Debug commit
Added code to replace sprites with a checkerboard pattern in order
to identify filtering issues.
This version only renders DrawSprite()'s with the checkerboard pattern
for debugging purposes
cleaned up some unneeded stuff
(*
* Hedgewars, a free turn based strategy game
* Copyright (c) 2004-2012 Andrey Korotaev <unC0Rr@gmail.com>
*
* 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; version 2 of the License
*
* 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, write to the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA
*)
{$INCLUDE "options.inc"}
unit uTextures;
interface
uses SDLh, uTypes;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
procedure Surface2GrayScale(surf: PSDL_Surface);
function SurfaceSheet2Atlas(surf: PSDL_Surface; spriteWidth: Integer; spriteHeight: Integer): PTexture;
function Surface2Atlas(surf: PSDL_Surface; enableClamp: boolean): PTexture;
procedure FreeTexture(tex: PTexture);
procedure ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
procedure initModule;
procedure freeModule;
implementation
uses GLunit, uUtils, uVariables, uConsts, uDebug, uConsole, uAtlas, SysUtils;
var
logFile: TextFile;
function CropSurface(source: PSDL_Surface; rect: PSDL_Rect): PSDL_Surface;
var
fmt: PSDL_PixelFormat;
srcP, dstP: PByte;
copySize: Integer;
i: Integer;
const
pixelSize = 4;
begin
//writeln(stdout, 'Cropping from ' + IntToStr(source^.w) + 'x' + IntToStr(source^.h) + ' -> ' + IntToStr(rect^.w) + 'x' + IntToStr(rect^.h));
fmt:= source^.format;
CropSurface:= SDL_CreateRGBSurface(source^.flags, rect^.w, rect^.h,
fmt^.BitsPerPixel, fmt^.Rmask, fmt^.Gmask, fmt^.Bmask, fmt^.Amask);
if SDL_MustLock(source) then
SDLTry(SDL_LockSurface(source) >= 0, true);
if SDL_MustLock(CropSurface) then
SDLTry(SDL_LockSurface(CropSurface) >= 0, true);
srcP:= source^.pixels;
dstP:= CropSurface^.pixels;
inc(srcP, pixelSize * rect^.x);
inc(srcP, source^.pitch * rect^.y);
copySize:= rect^.w * pixelSize;
for i:= 0 to Pred(rect^.h) do
begin
Move(srcP^, dstP^, copySize);
inc(srcP, source^.pitch);
inc(dstP, CropSurface^.pitch);
end;
if SDL_MustLock(source) then
SDL_UnlockSurface(source);
if SDL_MustLock(CropSurface) then
SDL_UnlockSurface(CropSurface);
end;
function TransparentLine(p: PByte; stride: Integer; length: Integer): boolean;
var
i: Integer;
begin
TransparentLine:= false;
for i:=0 to pred(length) do
begin
if p^ <> 0 then
exit;
inc(p, stride);
end;
TransparentLine:= true;
end;
function AutoCrop(source: PSDL_Surface; var cropinfo: TCropInformation): PSDL_Surface;
var
l,r,t,b, i: Integer;
pixels, p: PByte;
scanlineSize: Integer;
rect: TSDL_Rect;
const
pixelSize = 4;
begin
l:= source^.w;
r:= 0;
t:= source^.h;
b:= 0;
if SDL_MustLock(source) then
SDLTry(SDL_LockSurface(source) >= 0, true);
pixels:= source^.pixels;
scanlineSize:= source^.pitch;
inc(pixels, 3); // advance to alpha value
// check top
p:= pixels;
for i:= 0 to Pred(source^.h) do
begin
if not TransparentLine(p, pixelSize, source^.w) then
begin
t:= i;
break;
end;
inc(p, scanlineSize);
end;
// check bottom
p:= pixels;
inc(p, scanlineSize * source^.h);
for i:= 0 to Pred(source^.h - t) do
begin
dec(p, scanlineSize);
if not TransparentLine(p, pixelSize, source^.w) then
begin
b:= i;
break;
end;
end;
// check left
p:= pixels;
for i:= 0 to Pred(source^.w) do
begin
if not TransparentLine(p, scanlineSize, source^.h) then
begin
l:= i;
break;
end;
inc(p, pixelSize);
end;
// check right
p:= pixels;
inc(p, scanlineSize);
for i:= 0 to Pred(source^.w - l) do
begin
dec(p, pixelSize);
if not TransparentLine(p, scanlineSize, source^.h) then
begin
r:= i;
break;
end;
end;
if SDL_MustLock(source) then
SDL_UnlockSurface(source);
rect.x:= l;
rect.y:= t;
rect.w:= source^.w - r - l;
rect.h:= source^.h - b - t;
cropInfo.l:= l;
cropInfo.r:= r;
cropInfo.t:= t;
cropInfo.b:= b;
cropInfo.x:= Trunc(source^.w / 2 - l + r);
cropInfo.y:= Trunc(source^.h / 2 - t + b);
if (l = source^.w) or (t = source^.h) then
begin
result:= nil;
exit;
end;
if (l <> 0) or (r <> 0) or (t <> 0) or (b <> 0) then
result:= CropSurface(source, @rect)
else result:= source;
end;
procedure SetTextureParameters(enableClamp: Boolean);
begin
if enableClamp and ((cReducedQuality and rqClampLess) = 0) then
begin
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)
end;
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR)
end;
procedure ComputeTexcoords(texture: PTexture; r: PSDL_Rect; tb: PVertexRect);
var
x0, y0, x1, y1, tmp: Real;
w, h, aw, ah: LongInt;
p: PChar;
const
texelOffsetPos = 0.5;
texelOffsetNeg = 0.0;
begin
aw:=texture^.atlas^.w;
ah:=texture^.atlas^.h;
if texture^.isRotated then
begin
w:=r^.h;
h:=r^.w;
end else
begin
w:=r^.w;
h:=r^.h;
end;
x0:= (texture^.x + {r^.x} + texelOffsetPos)/aw;
x1:= (texture^.x + {r^.x} + w + texelOffsetNeg)/aw;
y0:= (texture^.y + {r^.y} + texelOffsetPos)/ah;
y1:= (texture^.y + {r^.y} + h + texelOffsetNeg)/ah;
if (texture^.isRotated) then
begin
tb^[0].X:= x0;
tb^[0].Y:= y0;
tb^[3].X:= x1;
tb^[3].Y:= y0;
tb^[2].X:= x1;
tb^[2].Y:= y1;
tb^[1].X:= x0;
tb^[1].Y:= y1
end else
begin
tb^[0].X:= x0;
tb^[0].Y:= y0;
tb^[1].X:= x1;
tb^[1].Y:= y0;
tb^[2].X:= x1;
tb^[2].Y:= y1;
tb^[3].X:= x0;
tb^[3].Y:= y1;
end;
end;
procedure ResetVertexArrays(texture: PTexture);
var
rect: TSDL_Rect;
l, t, r, b: Real;
const
halfTexelOffsetPos = 1.0;
halfTexelOffsetNeg = -0.0;
begin
l:= texture^.cropInfo.l + halfTexelOffsetPos;
r:= texture^.cropInfo.l + texture^.w + halfTexelOffsetNeg;
t:= texture^.cropInfo.t + halfTexelOffsetPos;
b:= texture^.cropInfo.t + texture^.h + halfTexelOffsetNeg;
with texture^ do
begin
vb[0].X:= l;
vb[0].Y:= t;
vb[1].X:= r;
vb[1].Y:= t;
vb[2].X:= r;
vb[2].Y:= b;
vb[3].X:= l;
vb[3].Y:= b;
end;
rect.x:= 0;
rect.y:= 0;
rect.w:= texture^.w;
rect.h:= texture^.h;
ComputeTexcoords(texture, @rect, @texture^.tb);
end;
function NewTexture(width, height: Longword; buf: Pointer): PTexture;
begin
new(NewTexture);
NewTexture^.Scale:= 1;
// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
new(NewTexture^.atlas);
NewTexture^.atlas^.w:=width;
NewTexture^.atlas^.h:=height;
NewTexture^.x:=0;
NewTexture^.y:=0;
NewTexture^.w:=width;
NewTexture^.h:=height;
NewTexture^.isRotated:=false;
NewTexture^.shared:=false;
NewTexture^.surface:=nil;
NewTexture^.nextFrame:=nil;
NewTexture^.cropInfo.l:= 0;
NewTexture^.cropInfo.r:= 0;
NewTexture^.cropInfo.t:= 0;
NewTexture^.cropInfo.b:= 0;
NewTexture^.cropInfo.x:= width div 2;
NewTexture^.cropInfo.y:= height div 2;
ResetVertexArrays(NewTexture);
glGenTextures(1, @NewTexture^.atlas^.id);
glBindTexture(GL_TEXTURE_2D, NewTexture^.atlas^.id);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, buf);
SetTextureParameters(true);
end;
procedure Surface2GrayScale(surf: PSDL_Surface);
var tw, x, y: Longword;
fromP4: PLongWordArray;
begin
fromP4:= Surf^.pixels;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
begin
tw:= fromP4^[x];
tw:= round((tw shr RShift and $FF) * RGB_LUMINANCE_RED +
(tw shr GShift and $FF) * RGB_LUMINANCE_GREEN +
(tw shr BShift and $FF) * RGB_LUMINANCE_BLUE);
if tw > 255 then tw:= 255;
tw:= (tw and $FF shl RShift) or (tw and $FF shl BShift) or (tw and $FF shl GShift) or (fromP4^[x] and AMask);
fromP4^[x]:= tw;
end;
fromP4:= @(fromP4^[Surf^.pitch div 4])
end;
end;
function SurfaceSheet2Atlas(surf: PSDL_Surface; spriteWidth: Integer; spriteHeight: Integer): PTexture;
var
subSurface: PSDL_Surface;
framesX, framesY: Integer;
last, current: PTexture;
r: TSDL_Rect;
x, y: Integer;
begin
SurfaceSheet2Atlas:= nil;
r.x:= 0;
r.y:= 0;
r.w:= spriteWidth;
r.h:= spriteHeight;
last:= nil;
framesX:= surf^.w div spriteWidth;
framesY:= surf^.h div spriteHeight;
for x:=0 to Pred(framesX) do
begin
r.y:= 0;
for y:=0 to Pred(framesY) do
begin
subSurface:= CropSurface(surf, @r);
current:= Surface2Atlas(subSurface, false);
if last = nil then
begin
SurfaceSheet2Atlas:= current;
last:= current;
end else
begin
last^.nextFrame:= current;
last:= current;
end;
inc(r.y, spriteHeight);
end;
inc(r.x, spriteWidth);
end;
SDL_FreeSurface(surf);
end;
function Surface2Atlas(surf: PSDL_Surface; enableClamp: boolean): PTexture;
var tw, th, x, y: Longword;
tmpp: pointer;
cropped: PSDL_Surface;
fromP4, toP4: PLongWordArray;
cropInfo: TCropInformation;
begin
cropped:= AutoCrop(surf, cropInfo);
if cropped <> surf then
begin
SDL_FreeSurface(surf);
surf:= cropped;
end;
if surf = nil then
begin
new(Surface2Atlas);
Surface2Atlas^.w:= 0;
Surface2Atlas^.h:= 0;
Surface2Atlas^.x:=0 ;
Surface2Atlas^.y:=0 ;
Surface2Atlas^.isRotated:= false;
Surface2Atlas^.surface:= nil;
Surface2Atlas^.shared:= false;
Surface2Atlas^.nextFrame:= nil;
Surface2Atlas^.cropInfo:= cropInfo;
exit;
end;
//if (surf^.w <= 512) and (surf^.h <= 512) then
// nothing should use the old codepath anymore once we are done!
begin
Surface2Atlas:= Surface2Tex_(surf, enableClamp); // run the atlas side by side for debugging
Surface2Atlas^.cropInfo:= cropInfo;
ResetVertexArrays(Surface2Atlas);
exit;
end;
new(Surface2Atlas);
// Atlas allocation happens here later on. For now we just allocate one exclusive atlas per sprite
new(Surface2Atlas^.atlas);
Surface2Atlas^.w:= surf^.w;
Surface2Atlas^.h:= surf^.h;
Surface2Atlas^.x:=0;
Surface2Atlas^.y:=0;
Surface2Atlas^.isRotated:=false;
Surface2Atlas^.surface:= surf;
Surface2Atlas^.shared:= false;
Surface2Atlas^.nextFrame:= nil;
Surface2Atlas^.cropInfo:= cropInfo;
if (surf^.format^.BytesPerPixel <> 4) then
begin
TryDo(false, 'Surface2Tex failed, expecting 32 bit surface', true);
Surface2Atlas^.atlas^.id:= 0;
exit;
end;
glGenTextures(1, @Surface2Atlas^.atlas^.id);
glBindTexture(GL_TEXTURE_2D, Surface2Atlas^.atlas^.id);
if SDL_MustLock(surf) then
SDLTry(SDL_LockSurface(surf) >= 0, true);
fromP4:= Surf^.pixels;
if GrayScale then
Surface2GrayScale(Surf);
if (not SupportNPOTT) and (not (isPowerOf2(Surf^.w) and isPowerOf2(Surf^.h))) then
begin
tw:= toPowerOf2(Surf^.w);
th:= toPowerOf2(Surf^.h);
Surface2Atlas^.atlas^.w:=tw;
Surface2Atlas^.atlas^.h:=th;
tmpp:= GetMem(tw * th * surf^.format^.BytesPerPixel);
fromP4:= Surf^.pixels;
toP4:= tmpp;
for y:= 0 to Pred(Surf^.h) do
begin
for x:= 0 to Pred(Surf^.w) do
toP4^[x]:= fromP4^[x];
for x:= Surf^.w to Pred(tw) do
toP4^[x]:= 0;
toP4:= @(toP4^[tw]);
fromP4:= @(fromP4^[Surf^.pitch div 4])
end;
for y:= Surf^.h to Pred(th) do
begin
for x:= 0 to Pred(tw) do
toP4^[x]:= 0;
toP4:= @(toP4^[tw])
end;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, tw, th, 0, GL_RGBA, GL_UNSIGNED_BYTE, tmpp);
FreeMem(tmpp, tw * th * surf^.format^.BytesPerPixel)
end
else
begin
Surface2Atlas^.atlas^.w:=Surf^.w;
Surface2Atlas^.atlas^.h:=Surf^.h;
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, surf^.w, surf^.h, 0, GL_RGBA, GL_UNSIGNED_BYTE, surf^.pixels);
end;
ResetVertexArrays(Surface2Atlas);
if SDL_MustLock(surf) then
SDL_UnlockSurface(surf);
SetTextureParameters(enableClamp);
end;
// deletes texture and frees the memory allocated for it.
// if nil is passed nothing is done
procedure FreeTexture(tex: PTexture);
begin
if tex <> nil then
begin
FreeTexture(tex^.nextFrame); // free all frames linked to this animation
if tex^.surface = nil then
begin
Dispose(tex);
exit;
end;
if tex^.shared then
begin
SDL_FreeSurface(tex^.surface);
FreeTexture_(tex); // run atlas side by side for debugging
exit;
end;
// Atlas cleanup happens here later on. For now we just free as each sprite has one atlas
glDeleteTextures(1, @tex^.atlas^.id);
Dispose(tex^.atlas);
if (tex^.surface <> nil) then
SDL_FreeSurface(tex^.surface);
Dispose(tex);
end
end;
procedure initModule;
begin
assign(logFile, 'out.log');
rewrite(logFile);
uAtlas.initModule;
end;
procedure freeModule;
begin
close(logFile);
end;
end.