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/* ScummVM - Graphic Adventure Engine
*
* ScummVM is the legal property of its developers, whose names
* are too numerous to list here. Please refer to the COPYRIGHT
* file distributed with this source distribution.
*
* This program is free software; you can redistribute it and/or
* modify it under the terms of the GNU General Public License
* as published by the Free Software Foundation; either version 2
* of the License, or (at your option) any later version.
*
* This program is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
* GNU General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program; if not, write to the Free Software
* Foundation, Inc., 51 Franklin Street, Fifth Floor, Boston, MA 02110-1301, USA.
*
*/
#ifndef BACKENDS_GRAPHICS_OPENGL_TEXTURE_H
#define BACKENDS_GRAPHICS_OPENGL_TEXTURE_H
#include "backends/graphics/opengl/opengl-sys.h"
#include "graphics/pixelformat.h"
#include "graphics/surface.h"
#include "common/rect.h"
namespace OpenGL {
class Shader;
/**
* A simple GL texture object abstraction.
*
* This is used for low-level GL texture handling.
*/
class GLTexture {
public:
/**
* Constrcut a new GL texture object.
*
* @param glIntFormat The internal format to use.
* @param glFormat The input format.
* @param glType The input type.
*/
GLTexture(GLenum glIntFormat, GLenum glFormat, GLenum glType);
~GLTexture();
/**
* Enable or disable linear texture filtering.
*
* @param enable true to enable and false to disable.
*/
void enableLinearFiltering(bool enable);
/**
* Test whether linear filtering is enabled.
*/
bool isLinearFilteringEnabled() const { return (_glFilter == GL_LINEAR); }
/**
* Destroy the OpenGL texture name.
*/
void destroy();
/**
* Create the OpenGL texture name.
*/
void create();
/**
* Bind the texture to the active texture unit.
*/
void bind() const;
/**
* Sets the size of the texture in pixels.
*
* The internal OpenGL texture might have a different size. To query the
* actual size use getWidth()/getHeight().
*
* @param width The desired logical width.
* @param height The desired logical height.
*/
void setSize(uint width, uint height);
/**
* Copy image data to the texture.
*
* @param area The area to update.
* @param src Surface for the whole texture containing the pixel data
* to upload. Only the area described by area will be
* uploaded.
*/
void updateArea(const Common::Rect &area, const Graphics::Surface &src);
/**
* Query the GL texture's width.
*/
uint getWidth() const { return _width; }
/**
* Query the GL texture's height.
*/
uint getHeight() const { return _height; }
/**
* Query the logical texture's width.
*/
uint getLogicalWidth() const { return _logicalWidth; }
/**
* Query the logical texture's height.
*/
uint getLogicalHeight() const { return _logicalHeight; }
/**
* Obtain texture coordinates for rectangular drawing.
*/
const GLfloat *getTexCoords() const { return _texCoords; }
/**
* Obtain texture name.
*
* Beware that the texture name changes whenever create is used.
* destroy will invalidate the texture name.
*/
GLuint getGLTexture() const { return _glTexture; }
private:
const GLenum _glIntFormat;
const GLenum _glFormat;
const GLenum _glType;
uint _width, _height;
uint _logicalWidth, _logicalHeight;
GLfloat _texCoords[4*2];
GLint _glFilter;
GLuint _glTexture;
};
/**
* Interface for OpenGL implementations of a 2D surface.
*/
class Surface {
public:
Surface();
virtual ~Surface() {}
/**
* Destroy OpenGL description of surface.
*/
virtual void destroy() = 0;
/**
* Recreate OpenGL description of surface.
*/
virtual void recreate() = 0;
/**
* Enable or disable linear texture filtering.
*
* @param enable true to enable and false to disable.
*/
virtual void enableLinearFiltering(bool enable) = 0;
/**
* Allocate storage for surface.
*
* @param width The desired logical width.
* @param height The desired logical height.
*/
virtual void allocate(uint width, uint height) = 0;
/**
* Copy image data to the surface.
*
* The format of the input data needs to match the format returned by
* getFormat.
*
* @param x X coordinate of upper left corner to copy data to.
* @param y Y coordinate of upper left corner to copy data to.
* @param w Width of the image data to copy.
* @param h Height of the image data to copy.
* @param src Pointer to image data.
* @param srcPitch The number of bytes in a row of the image data.
*/
void copyRectToTexture(uint x, uint y, uint w, uint h, const void *src, uint srcPitch);
/**
* Fill the surface with a fixed color.
*
* @param color Color value in format returned by getFormat.
*/
void fill(uint32 color);
void flagDirty() { _allDirty = true; }
virtual bool isDirty() const { return _allDirty || !_dirtyArea.isEmpty(); }
virtual uint getWidth() const = 0;
virtual uint getHeight() const = 0;
/**
* @return The logical format of the texture data.
*/
virtual Graphics::PixelFormat getFormat() const = 0;
virtual Graphics::Surface *getSurface() = 0;
virtual const Graphics::Surface *getSurface() const = 0;
/**
* @return Whether the surface is having a palette.
*/
virtual bool hasPalette() const { return false; }
/**
* Set color key for paletted textures.
*
* This needs to be called after any palette update affecting the color
* key. Calling this multiple times will result in multiple color indices
* to be treated as color keys.
*/
virtual void setColorKey(uint colorKey) {}
virtual void setPalette(uint start, uint colors, const byte *palData) {}
/**
* Update underlying OpenGL texture to reflect current state.
*/
virtual void updateGLTexture() = 0;
/**
* Obtain underlying OpenGL texture.
*/
virtual const GLTexture &getGLTexture() const = 0;
protected:
void clearDirty() { _allDirty = false; _dirtyArea = Common::Rect(); }
Common::Rect getDirtyArea() const;
private:
bool _allDirty;
Common::Rect _dirtyArea;
};
/**
* An OpenGL texture wrapper. It automatically takes care of all OpenGL
* texture handling issues and also provides access to the texture data.
*/
class Texture : public Surface {
public:
/**
* Create a new texture with the specific internal format.
*
* @param glIntFormat The internal format to use.
* @param glFormat The input format.
* @param glType The input type.
* @param format The format used for the texture input.
*/
Texture(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format);
virtual ~Texture();
virtual void destroy();
virtual void recreate();
virtual void enableLinearFiltering(bool enable);
virtual void allocate(uint width, uint height);
virtual uint getWidth() const { return _userPixelData.w; }
virtual uint getHeight() const { return _userPixelData.h; }
/**
* @return The logical format of the texture data.
*/
virtual Graphics::PixelFormat getFormat() const { return _format; }
virtual Graphics::Surface *getSurface() { return &_userPixelData; }
virtual const Graphics::Surface *getSurface() const { return &_userPixelData; }
virtual void updateGLTexture();
virtual const GLTexture &getGLTexture() const { return _glTexture; }
protected:
const Graphics::PixelFormat _format;
private:
GLTexture _glTexture;
Graphics::Surface _textureData;
Graphics::Surface _userPixelData;
};
class TextureCLUT8 : public Texture {
public:
TextureCLUT8(GLenum glIntFormat, GLenum glFormat, GLenum glType, const Graphics::PixelFormat &format);
virtual ~TextureCLUT8();
virtual void allocate(uint width, uint height);
virtual Graphics::PixelFormat getFormat() const;
virtual bool hasPalette() const { return true; }
virtual void setColorKey(uint colorKey);
virtual void setPalette(uint start, uint colors, const byte *palData);
virtual Graphics::Surface *getSurface() { return &_clut8Data; }
virtual const Graphics::Surface *getSurface() const { return &_clut8Data; }
virtual void updateGLTexture();
private:
Graphics::Surface _clut8Data;
byte *_palette;
};
#if !USE_FORCED_GL
class TextureRGB555 : public Texture {
public:
TextureRGB555();
virtual ~TextureRGB555();
virtual void allocate(uint width, uint height);
virtual Graphics::PixelFormat getFormat() const;
virtual Graphics::Surface *getSurface() { return &_rgb555Data; }
virtual const Graphics::Surface *getSurface() const { return &_rgb555Data; }
virtual void updateTexture();
private:
Graphics::Surface _rgb555Data;
};
#endif // !USE_FORCED_GL
#if !USE_FORCED_GLES
class TextureTarget;
class CLUT8LookUpPipeline;
class TextureCLUT8GPU : public Surface {
public:
TextureCLUT8GPU();
virtual ~TextureCLUT8GPU();
virtual void destroy();
virtual void recreate();
virtual void enableLinearFiltering(bool enable);
virtual void allocate(uint width, uint height);
virtual bool isDirty() const { return _paletteDirty || Surface::isDirty(); }
virtual uint getWidth() const { return _userPixelData.w; }
virtual uint getHeight() const { return _userPixelData.h; }
virtual Graphics::PixelFormat getFormat() const;
virtual bool hasPalette() const { return true; }
virtual void setColorKey(uint colorKey);
virtual void setPalette(uint start, uint colors, const byte *palData);
virtual Graphics::Surface *getSurface() { return &_userPixelData; }
virtual const Graphics::Surface *getSurface() const { return &_userPixelData; }
virtual void updateGLTexture();
virtual const GLTexture &getGLTexture() const;
static bool isSupportedByContext() {
return g_context.shadersSupported
&& g_context.multitextureSupported
&& g_context.framebufferObjectSupported;
}
private:
void lookUpColors();
GLTexture _clut8Texture;
GLTexture _paletteTexture;
TextureTarget *_target;
CLUT8LookUpPipeline *_clut8Pipeline;
GLfloat _clut8Vertices[4*2];
Graphics::Surface _clut8Data;
Graphics::Surface _userPixelData;
byte _palette[4 * 256];
bool _paletteDirty;
};
#endif // !USE_FORCED_GLES
} // End of namespace OpenGL
#endif
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