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/*
* Copyright (c) 2010-2012 OTClient <https://github.com/edubart/otclient>
*
* Permission is hereby granted, free of charge, to any person obtaining a copy
* of this software and associated documentation files (the "Software"), to deal
* in the Software without restriction, including without limitation the rights
* to use, copy, modify, merge, publish, distribute, sublicense, and/or sell
* copies of the Software, and to permit persons to whom the Software is
* furnished to do so, subject to the following conditions:
*
* The above copyright notice and this permission notice shall be included in
* all copies or substantial portions of the Software.
*
* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, EXPRESS OR
* IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF MERCHANTABILITY,
* FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT. IN NO EVENT SHALL THE
* AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY CLAIM, DAMAGES OR OTHER
* LIABILITY, WHETHER IN AN ACTION OF CONTRACT, TORT OR OTHERWISE, ARISING FROM,
* OUT OF OR IN CONNECTION WITH THE SOFTWARE OR THE USE OR OTHER DEALINGS IN
* THE SOFTWARE.
*/
#include "texture.h"
#include "graphics.h"
#include "framebuffer.h"
#include "image.h"
Texture::Texture()
{
m_textureId = 0;
}
Texture::Texture(const ImagePtr& image)
{
internalLoadGLTexture(image->getPixelData(), image->getBpp(), image->getWidth(), image->getHeight());
}
Texture::Texture(int width, int height, int channels, uchar *pixels)
{
// generate opengl texture
internalLoadGLTexture(pixels, channels, width, height);
}
Texture::~Texture()
{
// free texture from gl memory
if(m_textureId > 0)
glDeleteTextures(1, &m_textureId);
}
uint Texture::internalLoadGLTexture(uchar *pixels, int channels, int width, int height)
{
m_size.resize(width, height);
// convert texture pixel data to power of two size, only required for OpenGL 1.5 or older
Size glSize;
std::vector<uint8> tmp;
if(!g_graphics.canUseNonPowerOfTwoTextures()) {
int glWidth = 1;
while(glWidth < width)
glWidth = glWidth << 1;
int glHeight = 1;
while(glHeight < height)
glHeight = glHeight << 1;
if(m_size != glSize && pixels) {
tmp.resize(glHeight*glWidth*channels, 0);
for(int y=0; y<height; ++y)
for(int x=0; x<width; ++x)
for(int i=0; i<channels; ++i)
tmp[y*glWidth*channels+x*channels+i] = pixels[y*width*channels+x*channels+i];
pixels = &tmp[0];
}
glSize.resize(glWidth, glHeight);
} else
glSize = m_size;
m_transformMatrix = { 1.0f/glSize.width(), 0.0f,
0.0f, 1.0f/glSize.height() };
// checks texture max size
if(std::max(glSize.width(), glSize.height()) > g_graphics.getMaxTextureSize()) {
logError("loading texture with size ", width, "x", height, " failed, "
"the maximum size allowed by the graphics card is ", g_graphics.getMaxTextureSize(), "x", g_graphics.getMaxTextureSize(), ",",
"to prevent crashes the texture will be displayed as a blank texture");
//TODO: make a workaround, could be bilinear scaling the texture
return 0;
}
// generate gl texture
GLuint id;
glGenTextures(1, &id);
assert(id != 0);
m_textureId = id;
bind();
// detect pixels GL format
GLenum format = 0;
switch(channels) {
case 4:
format = GL_RGBA;
break;
case 3:
format = GL_RGB;
break;
case 2:
format = GL_LUMINANCE_ALPHA;
break;
case 1:
format = GL_LUMINANCE;
break;
}
// load pixels into gl memory
glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, glSize.width(), glSize.height(), 0, format, GL_UNSIGNED_BYTE, pixels);
GLint texParam = GL_REPEAT;
if(g_graphics.canUseClampToEdge())
texParam = GL_CLAMP_TO_EDGE; // disable texture borders by default
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, texParam);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, texParam);
setupFilters();
return id;
}
void Texture::bind()
{
// must reset painter texture state
g_painter->setTexture(this);
glBindTexture(GL_TEXTURE_2D, m_textureId);
}
void Texture::generateMipmaps()
{
if(!generateHardwareMipmaps()) {
// fallback to software mipmaps generation, this can be slow
//FIXME: disabled because mipmaps size needs to be in base of 2,
// and the current algorithmn does not support that
//generateSoftwareMipmaps(getPixels());
}
}
bool Texture::generateHardwareMipmaps()
{
if(!g_graphics.canUseHardwareMipmaps())
return false;
bind();
if(!m_hasMipmaps) {
m_hasMipmaps = true;
setupFilters();
}
glGenerateMipmap(GL_TEXTURE_2D);
return true;
}
void Texture::setSmooth(bool smooth)
{
if(smooth && !g_graphics.canUseBilinearFiltering())
return;
if(smooth == m_smooth)
return;
m_smooth = smooth;
bind();
setupFilters();
}
void Texture::generateSoftwareMipmaps(std::vector<uint8> inPixels)
{
bind();
if(!m_hasMipmaps) {
m_hasMipmaps = true;
setupFilters();
}
Size inSize = getSize();
Size outSize = inSize / 2;
std::vector<uint8> outPixels;
int mipmap = 1;
while(true) {
outPixels.resize(outSize.area()*4);
// this is a simple bilinear filtering algorithm, it combines every 4 pixels in one pixel
for(int x=0;x<outSize.width();++x) {
for(int y=0;y<outSize.height();++y) {
uint8 *inPixel[4];
inPixel[0] = &inPixels[((y*2)*inSize.width() + (x*2))*4];
inPixel[1] = &inPixels[((y*2)*inSize.width() + (x*2)+1)*4];
inPixel[2] = &inPixels[((y*2+1)*inSize.width() + (x*2))*4];
inPixel[3] = &inPixels[((y*2+1)*inSize.width() + (x*2)+1)*4];
uint8 *outPixel = &outPixels[(y*outSize.width() + x)*4];
int pixelsSum[4];
for(int i=0;i<4;++i)
pixelsSum[i] = 0;
int usedPixels = 0;
for(int j=0;j<4;++j) {
// ignore colors of complete alpha pixels
if(inPixel[j][3] < 16)
continue;
for(int i=0;i<4;++i)
pixelsSum[i] += inPixel[j][i];
usedPixels++;
}
// try to guess the alpha pixel more accurately
for(int i=0;i<4;++i) {
if(usedPixels > 0)
outPixel[i] = pixelsSum[i] / usedPixels;
else
outPixel[i] = 0;
}
outPixel[3] = pixelsSum[3]/4;
}
}
glTexImage2D(GL_TEXTURE_2D, mipmap++, GL_RGBA, outSize.width(), outSize.height(), 0, GL_RGBA, GL_UNSIGNED_BYTE, &outPixels[0]);
if(inSize.width() == 1 || inSize.height() == 1)
break;
inPixels = std::move(outPixels);
inSize /= 2;
outSize /= 2;
}
}
void Texture::setupFilters()
{
GLint minFilter;
GLint magFilter;
if(m_smooth) {
minFilter = m_hasMipmaps ? GL_LINEAR_MIPMAP_LINEAR : GL_LINEAR;
magFilter = GL_LINEAR;
} else {
minFilter = m_hasMipmaps ? GL_NEAREST_MIPMAP_NEAREST : GL_NEAREST;
magFilter = GL_NEAREST;
}
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, minFilter);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, magFilter);
}