/* 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 3 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, see . * */ #include "graphics/tinygl/tinygl.h" #include "tetraedge/tetraedge.h" #include "tetraedge/te/te_3d_texture_tinygl.h" #include "tetraedge/te/te_resource_manager.h" #include "tetraedge/te/te_renderer.h" namespace Tetraedge { static const uint NO_TEXTURE = 0xffffffff; Te3DTextureTinyGL::Te3DTextureTinyGL() : _glTexture(NO_TEXTURE)/*, _glPixelFormat(TGL_INVALID_ENUM)*/ { create(); } Te3DTextureTinyGL::~Te3DTextureTinyGL() { destroy(); } void Te3DTextureTinyGL::bind() const { TeRenderer *renderer = g_engine->getRenderer(); tglBindTexture(TGL_TEXTURE_2D, _glTexture); renderer->setMatrixMode(TeRenderer::MM_GL_TEXTURE); renderer->loadMatrix(_matrix); renderer->loadCurrentMatrixToGL(); renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW); } void Te3DTextureTinyGL::copyCurrentRender(uint xoffset, uint yoffset, uint x, uint y) { _matrix.setToIdentity(); const TeVector3f32 texScale((float)_width / _texWidth, (float)_height / _texHeight, 1.0); _matrix.scale(texScale); const TeVector3f32 offset((float)_leftBorder / _width, (float)_btmBorder / _height, 0.0); _matrix.translate(offset); const TeVector3f32 borderScale( 1.0 - (float)(_rightBorder + _leftBorder) / (float)_width, 1.0 - (float)(_topBorder + _btmBorder) / (float)_height, 1.0); _matrix.scale(borderScale); bind(); //TODO: Come up with equivalent for TGL. //tglCopyTexSubImage2D(TGL_TEXTURE_2D, 0, xoffset, yoffset, x, y, _texWidth, _texHeight); } void Te3DTextureTinyGL::writeTo(Graphics::Surface &surf) { Graphics::Surface fullTex; fullTex.create(_texWidth, _texHeight, Graphics::PixelFormat::createFormatRGBA32()); //TODO: Come up with equivalent for TGL. //tglGetTexImage(TGL_TEXTURE_2D, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, fullTex.getPixels()); surf.create(_width, _height, fullTex.format); surf.copyRectToSurface(fullTex, 0, 0, Common::Rect(_width, _height)); fullTex.free(); } void Te3DTextureTinyGL::create() { _flipY = false; _leftBorder = _btmBorder = _texWidth = _texHeight = 0; _rightBorder = _topBorder = _width = _height = 0; _hasAlpha = false; _loaded = false; if (!_createdTexture) tglGenTextures(1, &_glTexture); if (_glTexture == NO_TEXTURE) { _createdTexture = false; return; } _createdTexture = true; tglBindTexture(TGL_TEXTURE_2D, _glTexture); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP_TO_EDGE); tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP_TO_EDGE); } void Te3DTextureTinyGL::destroy() { if (_createdTexture) { tglDeleteTextures(1, &_glTexture); } _createdTexture = false; _loaded = false; _glTexture = NO_TEXTURE; } void Te3DTextureTinyGL::forceTexData(uint gltexture, uint xsize, uint ysize) { if (_glTexture != 0xffffffff) destroy(); _glTexture = gltexture; _width = xsize; _height = ysize; _texWidth = xsize; _texHeight = ysize; } bool Te3DTextureTinyGL::load(const TeImage &img) { setAccessName(img.getAccessName().append(".3dtex")); _width = img.w; _height = img.h; _hasAlpha = img.format.aBits() > 0; // TODO? set some other fields from the image here. // for now just set some good defaults. _flipY = true; //img._flipY; _leftBorder = 0; //img._leftBorder; _btmBorder = 0; //img._btmBorder; _rightBorder = 0; //img._rightBorder; _topBorder = 0; //img._topBorder; _texWidth = _width; _texHeight = _height; tglBindTexture(TGL_TEXTURE_2D, _glTexture); // Note: these are unsupported in TGL but should be the defaults? //tglPixelStorei(TGL_UNPACK_SWAP_BYTES, TGL_FALSE); //tglPixelStorei(TGL_UNPACK_LSB_FIRST, TGL_FALSE); //tglPixelStorei(TGL_UNPACK_ROW_LENGTH, 0); //tglPixelStorei(TGL_UNPACK_SKIP_ROWS, 0); //tglPixelStorei(TGL_UNPACK_SKIP_PIXELS, 0); tglPixelStorei(TGL_UNPACK_ALIGNMENT, 1); const void *imgdata = img.getPixels(); TGLenum destfmt = _alphaOnly ? TGL_ALPHA : TGL_RGBA; if (img.format == Graphics::PixelFormat::createFormatRGBA32()) { tglTexImage2D(TGL_TEXTURE_2D, 0, destfmt, img.w, img.h, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, imgdata); } else { warning("Te3DTexture::load can't send image format %s to GL.", img.format.toString().c_str()); } _matrix.setToIdentity(); _matrix.scale(TeVector3f32((float)_width / _texWidth, (float)_height / _texHeight, 1.0f)); _matrix.translate(TeVector3f32((float)_leftBorder / _width, (float)_btmBorder / _height, 0.0f)); _matrix.scale(TeVector3f32(1.0 - (float)(_rightBorder + _leftBorder) / _width, 1.0 - (float)(_topBorder + _btmBorder) / _height, 1.0f)); if (_flipY) { _matrix.translate(TeVector3f32(0.0f, 1.0f, 0.0f)); _matrix.scale(TeVector3f32(1.0f, -1.0f, 1.0f)); } _loaded = true; return true; } /*static*/ void Te3DTextureTinyGL::unbind() { TeRenderer *renderer = g_engine->getRenderer(); renderer->setMatrixMode(TeRenderer::MM_GL_TEXTURE); renderer->loadIdentityMatrix(); renderer->loadCurrentMatrixToGL(); tglBindTexture(TGL_TEXTURE_2D, 0); renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW); } bool Te3DTextureTinyGL::unload() { tglBindTexture(TGL_TEXTURE_2D, _glTexture); tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGB, 0, 0, 0, TGL_RGB, TGL_UNSIGNED_BYTE, NULL); _loaded = false; return true; } void Te3DTextureTinyGL::update(const TeImage &img, uint xoff, uint yoff) { if (!img.w || !img.h) return; setAccessName(img.getAccessName().append(".3dtex")); tglBindTexture(TGL_TEXTURE_2D, _glTexture); // Note: these are unsupported in TGL but should be the defaults? //tglPixelStorei(TGL_UNPACK_SWAP_BYTES, TGL_FALSE); //tglPixelStorei(TGL_UNPACK_LSB_FIRST, TGL_FALSE); //tglPixelStorei(TGL_UNPACK_ROW_LENGTH, 0); //tglPixelStorei(TGL_UNPACK_SKIP_ROWS, 0); //tglPixelStorei(TGL_UNPACK_SKIP_PIXELS, 0); tglPixelStorei(TGL_UNPACK_ALIGNMENT, 1); //TODO: Come up with equivalent for TGL. //const void *imgdata = img.getPixels(); //tglTexSubImage2D(TGL_TEXTURE_2D, 0, xoff, yoff, img.w, img.h, TGL_RGBA, TGL_UNSIGNED_BYTE, imgdata); } } // end namespace Tetraedge