hedgewars/uTextures.pas
author antonc27 <antonc27@mail.ru>
Sun, 15 Nov 2015 14:42:59 +0100
branchios-revival
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2015 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., 51 Franklin St, Fifth Floor, Boston, MA  02110-1301  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; pixels: PLongwordArray);
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procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
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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:= PLongWordArray(@(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 PrettifyAlpha(row1, row2: PLongwordArray; firsti, lasti, ioffset: LongWord);
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var
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    i: 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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    // suppress incorrect warning
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    lpi:= true;
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    for i:=firsti to lasti do
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        begin
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        // use first pixel in row1 as starting point
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        if i = firsti then
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            cpi:= ((row1^[i] and AMask) = 0)
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        else
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            begin
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            cpi:= ((row1^[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 cpi then
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                    begin
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                    row1^[i]:= row1^[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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                    row1^[i-1]:= row1^[i] and (not AMask);
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                end;
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            end;
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        lpi:= cpi;
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        // also check bottom neighbor
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        if row2 <> nil then
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            begin
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            bpi:= ((row2^[i+ioffset] 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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                    row1^[i]:= row2^[i+ioffset] and (not AMask)
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                else
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                    row2^[i+ioffset]:= row1^[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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procedure PrettifySurfaceAlpha(surf: PSDL_Surface; pixels: PLongwordArray);
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var
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    // current row index, second last row index of array, width and first/last i of row
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    r, slr, w, si, li: LongWord;
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begin
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    w:= surf^.w;
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    slr:= surf^.h - 2;
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    si:= 0;
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    li:= w - 1;
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    for r:= 0 to slr do
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        begin
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        PrettifyAlpha(pixels, pixels, si, li, w);
10018
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        // move indices to next row
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        si:= si + w;
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        li:= li + w;
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        end;
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    // don't forget last row
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    PrettifyAlpha(pixels, nil, si, li, w);
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end;
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procedure PrettifyAlpha2D(pixels: TLandArray; height, width: LongWord);
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var
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    // current y; last x, second last y of array;
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    y, lx, sly: LongWord;
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begin
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    sly:= height - 2;
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    lx:= width - 1;
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    for y:= 0 to sly do
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        begin
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        PrettifyAlpha(PLongWordArray(pixels[y]), PLongWordArray(pixels[y+1]), 0, lx, 0);
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        end;
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    // don't forget last row
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    PrettifyAlpha(PLongWordArray(pixels[sly+1]), nil, 0, lx, 0);
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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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aa2431ed87b2 Provide more information to SDLTry
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    SDLTry(SDL_LockSurface(surf) >= 0, 'Lock surface', true);
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39962b855540 Add grayscale option for 3d, helps with colour clashing
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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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ac01a2aeff69 change how textures from non-power-of-2-width textures are filled. this fixes e.g. the vertical lines appearing between Bath theme's horizontL
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            toP4^[x]:= fromP4^[0];
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        toP4:= PLongWordArray(@(toP4^[tw]));
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        fromP4:= PLongWordArray(@(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:= PLongWordArray(@(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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4901
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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 FreeAndNilTexture(var 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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        tex:= nil;
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        end;
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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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var tex: PTexture;
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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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3807d4cad077 This should have been added before. add log spew if this ever happens. We should hopefully identify the various circumstances and make sure it is all cleaned up so the list becomes unnecessary.
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        begin
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        tex:= TextureList;
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        AddFileLog('Texture not freed: width='+inttostr(LongInt(tex^.w))+' height='+inttostr(LongInt(tex^.h))+' priority='+inttostr(round(tex^.priority*1000)));
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        FreeAndNilTexture(tex);
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        end
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end;
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d1e2d82d9ccc Thou shalt not leak!
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end.