--- a/hedgewars/uTextures.pas Mon Jun 25 10:44:27 2012 +0200
+++ b/hedgewars/uTextures.pas Mon Jun 25 11:47:40 2012 +0200
@@ -24,7 +24,7 @@
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
-function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
+function Surface2Atlas(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure FreeTexture(tex: PTexture);
procedure ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
@@ -32,7 +32,7 @@
procedure freeModule;
implementation
-uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
+uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole, uAtlas;
var TextureList: PTexture;
@@ -159,42 +159,45 @@
end;
-function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
+function Surface2Atlas(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 (surf^.w <= 128) and (surf^.h <= 128) then
+ Surface2Tex_(surf, enableClamp); // run the atlas side by side for debugging
+new(Surface2Atlas);
+Surface2Atlas^.PrevTexture:= nil;
+Surface2Atlas^.NextTexture:= nil;
if TextureList <> nil then
begin
- TextureList^.PrevTexture:= Surface2Tex;
- Surface2Tex^.NextTexture:= TextureList
+ TextureList^.PrevTexture:= Surface2Atlas;
+ Surface2Atlas^.NextTexture:= TextureList
end;
-TextureList:= Surface2Tex;
+TextureList:= Surface2Atlas;
// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
-new(Surface2Tex^.atlas);
+new(Surface2Atlas^.atlas);
-Surface2Tex^.w:= surf^.w;
-Surface2Tex^.h:= surf^.h;
-Surface2Tex^.x:=0;
-Surface2Tex^.y:=0;
-Surface2Tex^.isRotated:=false;
+Surface2Atlas^.w:= surf^.w;
+Surface2Atlas^.h:= surf^.h;
+Surface2Atlas^.x:=0;
+Surface2Atlas^.y:=0;
+Surface2Atlas^.isRotated:=false;
+Surface2Atlas^.surface:= surf;
if (surf^.format^.BytesPerPixel <> 4) then
begin
TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
- Surface2Tex^.atlas^.id:= 0;
+ Surface2Atlas^.atlas^.id:= 0;
exit
end;
-glGenTextures(1, @Surface2Tex^.atlas^.id);
+glGenTextures(1, @Surface2Atlas^.atlas^.id);
-glBindTexture(GL_TEXTURE_2D, Surface2Tex^.atlas^.id);
+glBindTexture(GL_TEXTURE_2D, Surface2Atlas^.atlas^.id);
if SDL_MustLock(surf) then
SDLTry(SDL_LockSurface(surf) >= 0, true);
@@ -209,8 +212,8 @@
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
- Surface2Tex^.atlas^.w:=tw;
- Surface2Tex^.atlas^.h:=th;
+ Surface2Atlas^.atlas^.w:=tw;
+ Surface2Atlas^.atlas^.h:=th;
tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
@@ -240,23 +243,28 @@
end
else
begin
- Surface2Tex^.atlas^.w:=Surf^.w;
- Surface2Tex^.atlas^.h:=Surf^.h;
+ Surface2Atlas^.atlas^.w:=Surf^.w;
+ Surface2Atlas^.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);
+ResetVertexArrays(Surface2Atlas);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
SetTextureParameters(enableClamp);
+
+ {$IFNDEF RETAIN_SURFACES}
+ SDL_FreeSurface(surf);
+ {$ENDIF}
end;
// deletes texture and frees the memory allocated for it.
// if nil is passed nothing is done
procedure FreeTexture(tex: PTexture);
begin
+ FreeTexture_(tex); // run atlas side by side for debugging
if tex <> nil then
begin
// Atlas cleanup happens here later on. For now we just free as each sprite has one atlas
@@ -269,12 +277,18 @@
else
TextureList:= tex^.NextTexture;
glDeleteTextures(1, @tex^.atlas^.id);
+
+ {$IFDEF RETAIN_SURFACES}
+ SDL_FreeSurface(tex^.surface);
+ {$ENDIF}
+
Dispose(tex);
end
end;
procedure initModule;
begin
+uAtlas.initModule;
TextureList:= nil;
end;