mirror of
https://github.com/RetroDECK/Supermodel.git
synced 2024-11-23 14:15:40 +00:00
271 lines
6.5 KiB
C++
271 lines
6.5 KiB
C++
#include "Texture.h"
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#include <stdio.h>
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#include <math.h>
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namespace New3D {
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Texture::Texture()
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{
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Reset();
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}
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Texture::~Texture()
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{
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DeleteTexture(); // make sure to have valid context before destroying
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}
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void Texture::DeleteTexture()
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{
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if (m_textureID) {
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glDeleteTextures(1, &m_textureID);
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printf("-----> deleting %i %i %i %i %i\n", m_format, m_x, m_y, m_width, m_height);
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Reset();
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}
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}
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void Texture::Reset()
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{
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m_x = 0;
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m_y = 0;
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m_width = 0;
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m_height = 0;
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m_format = 0;
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m_textureID = 0;
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m_mirrorU = false;
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m_mirrorV = false;
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}
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void Texture::BindTexture()
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{
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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}
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void Texture::GetCoordinates(UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
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{
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uOut = (uIn*uvScale) / m_width;
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vOut = (vIn*uvScale) / m_height;
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}
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void Texture::GetCoordinates(int width, int height, UINT16 uIn, UINT16 vIn, float uvScale, float& uOut, float& vOut)
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{
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uOut = (uIn*uvScale) / width;
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vOut = (vIn*uvScale) / height;
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}
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void Texture::SetWrapMode(bool mirrorU, bool mirrorV)
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{
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if (mirrorU != m_mirrorU) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT);
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m_mirrorU = mirrorU;
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}
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if (mirrorV != m_mirrorV) {
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
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m_mirrorV = mirrorV;
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}
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}
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UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, bool mirrorU, bool mirrorV, int x, int y, int width, int height)
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{
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int xi, yi, i;
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GLubyte texel;
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GLubyte c, a;
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if (!src || !scratch) {
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return 0; // sanity checking
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}
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DeleteTexture(); // free any existing texture
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i = 0;
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switch (format)
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{
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default: // Debug texture, use TEXTURE_DEBUG mask
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch[i++] = 255; // R
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scratch[i++] = 0; // G
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scratch[i++] = 0; // B
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scratch[i++] = 255; // A
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}
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}
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break;
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case 0: // T1RGB5 <- correct
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 10) & 0x1F) * 255.f / 0x1F); // R
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scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 5) & 0x1F) * 255.f / 0x1F); // G
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scratch[i++] = (GLubyte)(((src[yi * 2048 + xi] >> 0) & 0x1F) * 255.f / 0x1F); // B
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scratch[i++] = ((src[yi * 2048 + xi] & 0x8000) ? 0 : 255); // T
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}
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}
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break;
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case 1: // Interleaved A4L4 (low byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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// Interpret as A4L4
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texel = src[yi * 2048 + xi] & 0xFF;
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c = (texel & 0xF) * 17;
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a = (texel >> 4) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 2: // luminance alpha texture <- this one is correct
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = ((texel >> 4) & 0xF) * 17;
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a = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 3: // Interleaved A4L4 (high byte)
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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c = (texel & 0xF) * 17;
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a = (texel >> 4) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 4: // 8-bit, L4A4
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] & 0xFF;
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c = ((texel >> 4) & 0xF) * 17; // seems to work better in Lost World (raptor shadows)
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a = (texel & 0xF) * 17;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = c;
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scratch[i++] = a;
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}
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}
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break;
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case 5: // 8-bit grayscale
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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// Interpret as 8-bit grayscale
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texel = src[yi * 2048 + xi] & 0xFF;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = (texel==255 ? 0 : 255);
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}
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}
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break;
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case 6: // 8-bit grayscale <-- this one is correct
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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texel = src[yi * 2048 + xi] >> 8;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = texel;
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scratch[i++] = (texel == 255 ? 0 : 255);
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}
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}
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break;
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case 7: // RGBA4
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for (yi = y; yi < (y + height); yi++)
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{
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for (xi = x; xi < (x + width); xi++)
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{
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scratch[i++] = ((src[yi * 2048 + xi] >> 12) & 0xF) * 17;// R
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scratch[i++] = ((src[yi * 2048 + xi] >> 8) & 0xF) * 17; // G
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scratch[i++] = ((src[yi * 2048 + xi] >> 4) & 0xF) * 17; // B
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scratch[i++] = ((src[yi * 2048 + xi] >> 0) & 0xF) * 17; // A
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}
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}
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break;
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}
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//remove debug mask
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format &= 7;
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GLfloat maxAnistrophy;
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glGetFloatv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &maxAnistrophy);
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if (maxAnistrophy > 8) {
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maxAnistrophy = 8.0f; //anymore than 8 can get expensive for little gain
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}
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glPixelStorei(GL_UNPACK_ALIGNMENT, 4); // rgba is always 4 byte aligned
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glActiveTexture(GL_TEXTURE0); // activate correct texture unit
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glGenTextures(1, &m_textureID);
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glBindTexture(GL_TEXTURE_2D, m_textureID);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, mirrorU ? GL_MIRRORED_REPEAT : GL_REPEAT); //todo this in shaders?
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, mirrorV ? GL_MIRRORED_REPEAT : GL_REPEAT);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, maxAnistrophy);
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glTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scratch);
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// assuming successful we can copy details
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m_x = x;
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m_y = y;
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m_width = width;
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m_height = height;
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m_format = format;
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m_mirrorU = mirrorU;
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m_mirrorV = mirrorV;
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printf("create format %i x: %i y: %i width: %i height: %i\n", format, x, y, width, height);
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return m_textureID;
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}
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void Texture::GetDetails(int& x, int&y, int& width, int& height, int& format)
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{
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x = m_x;
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y = m_y;
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width = m_width;
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height = m_height;
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format = m_format;
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}
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} // New3D
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