Supermodel/Src/Graphics/New3D/Texture.cpp

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#include "Texture.h"
#include <stdio.h>
#include <math.h>
namespace New3D {
Texture::Texture()
{
Reset();
}
Texture::~Texture()
{
DeleteTexture(); // make sure to have valid context before destroying
}
void Texture::DeleteTexture()
{
if (m_textureID) {
glDeleteTextures(1, &m_textureID);
printf("-----> deleting %i %i %i %i %i\n", m_format, m_x, m_y, m_width, m_height);
Reset();
}
}
void Texture::Reset()
{
m_x = 0;
m_y = 0;
m_width = 0;
m_height = 0;
m_format = 0;
m_textureID = 0;
m_mirrorU = false;
m_mirrorV = false;
}
void Texture::BindTexture()
{
glBindTexture(GL_TEXTURE_2D, m_textureID);
}
void Texture::GetCoordinates(UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
{
uOut = (uIn*uvScale) / m_width;
vOut = (vIn*uvScale) / m_height;
}
void Texture::GetCoordinates(int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
{
uOut = (uIn*uvScale) / width;
vOut = (vIn*uvScale) / height;
}
void Texture::SetWrapMode(bool mirrorU, bool mirrorV)
{
if (mirrorU != m_mirrorU) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT);
m_mirrorU = mirrorU;
}
if (mirrorV != m_mirrorV) {
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
m_mirrorV = mirrorV;
}
}
UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
{
int xi, yi, i;
GLubyte texel;
GLubyte c, a;
if (!src || !scratch) {
return 0; // sanity checking
}
DeleteTexture(); // free any existing texture
i = 0;
switch (format)
{
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default: // Debug texture
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
scratch[i++] = 255; // R
scratch[i++] = 0; // G
scratch[i++] = 0; // B
scratch[i++] = 255; // A
}
}
break;
case 0: // T1RGB5 <- correct
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 10) & 0x1F) * 255.f / 0x1F); // R
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 5) & 0x1F) * 255.f / 0x1F); // G
scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 0) & 0x1F) * 255.f / 0x1F); // B
scratch[i++] = ((src[yi * 2048 + xi] & 0x8000) ? 0 : 255); // T
}
}
break;
case 1: // Interleaved A4L4 (low byte)
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
// Interpret as A4L4
texel = src[yi * 2048 + xi] & 0xFF;
c = (texel & 0xF) * 17;
a = (texel >> 4) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = a;
}
}
break;
case 2: // luminance alpha texture <- this one is correct
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] & 0xFF;
c = ((texel >> 4) & 0xF) * 17;
a = (texel & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = a;
}
}
break;
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case 3: // 8-bit, A4L4 (high byte)
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
c = (texel & 0xF) * 17;
a = (texel >> 4) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = a;
}
}
break;
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case 4: // 8-bit, L4A4 (high byte)
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
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texel = src[yi * 2048 + xi] >> 8;
c = ((texel >> 4) & 0xF) * 17;
a = (texel & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = a;
}
}
break;
case 5: // 8-bit grayscale
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] & 0xFF;
scratch[i++] = texel;
scratch[i++] = texel;
scratch[i++] = texel;
scratch[i++] = (texel==255 ? 0 : 255);
}
}
break;
case 6: // 8-bit grayscale <-- this one is correct
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
scratch[i++] = texel;
scratch[i++] = texel;
scratch[i++] = texel;
scratch[i++] = (texel == 255 ? 0 : 255);
}
}
break;
case 7: // RGBA4
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
scratch[i++] = ((src[yi * 2048 + xi] >> 12) & 0xF) * 17;// R
scratch[i++] = ((src[yi * 2048 + xi] >> 8) & 0xF) * 17; // G
scratch[i++] = ((src[yi * 2048 + xi] >> 4) & 0xF) * 17; // B
scratch[i++] = ((src[yi * 2048 + xi] >> 0) & 0xF) * 17; // A
}
}
break;
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//
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// 4 bit texture types - all luminance textures (no alpha), only seem to be enabled when contour is enabled ( white = contour value )
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//
case 8: // low byte, low nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] & 0xFF;
c = (texel & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = (c == 255 ? 0 : 255);
}
}
break;
case 9: // low byte, high nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] & 0xFF;
c = ((texel >> 4) & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = (c == 255 ? 0 : 255);
}
}
break;
case 10: // high byte, low nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
c = (texel & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = (c == 255 ? 0 : 255);
}
}
break;
case 11: // high byte, high nibble
for (yi = y; yi < (y + height); yi++)
{
for (xi = x; xi < (x + width); xi++)
{
texel = src[yi * 2048 + xi] >> 8;
c = ((texel >> 4) & 0xF) * 17;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = c;
scratch[i++] = (c == 255 ? 0 : 255);
}
}
break;
}
GLfloat maxAnistrophy;
glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnistrophy);
if (maxAnistrophy > 8) {
maxAnistrophy = 8.0f; //anymore than 8 can get expensive for little gain
}
glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
glGenTextures(1, &m_textureID);
glBindTexture(GL_TEXTURE_2D, m_textureID);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT); //todo this in shaders?
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnistrophy);
glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scratch);
// assuming successful we can copy details
m_x = x;
m_y = y;
m_width = width;
m_height = height;
m_format = format;
m_mirrorU = mirrorU;
m_mirrorV = mirrorV;
printf("create format %i x: %i y: %i width: %i height: %i\n", format, x, y, width, height);
return m_textureID;
}
void Texture::GetDetails(int& x, int&y, int& width, int& height, int& format)
{
x = m_x;
y = m_y;
width = m_width;
height = m_height;
format = m_format;
}
} // New3D