Refactored TTexture to allow encoding sprite(s) at an arbitrary location within
a (possibly shared) physical texture.
The original variant only allowed encoding a sprite at the bottomleft of a
larger physical texture to use NPOT sprites on POT only supporting systems.
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 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 ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
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 ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
var x0, y0, x1, y1: Real;
w, h, aw, ah: LongInt;
const texelOffset = 0.0;
begin
aw:=texture^.atlas^.w;
ah:=texture^.atlas^.h;
if texture^.isRotated then
begin
w:=r^.h;
h:=r^.w;
end
else
begin
w:=r^.w;
h:=r^.h;
end;
x0:= (r^.x + texelOffset)/aw;
x1:= (r^.x + w - texelOffset)/aw;
y0:= (r^.y + texelOffset)/ah;
y1:= (r^.y + h - texelOffset)/ah;
tb^[0].X:= x0;
tb^[0].Y:= y0;
tb^[1].X:= x1;
tb^[1].Y:= y0;
tb^[2].X:= x1;
tb^[2].Y:= y1;
tb^[3].X:= x0;
tb^[3].Y:= y1
end;
procedure ResetVertexArrays(texture: PTexture);
var r: TSDL_Rect;
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;
end;
r.x:= 0;
r.y:= 0;
r.w:= texture^.w;
r.h:= texture^.h;
ComputeTexcoords(texture, @r, @texture^.tb);
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;
// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
new(NewTexture^.atlas);
NewTexture^.atlas^.w:=width;
NewTexture^.atlas^.h:=height;
NewTexture^.x:=0;
NewTexture^.y:=0;
NewTexture^.w:=width;
NewTexture^.h:=height;
NewTexture^.isRotated:=false;
ResetVertexArrays(NewTexture);
glGenTextures(1, @NewTexture^.atlas^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.atlas^.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
new(Surface2Tex);
Surface2Tex^.PrevTexture:= nil;
Surface2Tex^.NextTexture:= nil;
if TextureList <> nil then
begin
TextureList^.PrevTexture:= Surface2Tex;
Surface2Tex^.NextTexture:= TextureList
end;
TextureList:= Surface2Tex;
// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
new(Surface2Tex^.atlas);
Surface2Tex^.w:= surf^.w;
Surface2Tex^.h:= surf^.h;
Surface2Tex^.x:=0;
Surface2Tex^.y:=0;
Surface2Tex^.isRotated:=false;
if (surf^.format^.BytesPerPixel <> 4) then
begin
TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
Surface2Tex^.atlas^.id:= 0;
exit
end;
glGenTextures(1, @Surface2Tex^.atlas^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Tex^.atlas^.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^.atlas^.w:=tw;
Surface2Tex^.atlas^.h:=th;
GetMem(tmpp, 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^.atlas^.w:=Surf^.w;
Surface2Tex^.atlas^.h:=Surf^.h;
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
// Atlas cleanup happens here later on. For now we just free as each sprite has one atlas
Dispose(tex^.atlas);
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^.atlas^.id);
Dispose(tex);
end
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('Sprite not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.atlas^.priority*1000)));
FreeTexture(TextureList);
end
end;
end.