/* 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 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 *)_palette + start, palData, colors, hardwareFormat); } else if (hardwareFormat.bytesPerPixel == 4) { convertPalette((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 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 *)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 *)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