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Aquaria/BBGE/Texture.cpp
fgenesis fef32b042c keep texture data in host RAM when pixel data are needed, eg. for collision calculations
This avoids downloading from the GPU *every single time*
the pixel data are needed
2024-09-23 03:28:03 +02:00

251 lines
6 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;
_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;
}
if(_pixbuf)
{
free(_pixbuf);
_pixbuf = NULL;
}
}
size_t Texture::sizeBytes() const
{
return size_t(width) * size_t(height) * 4;
}
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;
}
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;
}