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scummvm-cursorfix/engines/tetraedge/te/te_3d_texture_tinygl.cpp
2026-02-02 04:50:13 +01:00

201 lines
6.8 KiB
C++

/* 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 <http://www.gnu.org/licenses/>.
*
*/
#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