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.
--- a/hedgewars/uLandTexture.pas Mon May 14 22:47:56 2012 +0400
+++ b/hedgewars/uLandTexture.pas Mon May 14 19:26:50 2012 +0200
@@ -91,7 +91,7 @@
with LandTextures[x, y] do
begin
tex:= NewTexture(TEXSIZE, TEXSIZE, Pixels(x, y));
- glBindTexture(GL_TEXTURE_2D, tex^.id);
+ glBindTexture(GL_TEXTURE_2D, tex^.atlas^.id);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_PRIORITY, tpHigh);
end
else
@@ -101,7 +101,7 @@
if shouldUpdate then
begin
shouldUpdate:= false;
- glBindTexture(GL_TEXTURE_2D, tex^.id);
+ glBindTexture(GL_TEXTURE_2D, tex^.atlas^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, TEXSIZE, TEXSIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, Pixels(x,y));
end
end;
--- a/hedgewars/uRender.pas Mon May 14 22:47:56 2012 +0400
+++ b/hedgewars/uRender.pas Mon May 14 19:26:50 2012 +0200
@@ -22,7 +22,7 @@
interface
-uses SDLh, uTypes, GLunit, uConsts;
+uses SDLh, uTypes, GLunit, uConsts, uTextures;
procedure DrawSprite (Sprite: TSprite; X, Y, Frame: LongInt);
procedure DrawSprite (Sprite: TSprite; X, Y, FrameX, FrameY: LongInt);
@@ -71,8 +71,7 @@
procedure DrawTextureFromRect(X, Y, W, H: LongInt; r: PSDL_Rect; SourceTexture: PTexture);
var rr: TSDL_Rect;
- _l, _r, _t, _b: real;
- VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
+ VertexBuffer, TextureBuffer: TVertexRect;
begin
if (SourceTexture^.h = 0) or (SourceTexture^.w = 0) then
exit;
@@ -88,12 +87,9 @@
rr.w:= W;
rr.h:= H;
-_l:= r^.x / SourceTexture^.w * SourceTexture^.rx;
-_r:= (r^.x + r^.w) / SourceTexture^.w * SourceTexture^.rx;
-_t:= r^.y / SourceTexture^.h * SourceTexture^.ry;
-_b:= (r^.y + r^.h) / SourceTexture^.h * SourceTexture^.ry;
+glBindTexture(GL_TEXTURE_2D, SourceTexture^.atlas^.id);
-glBindTexture(GL_TEXTURE_2D, SourceTexture^.id);
+ComputeTexcoords(SourceTexture, r, @TextureBuffer);
VertexBuffer[0].X:= X;
VertexBuffer[0].Y:= Y;
@@ -104,15 +100,6 @@
VertexBuffer[3].X:= X;
VertexBuffer[3].Y:= rr.h + Y;
-TextureBuffer[0].X:= _l;
-TextureBuffer[0].Y:= _t;
-TextureBuffer[1].X:= _r;
-TextureBuffer[1].Y:= _t;
-TextureBuffer[2].X:= _r;
-TextureBuffer[2].Y:= _b;
-TextureBuffer[3].X:= _l;
-TextureBuffer[3].Y:= _b;
-
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
@@ -130,7 +117,7 @@
glTranslatef(X, Y, 0);
glScalef(Scale, Scale, 1);
-glBindTexture(GL_TEXTURE_2D, Texture^.id);
+glBindTexture(GL_TEXTURE_2D, Texture^.atlas^.id);
glVertexPointer(2, GL_FLOAT, 0, @Texture^.vb);
glTexCoordPointer(2, GL_FLOAT, 0, @Texture^.tb);
@@ -145,8 +132,8 @@
end;
procedure DrawTextureRotatedF(Texture: PTexture; Scale, OffsetX, OffsetY: GLfloat; X, Y, Frame, Dir, w, h: LongInt; Angle: real);
-var ft, fb, fl, fr: GLfloat;
- hw, nx, ny: LongInt;
+var hw, nx, ny: LongInt;
+ r: TSDL_Rect;
VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
@@ -172,12 +159,13 @@
nx:= round(Texture^.w / w); // number of horizontal frames
ny:= round(Texture^.h / h); // number of vertical frames
-ft:= (Frame mod ny) * Texture^.ry / ny;
-fb:= ((Frame mod ny) + 1) * Texture^.ry / ny;
-fl:= (Frame div ny) * Texture^.rx / nx;
-fr:= ((Frame div ny) + 1) * Texture^.rx / nx;
+r.y:=(Frame mod ny) * h;
+r.x:=(Frame div ny) * w;
+r.w:=w;
+r.h:=h;
+ComputeTexcoords(Texture, @r, @TextureBuffer);
-glBindTexture(GL_TEXTURE_2D, Texture^.id);
+glBindTexture(GL_TEXTURE_2D, Texture^.atlas^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= w / -2;
@@ -188,15 +176,6 @@
VertexBuffer[3].X:= -hw;
VertexBuffer[3].Y:= w / 2;
-TextureBuffer[0].X:= fl;
-TextureBuffer[0].Y:= ft;
-TextureBuffer[1].X:= fr;
-TextureBuffer[1].Y:= ft;
-TextureBuffer[2].X:= fr;
-TextureBuffer[2].Y:= fb;
-TextureBuffer[3].X:= fl;
-TextureBuffer[3].Y:= fb;
-
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
@@ -250,7 +229,7 @@
glRotatef(Angle, 0, 0, 1);
-glBindTexture(GL_TEXTURE_2D, Texture^.id);
+glBindTexture(GL_TEXTURE_2D, Texture^.atlas^.id);
VertexBuffer[0].X:= -hw;
VertexBuffer[0].Y:= -hh;
@@ -407,12 +386,16 @@
procedure DrawHedgehog(X, Y: LongInt; Dir: LongInt; Pos, Step: LongWord; Angle: real);
-const VertexBuffer: array [0..3] of TVertex2f = (
- (X: -16; Y: -16),
- (X: 16; Y: -16),
- (X: 16; Y: 16),
- (X: -16; Y: 16));
-var l, r, t, b: real;
+const VertexBuffers: array[0..1] of TVertexRect = (
+ ((x: -16; y: -16),
+ (x: 16; y: -16),
+ (x: 16; y: 16),
+ (x: -16; y: 16)),
+ ((x: 16; y: -16),
+ (x: -16; y: -16),
+ (x: -16; y: 16),
+ (x: 16; y: 16)));
+var r: TSDL_Rect;
TextureBuffer: array [0..3] of TVertex2f;
begin
// do not draw anything outside the visible screen space (first check fixes some sprite drawing, e.g. hedgehogs)
@@ -421,39 +404,23 @@
if (abs(Y) > 32) and ((abs(Y - 0.5 * cScreenHeight) - 16) * cScaleFactor > cScreenHeight) then
exit;
- t:= Pos * 32 / HHTexture^.h;
- b:= (Pos + 1) * 32 / HHTexture^.h;
-
- if Dir = -1 then
- begin
- l:= (Step + 1) * 32 / HHTexture^.w;
- r:= Step * 32 / HHTexture^.w
- end
- else
- begin
- l:= Step * 32 / HHTexture^.w;
- r:= (Step + 1) * 32 / HHTexture^.w
- end;
-
+ r.x:=Step * 32;
+ r.y:=Pos * 32;
+ r.w:=32;
+ r.h:=32;
+ ComputeTexcoords(HHTexture, @r, @TextureBuffer);
glPushMatrix();
glTranslatef(X, Y, 0);
glRotatef(Angle, 0, 0, 1);
- glBindTexture(GL_TEXTURE_2D, HHTexture^.id);
-
- TextureBuffer[0].X:= l;
- TextureBuffer[0].Y:= t;
- TextureBuffer[1].X:= r;
- TextureBuffer[1].Y:= t;
- TextureBuffer[2].X:= r;
- TextureBuffer[2].Y:= b;
- TextureBuffer[3].X:= l;
- TextureBuffer[3].Y:= b;
-
- glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);
+ glBindTexture(GL_TEXTURE_2D, HHTexture^.atlas^.id);
+ if Dir = -1 then
+ glVertexPointer(2, GL_FLOAT, 0, @VertexBuffers[1][0])
+ else
+ glVertexPointer(2, GL_FLOAT, 0, @VertexBuffers[0][0]);
glTexCoordPointer(2, GL_FLOAT, 0, @TextureBuffer[0]);
- glDrawArrays(GL_TRIANGLE_FAN, 0, Length(VertexBuffer));
+ glDrawArrays(GL_TRIANGLE_FAN, 0, 4);
glPopMatrix
end;
--- a/hedgewars/uTextures.pas Mon May 14 22:47:56 2012 +0400
+++ b/hedgewars/uTextures.pas Mon May 14 19:26:50 2012 +0200
@@ -26,6 +26,7 @@
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;
@@ -47,10 +48,44 @@
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
+begin
vb[0].X:= 0;
vb[0].Y:= 0;
vb[1].X:= w;
@@ -59,16 +94,13 @@
vb[2].Y:= h;
vb[3].X:= 0;
vb[3].Y:= h;
+end;
- 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;
+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;
@@ -84,16 +116,22 @@
end;
TextureList:= NewTexture;
-NewTexture^.w:= width;
-NewTexture^.h:= height;
-NewTexture^.rx:= 1.0;
-NewTexture^.ry:= 1.0;
+
+// 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^.id);
+glGenTextures(1, @NewTexture^.atlas^.id);
-glBindTexture(GL_TEXTURE_2D, NewTexture^.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);
@@ -136,20 +174,27 @@
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^.id:= 0;
+ Surface2Tex^.atlas^.id:= 0;
exit
end;
-glGenTextures(1, @Surface2Tex^.id);
+glGenTextures(1, @Surface2Tex^.atlas^.id);
-glBindTexture(GL_TEXTURE_2D, Surface2Tex^.id);
+glBindTexture(GL_TEXTURE_2D, Surface2Tex^.atlas^.id);
if SDL_MustLock(surf) then
SDLTry(SDL_LockSurface(surf) >= 0, true);
@@ -164,8 +209,8 @@
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
- Surface2Tex^.rx:= Surf^.w / tw;
- Surface2Tex^.ry:= Surf^.h / th;
+ Surface2Tex^.atlas^.w:=tw;
+ Surface2Tex^.atlas^.h:=th;
GetMem(tmpp, tw * th * surf^.format^.BytesPerPixel);
@@ -195,8 +240,8 @@
end
else
begin
- Surface2Tex^.rx:= 1.0;
- Surface2Tex^.ry:= 1.0;
+ 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;
@@ -214,13 +259,16 @@
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^.id);
+ glDeleteTextures(1, @tex^.atlas^.id);
Dispose(tex);
end
end;
@@ -236,7 +284,7 @@
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)));
+ 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;
--- a/hedgewars/uTypes.pas Mon May 14 22:47:56 2012 +0400
+++ b/hedgewars/uTypes.pas Mon May 14 19:26:50 2012 +0200
@@ -199,13 +199,28 @@
X, Y: GLint;
end;
+ PAtlas = ^TAtlas;
PTexture = ^TTexture;
+
+ TAtlas = record
+ id: GLuint;
+ w, h: LongInt;
+ priority: GLfloat;
+ end;
+
+ PVertexRect = ^TVertexRect;
+ TVertexRect = array[0..3] of TVertex2f;
+
TTexture = record
- id: GLuint;
+ atlas: PAtlas;
w, h, scale: LongInt;
- rx, ry: GLfloat;
- priority: GLfloat;
- vb, tb: array [0..3] of TVertex2f;
+
+ x, y: LongInt; // Offset in the texture atlas
+ isRotated: boolean; // if true sprite is flipped in the atlas taking w pixels along the y and h pixels along the x axis
+
+ // Cached values for texel coordinates and vertex coordinates
+ vb, tb: TVertexRect;
+
PrevTexture, NextTexture: PTexture;
end;
--- a/hedgewars/uWorld.pas Mon May 14 22:47:56 2012 +0400
+++ b/hedgewars/uWorld.pas Mon May 14 19:26:50 2012 +0200
@@ -814,8 +814,9 @@
procedure DrawWaves(Dir, dX, dY: LongInt; tnt: Byte);
var VertexBuffer, TextureBuffer: array [0..3] of TVertex2f;
- lw, waves, shift: GLfloat;
+ lw, waves: GLfloat;
sprite: TSprite;
+ r: TSDL_Rect;
begin
if SuddenDeathDmg then
sprite:= sprSDWater
@@ -825,7 +826,6 @@
cWaveWidth:= SpritesData[sprite].Width;
lw:= cScreenWidth / cScaleFactor;
-waves:= lw * 2 / cWaveWidth;
if SuddenDeathDmg then
Tint(LongInt(tnt) * SDWaterColorArray[2].r div 255 + 255 - tnt,
@@ -840,7 +840,7 @@
255
);
-glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.id);
+glBindTexture(GL_TEXTURE_2D, SpritesData[sprite].Texture^.atlas^.id);
VertexBuffer[0].X:= -lw;
VertexBuffer[0].Y:= cWaterLine + WorldDy + dY;
@@ -851,15 +851,12 @@
VertexBuffer[3].X:= -lw;
VertexBuffer[3].Y:= VertexBuffer[2].Y;
-shift:= - lw / cWaveWidth;
-TextureBuffer[0].X:= shift + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth) / (cWaveWidth - 1);
-TextureBuffer[0].Y:= 0;
-TextureBuffer[1].X:= TextureBuffer[0].X + waves;
-TextureBuffer[1].Y:= TextureBuffer[0].Y;
-TextureBuffer[2].X:= TextureBuffer[1].X;
-TextureBuffer[2].Y:= SpritesData[sprite].Texture^.ry;
-TextureBuffer[3].X:= TextureBuffer[0].X;
-TextureBuffer[3].Y:= TextureBuffer[2].Y;
+// this uses texture repeat mode, when using an atlas rect we need to split to several quads here!
+r.x := -Trunc(lw) + (( - WorldDx + LongInt(RealTicks shr 6) * Dir + dX) mod cWaveWidth);
+r.y:= 0;
+r.w:= Trunc(lw + lw);
+r.h:= SpritesData[sprite].Texture^.h;
+ComputeTexcoords(SpritesData[sprite].Texture, @r, @TextureBuffer);
glVertexPointer(2, GL_FLOAT, 0, @VertexBuffer[0]);