index 1c470fa6b3fe997e483e451bbaa4b9a19ab42c1e..7c804699660c945fe3e8fdceacba1a94397c2d42 100644 (file)
uses
GL, GLExt, SysUtils, e_log;
+type
+ GLTexture = record
+ id: GLuint;
+ width, height: Word; // real
+ glwidth, glheight: Word; // powerof2
+ u, v: Single; // usually 1.0
+ end;
+
var
fUseMipmaps: Boolean = False;
TEXTUREFILTER: Integer = GL_NEAREST;
-function CreateTexture( Width, Height, Format: Word; pData: Pointer ): Integer;
+function CreateTexture(var tex: GLTexture; Width, Height, Format: Word; pData: Pointer ): Boolean;
// Standard set of images loading functions
-function LoadTexture( Filename: String; var Texture: GLuint;
+function LoadTexture( Filename: String; var Texture: GLTexture;
var pWidth, pHeight: Word; Fmt: PWord = nil ): Boolean;
-function LoadTextureEx( Filename: String; var Texture: GLuint;
+function LoadTextureEx( Filename: String; var Texture: GLTexture;
fX, fY, fWidth, fHeight: Word; Fmt: PWord = nil ): Boolean;
-function LoadTextureMem( pData: Pointer; var Texture: GLuint;
+function LoadTextureMem( pData: Pointer; var Texture: GLTexture;
var pWidth, pHeight: Word; Fmt: PWord = nil ): Boolean;
-function LoadTextureMemEx( pData: Pointer; var Texture: GLuint;
+function LoadTextureMemEx( pData: Pointer; var Texture: GLTexture;
fX, fY, fWidth, fHeight: Word; Fmt: PWord = nil ): Boolean;
implementation
uses BinEditor;
+
+function AlignP2 (n: Word): Word;
+begin
+ Dec(n);
+ n := n or (n shr 1);
+ n := n or (n shr 2);
+ n := n or (n shr 4);
+ n := n or (n shr 8);
+ n := n or (n shr 16);
+ Inc(n);
+ Result := n;
+end;
+
+
type
TTGAHeader = packed record
FileType: Byte;
end;
// This is auxiliary function that creates OpenGL texture from raw image data
-function CreateTexture( Width, Height, Format: Word; pData: Pointer ): Integer;
+function CreateTexture (var tex: GLTexture; Width, Height, Format: Word; pData: Pointer): Boolean;
var
Texture: GLuint;
begin
- glGenTextures( 1, @Texture );
- glBindTexture( GL_TEXTURE_2D, Texture );
+ tex.width := Width;
+ tex.height := Height;
+ tex.glwidth := AlignP2(Width);
+ tex.glheight := AlignP2(Height);
+ if (tex.glwidth = tex.glwidth) and (tex.glheight = tex.height) then
+ begin
+ tex.u := 1;
+ tex.v := 1;
+ end
+ else
+ begin
+ tex.u := (tex.width+0.0)/(tex.glwidth+0.0);
+ tex.v := (tex.height+0.0)/(tex.height+0.0);
+ end;
- {Texture blends with object background}
- glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
- {Texture does NOT blend with object background}
- // glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
+ glGenTextures(1, @Texture);
+ tex.id := Texture;
+ glBindTexture(GL_TEXTURE_2D, Texture);
+
+ // texture blends with object background
+ glTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ // texture does NOT blend with object background
+ //glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_DECAL);
{
Select a filtering type.
}
// for GL_TEXTURE_MAG_FILTER only first two can be used
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TEXTUREFILTER );
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, TEXTUREFILTER);
// for GL_TEXTURE_MIN_FILTER all of the above can be used
- glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TEXTUREFILTER );
+ glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, TEXTUREFILTER);
+ // create empty texture
if Format = GL_RGBA then
begin
- glTexImage2D( GL_TEXTURE_2D, 0, 4, Width, Height,
- 0, GL_RGBA, GL_UNSIGNED_BYTE, pData );
- end else
+ 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, 3, Width, Height,
- 0, GL_RGB, GL_UNSIGNED_BYTE, pData );
+ 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 (tex.glwidth = tex.glwidth) and (tex.glheight = tex.height) then
+ // easy case
+ if Format = GL_RGBA then
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 4, Width, Height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pData);
+ end
+ else
+ begin
+ glTexImage2D(GL_TEXTURE_2D, 0, 3, Width, Height, 0, GL_RGB, GL_UNSIGNED_BYTE, pData);
+ end;
+ end
+ }
+
glBindTexture(GL_TEXTURE_2D, 0);
- Result := Texture;
+ Result := true;
end;
-function LoadTextureMem( pData: Pointer; var Texture: GLuint;
+function LoadTextureMem( pData: Pointer; var Texture: GLTexture;
var pWidth, pHeight: Word; Fmt: PWord = nil ): Boolean;
var
TGAHeader: TTGAHeader;
else
TFmt := GL_RGBA;
- Texture := CreateTexture( Width, Height, TFmt, Image );
+ CreateTexture(Texture, Width, Height, TFmt, Image );
FreeMem( Image );
Result := True;
end;
-function LoadTextureMemEx( pData: Pointer; var Texture: GLuint;
+function LoadTextureMemEx( pData: Pointer; var Texture: GLTexture;
fX, fY, fWidth, fHeight: Word; Fmt: PWord = nil ): Boolean;
var
TGAHeader: TTGAHeader;
else
TFmt := GL_RGBA;
- Texture := CreateTexture( fWidth, fHeight, TFmt, Image );
+ CreateTexture(Texture, fWidth, fHeight, TFmt, Image );
FreeMem( Image );
FreeMem( Image2 );
Result := True;
end;
-function LoadTexture( Filename: String; var Texture: GLuint;
+function LoadTexture( Filename: String; var Texture: GLTexture;
var pWidth, pHeight: Word; Fmt: PWord = nil ): Boolean;
var
TGAHeader: TTGAHeader;
else
TFmt := GL_RGBA;
- Texture := CreateTexture( Width, Height, TFmt, Image );
+ CreateTexture(Texture, Width, Height, TFmt, Image );
FreeMem( Image );
Result := True;
end;
-function LoadTextureEx( Filename: String; var Texture: GLuint;
+function LoadTextureEx( Filename: String; var Texture: GLTexture;
fX, fY, fWidth, fHeight: Word; Fmt: PWord = nil ): Boolean;
var
TGAHeader: TTGAHeader;
else
TFmt := GL_RGBA;
- Texture := CreateTexture( fWidth, fHeight, TFmt, Image );
+ CreateTexture(Texture, fWidth, fHeight, TFmt, Image );
FreeMem( Image );
FreeMem( Image2 );