201 lines
6.8 KiB
C++
201 lines
6.8 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "graphics/tinygl/tinygl.h"
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#include "tetraedge/tetraedge.h"
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#include "tetraedge/te/te_3d_texture_tinygl.h"
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#include "tetraedge/te/te_resource_manager.h"
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#include "tetraedge/te/te_renderer.h"
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namespace Tetraedge {
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static const uint NO_TEXTURE = 0xffffffff;
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Te3DTextureTinyGL::Te3DTextureTinyGL() : _glTexture(NO_TEXTURE)/*, _glPixelFormat(TGL_INVALID_ENUM)*/ {
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create();
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}
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Te3DTextureTinyGL::~Te3DTextureTinyGL() {
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destroy();
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}
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void Te3DTextureTinyGL::bind() const {
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TeRenderer *renderer = g_engine->getRenderer();
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tglBindTexture(TGL_TEXTURE_2D, _glTexture);
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renderer->setMatrixMode(TeRenderer::MM_GL_TEXTURE);
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renderer->loadMatrix(_matrix);
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renderer->loadCurrentMatrixToGL();
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renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW);
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}
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void Te3DTextureTinyGL::copyCurrentRender(uint xoffset, uint yoffset, uint x, uint y) {
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_matrix.setToIdentity();
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const TeVector3f32 texScale((float)_width / _texWidth, (float)_height / _texHeight, 1.0);
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_matrix.scale(texScale);
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const TeVector3f32 offset((float)_leftBorder / _width, (float)_btmBorder / _height, 0.0);
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_matrix.translate(offset);
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const TeVector3f32 borderScale(
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1.0 - (float)(_rightBorder + _leftBorder) / (float)_width,
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1.0 - (float)(_topBorder + _btmBorder) / (float)_height, 1.0);
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_matrix.scale(borderScale);
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bind();
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//TODO: Come up with equivalent for TGL.
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//tglCopyTexSubImage2D(TGL_TEXTURE_2D, 0, xoffset, yoffset, x, y, _texWidth, _texHeight);
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}
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void Te3DTextureTinyGL::writeTo(Graphics::Surface &surf) {
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Graphics::Surface fullTex;
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fullTex.create(_texWidth, _texHeight, Graphics::PixelFormat::createFormatRGBA32());
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//TODO: Come up with equivalent for TGL.
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//tglGetTexImage(TGL_TEXTURE_2D, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, fullTex.getPixels());
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surf.create(_width, _height, fullTex.format);
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surf.copyRectToSurface(fullTex, 0, 0, Common::Rect(_width, _height));
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fullTex.free();
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}
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void Te3DTextureTinyGL::create() {
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_flipY = false;
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_leftBorder = _btmBorder = _texWidth = _texHeight = 0;
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_rightBorder = _topBorder = _width = _height = 0;
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_hasAlpha = false;
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_loaded = false;
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if (!_createdTexture)
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tglGenTextures(1, &_glTexture);
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if (_glTexture == NO_TEXTURE) {
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_createdTexture = false;
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return;
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}
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_createdTexture = true;
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tglBindTexture(TGL_TEXTURE_2D, _glTexture);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_LINEAR);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP_TO_EDGE);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP_TO_EDGE);
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}
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void Te3DTextureTinyGL::destroy() {
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if (_createdTexture) {
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tglDeleteTextures(1, &_glTexture);
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}
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_createdTexture = false;
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_loaded = false;
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_glTexture = NO_TEXTURE;
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}
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void Te3DTextureTinyGL::forceTexData(uint gltexture, uint xsize, uint ysize) {
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if (_glTexture != 0xffffffff)
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destroy();
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_glTexture = gltexture;
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_width = xsize;
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_height = ysize;
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_texWidth = xsize;
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_texHeight = ysize;
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}
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bool Te3DTextureTinyGL::load(const TeImage &img) {
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setAccessName(img.getAccessName().append(".3dtex"));
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_width = img.w;
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_height = img.h;
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_hasAlpha = img.format.aBits() > 0;
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// TODO? set some other fields from the image here.
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// for now just set some good defaults.
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_flipY = true; //img._flipY;
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_leftBorder = 0; //img._leftBorder;
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_btmBorder = 0; //img._btmBorder;
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_rightBorder = 0; //img._rightBorder;
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_topBorder = 0; //img._topBorder;
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_texWidth = _width;
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_texHeight = _height;
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tglBindTexture(TGL_TEXTURE_2D, _glTexture);
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// Note: these are unsupported in TGL but should be the defaults?
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//tglPixelStorei(TGL_UNPACK_SWAP_BYTES, TGL_FALSE);
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//tglPixelStorei(TGL_UNPACK_LSB_FIRST, TGL_FALSE);
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//tglPixelStorei(TGL_UNPACK_ROW_LENGTH, 0);
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//tglPixelStorei(TGL_UNPACK_SKIP_ROWS, 0);
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//tglPixelStorei(TGL_UNPACK_SKIP_PIXELS, 0);
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tglPixelStorei(TGL_UNPACK_ALIGNMENT, 1);
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const void *imgdata = img.getPixels();
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TGLenum destfmt = _alphaOnly ? TGL_ALPHA : TGL_RGBA;
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if (img.format == Graphics::PixelFormat::createFormatRGBA32()) {
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tglTexImage2D(TGL_TEXTURE_2D, 0, destfmt, img.w, img.h, 0, TGL_RGBA, TGL_UNSIGNED_BYTE, imgdata);
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} else {
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warning("Te3DTexture::load can't send image format %s to GL.", img.format.toString().c_str());
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}
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_matrix.setToIdentity();
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_matrix.scale(TeVector3f32((float)_width / _texWidth, (float)_height / _texHeight, 1.0f));
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_matrix.translate(TeVector3f32((float)_leftBorder / _width, (float)_btmBorder / _height, 0.0f));
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_matrix.scale(TeVector3f32(1.0 - (float)(_rightBorder + _leftBorder) / _width,
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1.0 - (float)(_topBorder + _btmBorder) / _height, 1.0f));
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if (_flipY) {
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_matrix.translate(TeVector3f32(0.0f, 1.0f, 0.0f));
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_matrix.scale(TeVector3f32(1.0f, -1.0f, 1.0f));
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}
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_loaded = true;
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return true;
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}
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/*static*/
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void Te3DTextureTinyGL::unbind() {
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TeRenderer *renderer = g_engine->getRenderer();
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renderer->setMatrixMode(TeRenderer::MM_GL_TEXTURE);
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renderer->loadIdentityMatrix();
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renderer->loadCurrentMatrixToGL();
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tglBindTexture(TGL_TEXTURE_2D, 0);
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renderer->setMatrixMode(TeRenderer::MM_GL_MODELVIEW);
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}
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bool Te3DTextureTinyGL::unload() {
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tglBindTexture(TGL_TEXTURE_2D, _glTexture);
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tglTexImage2D(TGL_TEXTURE_2D, 0, TGL_RGB, 0, 0, 0, TGL_RGB, TGL_UNSIGNED_BYTE, NULL);
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_loaded = false;
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return true;
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}
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void Te3DTextureTinyGL::update(const TeImage &img, uint xoff, uint yoff) {
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if (!img.w || !img.h)
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return;
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setAccessName(img.getAccessName().append(".3dtex"));
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tglBindTexture(TGL_TEXTURE_2D, _glTexture);
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// Note: these are unsupported in TGL but should be the defaults?
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//tglPixelStorei(TGL_UNPACK_SWAP_BYTES, TGL_FALSE);
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//tglPixelStorei(TGL_UNPACK_LSB_FIRST, TGL_FALSE);
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//tglPixelStorei(TGL_UNPACK_ROW_LENGTH, 0);
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//tglPixelStorei(TGL_UNPACK_SKIP_ROWS, 0);
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//tglPixelStorei(TGL_UNPACK_SKIP_PIXELS, 0);
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tglPixelStorei(TGL_UNPACK_ALIGNMENT, 1);
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//TODO: Come up with equivalent for TGL.
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//const void *imgdata = img.getPixels();
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//tglTexSubImage2D(TGL_TEXTURE_2D, 0, xoff, yoff, img.w, img.h, TGL_RGBA, TGL_UNSIGNED_BYTE, imgdata);
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}
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} // end namespace Tetraedge
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