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Diffstat (limited to 'backends/graphics/opengl/texture.cpp')
-rw-r--r-- | backends/graphics/opengl/texture.cpp | 374 |
1 files changed, 374 insertions, 0 deletions
diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp new file mode 100644 index 0000000000..7b0b22d630 --- /dev/null +++ b/backends/graphics/opengl/texture.cpp @@ -0,0 +1,374 @@ +/* ScummVM - Graphic Adventure Engine + * + * ScummVM is the legal property of its developers, whose names + * are too numerous to list here. Please refer to the COPYRIGHT + * file distributed with this source distribution. + * + * 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; either version 2 + * of the License, or (at your option) any later version. + * + * 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., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA. + * + */ + +#include "backends/graphics/opengl/texture.h" +#include "backends/graphics/opengl/extensions.h" +#include "backends/graphics/opengl/debug.h" + +#include "common/rect.h" +#include "common/textconsole.h" + +namespace OpenGL { + +static GLuint nextHigher2(GLuint v) { + if (v == 0) + return 1; + v--; + v |= v >> 1; + v |= v >> 2; + v |= v >> 4; + v |= v >> 8; + v |= v >> 16; + return ++v; +} + +GLint Texture::_maxTextureSize = 0; + +void Texture::queryTextureInformation() { + glGetIntegerv(GL_MAX_TEXTURE_SIZE, &_maxTextureSize); + debug(5, "OpenGL maximum texture size: %d", _maxTextureSize); +} + +Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) + : _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType), _format(format), _glFilter(GL_NEAREST), + _glTexture(0), _textureData(), _userPixelData(), _allDirty(false) { + recreateInternalTexture(); +} + +Texture::~Texture() { + releaseInternalTexture(); + _textureData.free(); +} + +void Texture::releaseInternalTexture() { + GLCALL(glDeleteTextures(1, &_glTexture)); + _glTexture = 0; +} + +void Texture::recreateInternalTexture() { + // Release old texture name in case it exists. + releaseInternalTexture(); + + // Get a new texture name. + GLCALL(glGenTextures(1, &_glTexture)); + + // Set up all texture parameters. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + GLCALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE)); + + // In case there is an actual texture setup we reinitialize it. + if (_textureData.getPixels()) { + // Allocate storage for OpenGL texture. + GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w, + _textureData.h, 0, _glFormat, _glType, NULL)); + + // Mark dirts such that it will be completely refreshed the next time. + flagDirty(); + } +} + +void Texture::enableLinearFiltering(bool enable) { + if (enable) { + _glFilter = GL_LINEAR; + } else { + _glFilter = GL_NEAREST; + } + + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter)); + GLCALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter)); +} + +void Texture::allocate(uint width, uint height) { + uint texWidth = width, texHeight = height; + if (!g_extNPOTSupported) { + texWidth = nextHigher2(texWidth); + texHeight = nextHigher2(texHeight); + } + + // In case the needed texture dimension changed we will reinitialize the + // texture. + if (texWidth != _textureData.w || texHeight != _textureData.h) { + // Create a buffer for the texture data. + _textureData.create(texWidth, texHeight, _format); + + // Set the texture. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + // Allocate storage for OpenGL texture. + GLCALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _textureData.w, + _textureData.h, 0, _glFormat, _glType, NULL)); + } + + // Create a sub-buffer for raw access. + _userPixelData = _textureData.getSubArea(Common::Rect(width, height)); +} + +void Texture::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) { + Graphics::Surface *dstSurf = getSurface(); + assert(x + w <= dstSurf->w); + assert(y + h <= dstSurf->h); + + // *sigh* Common::Rect::extend behaves unexpected whenever one of the two + // parameters is an empty rect. Thus, we check whether the current dirty + // area is valid. In case it is not we simply use the parameters as new + // dirty area. Otherwise, we simply call extend. + if (_dirtyArea.isEmpty()) { + _dirtyArea = Common::Rect(x, y, x + w, y + h); + } else { + _dirtyArea.extend(Common::Rect(x, y, x + w, y + h)); + } + + const byte *src = (const byte *)srcPtr; + byte *dst = (byte *)dstSurf->getBasePtr(x, y); + const uint pitch = dstSurf->pitch; + const uint bytesPerPixel = dstSurf->format.bytesPerPixel; + + if (srcPitch == pitch && x == 0 && w == dstSurf->w) { + memcpy(dst, src, h * pitch); + } else { + while (h-- > 0) { + memcpy(dst, src, w * bytesPerPixel); + dst += pitch; + src += srcPitch; + } + } +} + +void Texture::fill(uint32 color) { + Graphics::Surface *dst = getSurface(); + dst->fillRect(Common::Rect(dst->w, dst->h), color); + + flagDirty(); +} + +void Texture::draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) { + // Only do any processing when the Texture is initialized. + if (!_textureData.getPixels()) { + return; + } + + // First update any potentional changes. + updateTexture(); + + // Set the texture. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + // Calculate the texture rect that will be drawn. + const GLfloat texWidth = (GLfloat)_userPixelData.w / _textureData.w; + const GLfloat texHeight = (GLfloat)_userPixelData.h / _textureData.h; + const GLfloat texcoords[4*2] = { + 0, 0, + texWidth, 0, + 0, texHeight, + texWidth, texHeight + }; + GLCALL(glTexCoordPointer(2, GL_FLOAT, 0, texcoords)); + + // Calculate the screen rect where the texture will be drawn. + const GLfloat vertices[4*2] = { + x, y, + x + w, y, + x, y + h, + x + w, y + h + }; + GLCALL(glVertexPointer(2, GL_FLOAT, 0, vertices)); + + // Draw the texture to the screen buffer. + GLCALL(glDrawArrays(GL_TRIANGLE_STRIP, 0, 4)); +} + +void Texture::updateTexture() { + if (!isDirty()) { + return; + } + + Common::Rect dirtyArea = getDirtyArea(); + + // In case we use linear filtering we might need to duplicate the last + // pixel row/column to avoid glitches with filtering. + if (_glFilter == GL_LINEAR) { + if (dirtyArea.right == _userPixelData.w && _userPixelData.w != _textureData.w) { + uint height = dirtyArea.height(); + + const byte *src = (const byte *)_textureData.getBasePtr(_userPixelData.w - 1, dirtyArea.top); + byte *dst = (byte *)_textureData.getBasePtr(_userPixelData.w, dirtyArea.top); + + while (height-- > 0) { + memcpy(dst, src, _textureData.format.bytesPerPixel); + dst += _textureData.pitch; + src += _textureData.pitch; + } + + // Extend the dirty area. + ++dirtyArea.right; + } + + if (dirtyArea.bottom == _userPixelData.h && _userPixelData.h != _textureData.h) { + const byte *src = (const byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h - 1); + byte *dst = (byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h); + memcpy(dst, src, dirtyArea.width() * _textureData.format.bytesPerPixel); + + // Extend the dirty area. + ++dirtyArea.bottom; + } + } + + // Set the texture. + GLCALL(glBindTexture(GL_TEXTURE_2D, _glTexture)); + + // Update the actual texture. + // Although we keep track of the dirty part of the texture buffer we + // cannot take advantage of the left/right boundries here because it is + // not possible to specify a pitch to glTexSubImage2D. To be precise, with + // plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However, + // OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left + // with the following options: + // + // 1) (As we do right now) Simply always update the whole texture lines of + // rect changed. This is simplest to implement. In case performance is + // really an issue we can think of switching to another method. + // + // 2) Copy the dirty rect to a temporary buffer and upload that by using + // glTexSubImage2D. This is what the Android backend does. It is more + // complicated though. + // + // 3) Use glTexSubImage2D per line changed. This is what the old OpenGL + // graphics manager did but it is much slower! Thus, we do not use it. + GLCALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, dirtyArea.top, _textureData.w, dirtyArea.height(), + _glFormat, _glType, _textureData.getBasePtr(0, dirtyArea.top))); + + // We should have handled everything, thus not dirty anymore. + clearDirty(); +} + +Common::Rect Texture::getDirtyArea() const { + if (_allDirty) { + return Common::Rect(_userPixelData.w, _userPixelData.h); + } else { + return _dirtyArea; + } +} + +TextureCLUT8::TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format) + : Texture(glIntFormat, glFormat, glType, format), _clut8Data(), _palette(new byte[256 * format.bytesPerPixel]) { + memset(_palette, 0, sizeof(byte) * format.bytesPerPixel); +} + +TextureCLUT8::~TextureCLUT8() { + delete[] _palette; + _palette = nullptr; + _clut8Data.free(); +} + +void TextureCLUT8::allocate(uint width, uint height) { + Texture::allocate(width, height); + + // We only need to reinitialize our CLUT8 surface when the output size + // changed. + if (width == _clut8Data.w && height == _clut8Data.h) { + return; + } + + _clut8Data.create(width, height, Graphics::PixelFormat::createFormatCLUT8()); +} + +Graphics::PixelFormat TextureCLUT8::getFormat() const { + return Graphics::PixelFormat::createFormatCLUT8(); +} + +namespace { +template<typename ColorType> +inline void convertPalette(ColorType *dst, const byte *src, uint colors, const Graphics::PixelFormat &format) { + while (colors-- > 0) { + *dst++ = format.RGBToColor(src[0], src[1], src[2]); + src += 3; + } +} +} // End of anonymous namespace + +void TextureCLUT8::setPalette(uint start, uint colors, const byte *palData) { + const Graphics::PixelFormat &hardwareFormat = getHardwareFormat(); + + if (hardwareFormat.bytesPerPixel == 2) { + convertPalette<uint16>((uint16 *)_palette + start, palData, colors, hardwareFormat); + } else if (hardwareFormat.bytesPerPixel == 4) { + convertPalette<uint32>((uint32 *)_palette + start, palData, colors, hardwareFormat); + } else { + warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", hardwareFormat.bytesPerPixel); + } + + // A palette changes means we need to refresh the whole surface. + flagDirty(); +} + +namespace { +template<typename PixelType> +inline void doPaletteLookUp(PixelType *dst, const byte *src, uint width, uint height, uint dstPitch, uint srcPitch, const PixelType *palette) { + uint srcAdd = srcPitch - width; + uint dstAdd = dstPitch - width * sizeof(PixelType); + + while (height-- > 0) { + for (uint x = width; x > 0; --x) { + *dst++ = palette[*src++]; + } + + dst = (PixelType *)((byte *)dst + dstAdd); + src += srcAdd; + } +} +} // End of anonymous namespace + +void TextureCLUT8::updateTexture() { + if (!isDirty()) { + return; + } + + // Do the palette look up + Graphics::Surface *outSurf = Texture::getSurface(); + + Common::Rect dirtyArea = getDirtyArea(); + + if (outSurf->format.bytesPerPixel == 2) { + doPaletteLookUp<uint16>((uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top), + (const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top), + dirtyArea.width(), dirtyArea.height(), + outSurf->pitch, _clut8Data.pitch, (const uint16 *)_palette); + } else if (outSurf->format.bytesPerPixel == 4) { + doPaletteLookUp<uint32>((uint32 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top), + (const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top), + dirtyArea.width(), dirtyArea.height(), + outSurf->pitch, _clut8Data.pitch, (const uint32 *)_palette); + } else { + warning("TextureCLUT8::updateTexture: Unsupported pixel depth: %d", outSurf->format.bytesPerPixel); + } + + // Do generic handling of updating the texture. + Texture::updateTexture(); +} + +} // End of namespace OpenGL |