raze-gles/source/glbackend/gl_hwtexture.cpp

157 lines
4.8 KiB
C++
Raw Normal View History

2019-10-20 06:07:12 +00:00
/*
** gl_hwtexture.cpp
** GL texture abstraction
**
**---------------------------------------------------------------------------
** Copyright 2019 Christoph Oelckers
** All rights reserved.
**
** Redistribution and use in source and binary forms, with or without
** modification, are permitted provided that the following conditions
** are met:
**
** 1. Redistributions of source code must retain the above copyright
** notice, this list of conditions and the following disclaimer.
** 2. Redistributions in binary form must reproduce the above copyright
** notice, this list of conditions and the following disclaimer in the
** documentation and/or other materials provided with the distribution.
** 3. The name of the author may not be used to endorse or promote products
** derived from this software without specific prior written permission.
**
** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
**---------------------------------------------------------------------------
**
**
*/
#include <algorithm>
#include "gl_load.h"
#include "glbackend.h"
#include "bitmap.h"
#include "c_dispatch.h"
#include "printf.h"
//#include "compat.h"
// Workaround to avoid including the dirty 'compat.h' header. This will hopefully not be needed anymore once the texture format uses something better.
# define B_LITTLE_ENDIAN 1
# define B_BIG_ENDIAN 0
uint64_t alltexturesize;
CCMD(alltexturesize)
{
Printf("All textures are %llu bytes\n", alltexturesize);
}
//===========================================================================
//
// Allocates an empty texture
//
//===========================================================================
unsigned int FHardwareTexture::CreateTexture(int w, int h, int type, bool mipmapped)
{
static int gltypes[] = { GL_R8, GL_RGBA8, GL_RGB5_A1, GL_RGBA2 };
static uint8_t bytes[] = { 1, 4, 2, 1 };
glTexID = GLInterface.GetTextureID();
glActiveTexture(GL_TEXTURE15);
glBindTexture(GL_TEXTURE_2D, glTexID);
int size = std::max(w, h);
int bits = 0;
while (size) bits++, size >>= 1;
internalType = type;
if (type == Indexed) mipmapped = false;
mWidth = w;
mHeight = h;
allocated = w * h;
if (mipmapped)
{
for (auto mip = allocated>>2; mip > 0; mip >>= 2)
{
allocated += mip;
}
}
allocated *= bytes[type];
alltexturesize += allocated;
glTexStorage2D(GL_TEXTURE_2D, mipmapped? bits : 1, gltypes[type], w, h);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
this->mipmapped = mipmapped;
return glTexID;
}
//===========================================================================
//
// Loads the texture image into the hardware
//
//===========================================================================
unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer)
{
return LoadTexturePart(buffer, 0, 0, mWidth, mHeight);
}
unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
{
return LoadTexture(bmp.GetPixels());
}
//===========================================================================
//
// Loads the texture image into the hardware
//
//===========================================================================
unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h)
{
if (glTexID == 0) return 0;
int srcformat = internalType == Indexed ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
glActiveTexture(GL_TEXTURE15);
glBindTexture(GL_TEXTURE_2D, glTexID);
if (internalType == Indexed) glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, srcformat, GL_UNSIGNED_BYTE, buffer);
if (mipmapped) glGenerateMipmap(GL_TEXTURE_2D);
glBindTexture(GL_TEXTURE_2D, 0);
glActiveTexture(GL_TEXTURE0);
if (internalType == Indexed) glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
return glTexID;
}
//===========================================================================
//
// Destroys the texture
//
//===========================================================================
FHardwareTexture::~FHardwareTexture()
{
alltexturesize -= allocated;
if (glTexID != 0) glDeleteTextures(1, &glTexID);
}
unsigned int FHardwareTexture::GetTextureHandle()
{
return glTexID;
}