Supermodel/Src/Graphics/New3D/Texture.cpp

371 lines
8.6 KiB
C++

#include "Texture.h"
#include <stdio.h>
#include <math.h>
#include <algorithm>
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);
Reset();
}
}
void Texture::Reset()
{
m_x = 0;
m_y = 0;
m_width = 0;
m_height = 0;
m_format = 0;
m_textureID = 0;
}
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::UploadTextureMip(int level, const UINT16* src, UINT8* scratch, int format, int x, int y, int width, int height)
{
int xi, yi, i;
int subWidth, subHeight;
GLubyte texel;
GLubyte c, a;
i = 0;
subWidth = width;
subHeight = height;
if (subWidth + x > 2048) {
subWidth = 2048 - x;
}
if (subHeight + y > 2048) {
subHeight = 2048 - y;
}
switch (format)
{
default: // Debug texture
for (yi = y; yi < (y + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); xi++)
{
scratch[i++] = ((src[yi * 2048 + xi] >> 10) & 0x1F) * 255 / 0x1F; // R
scratch[i++] = ((src[yi * 2048 + xi] >> 5) & 0x1F) * 255 / 0x1F; // G
scratch[i++] = ((src[yi * 2048 + xi] >> 0) & 0x1F) * 255 / 0x1F; // B
scratch[i++] = ((src[yi * 2048 + xi] & 0x8000) ? 0 : 255); // T
}
}
break;
case 1: // Interleaved A4L4 (low byte)
for (yi = y; yi < (y + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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: // 8-bit, A4L4 (high byte)
for (yi = y; yi < (y + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 (high byte)
for (yi = y; yi < (y + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); xi++)
{
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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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;
//
// 4 bit texture types - all luminance textures (no alpha), only seem to be enabled when contour is enabled ( white = contour value )
//
case 8: // low byte, low nibble
for (yi = y; yi < (y + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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 + subHeight); yi++)
{
for (xi = x; xi < (x + subWidth); 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;
}
glTexImage2D(GL_TEXTURE_2D, level, GL_RGBA, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nullptr);
glTexSubImage2D(GL_TEXTURE_2D, level, 0, 0, subWidth, subHeight, GL_RGBA, GL_UNSIGNED_BYTE, scratch);
}
UINT32 Texture::UploadTexture(const UINT16* src, UINT8* scratch, int format, int x, int y, int width, int height)
{
const int mipXBase[] = { 0, 1024, 1536, 1792, 1920, 1984, 2016, 2032, 2040, 2044, 2046, 2047 };
const int mipYBase[] = { 0, 512, 768, 896, 960, 992, 1008, 1016, 1020, 1022, 1023 };
const int mipDivisor[] = { 1, 2, 4, 8, 16, 32, 64, 128, 256, 512, 1024 };
if (!src || !scratch) {
return 0; // sanity checking
}
DeleteTexture(); // free any existing texture
CreateTextureObject(format, x, y, width, height);
int page = y / 1024;
y -= (page * 1024); // remove page from tex y
for (int i = 0; width > 0 && height > 0; i++) {
int xPos = mipXBase[i] + (x / mipDivisor[i]);
int yPos = mipYBase[i] + (y / mipDivisor[i]);
UploadTextureMip(i, src, scratch, format, xPos, yPos + (page * 1024), width, height);
width /= 2;
height /= 2;
}
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;
}
bool Texture::Compare(int x, int y, int width, int height, int format)
{
if (m_x == x && m_y == y && m_width == width && m_height == height && m_format == format) {
return true;
}
return false;
}
bool Texture::CheckMapPos(int ax1, int ax2, int ay1, int ay2)
{
int bx1 = m_x;
int bx2 = m_x + m_width;
int by1 = m_y;
int by2 = m_y + m_height;
if (ax1<bx2 && ax2>bx1 &&
ay1<by2 && ay2>by1) {
return true; // rectangles overlap
}
return false;
}
void Texture::CreateTextureObject(int format, int x, int y, int width, int height)
{
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, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST);
int minD = std::min(width, height);
int count = 0;
while (minD > 1) {
minD /= 2;
count++;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, 0);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, count);
m_x = x;
m_y = y;
m_width = width;
m_height = height;
m_format = format;
}
} // New3D