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- program demo02;
- {$I zglCustomConfig.cfg}
- {$I zgl_config.cfg}
- {$R *.res}
- uses
- Classes,
- zgl_types,
- zgl_screen,
- zgl_window,
- zgl_application,
- zgl_timers,
- // RU: Ìîäóëè äëÿ ðàáîòû ñ ôàéëàìè, ôàéëàìè â ïàìÿòè è zip-àðõèâàìè.
- // EN: Units for using files, files in memory and zip archives.
- zgl_file,
- zgl_memory,
- // RU: Ìîäóëü äëÿ ïîääåðæêè ìíîãîïîòî÷íîé çàãðóçêè ðåñóðñîâ.
- // EN: Unit for multithreaded resource loading.
- zgl_resources,
- // RU: Ìîäóëü äëÿ ðàáîòû ñî øðèôòàìè.
- // EN: Unit for using fonts.
- zgl_font,
- // RU: Ìîäóëè äëÿ ðàáîòû ñ òåêñòóðàìè. zgl_textures ÿâëÿåòñÿ îñíîâíûì, ñëåäóþùèå çà íèì ïðåäîñòàâëÿþò ïîääåðæêó îïðåäåë¸ííûõ ôîðìàòîâ.
- // EN: Units for using textures. zgl_textures is a main unit, next units provide support of different formats.
- zgl_textures,
- zgl_textures_tga, // TGA
- zgl_textures_jpg, // JPG
- zgl_textures_png, // PNG
- // RU: Çâóêîâàÿ ïîäñèñòåìà ðåàëèçîâàíà â ìîäóëÿõ íèæå. Ïîäõîä òàêîé æå êàê è ñ òåêñòóðàìè - îñíîâíîé ìîäóëü è ìîäóëè ïîääåðæêè ôîðìàòîâ.
- // EN: Sound subsystem implemented in units below. Idea the same as for textures - there is a main unit and units for support different formats.
- zgl_sound,
- zgl_sound_wav, // WAV
- zgl_sound_ogg, // OGG
- zgl_primitives_2d,
- zgl_text,
- zgl_sprite_2d,
- zgl_utils;
- var
- dirRes: UTF8String{$IFNDEF MACOSX} = '../data/'{$ENDIF};
- (* dirRes: UTF8String{$IFNDEF MACOSX} = 'data/'{$ENDIF}; // äèððåêòîðèÿ äî èñïîëíÿåìîãî ôàéëà
- // â Windows, Linux âûñòàâëÿþòñÿ äèððåêòîðèè äî âàøåãî ðàáî÷åãî ïðîåêòà *)
- memory: zglTMemory;
- // RU: Ó êàæäîãî ðåñóðñà åñòü ñâîé îïðåäåë¸ííûé òèï, êîòîðûé ÿâëÿåòñÿ óêàçàòåëåì íà ñòðóêòóðó.
- // EN: Every resource has its own typem which is just a pointer to structure.
- fntMain: Byte;
- //
- texLogo: zglPTexture;
- texTest: zglPTexture;
- //
- sndClick: zglPSound;
- sndMusic: zglPSound;
- procedure TextureCalcEffect(pData: PByteArray; Width, Height: Word);
- begin
- u_Sleep(1000);
- end;
- procedure Init;
- var
- i: Integer;
- memStream: TMemoryStream;
- begin
- // RU: Áîëåå äåòàëüíîå ðàññìîòðåíèå ïàðàìåòðîâ ôóíêöèé çàãðóçêè ðåñóðñîâ åñòü â ñîîòâåòñòâóþùèõ ïðèìåðàõ, òóò æå ïîêàçàíà ëèøü îñíîâíàÿ ñóòü.
- // EN: Description with more details about parameters of functions can be found in other demos, here is only main idea shown.
- snd_Init();
- // RU: Ôóíêöèè çàãðóçêè ðåñóðñîâ èìåíóþòñÿ â ôîðìàòå "$(ïðåôèêñ)_LoadFrom$(îòêóäà)", ãäå "$(ïðåôèêñ)" ìîæåò áûòü tex, snd, font è ò.ä., à "$(îòêóäà)" - File è Memory.
- // EN: Functions for loading resources named in format "$(prefix)_LoadFrom$(where)", where "$(prefix)" can be tex, snd, font and so on, and $(where) - File and Memory.
- fntMain := font_LoadFromFile(dirRes + 'font.zfi');
- texLogo := tex_LoadFromFile(dirRes + 'zengl.png');
- sndClick := snd_LoadFromFile(dirRes + 'click.wav');
- // RU: Ìíîãîïîòî÷íàÿ çàãðóçêà ðåñóðñîâ ïîçâîëÿåò ñîñòàâèòü î÷åðåäü è íå îæèäàòü çàãðóçêè âûïîëíÿÿ äðóãèå îïåðàöèè, íàïðèìåð ðåíäåðèíã êàêîé-òî àíèìàöèè.
- // Ïðîöåññ çàãðóçêè â ìíîãîïîòî÷íîì ðåæèìå ïðàêòè÷åñêè íè÷åì íå îòëè÷àåòñÿ îò îáû÷íîãî çà èñêëþ÷åíèåì âûçîâà ôóíêöèé ñòàðòà è îêîí÷àíèÿ î÷åðåäè.
- // EN: Multithreaded resource loading allows to make queue and do something while loading, e.g. rendering some animation.
- // Loading resources in multithreaded mode has almost no difference with standard mode, except using functions for beginning and ending queues.
- res_BeginQueue(0);
- // RU: Ìåæäó res_BeginQueue è res_EndQueue ìîãóò èñïîëüçîâàòüñÿ âñå îáû÷íûå ôóíêöèè çàãðóçêè ðåñóðñîâ.
- // Äëÿ çàäåðæêè ýêðàíà çàãðóçêè ðåñóðñû áóäóò çàãðóæåíû íåñêîëüêî ðàç, à äëÿ òåêñòóðû áóäåò èñïîëüçîâàíà îáðàáîòêà ñ çàäåðæêîé.
- // EN: All standard functions for loading resources can be used between res_BeginQueue and res_EndQueue.
- // Just for holding loading screen resources will be loaded multiple times, and texture will be post-processed with delay.
- zgl_Reg(TEXTURE_CURRENT_EFFECT, @TextureCalcEffect);
- for i := 0 to 3 do
- begin
- texTest := tex_LoadFromFile(dirRes + 'back01.jpg', TEX_NO_COLORKEY,
- TEX_DEFAULT_2D or TEX_CUSTOM_EFFECT);
- sndMusic := snd_LoadFromFile(dirRes + 'music.ogg');
- end;
- res_EndQueue();
- // RU: Çàãðóæàÿ ðåñóðñû èç ôàéëîâ â ïàìÿòè íåîáõîäèìî äîïîëíèòåëüíî óêàçûâàòü èõ ðàñøèðåíèå.
- //  êà÷åñòâå ïðèìåðà áóäåò èñïîëüçîâàí TMemoryStream âìåñòî mem_LoadFromFile/mem_Free ÷òî áû ïîêàçàòü êàê óñòðîåí zglTMemory.
- // EN: Loading resources from files in memory need additional set their extension.
- // As an example TMemoryStream will be used instead of mem_LoadFromFile/mem_Free, just for showing how zglTMemory works.
- memStream := TMemoryStream.Create();
- {$IFNDEF MACOSX}
- memStream.LoadFromFile(dirRes + 'back01.jpg');
- {$ELSE}
- memStream.LoadFromFile(PAnsiChar(zgl_Get(DIRECTORY_APPLICATION)) + 'Contents/Resources/back01.jpg');
- {$ENDIF}
- memory.Position := memStream.Position;
- memory.Memory := memStream.Memory;
- memory.Size := memStream.Size;
- texTest := tex_LoadFromMemory(memory, 'JPG');
- memStream.Free();
- // RU: Äëÿ çàãðóçêè ðåñóðñîâ èç zip-àðõèâà íåîáõîäèìî åãî ñíà÷àëà "îòêðûòü" è ïîòîì "çàêðûòü" :) Äëÿ ýòîãî ñóùåñòâóþò ôóíêöèè file_OpenArchive è file_CloseArchive.
- // EN: For loading resources from zip-archive this archive should be "opened" first and then "closed" :) There are functions file_OpenArchive and file_CloseArchive for this.
- file_OpenArchive(dirRes + 'zengl.zip');
- texLogo := tex_LoadFromFile('zengl.png');
- file_CloseArchive();
- // RU: Óñòàíàâëèâàåì ðàçìåð øðèôòà fntMain (â ïèêñåëÿõ).
- // EN: Set the fntMain font size (in pixels).
- setFontTextScale(15, fntMain);
- end;
- procedure Draw;
- begin
- // RU: Ê ðåñóðñàì, êîòîðûå çàãðóæàþòñÿ â ìíîãîïîòî÷íîì ðåæèìå, ìîæíî îáðàùàòüñÿ òîëüêî ïîñëå çàâåðøåíèÿ çàãðóçêè. Êîä íèæå ðèñóåò ýêðàí çàãðóçêè åñëè ðåñóðñû åù¸ íå çàãðóçèëèñü.
- // EN: Resources which are loading in multithreaded mode can be used only after finishing the loading process. Code below renders loading screen if resources are not loaded yet.
- if res_GetCompleted() < 100 then
- begin
- ssprite2d_Draw(texLogo, (800 - texLogo.Width) / 2, (600 - texLogo.Height) / 2, texLogo.Width, texLogo.Height, 0);
- text_Draw(fntMain, 400, 300 + texLogo.Height / 4, 'Loading... ' + u_IntToStr(res_GetCompleted()) + '%', TEXT_HALIGN_CENTER);
- exit;
- end;
- ssprite2d_Draw(texTest, 0, 0, 800, 600, 0);
- text_Draw(fntMain, 0, 0, 'FPS: ' + u_IntToStr(zgl_Get(RENDER_FPS)));
- text_Draw(fntMain, 0, 16, 'VRAM Used: ' + u_FloatToStr(zgl_Get(RENDER_VRAM_USED) / 1024 / 1024) + 'Mb');
- end;
- begin
- zgl_Reg(SYS_LOAD, @Init);
- zgl_Reg(SYS_DRAW, @Draw);
- wnd_SetCaption(utf8_Copy('02 - Resources'));
- zgl_Init();
- end.
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