2, Ceil(Log2(TexOrygH)))); TextureB.Width := TexNewW; TextureB.Height := TexNewH; // kopiowanie for Pet := 0 to TextureB.Height-1 do begin for Pet2 := 0 to TextureB.Width-1 do begin Pix := TextureB.Canvas.Pixels[Pet2, Pet]; TextureD32[Pet*TextureB.Width + Pet2 + 1, 1] := 127; TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := 127; TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := 127; TextureD32[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 0 to TextureB.Width-1 do begin Pix := PPix[Pet2 * 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[Pet*TextureB.Width + Pet2 + 1, 1] := Round(ColInt * 0.75 * 255 + (1 - ColInt) * 255); TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := Round(ColInt * 0.6 * 255 + (1 - ColInt) * 255); TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Round(ColInt * 0.25 * 255 + (1 - ColInt) * 255); TextureD32[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 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[Pet2*3] of 0..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf); 192: Pix := Col; 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF)); 255: Pix := $FFFFFF; end; // 0.5.0. Original // case PPix[Pet2*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[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000; TextureD24[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF; TextureD24[Pet*TextureB.Width + Pet2 + 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 Pet := 0 to TextureB.Height-1 do begin PPix := TextureB.ScanLine[Pet]; for Pet2 := 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[Pet2*3] of 0: TempA := 0; 1..191: Pix := $10000 * ((((Col div $10000) and $FF) * PPix[Pet2*3]) div $Bf) + $100 * ((((Col div $100) and $FF) * PPix[Pet2*3]) div $Bf) + (((Col and $FF) * PPix[Pet2*3]) div $Bf); 192: Pix := Col; 193..254: Pix := Col + ($10000 * ((($FF - ((Col div $10000) and $FF)) * ((PPix[Pet2*3] - $C0) * 4) ) div $FF) + $100 * ((($FF - ((Col div $100) and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF) + ((($FF - (Col and $FF)) * ((PPix[Pet2*3] - $C0) * 4)) div $FF)); 255: Pix := $FFFFFF; end; // 0.5.0 Original // case PPix[Pet2*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[Pet*TextureB.Width + Pet2 + 1, 1] := Pix div $10000; TextureD32[Pet*TextureB.Width + Pet2 + 1, 2] := (Pix div $100) and $FF; TextureD32[Pet*TextureB.Width + Pet2 + 1, 3] := Pix and $FF; TextureD32[Pet*TextureB.Width + Pet2 + 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; // Inc(ActTex); { Tekst.Tekstura := ActTex; Tekst.W := TexOrygW; Tekst.H := TexOrygH; Tekst.X2 := TexOrygW/TexNewW; Tekst.Y2 := TexOrygH/TexNewH;} 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 := TexOrygW / TexNewW; Result.TexH := TexOrygH / 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 := Nazwa; end; Log.BenchmarkEnd(4); if Log.BenchmarkTimeLength[4] >= 1 then Log.LogBenchmark('**********> Texture Load Time Warning - ' + Format + '/' + Nazwa + '/' + Typ, 4); end; // logerror end; {procedure ResizeTexture(s: pbytearray; d: pbytearray); var Pet: integer; Pet2: integer; begin for Pet := 0 to TexNewH*4-1 do for Pet2 := 0 to TexNewW-1 do d[Pet*TexNewW + Pet2] := 0; for Pet := 0 to TexOrygH-1 do begin for Pet2 := 0 to TexOrygW-1 do begin d[(Pet*TexNewW + Pet2)*4] := Paleta[s[Pet*TexOrygW + Pet2], 1]; d[(Pet*TexNewW + Pet2)*4+1] := Paleta[s[Pet*TexOrygW + Pet2], 2]; d[(Pet*TexNewW + Pet2)*4+2] := Paleta[s[Pet*TexOrygW + Pet2], 3]; d[(Pet*TexNewW + Pet2)*4+3] := Paleta[s[Pet*TexOrygW + Pet2], 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(Nazwa, Format, Typ: PChar; Col: LongWord): TTexture; begin Result := LoadTexture(false, Nazwa, Format, Typ, Col); // Result := LoadTexture(SkinReg, Nazwa, Format, Typ, Col); // default to SkinReg end; function TTextureUnit.LoadTexture(Nazwa: string): TTexture; begin Result := LoadTexture(false, pchar(Nazwa), 'JPG', 'Plain', 0); end; function TTextureUnit.CreateTexture(var Data: array of byte; Name: string; W, H: word; Bits: byte): TTexture; var 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; // Inc(ActTex); { Tekst.Tekstura := ActTex; Tekst.W := TexOrygW; Tekst.H := TexOrygH; Tekst.X2 := TexOrygW/TexNewW; Tekst.Y2 := TexOrygH/TexNewH;} 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.