hedgewars/uTextures.pas
author sheepluva
Sun, 19 Jan 2014 13:41:11 +0100
changeset 10016 59a6d65fcb60
parent 9998 736015b847e3
child 10018 bdf75f0350bd
permissions -rw-r--r--
(experimental) make the mysterious borders around land/hats/etc that appear on zoom vanish note: not applied to everything yet note: I'll probably merge the two functions that do the same thing (one for 1darray, one for 2darray representation of pixels) into a single function
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2014 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uTextures;
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interface
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uses SDLh, uTypes;
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function  NewTexture(width, height: Longword; buf: Pointer): PTexture;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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function  Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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procedure PrettifySurfaceAlpha(surf: PSDL_Surface; p: PLongwordArray);
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procedure FreeTexture(tex: PTexture);
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procedure FreeAndNilTexture(var tex: PTexture);
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procedure initModule;
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procedure freeModule;
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implementation
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uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
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var TextureList: PTexture;
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procedure SetTextureParameters(enableClamp: Boolean);
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begin
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    if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
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        begin
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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        end;
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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end;
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procedure ResetVertexArrays(texture: PTexture);
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begin
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with texture^ do
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    begin
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    vb[0].X:= 0;
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    vb[0].Y:= 0;
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    vb[1].X:= w;
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    vb[1].Y:= 0;
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    vb[2].X:= w;
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    vb[2].Y:= h;
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    vb[3].X:= 0;
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    vb[3].Y:= h;
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    tb[0].X:= 0;
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    tb[0].Y:= 0;
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    tb[1].X:= rx;
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    tb[1].Y:= 0;
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    tb[2].X:= rx;
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    tb[2].Y:= ry;
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    tb[3].X:= 0;
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    tb[3].Y:= ry
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    end;
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end;
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function NewTexture(width, height: Longword; buf: Pointer): PTexture;
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begin
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new(NewTexture);
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NewTexture^.PrevTexture:= nil;
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NewTexture^.NextTexture:= nil;
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NewTexture^.Scale:= 1;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= NewTexture;
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    NewTexture^.NextTexture:= TextureList
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    end;
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TextureList:= NewTexture;
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NewTexture^.w:= width;
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NewTexture^.h:= height;
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NewTexture^.rx:= 1.0;
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NewTexture^.ry:= 1.0;
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ResetVertexArrays(NewTexture);
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glGenTextures(1, @NewTexture^.id);
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glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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SetTextureParameters(true);
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end;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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var tw, x, y: Longword;
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    fromP4: PLongWordArray;
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begin
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fromP4:= Surf^.pixels;
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for y:= 0 to Pred(Surf^.h) do
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    begin
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    for x:= 0 to Pred(Surf^.w) do 
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        begin
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        tw:= fromP4^[x];
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        tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +  
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              (tw shr GShift and $FF) * RGB_LUMINANCE_GREEN + 
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              (tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
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        if tw > 255 then tw:= 255;
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        tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
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        fromP4^[x]:= tw;
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        end;
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    fromP4:= @(fromP4^[Surf^.pitch div 4])
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    end;
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end;
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{ this will make invisible pixels that have a visible neighbor have the
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  same color as their visible neighbor, so that bilinear filtering won't
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  display a "wrongly" colored border when zoomed in }
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procedure PrettifySurfaceAlpha(surf: PSDL_Surface; p: PLongwordArray);
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var
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    i, lasti: Longword;
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    lpi, cpi, bpi: boolean; // was last/current/bottom neighbor pixel invisible?
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begin
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    lasti:= surf^.w * surf^.h - 1;
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    for i:=0 to lasti do
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        begin
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        // use first pixel in row as starting point
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        //p^[i]:= p^[i] and (BMask or GMask);
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        if (i mod surf^.w) = 0 then
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            lpi:= ((p^[i] and AMask) = 0)
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        else
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            begin
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            cpi:= ((p^[i] and AMask) = 0);
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            if cpi <> lpi then
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                begin
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                // invisible pixels get colors from visible neighbors
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                if (p^[i] and AMask) = 0 then
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                    begin
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                    p^[i]:= p^[i-1] and not AMask;
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                    // as this pixel is invisible and already colored correctly now, no point in further comparing it
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                    lpi:= cpi;
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                    continue;
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                    end
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                else
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                    p^[i-1]:= p^[i] and not AMask;
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                lpi:= cpi;
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                end;
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            end;
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        // also check bottom neighbor, lpi is now current pixel info
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        if i < lasti - surf^.w then
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            begin
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            bpi:= ((p^[i + surf^.w] and AMask) = 0);
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            if cpi <> bpi then
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                begin
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                if cpi then
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                    p^[i]:= p^[i + surf^.w] and not AMask
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                else
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                    p^[i + surf^.w]:= p^[i] and not AMask;
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                end;
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            end;
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        end;
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end;
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function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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var tw, th, x, y: Longword;
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    tmpp: pointer;
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    fromP4, toP4: PLongWordArray;
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begin
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if cOnlyStats then exit(nil);
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new(Surface2Tex);
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Surface2Tex^.PrevTexture:= nil;
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Surface2Tex^.NextTexture:= nil;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= Surface2Tex;
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    Surface2Tex^.NextTexture:= TextureList
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    end;
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TextureList:= Surface2Tex;
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Surface2Tex^.w:= surf^.w;
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Surface2Tex^.h:= surf^.h;
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if (surf^.format^.BytesPerPixel <> 4) then
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    begin
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    TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
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    Surface2Tex^.id:= 0;
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    exit
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    end;
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glGenTextures(1, @Surface2Tex^.id);
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glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
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if SDL_MustLock(surf) then
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    SDLTry(SDL_LockSurface(surf) >= 0, true);
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fromP4:= Surf^.pixels;
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if GrayScale then
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    Surface2GrayScale(Surf);
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PrettifySurfaceAlpha(surf, fromP4);
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if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
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    begin
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    tw:= toPowerOf2(Surf^.w);
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    th:= toPowerOf2(Surf^.h);
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    Surface2Tex^.rx:= Surf^.w / tw;
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    Surface2Tex^.ry:= Surf^.h / th;
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    tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
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    fromP4:= Surf^.pixels;
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    toP4:= tmpp;
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    for y:= 0 to Pred(Surf^.h) do
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        begin
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        for x:= 0 to Pred(Surf^.w) do
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            toP4^[x]:= fromP4^[x];
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        for x:= Surf^.w to Pred(tw) do
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            toP4^[x]:= 0;
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        toP4:= @(toP4^[tw]);
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        fromP4:= @(fromP4^[Surf^.pitch div 4])
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        end;
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    for y:= Surf^.h to Pred(th) do
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        begin
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        for x:= 0 to Pred(tw) do
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            toP4^[x]:= 0;
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        toP4:= @(toP4^[tw])
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        end;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
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    FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
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    end
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else
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    begin
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    Surface2Tex^.rx:= 1.0;
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    Surface2Tex^.ry:= 1.0;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
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    end;
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ResetVertexArrays(Surface2Tex);
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if SDL_MustLock(surf) then
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    SDL_UnlockSurface(surf);
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SetTextureParameters(enableClamp);
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end;
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// deletes texture and frees the memory allocated for it.
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// if nil is passed nothing is done
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procedure FreeTexture(tex: PTexture);
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begin
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if tex <> nil then
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    begin
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    if tex^.NextTexture <> nil then
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        tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
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    if tex^.PrevTexture <> nil then
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        tex^.PrevTexture^.NextTexture:= tex^.NextTexture
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    else
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        TextureList:= tex^.NextTexture;
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    glDeleteTextures(1, @tex^.id);
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    Dispose(tex);
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    end
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end;
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procedure FreeAndNilTexture(var tex: PTexture);
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begin
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    FreeTexture(tex);
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    tex:= nil
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end;
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procedure initModule;
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begin
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TextureList:= nil;
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end;
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procedure freeModule;
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begin
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if TextureList <> nil then
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    WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
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    while TextureList <> nil do 
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        begin
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        AddFileLog('Texture not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.priority*1000)));
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        FreeTexture(TextureList);
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        end
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end;
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end.