WATCHMAKER: Move GL Texture logic to its own file

This commit is contained in:
Einar Johan Trøan Sømåen 2023-04-23 22:43:47 +02:00 committed by Eugene Sandulenko
parent 823932c9e1
commit 76707bbac8
7 changed files with 152 additions and 82 deletions

View File

@ -141,24 +141,6 @@ bool gClipToBlitterViewport(int *sposx, int *sposy, int *sdimx, int *sdimy,
return true;
}
void enter2Dmode(WGame &game) {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
checkGlError("Exiting enter2Dmode");
}
void exit2Dmode() {
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
checkGlError("exit2Dmode");
}
void renderTexture(WGame &game, gTexture &bitmap, Rect srcRect, Rect dstRect) {
checkGlError("Entering renderTexture");
glClearColor(0, 0, 1, 0);
@ -216,9 +198,9 @@ void gTexture::render(WGame &game, Rect src, Rect dst) {
void Renderer::blitScreenBuffer() {
checkGlError("Entering rBlitScreenBuffer");
enter2Dmode(*_game);
g_renderer->enter2Dmode();
_bitmapList.bitmaps[BACK_BUFFER].render(*_game, _game->_renderer->_viewport, _game->_renderer->_viewport);
exit2Dmode();
g_renderer->exit2Dmode();
checkGlError("Exiting rBlitScreenBuffer");
}

View File

@ -553,63 +553,6 @@ gTexture *gUserTexture(Texture *texture, unsigned int dimx, unsigned int dimy) {
return Texture;
}
GLuint dxtCompressionToTextureFormat(DxtCompression compression) {
switch (compression) {
case DxtCompression::UNCOMPRESSED:
return GL_RGBA;
case DxtCompression::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DxtCompression::DXT2:
error("DXT2 Support is not implemented");
case DxtCompression::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case DxtCompression::DXT4:
error("DXT4 Support is not implemented");
case DxtCompression::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
}
class OpenGLTexture : public Texture {
public:
unsigned int _texId;
OpenGLTexture() {
glGenTextures(1, &_texId);
}
OpenGLTexture(unsigned int texId) : _texId(texId) {}
void assignData(const TextureData &data) override {
glBindTexture(GL_TEXTURE_2D, _texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// TODO: Check both compiletime and runtime for the existence of EXT_texture_compression_s3tc
GLuint texFormat = dxtCompressionToTextureFormat(data._compression);
bool compressed = data._compression != DxtCompression::UNCOMPRESSED;
if (compressed) {
glCompressedTexImage2D(GL_TEXTURE_2D, // target
0, // level
texFormat, // internalFormat
data.getWidth(), // width
data.getHeight(), // height
0, // border
data.getDataSize(),
data.getData()
);
checkGlError("glCompressedTexImage");
} else {
glTexImage2D(GL_TEXTURE_2D, 0, texFormat, data.getWidth(), data.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data.getData());
checkGlError("glTexImage2D");
}
}
void bind() override {
glBindTexture(GL_TEXTURE_2D, _texId);
checkGlError("OpenGLTexture::bind");
};
};
class SurfaceBackedTextureData : public TextureData {
bool _owned = true;
public:
@ -635,10 +578,6 @@ public:
}
};
Texture *createGLTexture() {
return new OpenGLTexture();
}
Common::SharedPtr<TextureData> createTextureFromSurface(Graphics::Surface &surface, int texFormat) {
return Common::SharedPtr<TextureData>(new SurfaceBackedTextureData(&surface, false));
}
@ -710,7 +649,7 @@ gTexture *gLoadTexture(WorkDirs &workDirs, const char *TextName, unsigned int Lo
}
texture = &gTextureList[pos];
*texture = gTexture();
texture->_texture = new OpenGLTexture();
texture->_texture = createGLTexture();
if (bUseAlternate) {
auto stream = workDirs.resolveFile(AlternateName);

View File

@ -209,6 +209,24 @@ void OpenGLRenderer::setBlendFunc(BlendFactor src, BlendFactor dst) {
glBlendFunc(translateBlendFactorToGL(src), translateBlendFactorToGL(dst));
}
void OpenGLRenderer::enter2Dmode() {
glMatrixMode(GL_PROJECTION);
glPushMatrix();
glLoadIdentity();
glMatrixMode(GL_MODELVIEW);
glPushMatrix();
glLoadIdentity();
checkGlError("Exiting enter2Dmode");
}
void OpenGLRenderer::exit2Dmode() {
glPopMatrix();
glMatrixMode(GL_PROJECTION);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
checkGlError("exit2Dmode");
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

View File

@ -72,6 +72,9 @@ Texture *createGLTexture();
class OpenGLRenderer {
public:
void enter2Dmode();
void exit2Dmode();
void pushModelView();
void popModelView();
void setTransformMatrix(TransformMatrix which, const Matrix4x4 &matrix);

View File

@ -0,0 +1,95 @@
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#include "watchmaker/3d/render/opengl_texture.h"
#include "common/textconsole.h"
#include "graphics/opengl/system_headers.h"
#include "watchmaker/3d/dds_header.h"
#include "watchmaker/render.h"
#ifdef USE_OPENGL_GAME
namespace Watchmaker {
GLuint dxtCompressionToTextureFormat(DxtCompression compression) {
switch (compression) {
case DxtCompression::UNCOMPRESSED:
return GL_RGBA;
case DxtCompression::DXT1:
return GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
case DxtCompression::DXT2:
error("DXT2 Support is not implemented");
case DxtCompression::DXT3:
return GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
case DxtCompression::DXT4:
error("DXT4 Support is not implemented");
case DxtCompression::DXT5:
return GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
}
class OpenGLTexture : public Texture {
public:
unsigned int _texId;
OpenGLTexture() {
glGenTextures(1, &_texId);
}
OpenGLTexture(unsigned int texId) : _texId(texId) {}
void assignData(const TextureData &data) override {
glBindTexture(GL_TEXTURE_2D, _texId);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
// TODO: Check both compiletime and runtime for the existence of EXT_texture_compression_s3tc
GLuint texFormat = dxtCompressionToTextureFormat(data._compression);
bool compressed = data._compression != DxtCompression::UNCOMPRESSED;
if (compressed) {
glCompressedTexImage2D(GL_TEXTURE_2D, // target
0, // level
texFormat, // internalFormat
data.getWidth(), // width
data.getHeight(), // height
0, // border
data.getDataSize(),
data.getData()
);
checkGlError("glCompressedTexImage");
} else {
glTexImage2D(GL_TEXTURE_2D, 0, texFormat, data.getWidth(), data.getHeight(), 0, GL_RGBA, GL_UNSIGNED_BYTE, data.getData());
checkGlError("glTexImage2D");
}
}
void bind() override {
glBindTexture(GL_TEXTURE_2D, _texId);
checkGlError("OpenGLTexture::bind");
};
};
Texture *createGLTexture() {
return new OpenGLTexture();
}
} // End of namespace Watchmaker
#endif // USE_OPENGL_GAME

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@ -0,0 +1,32 @@
/* 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 3 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, see <http://www.gnu.org/licenses/>.
*
*/
#ifndef WATCHMAKER_3D_OPENGL_TEXTURE_H
#define WATCHMAKER_3D_OPENGL_TEXTURE_H
namespace Watchmaker {
class Texture;
Texture *createGLTexture();
} // End of namespace Watchmaker
#endif // WATCHMAKER_3D_OPENGL_TEXTURE_H

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@ -15,6 +15,7 @@ MODULE_OBJS = \
3d/render/opengl_2d.o \
3d/render/opengl_3d.o \
3d/render/opengl_renderer.o \
3d/render/opengl_texture.o \
3d/render/render.o \
3d/render/shadows.o \
3d/t3d_body.o \