internal format is then automatically deduced. Only a few 8-bit RGB or RGBA formats are supported for now.legacy
| @@ -42,6 +42,7 @@ class TextureData | |||
| friend class Texture; | |||
| ivec2 m_size; | |||
| PixelFormat m_format; | |||
| #if defined USE_D3D9 | |||
| IDirect3DTexture9 *m_tex; | |||
| @@ -49,6 +50,8 @@ class TextureData | |||
| D3DTexture *m_tex; | |||
| #else | |||
| GLuint m_texid; | |||
| GLint m_internal_format; | |||
| GLenum m_gl_format, m_gl_type; | |||
| #endif | |||
| }; | |||
| @@ -57,37 +60,85 @@ class TextureData | |||
| // ----------------- | |||
| // | |||
| /* FIXME: this is all hardcoded over the place */ | |||
| #if __CELLOS_LV2__ | |||
| static GLint const INTERNAL_FORMAT = GL_ARGB_SCE; | |||
| static GLenum const TEXTURE_FORMAT = GL_BGRA; | |||
| static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV; | |||
| #elif defined __native_client__ || defined HAVE_GLES_2X | |||
| static GLint const INTERNAL_FORMAT = GL_RGBA; | |||
| static GLenum const TEXTURE_FORMAT = GL_RGBA; | |||
| static GLenum const TEXTURE_TYPE = GL_UNSIGNED_BYTE; | |||
| #elif !defined USE_D3D9 && !defined _XBOX | |||
| /* Seems efficient for little endian textures */ | |||
| static GLint const INTERNAL_FORMAT = GL_RGBA; | |||
| static GLenum const TEXTURE_FORMAT = GL_BGRA; | |||
| static GLenum const TEXTURE_TYPE = GL_UNSIGNED_INT_8_8_8_8_REV; | |||
| #endif | |||
| #define GET_CLAMPED(array, index) \ | |||
| array[std::max(0, std::min((int)(index), \ | |||
| (int)sizeof(array) / (int)sizeof(*array)))] | |||
| Texture::Texture(ivec2 size) | |||
| Texture::Texture(ivec2 size, PixelFormat format) | |||
| : m_data(new TextureData) | |||
| { | |||
| m_data->m_size = size; | |||
| m_data->m_format = format; | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| static int const d3d_formats[] = | |||
| { | |||
| /* Unknown */ | |||
| D3DFMT_UNKNOWN, | |||
| /* R8G8B8 */ | |||
| D3DFMT_R8G8B8, | |||
| /* A8R8G8B8 */ | |||
| # if defined USE_D3D9 | |||
| D3DFMT_A8R8G8B8, | |||
| # else | |||
| /* By default the X360 will swizzle the texture. Ask for linear. */ | |||
| D3DFMT_LIN_A8R8G8B8, | |||
| # endif | |||
| }; | |||
| int d3d_format = GET_CLAMPED(d3d_formats, format); | |||
| # if defined USE_D3D9 | |||
| int d3d_usage = D3DUSAGE_DYNAMIC; | |||
| # else | |||
| int d3d_usage = D3DUSAGE_WRITEONLY; | |||
| # endif | |||
| #if defined USE_D3D9 | |||
| g_d3ddevice->CreateTexture(m_data->m_size.x, m_data->m_size.y, 1, | |||
| D3DUSAGE_DYNAMIC, D3DFMT_A8R8G8B8, | |||
| D3DPOOL_DEFAULT, &m_data->m_tex, NULL); | |||
| #elif defined _XBOX | |||
| /* By default the X360 will swizzle the texture. Ask for linear. */ | |||
| g_d3ddevice->CreateTexture(m_data->m_size.x, m_data->m_size.y, 1, | |||
| D3DUSAGE_WRITEONLY, D3DFMT_LIN_A8R8G8B8, | |||
| d3d_usage, d3d_format, | |||
| D3DPOOL_DEFAULT, &m_data->m_tex, NULL); | |||
| #else | |||
| static struct | |||
| { | |||
| GLint internal_format; | |||
| GLenum format, type; | |||
| } | |||
| const gl_formats[] = | |||
| { | |||
| /* Unknown */ | |||
| { 0, 0, 0 }, | |||
| /* R8G8B8 */ | |||
| { GL_RGB, GL_RGB, GL_UNSIGNED_BYTE }, | |||
| /* A8R8G8B8 */ | |||
| #if __CELLOS_LV2__ | |||
| { GL_ARGB_SCE, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV }, | |||
| #elif defined __native_client__ || defined HAVE_GLES_2X | |||
| { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, | |||
| #else | |||
| /* Seems efficient for little endian textures */ | |||
| { GL_RGBA, GL_RGBA, GL_UNSIGNED_INT_8_8_8_8_REV }, | |||
| #endif | |||
| /* A8B8G8R8 */ | |||
| #if __CELLOS_LV2__ | |||
| { GL_ARGB_SCE, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV }, | |||
| #elif defined __native_client__ || defined HAVE_GLES_2X | |||
| /* FIXME: if GL_RGBA is not available, we should advertise | |||
| * this format as "not available" on this platform. */ | |||
| { GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE }, | |||
| #else | |||
| /* Seems efficient for little endian textures */ | |||
| { GL_RGBA, GL_BGRA, GL_UNSIGNED_INT_8_8_8_8_REV }, | |||
| #endif | |||
| }; | |||
| m_data->m_internal_format = GET_CLAMPED(gl_formats, format).internal_format; | |||
| m_data->m_gl_format = GET_CLAMPED(gl_formats, format).format; | |||
| m_data->m_gl_type = GET_CLAMPED(gl_formats, format).type; | |||
| glGenTextures(1, &m_data->m_texid); | |||
| glBindTexture(GL_TEXTURE_2D, m_data->m_texid); | |||
| @@ -129,9 +180,9 @@ void Texture::SetData(void *data) | |||
| m_data->m_tex->UnlockRect(0); | |||
| #else | |||
| glTexImage2D(GL_TEXTURE_2D, 0, INTERNAL_FORMAT, | |||
| glTexImage2D(GL_TEXTURE_2D, 0, m_data->m_internal_format, | |||
| m_data->m_size.x, m_data->m_size.y, 0, | |||
| TEXTURE_FORMAT, TEXTURE_TYPE, data); | |||
| m_data->m_gl_format, m_data->m_gl_type, data); | |||
| #endif | |||
| } | |||
| @@ -153,7 +204,7 @@ void Texture::SetSubData(ivec2 origin, ivec2 size, void *data) | |||
| #else | |||
| glTexSubImage2D(GL_TEXTURE_2D, 0, origin.x, origin.y, size.x, size.y, | |||
| TEXTURE_FORMAT, TEXTURE_TYPE, data); | |||
| m_data->m_gl_format, m_data->m_gl_type, data); | |||
| #endif | |||
| } | |||
| @@ -19,10 +19,27 @@ | |||
| namespace lol | |||
| { | |||
| struct PixelFormat | |||
| { | |||
| /* XXX: make sure to update texture.cpp when this changes */ | |||
| enum Value | |||
| { | |||
| Unknown = 0, | |||
| R8G8B8, | |||
| A8R8G8B8, | |||
| A8B8G8R8, | |||
| } | |||
| m_value; | |||
| inline PixelFormat() : m_value(Unknown) {} | |||
| inline PixelFormat(Value v) : m_value(v) {} | |||
| inline operator Value() { return m_value; } | |||
| }; | |||
| class Texture | |||
| { | |||
| public: | |||
| Texture(ivec2 size); | |||
| Texture(ivec2 size, PixelFormat format); | |||
| ~Texture(); | |||
| void Bind(); | |||
| @@ -56,13 +56,7 @@ private: | |||
| float tx, ty; | |||
| Image *img; | |||
| #if defined USE_D3D9 | |||
| IDirect3DTexture9 *m_tex; | |||
| #elif defined _XBOX | |||
| D3DTexture *m_tex; | |||
| #else | |||
| GLuint m_tex; | |||
| #endif | |||
| Texture *m_texture; | |||
| }; | |||
| /* | |||
| @@ -77,7 +71,7 @@ TileSet::TileSet(char const *path, ivec2 size, ivec2 count) | |||
| sprintf(data->name, "<tileset> %s", path); | |||
| data->tiles = NULL; | |||
| data->m_tex = 0; | |||
| data->m_texture = 0; | |||
| data->img = new Image(path); | |||
| data->isize = data->img->GetSize(); | |||
| @@ -119,46 +113,24 @@ void TileSet::TickDraw(float seconds) | |||
| if (data->img) | |||
| delete data->img; | |||
| else | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| /* FIXME: is it really the correct call? */ | |||
| data->m_tex->Release(); | |||
| #else | |||
| glDeleteTextures(1, &data->m_tex); | |||
| #endif | |||
| delete data->m_texture; | |||
| } | |||
| else if (data->img) | |||
| { | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| D3DFORMAT format; | |||
| #else | |||
| GLuint format; | |||
| #endif | |||
| int planes; | |||
| PixelFormat format = PixelFormat::Unknown; | |||
| switch (data->img->GetFormat()) | |||
| { | |||
| case Image::FORMAT_RGB: | |||
| #if defined USE_D3D9 | |||
| format = D3DFMT_R8G8B8; | |||
| #elif defined _XBOX | |||
| format = D3DFMT_LIN_A8R8G8B8; /* FIXME */ | |||
| #else | |||
| format = GL_RGB; | |||
| #endif | |||
| planes = 3; | |||
| break; | |||
| format = PixelFormat::R8G8B8; | |||
| planes = 3; | |||
| break; | |||
| case Image::FORMAT_RGBA: | |||
| default: | |||
| #if defined USE_D3D9 | |||
| format = D3DFMT_A8R8G8B8; | |||
| #elif defined _XBOX | |||
| /* By default the X360 will swizzle the texture. Ask for linear. */ | |||
| format = D3DFMT_LIN_A8R8G8B8; | |||
| #else | |||
| format = GL_RGBA; | |||
| #endif | |||
| planes = 4; | |||
| break; | |||
| format = PixelFormat::A8R8G8B8; | |||
| planes = 4; | |||
| break; | |||
| } | |||
| int w = PotUp(data->isize.x); | |||
| @@ -175,41 +147,8 @@ void TileSet::TickDraw(float seconds) | |||
| pixels = tmp; | |||
| } | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| D3DLOCKED_RECT rect; | |||
| HRESULT hr; | |||
| # if defined USE_D3D9 | |||
| hr = g_d3ddevice->CreateTexture(w, h, 1, D3DUSAGE_DYNAMIC, format, | |||
| D3DPOOL_DEFAULT, &data->m_tex, NULL); | |||
| # elif defined _XBOX | |||
| hr = g_d3ddevice->CreateTexture(w, h, 1, D3DUSAGE_WRITEONLY, format, | |||
| D3DPOOL_DEFAULT, &data->m_tex, NULL); | |||
| # endif | |||
| if (FAILED(hr)) | |||
| Abort(); | |||
| # if defined USE_D3D9 | |||
| hr = data->m_tex->LockRect(0, &rect, NULL, D3DLOCK_DISCARD); | |||
| # else | |||
| hr = data->m_tex->LockRect(0, &rect, NULL, 0); | |||
| # endif | |||
| if (FAILED(hr)) | |||
| Abort(); | |||
| for (int j = 0; j < h; j++) | |||
| memcpy((uint8_t *)rect.pBits + j * rect.Pitch, pixels + w * j * 4, w * 4); | |||
| hr = data->m_tex->UnlockRect(0); | |||
| if (FAILED(hr)) | |||
| Abort(); | |||
| #else | |||
| glGenTextures(1, &data->m_tex); | |||
| glEnable(GL_TEXTURE_2D); | |||
| glBindTexture(GL_TEXTURE_2D, data->m_tex); | |||
| glTexImage2D(GL_TEXTURE_2D, 0, format, w, h, 0, | |||
| format, GL_UNSIGNED_BYTE, pixels); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); | |||
| glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); | |||
| #endif | |||
| data->m_texture = new Texture(ivec2(w, h), format); | |||
| data->m_texture->SetData(pixels); | |||
| if (pixels != data->img->GetData()) | |||
| free(pixels); | |||
| @@ -237,32 +176,13 @@ ivec2 TileSet::GetSize(int tileid) const | |||
| void TileSet::Bind() | |||
| { | |||
| if (!data->img && data->m_tex) | |||
| { | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| HRESULT hr = g_d3ddevice->SetTexture(0, data->m_tex); | |||
| if (FAILED(hr)) | |||
| Abort(); | |||
| #else | |||
| glActiveTexture(GL_TEXTURE0); | |||
| glBindTexture(GL_TEXTURE_2D, data->m_tex); | |||
| #endif | |||
| } | |||
| if (!data->img && data->m_texture) | |||
| data->m_texture->Bind(); | |||
| } | |||
| void TileSet::Unbind() | |||
| { | |||
| if (!data->img && data->m_tex) | |||
| { | |||
| #if defined USE_D3D9 || defined _XBOX | |||
| HRESULT hr = g_d3ddevice->SetTexture(0, NULL); | |||
| if (FAILED(hr)) | |||
| Abort(); | |||
| #else | |||
| glActiveTexture(GL_TEXTURE0); | |||
| glBindTexture(GL_TEXTURE_2D, 0); | |||
| #endif | |||
| } | |||
| ; | |||
| } | |||
| void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, | |||
| @@ -287,7 +207,7 @@ void TileSet::BlitTile(uint32_t id, vec3 pos, int o, vec2 scale, | |||
| dtx = -dtx; | |||
| } | |||
| if (!data->img && data->m_tex) | |||
| if (!data->img && data->m_texture) | |||
| { | |||
| float tmp[10]; | |||
| @@ -445,7 +445,8 @@ public: | |||
| { | |||
| /* Create a texture of half the width and twice the height | |||
| * so that we can upload four different subimages each frame. */ | |||
| m_texture = new Texture(ivec2(m_size.x / 2, m_size.y * 2)); | |||
| m_texture = new Texture(ivec2(m_size.x / 2, m_size.y * 2), | |||
| PixelFormat::A8B8G8R8); | |||
| /* Ensure the texture data is complete at least once, otherwise | |||
| * uploading subimages will not work. */ | |||