index 4e1cffad133903770bb6900a9e4e8bf699ff2a97..02098004a6432c4d64385e6d6f208c1380e2a569 100644 (file)
--- a/src/game/g_textures.pas
+++ b/src/game/g_textures.pas
-{$MODE DELPHI}
+(* Copyright (C) DooM 2D:Forever Developers
+ *
+ * This program is free software: you can redistribute it and/or modify
+ * it under the terms of the GNU General Public License as published by
+ * the Free Software Foundation, either version 3 of the License, or
+ * (at your option) any later version.
+ *
+ * This program is distributed in the hope that it will be useful,
+ * but WITHOUT ANY WARRANTY; without even the implied warranty of
+ * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+ * GNU General Public License for more details.
+ *
+ * You should have received a copy of the GNU General Public License
+ * along with this program. If not, see <http://www.gnu.org/licenses/>.
+ *)
+{$INCLUDE ../shared/a_modes.inc}
unit g_textures;
interface
uses
- e_graphics, BinEditor;
+ e_graphics, MAPDEF, BinEditor, ImagingTypes, Imaging, ImagingUtility;
Type
TLevelTexture = record
constructor Create(FramesID: DWORD; Loop: Boolean; Speed: Byte);
destructor Destroy(); override;
procedure Draw(X, Y: Integer; Mirror: TMirrorType);
- procedure DrawEx(X, Y: Integer; Mirror: TMirrorType; RPoint: TPoint;
+ procedure DrawEx(X, Y: Integer; Mirror: TMirrorType; RPoint: TDFPoint;
Angle: SmallInt);
procedure Reset();
procedure Update();
procedure g_Texture_Delete(TextureName: ShortString);
procedure g_Texture_DeleteAll();
+function g_CreateFramesImg (ia: TDynImageDataArray; ID: PDWORD; Name: ShortString; BackAnimation: Boolean = False): Boolean;
+
function g_Frames_CreateWAD(ID: PDWORD; Name: ShortString; Resource: String;
FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean;
function g_Frames_CreateFile(ID: PDWORD; Name: ShortString; FileName: String;
FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean;
function g_Frames_CreateMemory(ID: PDWORD; Name: ShortString; pData: Pointer; dataSize: LongInt;
FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean;
+function g_Frames_Dup(NewName, OldName: ShortString): Boolean;
//function g_Frames_CreateRevert(ID: PDWORD; Name: ShortString; Frames: string): Boolean;
-function g_Frames_Get(var ID: DWORD; FramesName: ShortString): Boolean;
-function g_Frames_GetTexture(var ID: DWORD; FramesName: ShortString; Frame: Word): Boolean;
+function g_Frames_Get(out ID: DWORD; FramesName: ShortString): Boolean;
+function g_Frames_GetTexture(out ID: DWORD; FramesName: ShortString; Frame: Word): Boolean;
function g_Frames_Exists(FramesName: String): Boolean;
procedure g_Frames_DeleteByName(FramesName: ShortString);
procedure g_Frames_DeleteByID(ID: DWORD);
procedure DumpTextureNames();
+function g_Texture_Light(): Integer;
+
implementation
uses
g_game, e_log, g_basic, SysUtils, g_console, wadreader,
- g_language;
+ g_language, GL;
type
_TTexture = record
if not e_CreateTextureMemEx(pData, dataSize, FramesArray[find_id].TexturesID[a],
a*FWidth, 0, FWidth, FHeight) then
begin
- FreeMem(pData);
+ //!!!FreeMem(pData);
Exit;
end;
Result := True;
end;
+function g_CreateFramesImg (ia: TDynImageDataArray; ID: PDWORD; Name: ShortString; BackAnimation: Boolean = False): Boolean;
+var
+ find_id: DWORD;
+ a, FCount: Integer;
+begin
+ result := false;
+ find_id := FindFrame();
+
+ FCount := length(ia);
+
+ //e_WriteLog(Format('+++ creating %d frames [%s]', [FCount, Name]), MSG_NOTIFY);
+
+ if FCount < 1 then exit;
+ if FCount <= 2 then BackAnimation := False;
+ if BackAnimation then
+ SetLength(FramesArray[find_id].TexturesID, FCount+FCount-2)
+ else
+ SetLength(FramesArray[find_id].TexturesID, FCount);
+
+ //e_WriteLog(Format('+++ creating %d frames, %dx%d', [FCount, ia[0].width, ia[0].height]), MSG_NOTIFY);
+
+ for a := 0 to FCount-1 do
+ begin
+ if not e_CreateTextureImg(ia[a], FramesArray[find_id].TexturesID[a]) then exit;
+ //e_WriteLog(Format('+++ frame %d, %dx%d', [a, ia[a].width, ia[a].height]), MSG_NOTIFY);
+ end;
+
+ if BackAnimation then
+ begin
+ for a := 1 to FCount-2 do
+ begin
+ FramesArray[find_id].TexturesID[FCount+FCount-2-a] := FramesArray[find_id].TexturesID[a];
+ end;
+ end;
+
+ FramesArray[find_id].FrameWidth := ia[0].width;
+ FramesArray[find_id].FrameHeight := ia[0].height;
+ if Name <> '' then
+ FramesArray[find_id].Name := LowerCase(Name)
+ else
+ FramesArray[find_id].Name := '<noname>';
+
+ if ID <> nil then ID^ := find_id;
+
+ result := true;
+end;
+
function g_Frames_CreateWAD(ID: PDWORD; Name: ShortString; Resource: string;
FWidth, FHeight, FCount: Word; BackAnimation: Boolean = False): Boolean;
var
begin
Result := False;
+ // models without "advanced" animations asks for "nothing" like this; don't spam log
+ if (Length(Resource) > 0) and ((Resource[Length(Resource)] = '/') or (Resource[Length(Resource)] = '\')) then exit;
+
FileName := g_ExtractWadName(Resource);
WAD := TWADFile.Create();
Result := True;
end;}
+function g_Frames_Dup(NewName, OldName: ShortString): Boolean;
+var
+ find_id, b: DWORD;
+ a, c: Integer;
+begin
+ Result := False;
+
+ if not g_Frames_Get(b, OldName) then Exit;
+
+ find_id := FindFrame();
+
+ FramesArray[find_id].Name := LowerCase(NewName);
+ FramesArray[find_id].FrameWidth := FramesArray[b].FrameWidth;
+ FramesArray[find_id].FrameHeight := FramesArray[b].FrameHeight;
+
+ c := High(FramesArray[b].TexturesID);
+ SetLength(FramesArray[find_id].TexturesID, c+1);
+
+ for a := 0 to c do
+ FramesArray[find_id].TexturesID[a] := FramesArray[b].TexturesID[a];
+
+ Result := True;
+end;
+
procedure g_Frames_DeleteByName(FramesName: ShortString);
var
a: DWORD;
FramesArray := nil;
end;
-function g_Frames_Get(var ID: DWORD; FramesName: ShortString): Boolean;
+function g_Frames_Get(out ID: DWORD; FramesName: ShortString): Boolean;
var
a: DWORD;
begin
g_FatalError(Format(_lc[I_GAME_ERROR_FRAMES], [FramesName]));
end;
-function g_Frames_GetTexture(var ID: DWORD; FramesName: ShortString; Frame: Word): Boolean;
+function g_Frames_GetTexture(out ID: DWORD; FramesName: ShortString; Frame: Word): Boolean;
var
a: DWORD;
begin
FEnabled := True;
end;
-procedure TAnimation.DrawEx(X, Y: Integer; Mirror: TMirrorType; RPoint: TPoint;
+procedure TAnimation.DrawEx(X, Y: Integer; Mirror: TMirrorType; RPoint: TDFPoint;
Angle: SmallInt);
begin
if not FEnabled then
Mem.ReadBoolean(FRevert);
end;
+
+var
+ ltexid: GLuint = 0;
+
+function g_Texture_Light(): Integer;
+const
+ Radius: Integer = 128;
+var
+ tex, tpp: PByte;
+ x, y, a: Integer;
+ dist: Double;
+begin
+ if ltexid = 0 then
+ begin
+ GetMem(tex, (Radius*2)*(Radius*2)*4);
+ tpp := tex;
+ for y := 0 to Radius*2-1 do
+ begin
+ for x := 0 to Radius*2-1 do
+ begin
+ dist := 1.0-sqrt((x-Radius)*(x-Radius)+(y-Radius)*(y-Radius))/Radius;
+ if (dist < 0) then
+ begin
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ tpp^ := 0; Inc(tpp);
+ end
+ else
+ begin
+ //tc.setPixel(x, y, Color(cast(int)(dist*255), cast(int)(dist*255), cast(int)(dist*255)));
+ if (dist > 0.5) then dist := 0.5;
+ a := round(dist*255);
+ if (a < 0) then a := 0 else if (a > 255) then a := 255;
+ tpp^ := 255; Inc(tpp);
+ tpp^ := 255; Inc(tpp);
+ tpp^ := 255; Inc(tpp);
+ tpp^ := Byte(a); Inc(tpp);
+ end;
+ end;
+ end;
+
+ glGenTextures(1, @ltexid);
+ //if (tid == 0) assert(0, "VGL: can't create screen texture");
+
+ glBindTexture(GL_TEXTURE_2D, ltexid);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
+ glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+
+ //GLfloat[4] bclr = 0.0;
+ //glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, bclr.ptr);
+
+ glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, Radius*2, Radius*2, 0, GL_RGBA{gltt}, GL_UNSIGNED_BYTE, tex);
+ end;
+
+ result := ltexid;
+end;
+
end.