#include "Texture.h" #include #include 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)+0.0f) / m_width; vOut = ((vIn*uvScale)+0.0f) / m_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) { default: // Debug texture, use TEXTURE_DEBUG mask 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; case 3: // Interleaved 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; case 4: // 8-bit, L4A4 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; // seems to work better in Lost World (raptor shadows) 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++) { // Interpret as 8-bit grayscale texel = src[yi * 2048 + xi] & 0xFF; scratch[i++] = texel; scratch[i++] = texel; scratch[i++] = texel; scratch[i++] = 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++] = 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; } //remove debug mask format &= 7; 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 glActiveTexture(GL_TEXTURE0); // activate correct texture unit 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