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; | friend class Texture; | ||||
ivec2 m_size; | ivec2 m_size; | ||||
PixelFormat m_format; | |||||
#if defined USE_D3D9 | #if defined USE_D3D9 | ||||
IDirect3DTexture9 *m_tex; | IDirect3DTexture9 *m_tex; | ||||
@@ -49,6 +50,8 @@ class TextureData | |||||
D3DTexture *m_tex; | D3DTexture *m_tex; | ||||
#else | #else | ||||
GLuint m_texid; | GLuint m_texid; | ||||
GLint m_internal_format; | |||||
GLenum m_gl_format, m_gl_type; | |||||
#endif | #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(new TextureData) | ||||
{ | { | ||||
m_data->m_size = size; | 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, | 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); | D3DPOOL_DEFAULT, &m_data->m_tex, NULL); | ||||
#else | #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); | glGenTextures(1, &m_data->m_texid); | ||||
glBindTexture(GL_TEXTURE_2D, 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); | m_data->m_tex->UnlockRect(0); | ||||
#else | #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, | 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 | #endif | ||||
} | } | ||||
@@ -153,7 +204,7 @@ void Texture::SetSubData(ivec2 origin, ivec2 size, void *data) | |||||
#else | #else | ||||
glTexSubImage2D(GL_TEXTURE_2D, 0, origin.x, origin.y, size.x, size.y, | 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 | #endif | ||||
} | } | ||||
@@ -19,10 +19,27 @@ | |||||
namespace lol | 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 | class Texture | ||||
{ | { | ||||
public: | public: | ||||
Texture(ivec2 size); | |||||
Texture(ivec2 size, PixelFormat format); | |||||
~Texture(); | ~Texture(); | ||||
void Bind(); | void Bind(); | ||||
@@ -56,13 +56,7 @@ private: | |||||
float tx, ty; | float tx, ty; | ||||
Image *img; | 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); | sprintf(data->name, "<tileset> %s", path); | ||||
data->tiles = NULL; | data->tiles = NULL; | ||||
data->m_tex = 0; | |||||
data->m_texture = 0; | |||||
data->img = new Image(path); | data->img = new Image(path); | ||||
data->isize = data->img->GetSize(); | data->isize = data->img->GetSize(); | ||||
@@ -119,46 +113,24 @@ void TileSet::TickDraw(float seconds) | |||||
if (data->img) | if (data->img) | ||||
delete data->img; | delete data->img; | ||||
else | 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) | else if (data->img) | ||||
{ | { | ||||
#if defined USE_D3D9 || defined _XBOX | |||||
D3DFORMAT format; | |||||
#else | |||||
GLuint format; | |||||
#endif | |||||
int planes; | int planes; | ||||
PixelFormat format = PixelFormat::Unknown; | |||||
switch (data->img->GetFormat()) | switch (data->img->GetFormat()) | ||||
{ | { | ||||
case Image::FORMAT_RGB: | 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: | case Image::FORMAT_RGBA: | ||||
default: | 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); | int w = PotUp(data->isize.x); | ||||
@@ -175,41 +147,8 @@ void TileSet::TickDraw(float seconds) | |||||
pixels = tmp; | 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()) | if (pixels != data->img->GetData()) | ||||
free(pixels); | free(pixels); | ||||
@@ -237,32 +176,13 @@ ivec2 TileSet::GetSize(int tileid) const | |||||
void TileSet::Bind() | 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() | 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, | 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; | dtx = -dtx; | ||||
} | } | ||||
if (!data->img && data->m_tex) | |||||
if (!data->img && data->m_texture) | |||||
{ | { | ||||
float tmp[10]; | float tmp[10]; | ||||
@@ -445,7 +445,8 @@ public: | |||||
{ | { | ||||
/* Create a texture of half the width and twice the height | /* Create a texture of half the width and twice the height | ||||
* so that we can upload four different subimages each frame. */ | * 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 | /* Ensure the texture data is complete at least once, otherwise | ||||
* uploading subimages will not work. */ | * uploading subimages will not work. */ | ||||