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raw | patch | inline | side by side (parent: 8dba7c5)
raw | patch | inline | side by side (parent: 8dba7c5)
author | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Mon, 25 Apr 2016 21:39:21 +0000 (00:39 +0300) | ||
committer | Ketmar Dark <ketmar@ketmar.no-ip.org> | |
Mon, 25 Apr 2016 21:39:41 +0000 (00:39 +0300) |
src/engine/e_graphics.pas | patch | blob | history | |
src/engine/e_textures.pas | patch | blob | history | |
src/game/g_textures.pas | patch | blob | history |
index 6c6249048ada901de73d29b25d57486dc5b7e3b0..f08957c5c3233e313d20f8ea778dcdf348b89819 100644 (file)
function _Rect(X, Y: Integer; Width, Height: Word): TRectWH;
function _TRect(L, T, R, B: LongInt): TRect;
+//function e_getTextGLId (ID: DWORD): GLuint;
var
e_Colors: TRGB;
type
TTexture = record
- //ID: DWORD;
tx: GLTexture;
- Width: Word;
- Height: Word;
- Fmt: Word;
end;
TTextureFont = record
e_CharFonts: array of TCharFont;
//e_SavedTextures: array of TSavedTexture;
+//function e_getTextGLId (ID: DWORD): GLuint; begin result := e_Textures[ID].tx.id; end;
+
//------------------------------------------------------------------
// Èíèöèàëèçèðóåò OpenGL
//------------------------------------------------------------------
begin
if e_Textures <> nil then
for i := 0 to High(e_Textures) do
- if e_Textures[i].Width = 0 then
+ if e_Textures[i].tx.Width = 0 then
begin
Result := i;
Exit;
find_id := FindTexture();
- if not LoadTexture(FileName, e_Textures[find_id].tx, e_Textures[find_id].Width,
- e_Textures[find_id].Height, @fmt) then Exit;
+ if not LoadTexture(FileName, e_Textures[find_id].tx, e_Textures[find_id].tx.Width,
+ e_Textures[find_id].tx.Height, @fmt) then Exit;
ID := find_id;
- e_Textures[ID].Fmt := fmt;
Result := True;
end;
if not LoadTextureEx(FileName, e_Textures[find_id].tx, fX, fY, fWidth, fHeight, @fmt) then exit;
- e_Textures[find_id].Width := fWidth;
- e_Textures[find_id].Height := fHeight;
- e_Textures[find_id].Fmt := fmt;
-
ID := find_id;
Result := True;
find_id := FindTexture;
- if not LoadTextureMem(pData, dataSize, e_Textures[find_id].tx, e_Textures[find_id].Width, e_Textures[find_id].Height, @fmt) then exit;
+ if not LoadTextureMem(pData, dataSize, e_Textures[find_id].tx, e_Textures[find_id].tx.Width, e_Textures[find_id].tx.Height, @fmt) then exit;
id := find_id;
- e_Textures[id].Fmt := fmt;
Result := True;
end;
if not LoadTextureMemEx(pData, dataSize, e_Textures[find_id].tx, fX, fY, fWidth, fHeight, @fmt) then exit;
- e_Textures[find_id].Width := fWidth;
- e_Textures[find_id].Height := fHeight;
- e_Textures[find_id].Fmt := fmt;
-
ID := find_id;
Result := True;
result := false;
find_id := FindTexture();
if not LoadTextureImg(img, e_Textures[find_id].tx, tw, th, @fmt) then exit;
- //writeln(' tw=', tw, '; th=', th);
- e_Textures[find_id].Width := tw;
- e_Textures[find_id].Height := th;
- e_Textures[find_id].Fmt := fmt;
ID := find_id;
result := True;
end;
procedure e_GetTextureSize(ID: DWORD; Width, Height: PWord);
begin
- if Width <> nil then Width^ := e_Textures[ID].Width;
- if Height <> nil then Height^ := e_Textures[ID].Height;
+ if Width <> nil then Width^ := e_Textures[ID].tx.Width;
+ if Height <> nil then Height^ := e_Textures[ID].tx.Height;
end;
function e_GetTextureSize2(ID: DWORD): TRectWH;
a: Boolean;
lastline: Integer;
begin
- w := e_Textures[ID].Width;
- h := e_Textures[ID].Height;
+ w := e_Textures[ID].tx.Width;
+ h := e_Textures[ID].tx.Height;
Result.Y := 0;
Result.X := 0;
e_SetViewPort(0, 0, Width, Height);
end;
+procedure drawTxQuad (x0, y0, w, h: Integer; u, v: single; Mirror: TMirrorType);
+var
+ x1, y1, tmp: Integer;
+begin
+ if (w < 1) or (h < 1) then exit;
+ x1 := x0+w;
+ y1 := y0+h;
+ if Mirror = M_HORIZONTAL then begin tmp := x1; x1 := x0; x0 := tmp; end
+ else if Mirror = M_VERTICAL then begin tmp := y1; y1 := y0; y0 := tmp; end;
+ glTexCoord2f(0, v); glVertex2i(x0, y0);
+ glTexCoord2f(0, 0); glVertex2i(x0, y1);
+ glTexCoord2f(u, 0); glVertex2i(x1, y1);
+ glTexCoord2f(u, v); glVertex2i(x1, y0);
+end;
+
procedure e_Draw(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Mirror: TMirrorType = M_NONE);
-var
- u, v: Single;
begin
if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
glBegin(GL_QUADS);
- u := e_Textures[ID].tx.u;
- v := e_Textures[ID].tx.v;
+ drawTxQuad(X, Y, e_Textures[id].tx.width, e_Textures[id].tx.height, e_Textures[ID].tx.u, e_Textures[ID].tx.v, Mirror);
+
+ //u := e_Textures[ID].tx.u;
+ //v := e_Textures[ID].tx.v;
+ {
if Mirror = M_NONE then
begin
- glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].tx.Width, Y);
glTexCoord2f(0, 0); glVertex2i(X, Y);
- glTexCoord2f(0, -v); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(0, -v); glVertex2i(X, Y + e_Textures[id].tx.Height);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].tx.Width, Y + e_Textures[id].tx.Height);
end
else
if Mirror = M_HORIZONTAL then
begin
glTexCoord2f(u, 0); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2f(0, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- glTexCoord2f(u, -v); glVertex2i(X, Y + e_Textures[id].Height);
+ glTexCoord2f(0, 0); glVertex2i(X + e_Textures[id].tx.Width, Y);
+ glTexCoord2f(0, -v); glVertex2i(X + e_Textures[id].tx.Width, Y + e_Textures[id].tx.Height);
+ glTexCoord2f(u, -v); glVertex2i(X, Y + e_Textures[id].tx.Height);
end
else
if Mirror = M_VERTICAL then
begin
- glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y);
+ glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].tx.Width, Y);
glTexCoord2f(0, -v); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
+ glTexCoord2f(0, 0); glVertex2i(X, Y + e_Textures[id].tx.Height);
+ glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].tx.Width, Y + e_Textures[id].tx.Height);
end;
+ }
glEnd();
procedure e_DrawSizeMirror(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Width, Height: Word; Mirror: TMirrorType = M_NONE);
-var
- u, v: Single;
begin
if e_NoGraphics then Exit;
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
glBegin(GL_QUADS);
-
- u := e_Textures[ID].tx.u;
- v := e_Textures[ID].tx.v;
-
- if Mirror = M_NONE then
- begin
- glTexCoord2f(u, 0); glVertex2i(X + Width, Y);
- glTexCoord2f(0, 0); glVertex2i(X, Y);
- glTexCoord2f(0, -v); glVertex2i(X, Y + Height);
- glTexCoord2f(u, -v); glVertex2i(X + Width, Y + Height);
- end
- else
- if Mirror = M_HORIZONTAL then
- begin
- glTexCoord2f(u, 0); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X + Width, Y);
- glTexCoord2f(0, -v); glVertex2i(X + Width, Y + Height);
- glTexCoord2f(u, -v); glVertex2i(X, Y + Height);
- end
- else
- if Mirror = M_VERTICAL then
- begin
- glTexCoord2f(u, -v); glVertex2i(X + Width, Y);
- glTexCoord2f(0, -v); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X, Y + Height);
- glTexCoord2f(u, 0); glVertex2i(X + Width, Y + Height);
- end;
-
+ drawTxQuad(X, Y, Width, Height, e_Textures[ID].tx.u, e_Textures[ID].tx.v, Mirror);
glEnd();
glDisable(GL_BLEND);
glEnable(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, e_Textures[ID].tx.id);
- X2 := X + e_Textures[ID].Width * XCount;
- Y2 := Y + e_Textures[ID].Height * YCount;
+ X2 := X + e_Textures[ID].tx.width * XCount;
+ Y2 := Y + e_Textures[ID].tx.height * YCount;
//k8: this SHOULD work... i hope
if (e_Textures[ID].tx.width = e_Textures[ID].tx.glwidth) and (e_Textures[ID].tx.height = e_Textures[ID].tx.glheight) then
procedure e_DrawAdv(ID: DWORD; X, Y: Integer; Alpha: Byte; AlphaChannel: Boolean;
Blending: Boolean; Angle: Single; RC: PPoint; Mirror: TMirrorType = M_NONE);
-var
- u, v: Single;
begin
if e_NoGraphics then Exit;
+
glColor4ub(e_Colors.R, e_Colors.G, e_Colors.B, 255);
if (Alpha > 0) or (AlphaChannel) or (Blending) then
glBindTexture(GL_TEXTURE_2D, e_Textures[id].tx.id);
glBegin(GL_QUADS); //0-1 1-1
//00 10
-
- u := e_Textures[ID].tx.u;
- v := e_Textures[ID].tx.v;
-
- if Mirror = M_NONE then
- begin
- glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2f(0, 0); glVertex2i(X, Y);
- glTexCoord2f(0, -v); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- end
- else
- if Mirror = M_HORIZONTAL then
- begin
- glTexCoord2f(u, 0); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2f(0, -v); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- glTexCoord2f(u, -v); glVertex2i(X, Y + e_Textures[id].Height);
- end
- else
- if Mirror = M_VERTICAL then
- begin
- glTexCoord2f(u, -v); glVertex2i(X + e_Textures[id].Width, Y);
- glTexCoord2f(0, -v); glVertex2i(X, Y);
- glTexCoord2f(0, 0); glVertex2i(X, Y + e_Textures[id].Height);
- glTexCoord2f(u, 0); glVertex2i(X + e_Textures[id].Width, Y + e_Textures[id].Height);
- end;
-
+ drawTxQuad(X, Y, e_Textures[id].tx.width, e_Textures[id].tx.height, e_Textures[ID].tx.u, e_Textures[ID].tx.v, Mirror);
glEnd();
if Angle <> 0 then
if not e_NoGraphics then
glDeleteTextures(1, @e_Textures[ID].tx.id);
e_Textures[ID].tx.id := 0;
- e_Textures[ID].Width := 0;
- e_Textures[ID].Height := 0;
+ e_Textures[ID].tx.Width := 0;
+ e_Textures[ID].tx.Height := 0;
end;
//------------------------------------------------------------------
if e_Textures = nil then Exit;
for i := 0 to High(e_Textures) do
- if e_Textures[i].Width <> 0 then e_DeleteTexture(i);
+ if e_Textures[i].tx.Width <> 0 then e_DeleteTexture(i);
e_Textures := nil;
end;
begin
Base := glGenLists(XCount*YCount);
TextureID := e_Textures[Tex].tx.id;
- CharWidth := (e_Textures[Tex].Width div XCount)+Space;
- CharHeight := e_Textures[Tex].Height div YCount;
+ CharWidth := (e_Textures[Tex].tx.Width div XCount)+Space;
+ CharHeight := e_Textures[Tex].tx.Height div YCount;
XC := XCount;
YC := YCount;
Texture := Tex;
glNewList(e_TextureFonts[id].Base+loop1, GL_COMPILE);
glBegin(GL_QUADS);
glTexCoord2f(cx, 1.0-cy-1/YCount);
- glVertex2d(0, e_Textures[Tex].Height div YCount);
+ glVertex2d(0, e_Textures[Tex].tx.Height div YCount);
glTexCoord2f(cx+1/XCount, 1.0-cy-1/YCount);
- glVertex2i(e_Textures[Tex].Width div XCount, e_Textures[Tex].Height div YCount);
+ glVertex2i(e_Textures[Tex].tx.Width div XCount, e_Textures[Tex].tx.Height div YCount);
glTexCoord2f(cx+1/XCount, 1.0-cy);
- glVertex2i(e_Textures[Tex].Width div XCount, 0);
+ glVertex2i(e_Textures[Tex].tx.Width div XCount, 0);
glTexCoord2f(cx, 1.0-cy);
glVertex2i(0, 0);
glEnd();
- glTranslated((e_Textures[Tex].Width div XCount)+Space, 0, 0);
+ glTranslated((e_Textures[Tex].tx.Width div XCount)+Space, 0, 0);
glEndList();
end;
index e1f88575bad4c82b2ec061e1592daf555f20c000..53ad6c64ee378ac6512170b2cb32243ec289b18c 100644 (file)
width, height: Word; // real
glwidth, glheight: Word; // powerof2
u, v: Single; // usually 1.0
+ fmt: GLuint;
end;
var
end;
-{
-type
- TTGAHeader = packed record
- FileType: Byte;
- ColorMapType: Byte;
- ImageType: Byte;
- ColorMapSpec: array[0..4] of Byte;
- OrigX: array[0..1] of Byte;
- OrigY: array[0..1] of Byte;
- Width: array[0..1] of Byte;
- Height: array[0..1] of Byte;
- BPP: Byte;
- ImageInfo: Byte;
- end;
-}
-
-
// This is auxiliary function that creates OpenGL texture from raw image data
function CreateTexture (var tex: GLTexture; Width, Height, aFormat: Word; pData: Pointer): Boolean;
var
Texture: GLuint;
+ fmt: GLenum;
+ buf: PByte;
+ f, c: Integer;
begin
tex.width := Width;
tex.height := Height;
+ tex.glwidth := Width;
+ tex.glheight := Height;
+ tex.u := 1;
+ tex.v := 1;
+
if glLegacyNPOT then
begin
tex.glwidth := AlignP2(Width);
tex.glheight := AlignP2(Height);
- end
- else
- begin
- tex.glwidth := Width;
- tex.glheight := Height;
+ if tex.glwidth <> tex.width then tex.u := (tex.width+0.0)/(tex.glwidth+0.0);
+ if tex.glheight <> tex.height then tex.v := (tex.height+0.0)/(tex.glheight+0.0);
end;
- tex.u := 1;
- tex.v := 1;
- if tex.glwidth <> tex.width then tex.u := (tex.width+0.0)/(tex.glwidth+0.0);
- if tex.glheight <> tex.height then tex.v := (tex.height+0.0)/(tex.glheight+0.0);
- if (tex.glwidth <> tex.width) or (tex.glheight <> tex.height) then
- begin
- e_WriteLog(Format('NPOT: orig is %ux%u; gl is %ux%u; u=%f; v=%f', [Width, Height, tex.glwidth, tex.glheight, tex.u, tex.v]), MSG_NOTIFY);
- end;
+ //if (tex.glwidth <> tex.width) or (tex.glheight <> tex.height) then
+ // e_WriteLog(Format('NPOT: orig is %ux%u; gl is %ux%u; u=%f; v=%f', [Width, Height, tex.glwidth, tex.glheight, tex.u, tex.v]), MSG_NOTIFY);
if e_DummyTextures then
begin
tex.id := Texture;
glBindTexture(GL_TEXTURE_2D, Texture);
+ if (tex.glwidth <> tex.width) or (tex.glheight <> tex.height) then
+ e_WriteLog(Format('NPOT: %u is %ux%u; gl is %ux%u; u=%f; v=%f', [tex.id, Width, Height, tex.glwidth, tex.glheight, tex.u, tex.v]), MSG_NOTIFY);
+
// texture blends with object background
glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
// texture does NOT blend with object background
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TEXTUREFILTER);
// create empty texture
- if aFormat = GL_RGBA then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tex.glwidth, tex.glheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RGBA, GL_UNSIGNED_BYTE, pData);
- end
- else
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, tex.glwidth, tex.glheight, 0, GL_RGB, GL_UNSIGNED_BYTE, nil);
- glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, GL_RGB, GL_UNSIGNED_BYTE, pData);
- end;
-
- // the following is ok too
- //bindTexture(0);
- //glTextureSubImage2D(tid, 0, 0, 0, img.width, img.height, GL_RGBA, GL_UNSIGNED_BYTE, img.imageData.bytes.ptr);
+ if aFormat = GL_RGBA then fmt := GL_RGBA else fmt := GL_RGB; // silly, yeah?
+ glTexImage2D(GL_TEXTURE_2D, 0, fmt, tex.glwidth, tex.glheight, 0, GL_RGBA, GL_UNSIGNED_BYTE, nil);
- {
- if (tex.glwidth = tex.glwidth) and (tex.glheight = tex.height) then
- // easy case
- if aFormat = GL_RGBA then
- begin
- glTexImage2D(GL_TEXTURE_2D, 0, 4, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData);
- end
- else
+ (*
+ GetMem(buf, tex.glwidth*4*tex.glheight);
+ try
+ FillChar(buf^, tex.glwidth*4*tex.glheight, 255);
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, tex.glwidth, tex.glheight, fmt, GL_UNSIGNED_BYTE, buf);
+ if (tex.glheight = 128) and (tex.height = 80) then
begin
- glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, pData);
+ for f := 0 to tex.glheight-1 do
+ begin
+ for c := 0 to tex.glwidth-1 do
+ begin
+ buf[f*(tex.glwidth*4)+c*4+0] := 255;
+ buf[f*(tex.glwidth*4)+c*4+1] := 127;
+ buf[f*(tex.glwidth*4)+c*4+2] := 0;
+ end;
+ end;
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 82, tex.glwidth, {tex.glheight}1, fmt, GL_UNSIGNED_BYTE, buf);
end;
- end
- }
+ finally
+ FreeMem(buf);
+ end;
+ *)
+
+ glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, Width, Height, fmt, GL_UNSIGNED_BYTE, pData);
+ //glTexSubImage2D(GL_TEXTURE_2D, 0, 0, tex.glheight-tex.height, Width, Height, fmt, GL_UNSIGNED_BYTE, pData);
glBindTexture(GL_TEXTURE_2D, 0);
if fY > img.height then exit;
if fX+fWidth > img.width then exit;
if fY+fHeight > img.height then exit;
+ //writeln('fX=', fX, '; fY=', fY, '; fWidth=', fWidth, '; fHeight=', fHeight);
imageSize := img.width*img.height*4;
GetMem(image, imageSize);
try
// it's slow, but i don't care for now
ii := image;
- for y := fY+fHeight-1 downto 0 do
+ for y := fY+fHeight-1 downto fY do
begin
for x := fX to fX+fWidth-1 do
begin
index 13f3a7dcff89fad8933ddd52e6393a8a0ee23a55..93d8c63d056e93ad0fc5fef015b1b637173b6ad6 100644 (file)
--- a/src/game/g_textures.pas
+++ b/src/game/g_textures.pas
if not e_CreateTextureMemEx(pData, dataSize, FramesArray[find_id].TexturesID[a],
a*FWidth, 0, FWidth, FHeight) then
begin
- FreeMem(pData);
+ //!!!FreeMem(pData);
Exit;
end;