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-rw-r--r--backends/graphics/opengl/texture.cpp371
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diff --git a/backends/graphics/opengl/texture.cpp b/backends/graphics/opengl/texture.cpp
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+/* 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() {
+ // 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(GLuint x, GLuint y, GLuint w, GLuint 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 GLshort vertices[4*2] = {
+ (GLshort)x, (GLshort)y,
+ (GLshort)(x + w), (GLshort)y,
+ (GLshort)x, (GLshort)(y + h),
+ (GLshort)(x + w), (GLshort)(y + h)
+ };
+ GLCALL(glVertexPointer(2, GL_SHORT, 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