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Aquaria/BBGE/Texture.cpp

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/*
Copyright (C) 2007, 2010 - Bit-Blot
This file is part of Aquaria.
Aquaria 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., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <sstream>
#include "Base.h"
#include "Texture.h"
#include "Image.h"
#include "ByteBuffer.h"
#include "RenderBase.h"
#include "bithacks.h"
#include <assert.h>
#include "GLLoad.h"
#include "stb_image_resize.h"
bool TexCoordBox::isStandard() const
{
return u1 == 0 && v1 == 0 && u2 == 1 && v2 == 1;
}
void TexCoordBox::setStandard()
{
u1 = 0;
v1 = 0;
u2 = 1;
v2 = 1;
}
Texture::Texture()
{
gltexid = 0;
width = height = 0;
ow = oh = -1;
_mipmap = false;
success = false;
_pixbuf = NULL;
}
Texture::~Texture()
{
unload();
}
void Texture::readRGBA(unsigned char *pixels) const
{
glPixelStorei(GL_PACK_ALIGNMENT, 1);
glBindTexture(GL_TEXTURE_2D, gltexid);
glGetTexImage(GL_TEXTURE_2D, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glBindTexture(GL_TEXTURE_2D, 0);
}
void Texture::writeRGBA(int tx, int ty, int w, int h, const unsigned char *pixels)
{
glBindTexture(GL_TEXTURE_2D, gltexid);
glTexSubImage2D(GL_TEXTURE_2D, 0,
tx,
ty,
w,
h,
GL_RGBA,
GL_UNSIGNED_BYTE,
pixels
);
glBindTexture(GL_TEXTURE_2D, 0);
if(_pixbuf)
{
free(_pixbuf);
_pixbuf = NULL; // will re-fetch when needed
}
}
void Texture::unload()
{
if (gltexid)
{
ow = width;
oh = height;
glDeleteTextures(1, &gltexid);
gltexid = 0;
}
Worldmap overhaul, part 1 In short: - No more grid-for-alpha; everything uses generated textures now (With proper bilinear filtering so it looks like the old method) - All tiles are now shown partially uncovered at the same time; selecting one is no longer needed - Gems can now be local (associated to a tile) or global. Local games move with their tile, global ones stay where they were placed Background: Originally there were two possible implementations of how to render the world map: - One used write-alpha-to-texture to implement graual uncovering. - The other (permanently enabled) used the DrawGrid to render the map tiles as a fine grid, each little square having its own alpha value The downside of the first method was that it didn't look as good as the second, so i guess that's why it was never fully finished. The main downside of the second method was that it burned a lot of vertices just to do alpha, so only one tile at a time could show the detailed grid. I also never liked how an entire tile was effectively fully uncovered once the map was first entered, taking away a lot of the exploration feeling that could have been there if everything that hasn't been explored would be completely invisible. I've added this worldmap uncovering method as an optional config param, <WorldMap revealMethod="1"/> but i've decided to fully switch over now. Things left to be done: - create a WorldMapRender instance only once and keep the tiles across map loads - add debug option to reload/recreate worldmap at runtime - cleanup gem storage and carry over the player gem properly (ged rid of std::list) - remove "worldmap" grid render type - Add more user "pyramid" gems as world map markers. More colors! - check that gems and beacons still work as they should
2024-11-15 02:12:14 +00:00
_freePixbuf();
}
size_t Texture::sizeBytes() const
{
return size_t(width) * size_t(height) * 4;
}
Worldmap overhaul, part 1 In short: - No more grid-for-alpha; everything uses generated textures now (With proper bilinear filtering so it looks like the old method) - All tiles are now shown partially uncovered at the same time; selecting one is no longer needed - Gems can now be local (associated to a tile) or global. Local games move with their tile, global ones stay where they were placed Background: Originally there were two possible implementations of how to render the world map: - One used write-alpha-to-texture to implement graual uncovering. - The other (permanently enabled) used the DrawGrid to render the map tiles as a fine grid, each little square having its own alpha value The downside of the first method was that it didn't look as good as the second, so i guess that's why it was never fully finished. The main downside of the second method was that it burned a lot of vertices just to do alpha, so only one tile at a time could show the detailed grid. I also never liked how an entire tile was effectively fully uncovered once the map was first entered, taking away a lot of the exploration feeling that could have been there if everything that hasn't been explored would be completely invisible. I've added this worldmap uncovering method as an optional config param, <WorldMap revealMethod="1"/> but i've decided to fully switch over now. Things left to be done: - create a WorldMapRender instance only once and keep the tiles across map loads - add debug option to reload/recreate worldmap at runtime - cleanup gem storage and carry over the player gem properly (ged rid of std::list) - remove "worldmap" grid render type - Add more user "pyramid" gems as world map markers. More colors! - check that gems and beacons still work as they should
2024-11-15 02:12:14 +00:00
bool Texture::uploadAndKeep(ImageData& img, bool mipmap)
{
bool ok = upload(img, mipmap); // this also clears pixbuf
if(ok)
{
_pixbuf = img.pixels;
img.pixels = NULL;
}
return ok;
}
void Texture::_freePixbuf()
{
if(_pixbuf)
{
free(_pixbuf);
_pixbuf = NULL;
}
}
void Texture::apply() const
{
glBindTexture(GL_TEXTURE_2D, gltexid);
}
struct GlTexFormat
{
int internalformat, format, type;
int alphachan; // for stb_image_resize; index of alpha channel
};
static const GlTexFormat formatLUT[] =
{
{ GL_LUMINANCE, GL_R, GL_UNSIGNED_BYTE, STBIR_ALPHA_CHANNEL_NONE },
{ GL_LUMINANCE_ALPHA, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, 1 },
{ GL_RGB, GL_RGB, GL_UNSIGNED_BYTE, STBIR_ALPHA_CHANNEL_NONE },
{ GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, 3 }
};
bool Texture::upload(const ImageData& img, bool mipmap)
{
if(!img.pixels || !img.channels || img.channels > 4 || !img.w || !img.h)
return false;
//if(!bithacks::isPowerOf2(img.w))
// __debugbreak();
// work around bug in older ATI drivers that would cause glGenerateMipmapEXT() to fail otherwise
// via https://www.khronos.org/opengl/wiki/Common_Mistakes#Automatic_mipmap_generation
glEnable(GL_TEXTURE_2D);
// no padding
glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
if(!gltexid)
glGenTextures(1, &gltexid);
glBindTexture(GL_TEXTURE_2D, gltexid);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_WRAP_T, GL_REPEAT);
const GlTexFormat& f = formatLUT[img.channels - 1];
int minfilter = GL_LINEAR;
int ismip = 0;
// if our super old OpenGL supports it, request automatic mipmap generation
// but not if glGenerateMipmapEXT is present, as it's the much better choice
if(mipmap && !glGenerateMipmapEXT && g_has_GL_GENERATE_MIPMAP)
{
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glGetTexParameteriv(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, &ismip);
}
// attach base level first
glTexImage2D(GL_TEXTURE_2D, 0, f.internalformat, img.w, img.h, 0, f.format, f.type, img.pixels);
if(mipmap && !ismip)
{
// now that the base is attached, generate mipmaps
if(glGenerateMipmapEXT)
{
glHint(GL_GENERATE_MIPMAP_HINT, GL_NICEST);
glGenerateMipmapEXT(GL_TEXTURE_2D);
ismip = 1;
}
if(!ismip)
{
debugLog("Failed to mipmap in hardware, using software fallback");
ismip = 1;
unsigned mw = img.w;
unsigned mh = img.h;
unsigned char *pmip = img.pixels;
unsigned level = 0;
while(mw > 1 || mh > 1)
{
const unsigned oldw = mw, oldh = mh;
mw = bithacks::prevPowerOf2(mw);
mh = bithacks::prevPowerOf2(mh);
assert(mw && mh);
++level;
unsigned char *out = (unsigned char*)malloc(mw * mh * img.channels);
// when we're on hardware old enough not to have glGenerateMipmapEXT we'll
// likely not want to spend too much time generating mipmaps,
// so something fast & cheap like a box filter is enough
int res = stbir_resize_uint8_generic(pmip, oldw, oldh, 0, out, mw, mh, 0, img.channels,
f.alphachan, 0, STBIR_EDGE_CLAMP, STBIR_FILTER_BOX, STBIR_COLORSPACE_LINEAR, NULL);
if(!res)
{
debugLog("Failed to calculate software mipmap");
free(out);
ismip = 0;
break;
}
glTexImage2D(GL_TEXTURE_2D, level, f.internalformat, mw, mh, 0, f.format, f.type, out);
if(pmip != img.pixels)
free(pmip);
pmip = out;
}
if(pmip != img.pixels)
free(pmip);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAX_LEVEL, level);
}
}
if(ismip)
minfilter = GL_LINEAR_MIPMAP_LINEAR;
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, minfilter);
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR);
width = img.w;
height = img.h;
Worldmap overhaul, part 1 In short: - No more grid-for-alpha; everything uses generated textures now (With proper bilinear filtering so it looks like the old method) - All tiles are now shown partially uncovered at the same time; selecting one is no longer needed - Gems can now be local (associated to a tile) or global. Local games move with their tile, global ones stay where they were placed Background: Originally there were two possible implementations of how to render the world map: - One used write-alpha-to-texture to implement graual uncovering. - The other (permanently enabled) used the DrawGrid to render the map tiles as a fine grid, each little square having its own alpha value The downside of the first method was that it didn't look as good as the second, so i guess that's why it was never fully finished. The main downside of the second method was that it burned a lot of vertices just to do alpha, so only one tile at a time could show the detailed grid. I also never liked how an entire tile was effectively fully uncovered once the map was first entered, taking away a lot of the exploration feeling that could have been there if everything that hasn't been explored would be completely invisible. I've added this worldmap uncovering method as an optional config param, <WorldMap revealMethod="1"/> but i've decided to fully switch over now. Things left to be done: - create a WorldMapRender instance only once and keep the tiles across map loads - add debug option to reload/recreate worldmap at runtime - cleanup gem storage and carry over the player gem properly (ged rid of std::list) - remove "worldmap" grid render type - Add more user "pyramid" gems as world map markers. More colors! - check that gems and beacons still work as they should
2024-11-15 02:12:14 +00:00
_mipmap = mipmap;
_freePixbuf();
return true;
}
const unsigned char * Texture::getBufferAndSize(int *wparam, int *hparam, size_t *sizeparam) const
{
unsigned char *data = _pixbuf;
const size_t bytes = sizeBytes();
if(!_pixbuf)
{
data = (unsigned char*)malloc(bytes);
if (!data)
{
std::ostringstream os;
os << "Game::getBufferAndSize allocation failure, bytes = " << bytes;
errorLog(os.str());
return NULL;
}
this->readRGBA(data);
_pixbuf = data;
}
*wparam = width;
*hparam = height;
*sizeparam = bytes;
return data;
}