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Aquaria/BBGE/Texture.cpp
fgenesis f1796475f1 undo parts of prev commits; move old fudge from font atlas code to tile rendering.
this should now be correct and much simpler to maintain from now on.
downside is that it breaks the appearance of quads with tex repeat on,
but i don't think anyone ever used this ever since i've added the Lua functions;
so i'm just calling it broken in older versions and move on.
2023-10-20 02:06:45 +02:00

229 lines
5.8 KiB
C++

/*
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;
}
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);
}
void Texture::unload()
{
if (gltexid)
{
ow = width;
oh = height;
glDeleteTextures(1, &gltexid);
gltexid = 0;
}
}
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;
return true;
}
unsigned char * Texture::getBufferAndSize(int *wparam, int *hparam, size_t *sizeparam) const
{
const size_t bytes = size_t(width) * size_t(height) * 4;
unsigned char *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);
*wparam = width;
*hparam = height;
*sizeparam = bytes;
return data;
}