hedgewars/uTextures.pas
author sheepluva
Fri, 06 Dec 2013 23:53:35 +0100
changeset 9760 395ca7fe6362
parent 9655 e154ccca4dad
child 9682 aa2431ed87b2
child 9998 736015b847e3
permissions -rw-r--r--
It seems that at the current state it is necessary to protect sending stats/ending game from multiple execution, as that can happen if you e.g. fail a mission more than once in the same tick (e.g. destroying two essential crates at the same time) Otherwise you can get a blank / stuck frontend (e.g. when using deagle to shoot the two last crates at the same time)! the best approach might be to never call the function that sends stats and ends game from any event handler directly, but instead have a flag 'isFailed' that is set to true when any of the possible fails happen and to check that flag every tick to send stats and end game if true

(*
 * Hedgewars, a free turn based strategy game
 * Copyright (c) 2004-2013 Andrey Korotaev <unC0Rr@gmail.com>
 *
 * This program is free software; you can redistribute it and/or modify
 * it under the terms of the GNU General Public License as published by
 * the Free Software Foundation; version 2 of the License
 *
 * This program is distributed in the hope that it will be useful,
 * but WITHOUT ANY WARRANTY; without even the implied warranty of
 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
 * GNU General Public License for more details.
 *
 * You should have received a copy of the GNU General Public License
 * along with this program; if not, write to the Free Software
 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
 *)

{$INCLUDE "options.inc"}

unit uTextures;
interface
uses SDLh, uTypes;

function  NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
function  Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure FreeTexture(tex: PTexture);
procedure FreeAndNilTexture(var tex: PTexture);

procedure initModule;
procedure freeModule;

implementation
uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;

var TextureList: PTexture;


procedure SetTextureParameters(enableClamp: Boolean);
begin
    if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
        begin
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
        end;
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;

procedure ResetVertexArrays(texture: PTexture);
begin
with texture^ do
    begin
    vb[0].X:= 0;
    vb[0].Y:= 0;
    vb[1].X:= w;
    vb[1].Y:= 0;
    vb[2].X:= w;
    vb[2].Y:= h;
    vb[3].X:= 0;
    vb[3].Y:= h;

    tb[0].X:= 0;
    tb[0].Y:= 0;
    tb[1].X:= rx;
    tb[1].Y:= 0;
    tb[2].X:= rx;
    tb[2].Y:= ry;
    tb[3].X:= 0;
    tb[3].Y:= ry
    end;
end;

function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
NewTexture^.PrevTexture:= nil;
NewTexture^.NextTexture:= nil;
NewTexture^.Scale:= 1;
if TextureList <> nil then
    begin
    TextureList^.PrevTexture:= NewTexture;
    NewTexture^.NextTexture:= TextureList
    end;
TextureList:= NewTexture;

NewTexture^.w:= width;
NewTexture^.h:= height;
NewTexture^.rx:= 1.0;
NewTexture^.ry:= 1.0;

ResetVertexArrays(NewTexture);

glGenTextures(1, @NewTexture^.id);

glBindTexture(GL_TEXTURE_2D, NewTexture^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);

SetTextureParameters(true);
end;

procedure Surface2GrayScale(surf: PSDL_Surface);
var tw, x, y: Longword;
    fromP4: PLongWordArray;
begin
fromP4:= Surf^.pixels;
for y:= 0 to Pred(Surf^.h) do
    begin
    for x:= 0 to Pred(Surf^.w) do 
        begin
        tw:= fromP4^[x];
        tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +  
              (tw shr GShift and $FF) * RGB_LUMINANCE_GREEN + 
              (tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
        if tw > 255 then tw:= 255;
        tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
        fromP4^[x]:= tw;
        end;
    fromP4:= @(fromP4^[Surf^.pitch div 4])
    end;
end;


function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
    tmpp: pointer;
    fromP4, toP4: PLongWordArray;
begin
if cOnlyStats then exit(nil);
new(Surface2Tex);
Surface2Tex^.PrevTexture:= nil;
Surface2Tex^.NextTexture:= nil;
if TextureList <> nil then
    begin
    TextureList^.PrevTexture:= Surface2Tex;
    Surface2Tex^.NextTexture:= TextureList
    end;
TextureList:= Surface2Tex;

Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;

if (surf^.format^.BytesPerPixel <> 4) then
    begin
    TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
    Surface2Tex^.id:= 0;
    exit
    end;


glGenTextures(1, @Surface2Tex^.id);

glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);

if SDL_MustLock(surf) then
    SDLTry(SDL_LockSurface(surf) >= 0, true);

fromP4:= Surf^.pixels;

if GrayScale then
    Surface2GrayScale(Surf);

if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
    begin
    tw:= toPowerOf2(Surf^.w);
    th:= toPowerOf2(Surf^.h);

    Surface2Tex^.rx:= Surf^.w / tw;
    Surface2Tex^.ry:= Surf^.h / th;

    tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);

    fromP4:= Surf^.pixels;
    toP4:= tmpp;

    for y:= 0 to Pred(Surf^.h) do
        begin
        for x:= 0 to Pred(Surf^.w) do
            toP4^[x]:= fromP4^[x];
        for x:= Surf^.w to Pred(tw) do
            toP4^[x]:= 0;
        toP4:= @(toP4^[tw]);
        fromP4:= @(fromP4^[Surf^.pitch div 4])
        end;

    for y:= Surf^.h to Pred(th) do
        begin
        for x:= 0 to Pred(tw) do
            toP4^[x]:= 0;
        toP4:= @(toP4^[tw])
        end;

    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);

    FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
    end
else
    begin
    Surface2Tex^.rx:= 1.0;
    Surface2Tex^.ry:= 1.0;
    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
    end;

ResetVertexArrays(Surface2Tex);

if SDL_MustLock(surf) then
    SDL_UnlockSurface(surf);

SetTextureParameters(enableClamp);
end;

// deletes texture and frees the memory allocated for it.
// if nil is passed nothing is done
procedure FreeTexture(tex: PTexture);
begin
if tex <> nil then
    begin
    if tex^.NextTexture <> nil then
        tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
    if tex^.PrevTexture <> nil then
        tex^.PrevTexture^.NextTexture:= tex^.NextTexture
    else
        TextureList:= tex^.NextTexture;
    glDeleteTextures(1, @tex^.id);
    Dispose(tex);
    end
end;

procedure FreeAndNilTexture(var tex: PTexture);
begin
    FreeTexture(tex);
    tex:= nil
end;

procedure initModule;
begin
TextureList:= nil;
end;

procedure freeModule;
begin
if TextureList <> nil then
    WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
    while TextureList <> nil do 
        begin
        AddFileLog('Texture not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.priority*1000)));
        FreeTexture(TextureList);
        end
end;

end.