author | unc0rr |
Thu, 16 Feb 2012 20:32:47 +0400 | |
changeset 6690 | 46b3f4776538 |
parent 6580 | 6155187bf599 |
child 6700 | e04da46ee43c |
permissions | -rw-r--r-- |
(* * Hedgewars, a free turn based strategy game * Copyright (c) 2004-2011 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 cGrayScale 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; 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^.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.