hedgewars/uTextures.pas
author unc0rr
Wed, 25 Jul 2012 16:24:30 +0400
changeset 7433 c7fff3e61d49
parent 7151 ec15d9e1a7e3
child 7186 013deb83086b
child 8027 e5ba3dd12531
permissions -rw-r--r--
- Implement AI land marks which only used to tracks visited areas on the map for now. Significantly reduces wasting of cpu time by AI checking same place several times (10x or even more in rare cases) - More branching in walk algorythm which allows for better coverage of reachable places. Sometimes makes AI perform ridiculous jumping just to make a tiny step. - Small fixes/adjustments

(*
 * 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 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
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 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.