1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
141
142
143
144
145
146
147
148
149
150
151
152
153
154
155
156
157
158
159
160
161
162
163
164
165
166
167
168
169
170
171
172
173
174
175
176
177
178
179
180
181
182
183
184
185
186
187
188
189
190
191
192
193
194
195
196
197
198
199
200
201
202
203
204
205
206
207
208
209
210
211
212
213
214
215
216
217
218
219
220
221
222
223
224
225
226
227
228
229
230
231
232
233
234
235
236
237
238
239
240
241
242
243
244
245
246
247
248
249
250
251
252
253
254
255
256
257
258
259
260
261
262
263
264
265
266
267
268
269
270
271
272
273
274
275
276
277
278
279
280
281
282
283
284
285
286
287
288
289
290
291
292
293
294
295
296
297
298
299
300
301
302
303
304
305
306
307
308
309
310
311
312
313
314
315
316
317
318
319
320
321
322
323
324
325
326
327
328
329
330
331
332
333
334
335
336
337
338
339
340
341
342
343
344
345
346
347
348
349
350
351
352
353
354
355
356
357
358
359
360
361
362
363
364
365
366
367
368
369
370
371
372
373
374
375
376
377
378
379
380
381
382
383
384
385
386
387
388
389
390
391
392
393
394
395
396
397
398
399
400
401
402
403
404
405
406
407
408
409
410
411
412
413
414
415
416
417
418
419
420
421
422
423
424
425
426
427
428
429
430
431
432
433
434
435
436
437
438
439
440
441
442
443
444
445
446
447
448
449
450
451
452
453
454
455
456
457
458
459
460
461
462
463
464
465
466
467
468
469
470
471
472
473
474
475
476
477
478
479
480
481
482
483
484
485
486
487
488
489
490
491
492
493
494
495
496
497
498
499
500
501
502
503
504
505
506
507
508
509
510
511
512
513
514
515
516
517
518
519
520
521
522
523
524
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.
|