hedgewars/uTextures.pas
author Wolfgang Steffens <WolfgangSteff@gmail.com>
Tue, 05 Jun 2012 22:37:36 +0200
changeset 7188 580cd247511e
parent 7186 013deb83086b
child 7291 ad4b6c2b09e8
permissions -rw-r--r--
Removed leftover FFP code: We should now be GL2 GLSL1.30+ forward compatible. Added a seperate shader for the gradient used for water drawing. Disabled 3D mode for GL2 codepath as this still has some FFP left.
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(*
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 * Hedgewars, a free turn based strategy game
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 * Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
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 *
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 * This program is free software; you can redistribute it and/or modify
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 * it under the terms of the GNU General Public License as published by
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 * the Free Software Foundation; version 2 of the License
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 *
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 * This program is distributed in the hope that it will be useful,
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 * but WITHOUT ANY WARRANTY; without even the implied warranty of
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 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.  See the
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 * GNU General Public License for more details.
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 *
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 * You should have received a copy of the GNU General Public License
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 * along with this program; if not, write to the Free Software
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 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
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 *)
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{$INCLUDE "options.inc"}
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unit uTextures;
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interface
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uses SDLh, uTypes;
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function  NewTexture(width, height: Longword; buf: Pointer): PTexture;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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function  Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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procedure FreeTexture(tex: PTexture);
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procedure ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
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procedure initModule;
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procedure freeModule;
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implementation
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uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole;
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var TextureList: PTexture;
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procedure SetTextureParameters(enableClamp: Boolean);
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begin
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    if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
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        begin
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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        glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
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        end;
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
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end;
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procedure ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
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var x0, y0, x1, y1: Real;
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    w, h, aw, ah: LongInt;
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const texelOffset = 0.0;
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begin
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aw:=texture^.atlas^.w;
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ah:=texture^.atlas^.h;
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if texture^.isRotated then
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    begin
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    w:=r^.h;
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    h:=r^.w;
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    end 
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else
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    begin
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    w:=r^.w;
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    h:=r^.h;        
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    end;
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x0:= (r^.x +     texelOffset)/aw;
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x1:= (r^.x + w - texelOffset)/aw;
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y0:= (r^.y +     texelOffset)/ah;
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y1:= (r^.y + h - texelOffset)/ah;
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tb^[0].X:= x0;
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tb^[0].Y:= y0;
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tb^[1].X:= x1;
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tb^[1].Y:= y0;
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tb^[2].X:= x1;
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tb^[2].Y:= y1;
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tb^[3].X:= x0;
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tb^[3].Y:= y1
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end;
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procedure ResetVertexArrays(texture: PTexture);
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var r: TSDL_Rect;
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begin
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with texture^ do
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begin
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    vb[0].X:= 0;
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    vb[0].Y:= 0;
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    vb[1].X:= w;
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    vb[1].Y:= 0;
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    vb[2].X:= w;
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    vb[2].Y:= h;
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    vb[3].X:= 0;
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    vb[3].Y:= h;
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end;
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r.x:= 0;
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r.y:= 0;
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r.w:= texture^.w;
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r.h:= texture^.h;
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ComputeTexcoords(texture, @r, @texture^.tb);
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end;
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function NewTexture(width, height: Longword; buf: Pointer): PTexture;
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begin
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new(NewTexture);
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NewTexture^.PrevTexture:= nil;
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NewTexture^.NextTexture:= nil;
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NewTexture^.Scale:= 1;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= NewTexture;
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    NewTexture^.NextTexture:= TextureList
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    end;
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TextureList:= NewTexture;
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// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
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new(NewTexture^.atlas);
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NewTexture^.atlas^.w:=width;
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NewTexture^.atlas^.h:=height;
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NewTexture^.x:=0;
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NewTexture^.y:=0;
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NewTexture^.w:=width;
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NewTexture^.h:=height;
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NewTexture^.isRotated:=false;
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ResetVertexArrays(NewTexture);
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glGenTextures(1, @NewTexture^.atlas^.id);
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glBindTexture(GL_TEXTURE_2D, NewTexture^.atlas^.id);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
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SetTextureParameters(true);
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end;
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procedure Surface2GrayScale(surf: PSDL_Surface);
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var tw, x, y: Longword;
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    fromP4: PLongWordArray;
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begin
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fromP4:= Surf^.pixels;
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for y:= 0 to Pred(Surf^.h) do
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    begin
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    for x:= 0 to Pred(Surf^.w) do 
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        begin
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        tw:= fromP4^[x];
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        tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +  
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              (tw shr GShift and $FF) * RGB_LUMINANCE_GREEN + 
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              (tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
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        if tw > 255 then tw:= 255;
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        tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
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        fromP4^[x]:= tw;
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        end;
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    fromP4:= @(fromP4^[Surf^.pitch div 4])
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    end;
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end;
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function Surface2Tex(surf: PSDL_Surface; enableClamp: boolean): PTexture;
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var tw, th, x, y: Longword;
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    tmpp: pointer;
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    fromP4, toP4: PLongWordArray;
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begin
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new(Surface2Tex);
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Surface2Tex^.PrevTexture:= nil;
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Surface2Tex^.NextTexture:= nil;
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if TextureList <> nil then
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    begin
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    TextureList^.PrevTexture:= Surface2Tex;
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    Surface2Tex^.NextTexture:= TextureList
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    end;
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TextureList:= Surface2Tex;
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// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
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new(Surface2Tex^.atlas);
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Surface2Tex^.w:= surf^.w;
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Surface2Tex^.h:= surf^.h;
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Surface2Tex^.x:=0;
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Surface2Tex^.y:=0;
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Surface2Tex^.isRotated:=false;
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if (surf^.format^.BytesPerPixel <> 4) then
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    begin
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    TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
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    Surface2Tex^.atlas^.id:= 0;
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    exit
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    end;
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glGenTextures(1, @Surface2Tex^.atlas^.id);
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glBindTexture(GL_TEXTURE_2D, Surface2Tex^.atlas^.id);
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if SDL_MustLock(surf) then
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    SDLTry(SDL_LockSurface(surf) >= 0, true);
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fromP4:= Surf^.pixels;
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if GrayScale then
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    Surface2GrayScale(Surf);
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if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
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    begin
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    tw:= toPowerOf2(Surf^.w);
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    th:= toPowerOf2(Surf^.h);
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    Surface2Tex^.atlas^.w:=tw;
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    Surface2Tex^.atlas^.h:=th;
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    tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
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    fromP4:= Surf^.pixels;
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    toP4:= tmpp;
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    for y:= 0 to Pred(Surf^.h) do
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        begin
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        for x:= 0 to Pred(Surf^.w) do
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            toP4^[x]:= fromP4^[x];
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        for x:= Surf^.w to Pred(tw) do
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            toP4^[x]:= 0;
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        toP4:= @(toP4^[tw]);
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        fromP4:= @(fromP4^[Surf^.pitch div 4])
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        end;
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    for y:= Surf^.h to Pred(th) do
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        begin
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        for x:= 0 to Pred(tw) do
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            toP4^[x]:= 0;
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        toP4:= @(toP4^[tw])
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        end;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
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    FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
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    end
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else
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    begin
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    Surface2Tex^.atlas^.w:=Surf^.w;
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    Surface2Tex^.atlas^.h:=Surf^.h;
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    glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
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    end;
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ResetVertexArrays(Surface2Tex);
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if SDL_MustLock(surf) then
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    SDL_UnlockSurface(surf);
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SetTextureParameters(enableClamp);
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end;
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// deletes texture and frees the memory allocated for it.
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// if nil is passed nothing is done
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procedure FreeTexture(tex: PTexture);
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begin
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if tex <> nil then
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    begin
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    // Atlas cleanup happens here later on. For now we just free as each sprite has one atlas
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    Dispose(tex^.atlas);
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    if tex^.NextTexture <> nil then
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        tex^.NextTexture^.PrevTexture:= tex^.PrevTexture;
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    if tex^.PrevTexture <> nil then
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        tex^.PrevTexture^.NextTexture:= tex^.NextTexture
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    else
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        TextureList:= tex^.NextTexture;
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    glDeleteTextures(1, @tex^.atlas^.id);
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    Dispose(tex);
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    end
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end;
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procedure initModule;
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begin
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TextureList:= nil;
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end;
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procedure freeModule;
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begin
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if TextureList <> nil then
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    WriteToConsole('FIXME FIXME FIXME. App shutdown without full cleanup of texture list; read game0.log and please report this problem');
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    while TextureList <> nil do 
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        begin
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        AddFileLog('Sprite not freed: width='+inttostr(LongInt(TextureList^.w))+' height='+inttostr(LongInt(TextureList^.h))+' priority='+inttostr(round(TextureList^.atlas^.priority*1000)));
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        FreeTexture(TextureList);
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        end
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end;
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end.