mirror of
https://github.com/ZDoom/raze-gles.git
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198 lines
6.1 KiB
C++
198 lines
6.1 KiB
C++
/*
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** gl_hwtexture.cpp
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** GL texture abstraction
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**
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**---------------------------------------------------------------------------
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** Copyright 2019 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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**
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*/
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#include <algorithm>
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#include "gl_load.h"
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#include "glbackend.h"
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#include "bitmap.h"
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#include "c_dispatch.h"
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#include "printf.h"
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#include "gl_interface.h"
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//#include "compat.h"
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// Workaround to avoid including the dirty 'compat.h' header. This will hopefully not be needed anymore once the texture format uses something better.
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# define B_LITTLE_ENDIAN 1
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# define B_BIG_ENDIAN 0
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uint64_t alltexturesize;
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CCMD(alltexturesize)
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{
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Printf("All textures are %llu bytes\n", alltexturesize);
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}
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//===========================================================================
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//
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// Allocates an empty texture
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//
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//===========================================================================
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unsigned int FHardwareTexture::CreateTexture(int w, int h, int type, bool mipmapped)
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{
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static int gltypes[] = { GL_R8, GL_RGBA8, GL_RGB5_A1, GL_RGBA2 };
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static uint8_t bytes[] = { 1, 4, 2, 1 };
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glGenTextures(1, &glTexID);
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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int size = std::max(w, h);
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int bits = 0;
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while (size) bits++, size >>= 1;
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internalType = type;
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if (type == Indexed) mipmapped = false;
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mWidth = w;
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mHeight = h;
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allocated = w * h;
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if (mipmapped)
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{
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for (auto mip = allocated>>2; mip > 0; mip >>= 2)
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{
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allocated += mip;
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}
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}
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allocated *= bytes[type];
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alltexturesize += allocated;
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glTexStorage2D(GL_TEXTURE_2D, mipmapped? bits : 1, gltypes[type], w, h);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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this->mipmapped = mipmapped;
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return glTexID;
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}
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexture(const unsigned char * buffer)
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{
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return LoadTexturePart(buffer, 0, 0, mWidth, mHeight);
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}
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unsigned int FHardwareTexture::LoadTexture(FBitmap& bmp)
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{
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return LoadTexture(bmp.GetPixels());
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}
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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//===========================================================================
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unsigned int FHardwareTexture::LoadTexturePart(const unsigned char* buffer, int x, int y, int w, int h)
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{
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if (glTexID == 0) return 0;
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int srcformat = internalType == Indexed ? GL_RED : GL_BGRA;// TexFormat[gl_texture_format];
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glActiveTexture(GL_TEXTURE15);
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glBindTexture(GL_TEXTURE_2D, glTexID);
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if (internalType == Indexed) glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
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glTexSubImage2D(GL_TEXTURE_2D, 0, x, y, w, h, srcformat, GL_UNSIGNED_BYTE, buffer);
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if (mipmapped) glGenerateMipmap(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, 0);
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glActiveTexture(GL_TEXTURE0);
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if (internalType == Indexed) glPixelStorei(GL_UNPACK_ALIGNMENT, 4);
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return glTexID;
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}
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//===========================================================================
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//
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// Destroys the texture
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//
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//===========================================================================
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FHardwareTexture::~FHardwareTexture()
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{
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alltexturesize -= allocated;
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if (glTexID != 0) glDeleteTextures(1, &glTexID);
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if (glBufferID != 0) glDeleteBuffers(1, &glBufferID);
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}
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unsigned int FHardwareTexture::GetTextureHandle()
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{
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return glTexID;
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}
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static int GetTexDimension(int value)
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{
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if (value > gl.max_texturesize) return gl.max_texturesize;
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return value;
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}
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//===========================================================================
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//
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// Creates a depth buffer for this texture
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//
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//===========================================================================
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int FHardwareTexture::GetDepthBuffer(int width, int height)
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{
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if (glDepthID == 0)
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{
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glGenRenderbuffers(1, &glDepthID);
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glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, width, height);
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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return glDepthID;
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}
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//===========================================================================
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//
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// Binds this texture's surfaces to the current framrbuffer
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//
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//===========================================================================
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void FHardwareTexture::BindToFrameBuffer(int width, int height)
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{
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width = GetTexDimension(width);
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height = GetTexDimension(height);
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glTexID, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer(width, height));
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}
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