698 lines
21 KiB
C++
698 lines
21 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software; you can redistribute it and/or
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* modify it under the terms of the GNU General Public License
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* as published by the Free Software Foundation; either version 2
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* of the License, or (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
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*
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*/
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#include "backends/graphics/opengl/texture.h"
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#include "backends/graphics/opengl/shader.h"
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#include "backends/graphics/opengl/pipelines/pipeline.h"
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#include "backends/graphics/opengl/pipelines/clut8.h"
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#include "backends/graphics/opengl/framebuffer.h"
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#include "common/algorithm.h"
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#include "common/endian.h"
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#include "common/rect.h"
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#include "common/textconsole.h"
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namespace OpenGL {
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GLTexture::GLTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType)
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: _glIntFormat(glIntFormat), _glFormat(glFormat), _glType(glType),
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_width(0), _height(0), _logicalWidth(0), _logicalHeight(0),
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_texCoords(), _glFilter(GL_NEAREST),
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_glTexture(0) {
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create();
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}
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GLTexture::~GLTexture() {
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GL_CALL_SAFE(glDeleteTextures, (1, &_glTexture));
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}
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void GLTexture::enableLinearFiltering(bool enable) {
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if (enable) {
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_glFilter = GL_LINEAR;
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} else {
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_glFilter = GL_NEAREST;
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}
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bind();
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
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}
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void GLTexture::destroy() {
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GL_CALL(glDeleteTextures(1, &_glTexture));
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_glTexture = 0;
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}
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void GLTexture::create() {
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// Release old texture name in case it exists.
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destroy();
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// Get a new texture name.
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GL_CALL(glGenTextures(1, &_glTexture));
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// Set up all texture parameters.
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bind();
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GL_CALL(glPixelStorei(GL_UNPACK_ALIGNMENT, 1));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, _glFilter));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, _glFilter));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE));
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GL_CALL(glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE));
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// If a size is specified, allocate memory for it.
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if (_width != 0 && _height != 0) {
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// Allocate storage for OpenGL texture.
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width, _height,
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0, _glFormat, _glType, NULL));
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}
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}
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void GLTexture::bind() const {
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GL_CALL(glBindTexture(GL_TEXTURE_2D, _glTexture));
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}
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void GLTexture::setSize(uint width, uint height) {
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const uint oldWidth = _width;
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const uint oldHeight = _height;
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if (!g_context.NPOTSupported) {
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_width = Common::nextHigher2(width);
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_height = Common::nextHigher2(height);
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} else {
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_width = width;
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_height = height;
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}
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_logicalWidth = width;
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_logicalHeight = height;
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// If a size is specified, allocate memory for it.
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if (width != 0 && height != 0) {
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const GLfloat texWidth = (GLfloat)width / _width;
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const GLfloat texHeight = (GLfloat)height / _height;
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_texCoords[0] = 0;
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_texCoords[1] = 0;
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_texCoords[2] = texWidth;
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_texCoords[3] = 0;
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_texCoords[4] = 0;
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_texCoords[5] = texHeight;
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_texCoords[6] = texWidth;
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_texCoords[7] = texHeight;
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// Allocate storage for OpenGL texture if necessary.
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if (oldWidth != _width || oldHeight != _height) {
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bind();
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GL_CALL(glTexImage2D(GL_TEXTURE_2D, 0, _glIntFormat, _width,
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_height, 0, _glFormat, _glType, NULL));
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}
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}
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}
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void GLTexture::updateArea(const Common::Rect &area, const Graphics::Surface &src) {
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// Set the texture on the active texture unit.
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bind();
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// Update the actual texture.
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// Although we have the area of the texture buffer we want to update we
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// cannot take advantage of the left/right boundries here because it is
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// not possible to specify a pitch to glTexSubImage2D. To be precise, with
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// plain OpenGL we could set GL_UNPACK_ROW_LENGTH to achieve this. However,
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// OpenGL ES 1.0 does not support GL_UNPACK_ROW_LENGTH. Thus, we are left
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// with the following options:
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//
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// 1) (As we do right now) Simply always update the whole texture lines of
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// rect changed. This is simplest to implement. In case performance is
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// really an issue we can think of switching to another method.
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//
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// 2) Copy the dirty rect to a temporary buffer and upload that by using
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// glTexSubImage2D. This is what the Android backend does. It is more
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// complicated though.
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//
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// 3) Use glTexSubImage2D per line changed. This is what the old OpenGL
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// graphics manager did but it is much slower! Thus, we do not use it.
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GL_CALL(glTexSubImage2D(GL_TEXTURE_2D, 0, 0, area.top, src.w, area.height(),
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_glFormat, _glType, src.getBasePtr(0, area.top)));
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}
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//
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// Surface
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//
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Surface::Surface()
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: _allDirty(false), _dirtyArea() {
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}
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void Surface::copyRectToTexture(uint x, uint y, uint w, uint h, const void *srcPtr, uint srcPitch) {
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Graphics::Surface *dstSurf = getSurface();
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assert(x + w <= dstSurf->w);
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assert(y + h <= dstSurf->h);
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// *sigh* Common::Rect::extend behaves unexpected whenever one of the two
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// parameters is an empty rect. Thus, we check whether the current dirty
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// area is valid. In case it is not we simply use the parameters as new
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// dirty area. Otherwise, we simply call extend.
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if (_dirtyArea.isEmpty()) {
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_dirtyArea = Common::Rect(x, y, x + w, y + h);
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} else {
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_dirtyArea.extend(Common::Rect(x, y, x + w, y + h));
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}
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const byte *src = (const byte *)srcPtr;
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byte *dst = (byte *)dstSurf->getBasePtr(x, y);
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const uint pitch = dstSurf->pitch;
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const uint bytesPerPixel = dstSurf->format.bytesPerPixel;
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if (srcPitch == pitch && x == 0 && w == dstSurf->w) {
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memcpy(dst, src, h * pitch);
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} else {
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while (h-- > 0) {
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memcpy(dst, src, w * bytesPerPixel);
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dst += pitch;
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src += srcPitch;
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}
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}
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}
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void Surface::fill(uint32 color) {
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Graphics::Surface *dst = getSurface();
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dst->fillRect(Common::Rect(dst->w, dst->h), color);
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flagDirty();
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}
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Common::Rect Surface::getDirtyArea() const {
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if (_allDirty) {
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return Common::Rect(getWidth(), getHeight());
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} else {
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return _dirtyArea;
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}
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}
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//
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// Surface implementations
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//
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Texture::Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
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: Surface(), _format(format), _glTexture(glIntFormat, glFormat, glType),
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_textureData(), _userPixelData() {
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}
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Texture::~Texture() {
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_textureData.free();
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}
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void Texture::destroy() {
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_glTexture.destroy();
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}
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void Texture::recreate() {
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_glTexture.create();
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// In case image date exists assure it will be completely refreshed next
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// time.
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if (_textureData.getPixels()) {
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flagDirty();
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}
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}
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void Texture::enableLinearFiltering(bool enable) {
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_glTexture.enableLinearFiltering(enable);
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}
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void Texture::allocate(uint width, uint height) {
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// Assure the texture can contain our user data.
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_glTexture.setSize(width, height);
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// In case the needed texture dimension changed we will reinitialize the
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// texture data buffer.
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if (_glTexture.getWidth() != _textureData.w || _glTexture.getHeight() != _textureData.h) {
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// Create a buffer for the texture data.
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_textureData.create(_glTexture.getWidth(), _glTexture.getHeight(), _format);
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}
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// Create a sub-buffer for raw access.
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_userPixelData = _textureData.getSubArea(Common::Rect(width, height));
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// The whole texture is dirty after we changed the size. This fixes
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// multiple texture size changes without any actual update in between.
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// Without this we might try to write a too big texture into the GL
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// texture.
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flagDirty();
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}
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void Texture::updateGLTexture() {
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if (!isDirty()) {
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return;
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}
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Common::Rect dirtyArea = getDirtyArea();
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// In case we use linear filtering we might need to duplicate the last
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// pixel row/column to avoid glitches with filtering.
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if (_glTexture.isLinearFilteringEnabled()) {
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if (dirtyArea.right == _userPixelData.w && _userPixelData.w != _textureData.w) {
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uint height = dirtyArea.height();
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const byte *src = (const byte *)_textureData.getBasePtr(_userPixelData.w - 1, dirtyArea.top);
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byte *dst = (byte *)_textureData.getBasePtr(_userPixelData.w, dirtyArea.top);
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while (height-- > 0) {
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memcpy(dst, src, _textureData.format.bytesPerPixel);
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dst += _textureData.pitch;
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src += _textureData.pitch;
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}
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// Extend the dirty area.
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++dirtyArea.right;
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}
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if (dirtyArea.bottom == _userPixelData.h && _userPixelData.h != _textureData.h) {
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const byte *src = (const byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h - 1);
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byte *dst = (byte *)_textureData.getBasePtr(dirtyArea.left, _userPixelData.h);
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memcpy(dst, src, dirtyArea.width() * _textureData.format.bytesPerPixel);
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// Extend the dirty area.
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++dirtyArea.bottom;
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}
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}
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_glTexture.updateArea(dirtyArea, _textureData);
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// We should have handled everything, thus not dirty anymore.
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clearDirty();
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}
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TextureCLUT8::TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
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: Texture(glIntFormat, glFormat, glType, format), _clut8Data(), _palette(new byte[256 * format.bytesPerPixel]) {
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memset(_palette, 0, sizeof(byte) * format.bytesPerPixel);
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}
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TextureCLUT8::~TextureCLUT8() {
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delete[] _palette;
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_palette = nullptr;
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_clut8Data.free();
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}
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void TextureCLUT8::allocate(uint width, uint height) {
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Texture::allocate(width, height);
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// We only need to reinitialize our CLUT8 surface when the output size
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// changed.
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if (width == _clut8Data.w && height == _clut8Data.h) {
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return;
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}
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_clut8Data.create(width, height, Graphics::PixelFormat::createFormatCLUT8());
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}
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Graphics::PixelFormat TextureCLUT8::getFormat() const {
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return Graphics::PixelFormat::createFormatCLUT8();
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}
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void TextureCLUT8::setColorKey(uint colorKey) {
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// The key color is set to black so the color value is pre-multiplied with the alpha value
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// to avoid color fringes due to filtering.
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// Erasing the color data is not a problem as the palette is always fully re-initialized
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// before setting the key color.
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if (_format.bytesPerPixel == 2) {
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uint16 *palette = (uint16 *)_palette + colorKey;
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*palette = 0;
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} else if (_format.bytesPerPixel == 4) {
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uint32 *palette = (uint32 *)_palette + colorKey;
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*palette = 0;
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} else {
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warning("TextureCLUT8::setColorKey: Unsupported pixel depth %d", _format.bytesPerPixel);
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}
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// A palette changes means we need to refresh the whole surface.
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flagDirty();
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}
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namespace {
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template<typename ColorType>
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inline void convertPalette(ColorType *dst, const byte *src, uint colors, const Graphics::PixelFormat &format) {
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while (colors-- > 0) {
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*dst++ = format.RGBToColor(src[0], src[1], src[2]);
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src += 3;
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}
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}
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} // End of anonymous namespace
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void TextureCLUT8::setPalette(uint start, uint colors, const byte *palData) {
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if (_format.bytesPerPixel == 2) {
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convertPalette<uint16>((uint16 *)_palette + start, palData, colors, _format);
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} else if (_format.bytesPerPixel == 4) {
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convertPalette<uint32>((uint32 *)_palette + start, palData, colors, _format);
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} else {
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warning("TextureCLUT8::setPalette: Unsupported pixel depth: %d", _format.bytesPerPixel);
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}
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// A palette changes means we need to refresh the whole surface.
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flagDirty();
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}
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namespace {
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template<typename PixelType>
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inline void doPaletteLookUp(PixelType *dst, const byte *src, uint width, uint height, uint dstPitch, uint srcPitch, const PixelType *palette) {
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uint srcAdd = srcPitch - width;
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uint dstAdd = dstPitch - width * sizeof(PixelType);
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while (height-- > 0) {
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for (uint x = width; x > 0; --x) {
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*dst++ = palette[*src++];
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}
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dst = (PixelType *)((byte *)dst + dstAdd);
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src += srcAdd;
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}
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}
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} // End of anonymous namespace
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void TextureCLUT8::updateGLTexture() {
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if (!isDirty()) {
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return;
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}
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// Do the palette look up
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Graphics::Surface *outSurf = Texture::getSurface();
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Common::Rect dirtyArea = getDirtyArea();
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if (outSurf->format.bytesPerPixel == 2) {
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doPaletteLookUp<uint16>((uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top),
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(const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top),
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dirtyArea.width(), dirtyArea.height(),
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outSurf->pitch, _clut8Data.pitch, (const uint16 *)_palette);
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} else if (outSurf->format.bytesPerPixel == 4) {
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doPaletteLookUp<uint32>((uint32 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top),
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(const byte *)_clut8Data.getBasePtr(dirtyArea.left, dirtyArea.top),
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dirtyArea.width(), dirtyArea.height(),
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outSurf->pitch, _clut8Data.pitch, (const uint32 *)_palette);
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} else {
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warning("TextureCLUT8::updateGLTexture: Unsupported pixel depth: %d", outSurf->format.bytesPerPixel);
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}
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// Do generic handling of updating the texture.
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Texture::updateGLTexture();
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}
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#if !USE_FORCED_GL
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FakeTexture::FakeTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format)
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: Texture(glIntFormat, glFormat, glType, format),
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_rgbData() {
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}
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FakeTexture::~FakeTexture() {
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_rgbData.free();
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}
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void FakeTexture::allocate(uint width, uint height) {
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Texture::allocate(width, height);
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// We only need to reinitialize our surface when the output size
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// changed.
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if (width == _rgbData.w && height == _rgbData.h) {
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return;
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}
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warning("%s pixel format not supported by OpenGL ES, using %s instead", getFormat().toString().c_str(), _format.toString().c_str());
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_rgbData.create(width, height, getFormat());
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}
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TextureRGB555::TextureRGB555()
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: FakeTexture(GL_RGB, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, Graphics::PixelFormat(2, 5, 6, 5, 0, 11, 5, 0, 0)) {
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}
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Graphics::PixelFormat TextureRGB555::getFormat() const {
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return Graphics::PixelFormat(2, 5, 5, 5, 0, 10, 5, 0, 0);
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}
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void TextureRGB555::updateGLTexture() {
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if (!isDirty()) {
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return;
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}
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// Convert color space.
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Graphics::Surface *outSurf = Texture::getSurface();
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const Common::Rect dirtyArea = getDirtyArea();
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uint16 *dst = (uint16 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top);
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const uint dstAdd = outSurf->pitch - 2 * dirtyArea.width();
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const uint16 *src = (const uint16 *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
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const uint srcAdd = _rgbData.pitch - 2 * dirtyArea.width();
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for (int height = dirtyArea.height(); height > 0; --height) {
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for (int width = dirtyArea.width(); width > 0; --width) {
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const uint16 color = *src++;
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*dst++ = ((color & 0x7C00) << 1) // R
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| (((color & 0x03E0) << 1) | ((color & 0x0200) >> 4)) // G
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| (color & 0x001F); // B
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}
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src = (const uint16 *)((const byte *)src + srcAdd);
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dst = (uint16 *)((byte *)dst + dstAdd);
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}
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// Do generic handling of updating the texture.
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Texture::updateGLTexture();
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}
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TextureRGBA8888Swap::TextureRGBA8888Swap()
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#ifdef SCUMM_LITTLE_ENDIAN
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: FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24)) // ABGR8888
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#else
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: FakeTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0)) // RGBA8888
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#endif
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{
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}
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Graphics::PixelFormat TextureRGBA8888Swap::getFormat() const {
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#ifdef SCUMM_LITTLE_ENDIAN
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return Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0); // RGBA8888
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#else
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return Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24); // ABGR8888
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#endif
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}
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|
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void TextureRGBA8888Swap::updateGLTexture() {
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if (!isDirty()) {
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return;
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}
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|
|
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// Convert color space.
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Graphics::Surface *outSurf = Texture::getSurface();
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|
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const Common::Rect dirtyArea = getDirtyArea();
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uint32 *dst = (uint32 *)outSurf->getBasePtr(dirtyArea.left, dirtyArea.top);
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const uint dstAdd = outSurf->pitch - 4 * dirtyArea.width();
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|
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const uint32 *src = (const uint32 *)_rgbData.getBasePtr(dirtyArea.left, dirtyArea.top);
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const uint srcAdd = _rgbData.pitch - 4 * dirtyArea.width();
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|
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for (int height = dirtyArea.height(); height > 0; --height) {
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for (int width = dirtyArea.width(); width > 0; --width) {
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const uint32 color = *src++;
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|
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*dst++ = SWAP_BYTES_32(color);
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}
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src = (const uint32 *)((const byte *)src + srcAdd);
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dst = (uint32 *)((byte *)dst + dstAdd);
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}
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|
|
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// Do generic handling of updating the texture.
|
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Texture::updateGLTexture();
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|
}
|
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#endif // !USE_FORCED_GL
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|
|
|
#if !USE_FORCED_GLES
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|
|
|
// _clut8Texture needs 8 bits internal precision, otherwise graphics glitches
|
|
// can occur. GL_ALPHA does not have any internal precision requirements.
|
|
// However, in practice (according to fuzzie) it's 8bit. If we run into
|
|
// problems, we need to switch to GL_R8 and GL_RED, but that is only supported
|
|
// for ARB_texture_rg and GLES3+ (EXT_rexture_rg does not support GL_R8).
|
|
TextureCLUT8GPU::TextureCLUT8GPU()
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|
: _clut8Texture(GL_ALPHA, GL_ALPHA, GL_UNSIGNED_BYTE),
|
|
_paletteTexture(GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE),
|
|
_target(new TextureTarget()), _clut8Pipeline(new CLUT8LookUpPipeline()),
|
|
_clut8Vertices(), _clut8Data(), _userPixelData(), _palette(),
|
|
_paletteDirty(false) {
|
|
// Allocate space for 256 colors.
|
|
_paletteTexture.setSize(256, 1);
|
|
|
|
// Setup pipeline.
|
|
_clut8Pipeline->setFramebuffer(_target);
|
|
_clut8Pipeline->setPaletteTexture(&_paletteTexture);
|
|
_clut8Pipeline->setColor(1.0f, 1.0f, 1.0f, 1.0f);
|
|
}
|
|
|
|
TextureCLUT8GPU::~TextureCLUT8GPU() {
|
|
delete _clut8Pipeline;
|
|
delete _target;
|
|
_clut8Data.free();
|
|
}
|
|
|
|
void TextureCLUT8GPU::destroy() {
|
|
_clut8Texture.destroy();
|
|
_paletteTexture.destroy();
|
|
_target->destroy();
|
|
}
|
|
|
|
void TextureCLUT8GPU::recreate() {
|
|
_clut8Texture.create();
|
|
_paletteTexture.create();
|
|
_target->create();
|
|
|
|
// In case image date exists assure it will be completely refreshed next
|
|
// time.
|
|
if (_clut8Data.getPixels()) {
|
|
flagDirty();
|
|
_paletteDirty = true;
|
|
}
|
|
}
|
|
|
|
void TextureCLUT8GPU::enableLinearFiltering(bool enable) {
|
|
_target->getTexture()->enableLinearFiltering(enable);
|
|
}
|
|
|
|
void TextureCLUT8GPU::allocate(uint width, uint height) {
|
|
// Assure the texture can contain our user data.
|
|
_clut8Texture.setSize(width, height);
|
|
_target->setSize(width, height);
|
|
|
|
// In case the needed texture dimension changed we will reinitialize the
|
|
// texture data buffer.
|
|
if (_clut8Texture.getWidth() != _clut8Data.w || _clut8Texture.getHeight() != _clut8Data.h) {
|
|
// Create a buffer for the texture data.
|
|
_clut8Data.create(_clut8Texture.getWidth(), _clut8Texture.getHeight(), Graphics::PixelFormat::createFormatCLUT8());
|
|
}
|
|
|
|
// Create a sub-buffer for raw access.
|
|
_userPixelData = _clut8Data.getSubArea(Common::Rect(width, height));
|
|
|
|
// Setup structures for internal rendering to _glTexture.
|
|
_clut8Vertices[0] = 0;
|
|
_clut8Vertices[1] = 0;
|
|
|
|
_clut8Vertices[2] = width;
|
|
_clut8Vertices[3] = 0;
|
|
|
|
_clut8Vertices[4] = 0;
|
|
_clut8Vertices[5] = height;
|
|
|
|
_clut8Vertices[6] = width;
|
|
_clut8Vertices[7] = height;
|
|
|
|
// The whole texture is dirty after we changed the size. This fixes
|
|
// multiple texture size changes without any actual update in between.
|
|
// Without this we might try to write a too big texture into the GL
|
|
// texture.
|
|
flagDirty();
|
|
}
|
|
|
|
Graphics::PixelFormat TextureCLUT8GPU::getFormat() const {
|
|
return Graphics::PixelFormat::createFormatCLUT8();
|
|
}
|
|
|
|
void TextureCLUT8GPU::setColorKey(uint colorKey) {
|
|
// The key color is set to black so the color value is pre-multiplied with the alpha value
|
|
// to avoid color fringes due to filtering.
|
|
// Erasing the color data is not a problem as the palette is always fully re-initialized
|
|
// before setting the key color.
|
|
_palette[colorKey * 4 ] = 0x00;
|
|
_palette[colorKey * 4 + 1] = 0x00;
|
|
_palette[colorKey * 4 + 2] = 0x00;
|
|
_palette[colorKey * 4 + 3] = 0x00;
|
|
|
|
_paletteDirty = true;
|
|
}
|
|
|
|
void TextureCLUT8GPU::setPalette(uint start, uint colors, const byte *palData) {
|
|
byte *dst = _palette + start * 4;
|
|
|
|
while (colors-- > 0) {
|
|
memcpy(dst, palData, 3);
|
|
dst[3] = 0xFF;
|
|
|
|
dst += 4;
|
|
palData += 3;
|
|
}
|
|
|
|
_paletteDirty = true;
|
|
}
|
|
|
|
const GLTexture &TextureCLUT8GPU::getGLTexture() const {
|
|
return *_target->getTexture();
|
|
}
|
|
|
|
void TextureCLUT8GPU::updateGLTexture() {
|
|
const bool needLookUp = Surface::isDirty() || _paletteDirty;
|
|
|
|
// Update CLUT8 texture if necessary.
|
|
if (Surface::isDirty()) {
|
|
_clut8Texture.updateArea(getDirtyArea(), _clut8Data);
|
|
clearDirty();
|
|
}
|
|
|
|
// Update palette if necessary.
|
|
if (_paletteDirty) {
|
|
Graphics::Surface palSurface;
|
|
palSurface.init(256, 1, 256, _palette,
|
|
#ifdef SCUMM_LITTLE_ENDIAN
|
|
Graphics::PixelFormat(4, 8, 8, 8, 8, 0, 8, 16, 24) // ABGR8888
|
|
#else
|
|
Graphics::PixelFormat(4, 8, 8, 8, 8, 24, 16, 8, 0) // RGBA8888
|
|
#endif
|
|
);
|
|
|
|
_paletteTexture.updateArea(Common::Rect(256, 1), palSurface);
|
|
_paletteDirty = false;
|
|
}
|
|
|
|
// In case any data changed, do color look up and store result in _target.
|
|
if (needLookUp) {
|
|
lookUpColors();
|
|
}
|
|
}
|
|
|
|
void TextureCLUT8GPU::lookUpColors() {
|
|
// Setup pipeline to do color look up.
|
|
Pipeline *oldPipeline = g_context.setPipeline(_clut8Pipeline);
|
|
|
|
// Do color look up.
|
|
g_context.getActivePipeline()->drawTexture(_clut8Texture, _clut8Vertices);
|
|
|
|
// Restore old state.
|
|
g_context.setPipeline(oldPipeline);
|
|
}
|
|
#endif // !USE_FORCED_GLES
|
|
|
|
} // End of namespace OpenGL
|