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https://github.com/scummvm/scummvm.git
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180 lines
5.9 KiB
C++
180 lines
5.9 KiB
C++
/* ScummVM - Graphic Adventure Engine
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*
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* ScummVM is the legal property of its developers, whose names
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* are too numerous to list here. Please refer to the COPYRIGHT
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* file distributed with this source distribution.
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*
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* This program is free software: you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation, either version 3 of the License, or
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* (at your option) any later version.
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*
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* This program is distributed in the hope that it will be useful,
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* but WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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* GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program. If not, see <http://www.gnu.org/licenses/>.
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*
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*/
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#include "graphics/tinygl/zblit.h"
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#include "freescape/gfx_tinygl_texture.h"
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namespace Freescape {
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TinyGL2DTexture::TinyGL2DTexture(const Graphics::Surface *surface) {
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_width = surface->w;
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_height = surface->h;
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_format = surface->format;
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_internalFormat = 0;
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_sourceFormat = 0;
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_blitImage = tglGenBlitImage();
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update(surface);
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}
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TinyGL2DTexture::~TinyGL2DTexture() {
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tglDeleteBlitImage(_blitImage);
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}
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void TinyGL2DTexture::update(const Graphics::Surface *surface) {
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uint32 keyColor = getRGBAPixelFormat().RGBToColor(0xA0, 0xA0, 0xA0);
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tglUploadBlitImage(_blitImage, *surface, keyColor, true);
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}
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void TinyGL2DTexture::updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) {
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// FIXME: TinyGL does not support partial texture update
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update(surface);
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}
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TinyGL::BlitImage *TinyGL2DTexture::getBlitTexture() const {
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return _blitImage;
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}
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TinyGL3DTexture::TinyGL3DTexture(byte *stipple, uint32 c1, uint32 c2) {
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Graphics::Surface *surface = new Graphics::Surface();
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int width = 32;
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int height = 32;
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surface->create(width, height, getRGBAPixelFormat());
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surface->fillRect(Common::Rect(0, 0, width, height), surface->format.RGBToColor(0, 0, 0xFF));
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const int stippleWidth = 32;
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const int stippleHeight = 32;
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for (int y = 0; y < height; ++y) {
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for (int x = 0; x < width; ++x) {
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// Match OpenGL's stipple bit layout
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int stippleX = x % stippleWidth; // Bit position in the row
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int stippleY = y % stippleHeight; // Row index
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int byteIndex = stippleY * 4 + (stippleX / 8); // 4 bytes per row
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int bitIndex = stippleX % 8;
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byte bitmask = 1 << (7 - bitIndex);
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bool isForeground = stipple[byteIndex] & bitmask;
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//debug("stippleX=%d stippleY=%d byteIndex=%d bitIndex=%d stipple[byteIndex]: %x color: %s", stippleX, stippleY, byteIndex, bitIndex, stipple[byteIndex], isForeground ? "X" : " ");
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surface->setPixel(stippleX, stippleY, isForeground ? c1 : c2);
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}
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}
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//assert(0);
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Graphics::Surface *texture = new Graphics::Surface();
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texture->create(320, 200, getRGBAPixelFormat());
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texture->fillRect(Common::Rect(0, 0, 320, 200), texture->format.RGBToColor(0, 0, 0xFF));
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//texture->copyRectToSurface(*surface, 0, 0, Common::Rect(0, 0, 32, 32));
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// Replicate the stipple pattern to fill the entire texture
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for (int x = 0; x < 320; x += width) {
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for (int y = 0; y < 200; y += height) {
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if (x + width >= 320 || y + height >= 200) {
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texture->copyRectToSurface(*surface, x, y, Common::Rect(0, 0, MIN(width, 320 - x), MIN(height, 200 - y)));
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} else
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texture->copyRectToSurface(*surface, x, y, Common::Rect(0, 0, width, height));
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}
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}
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// This surface is no longer needed
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surface->free();
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delete surface;
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_width = texture->w;
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_height = texture->h;
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_format = texture->format;
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_upsideDown = false;
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if (_format.bytesPerPixel == 4) {
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assert(texture->format == getRGBAPixelFormat());
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_format = texture->format;
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_internalFormat = TGL_RGBA;
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_sourceFormat = TGL_UNSIGNED_BYTE;
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} else if (_format.bytesPerPixel == 2) {
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_internalFormat = TGL_RGB;
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_sourceFormat = TGL_UNSIGNED_SHORT_5_6_5;
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} else
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error("Unknown pixel format");
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tglGenTextures(1, &_id);
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tglBindTexture(TGL_TEXTURE_2D, _id);
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tglTexImage2D(TGL_TEXTURE_2D, 0, _internalFormat, _width, _height, 0, _internalFormat, _sourceFormat, nullptr);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
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update(texture);
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texture->free();
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delete texture;
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}
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TinyGL3DTexture::TinyGL3DTexture(const Graphics::Surface *surface) {
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_width = surface->w;
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_height = surface->h;
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_format = surface->format;
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_upsideDown = false;
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if (_format.bytesPerPixel == 4) {
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assert(surface->format == getRGBAPixelFormat());
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_format = surface->format;
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_internalFormat = TGL_RGBA;
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_sourceFormat = TGL_UNSIGNED_BYTE;
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} else if (_format.bytesPerPixel == 2) {
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_internalFormat = TGL_RGB;
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_sourceFormat = TGL_UNSIGNED_SHORT_5_6_5;
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} else
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error("Unknown pixel format");
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tglGenTextures(1, &_id);
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tglBindTexture(TGL_TEXTURE_2D, _id);
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tglTexImage2D(TGL_TEXTURE_2D, 0, _internalFormat, _width, _height, 0, _internalFormat, _sourceFormat, nullptr);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MIN_FILTER, TGL_NEAREST);
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tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_MAG_FILTER, TGL_NEAREST);
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// NOTE: TinyGL doesn't have issues with white lines so doesn't need use TGL_CLAMP_TO_EDGE
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//tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_S, TGL_CLAMP_TO_EDGE);
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//tglTexParameteri(TGL_TEXTURE_2D, TGL_TEXTURE_WRAP_T, TGL_CLAMP_TO_EDGE);
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update(surface);
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}
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TinyGL3DTexture::~TinyGL3DTexture() {
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tglDeleteTextures(1, &_id);
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}
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void TinyGL3DTexture::update(const Graphics::Surface *surface) {
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assert(surface->format == _format);
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tglBindTexture(TGL_TEXTURE_2D, _id);
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tglTexImage2D(TGL_TEXTURE_2D, 0, _internalFormat, surface->w, surface->h, 0, _internalFormat, _sourceFormat, const_cast<void *>(surface->getPixels()));
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}
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void TinyGL3DTexture::updatePartial(const Graphics::Surface *surface, const Common::Rect &rect) {
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// FIXME: TinyGL does not support partial texture update
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update(surface);
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}
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} // End of namespace Freescape
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