here a personal experimental mockup of how I imagine wrapping world edges should look like. bouncing one could be similar just with mirrored stuff. please test and share opinion. note: you might wanna disable auto-cam
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2014 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., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 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 PrettifySurfaceAlpha(surf: PSDL_Surface; pixels: PLongwordArray);
procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
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:= PLongWordArray(@(fromP4^[Surf^.pitch div 4]))
end;
end;
{ this will make invisible pixels that have a visible neighbor have the
same color as their visible neighbor, so that bilinear filtering won't
display a "wrongly" colored border when zoomed in }
procedure PrettifyAlpha(row1, row2: PLongwordArray; firsti, lasti, ioffset: LongWord);
var
i: Longword;
lpi, cpi, bpi: boolean; // was last/current/bottom neighbor pixel invisible?
begin
// suppress incorrect warning
lpi:= true;
for i:=firsti to lasti do
begin
// use first pixel in row1 as starting point
if i = firsti then
cpi:= ((row1^[i] and AMask) = 0)
else
begin
cpi:= ((row1^[i] and AMask) = 0);
if cpi <> lpi then
begin
// invisible pixels get colors from visible neighbors
if cpi then
begin
row1^[i]:= row1^[i-1] and (not AMask);
// as this pixel is invisible and already colored correctly now, no point in further comparing it
lpi:= cpi;
continue;
end
else
row1^[i-1]:= row1^[i] and (not AMask);
end;
end;
lpi:= cpi;
// also check bottom neighbor
if row2 <> nil then
begin
bpi:= ((row2^[i+ioffset] and AMask) = 0);
if cpi <> bpi then
begin
if cpi then
row1^[i]:= row2^[i+ioffset] and (not AMask)
else
row2^[i+ioffset]:= row1^[i] and (not AMask);
end;
end;
end;
end;
procedure PrettifySurfaceAlpha(surf: PSDL_Surface; pixels: PLongwordArray);
var
// current row index, second last row index of array, width and first/last i of row
r, slr, w, si, li: LongWord;
begin
w:= surf^.w;
slr:= surf^.h - 2;
si:= 0;
li:= w - 1;
for r:= 0 to slr do
begin
PrettifyAlpha(pixels, pixels, si, li, w);
// move indices to next row
si:= si + w;
li:= li + w;
end;
// don't forget last row
PrettifyAlpha(pixels, nil, si, li, w);
end;
procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
var
// current y; last x, second last y of array;
y, lx, sly: LongWord;
begin
sly:= height - 2;
lx:= width - 1;
for y:= 0 to sly do
begin
PrettifyAlpha(PLongWordArray(pixels[y]), PLongWordArray(pixels[y+1]), 0, lx, 0);
end;
// don't forget last row
PrettifyAlpha(PLongWordArray(pixels[sly+1]), nil, 0, lx, 0);
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);
PrettifySurfaceAlpha(surf, fromP4);
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]:= fromP4^[0];
toP4:= PLongWordArray(@(toP4^[tw]));
fromP4:= PLongWordArray(@(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:= PLongWordArray(@(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.