X-Git-Url: https://deadsoftware.ru/gitweb?a=blobdiff_plain;f=src%2Fengine%2Fe_textures.pas;h=53ad6c64ee378ac6512170b2cb32243ec289b18c;hb=8558702f560e3faf9be93f96dfffbf4b6ba34c90;hp=e1f88575bad4c82b2ec061e1592daf555f20c000;hpb=8dba7c546fdbc9e4cf994571ffa666f6b34d5d3b;p=d2df-sdl.git diff --git a/src/engine/e_textures.pas b/src/engine/e_textures.pas index e1f8857..53ad6c6 100644 --- a/src/engine/e_textures.pas +++ b/src/engine/e_textures.pas @@ -32,6 +32,7 @@ type width, height: Word; // real glwidth, glheight: Word; // powerof2 u, v: Single; // usually 1.0 + fmt: GLuint; end; var @@ -69,49 +70,31 @@ begin 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 @@ -124,6 +107,9 @@ 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 @@ -145,34 +131,34 @@ begin 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); @@ -284,12 +270,13 @@ begin 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