/* 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. * */ #ifndef BACKENDS_GRAPHICS_OPENGL_TEXTURE_H #define BACKENDS_GRAPHICS_OPENGL_TEXTURE_H #include "backends/graphics/opengl/opengl-sys.h" #include "graphics/pixelformat.h" #include "graphics/surface.h" #include "common/rect.h" namespace OpenGL { class Shader; /** * A simple GL texture object abstraction. * * This is used for low-level GL texture handling. */ class GLTexture { public: /** * Constrcut a new GL texture object. * * @param glIntFormat The internal format to use. * @param glFormat The input format. * @param glType The input type. */ GLTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType); ~GLTexture(); /** * Enable or disable linear texture filtering. * * @param enable true to enable and false to disable. */ void enableLinearFiltering(bool enable); /** * Test whether linear filtering is enabled. */ bool isLinearFilteringEnabled() const { return (_glFilter == GL_LINEAR); } /** * Destroy the OpenGL texture name. */ void destroy(); /** * Create the OpenGL texture name. */ void create(); /** * Bind the texture to the active texture unit. */ void bind(); /** * Sets the size of the texture in pixels. * * The internal OpenGL texture might have a different size. To query the * actual size use getWidth()/getHeight(). * * @param width The desired logical width. * @param height The desired logical height. */ void setSize(uint width, uint height); /** * Copy image data to the texture. * * @param area The area to update. * @param src Surface for the whole texture containing the pixel data * to upload. Only the area described by area will be * uploaded. */ void updateArea(const Common::Rect &area, const Graphics::Surface &src); uint getWidth() const { return _width; } uint getHeight() const { return _height; } /** * Obtain texture coordinates for rectangular drawing. */ const GLfloat *getTexCoords() const { return _texCoords; } /** * Obtain texture name. * * Beware that the texture name changes whenever create is used. * destroy will invalidate the texture name. */ GLuint getGLTexture() const { return _glTexture; } private: const GLenum _glIntFormat; const GLenum _glFormat; const GLenum _glType; uint _width, _height; GLfloat _texCoords[4*2]; GLint _glFilter; GLuint _glTexture; }; /** * Interface for OpenGL implementations of a 2D surface. */ class Surface { public: Surface(); virtual ~Surface() {} /** * Destroy OpenGL description of surface. */ virtual void destroy() = 0; /** * Recreate OpenGL description of surface. */ virtual void recreate() = 0; /** * Enable or disable linear texture filtering. * * @param enable true to enable and false to disable. */ virtual void enableLinearFiltering(bool enable) = 0; /** * Allocate storage for surface. * * @param width The desired logical width. * @param height The desired logical height. */ virtual void allocate(uint width, uint height) = 0; /** * Copy image data to the surface. * * The format of the input data needs to match the format returned by * getFormat. * * @param x X coordinate of upper left corner to copy data to. * @param y Y coordinate of upper left corner to copy data to. * @param w Width of the image data to copy. * @param h Height of the image data to copy. * @param src Pointer to image data. * @param srcPitch The number of bytes in a row of the image data. */ void copyRectToTexture(uint x, uint y, uint w, uint h, const void *src, uint srcPitch); /** * Fill the surface with a fixed color. * * @param color Color value in format returned by getFormat. */ void fill(uint32 color); virtual void draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h) = 0; void flagDirty() { _allDirty = true; } virtual bool isDirty() const { return _allDirty || !_dirtyArea.isEmpty(); } virtual uint getWidth() const = 0; virtual uint getHeight() const = 0; /** * @return The logical format of the texture data. */ virtual Graphics::PixelFormat getFormat() const = 0; virtual Graphics::Surface *getSurface() = 0; virtual const Graphics::Surface *getSurface() const = 0; /** * @return Whether the surface is having a palette. */ virtual bool hasPalette() const { return false; } /** * Set color key for paletted textures. * * This needs to be called after any palette update affecting the color * key. Calling this multiple times will result in multiple color indices * to be treated as color keys. */ virtual void setColorKey(uint colorKey) {} virtual void setPalette(uint start, uint colors, const byte *palData) {} protected: void clearDirty() { _allDirty = false; _dirtyArea = Common::Rect(); } Common::Rect getDirtyArea() const; private: bool _allDirty; Common::Rect _dirtyArea; }; /** * An OpenGL texture wrapper. It automatically takes care of all OpenGL * texture handling issues and also provides access to the texture data. */ class Texture : public Surface { public: /** * Create a new texture with the specific internal format. * * @param glIntFormat The internal format to use. * @param glFormat The input format. * @param glType The input type. * @param format The format used for the texture input. */ Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format); virtual ~Texture(); virtual void destroy(); virtual void recreate(); virtual void enableLinearFiltering(bool enable); virtual void allocate(uint width, uint height); virtual void draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h); virtual uint getWidth() const { return _userPixelData.w; } virtual uint getHeight() const { return _userPixelData.h; } /** * @return The logical format of the texture data. */ virtual Graphics::PixelFormat getFormat() const { return _format; } virtual Graphics::Surface *getSurface() { return &_userPixelData; } virtual const Graphics::Surface *getSurface() const { return &_userPixelData; } protected: const Graphics::PixelFormat _format; virtual void updateTexture(); private: GLTexture _glTexture; Graphics::Surface _textureData; Graphics::Surface _userPixelData; }; class TextureCLUT8 : public Texture { public: TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format); virtual ~TextureCLUT8(); virtual void allocate(uint width, uint height); virtual Graphics::PixelFormat getFormat() const; virtual bool hasPalette() const { return true; } virtual void setColorKey(uint colorKey); virtual void setPalette(uint start, uint colors, const byte *palData); virtual Graphics::Surface *getSurface() { return &_clut8Data; } virtual const Graphics::Surface *getSurface() const { return &_clut8Data; } protected: virtual void updateTexture(); private: Graphics::Surface _clut8Data; byte *_palette; }; #if !USE_FORCED_GL class TextureRGB555 : public Texture { public: TextureRGB555(); virtual ~TextureRGB555(); virtual void allocate(uint width, uint height); virtual Graphics::PixelFormat getFormat() const; virtual Graphics::Surface *getSurface() { return &_rgb555Data; } virtual const Graphics::Surface *getSurface() const { return &_rgb555Data; } protected: virtual void updateTexture(); private: Graphics::Surface _rgb555Data; }; #endif // !USE_FORCED_GL #if !USE_FORCED_GLES class TextureCLUT8GPU : public Surface { public: TextureCLUT8GPU(); virtual ~TextureCLUT8GPU(); virtual void destroy(); virtual void recreate(); virtual void enableLinearFiltering(bool enable); virtual void allocate(uint width, uint height); virtual void draw(GLfloat x, GLfloat y, GLfloat w, GLfloat h); virtual bool isDirty() const { return _paletteDirty || Surface::isDirty(); } virtual uint getWidth() const { return _userPixelData.w; } virtual uint getHeight() const { return _userPixelData.h; } virtual Graphics::PixelFormat getFormat() const; virtual bool hasPalette() const { return true; } virtual void setColorKey(uint colorKey); virtual void setPalette(uint start, uint colors, const byte *palData); virtual Graphics::Surface *getSurface() { return &_userPixelData; } virtual const Graphics::Surface *getSurface() const { return &_userPixelData; } static bool isSupportedByContext() { return g_context.shadersSupported && g_context.multitextureSupported && g_context.framebufferObjectSupported; } private: void updateTextures(); void lookUpColors(); GLTexture _clut8Texture; GLTexture _paletteTexture; GLTexture _glTexture; void setupFBO(); GLuint _glFBO; GLfloat _clut8Vertices[4*2]; GLfloat _projectionMatrix[4*4]; Shader *_lookUpShader; GLint _paletteLocation; Graphics::Surface _clut8Data; Graphics::Surface _userPixelData; byte _palette[4 * 256]; bool _paletteDirty; }; #endif // !USE_FORCED_GLES } // End of namespace OpenGL #endif