scummvm/graphics/tinygl/texelbuffer.cpp
2021-12-26 21:19:38 +01:00

225 lines
6.5 KiB
C++

/* 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 "graphics/tinygl/gl.h"
#include "graphics/tinygl/zgl.h"
#include "graphics/tinygl/zbuffer.h"
#include "graphics/tinygl/texelbuffer.h"
namespace TinyGL {
#define ZB_POINT_ST_UNIT (1 << ZB_POINT_ST_FRAC_BITS)
#define ZB_POINT_ST_FRAC_MASK (ZB_POINT_ST_UNIT - 1)
TexelBuffer::TexelBuffer(uint width, uint height, uint textureSize) {
assert(width);
assert(height);
assert(textureSize);
_width = width;
_height = height;
_fracTextureUnit = textureSize << ZB_POINT_ST_FRAC_BITS;
_fracTextureMask = _fracTextureUnit - 1;
_widthRatio = (float) width / textureSize;
_heightRatio = (float) height / textureSize;
}
static inline uint wrap(uint wrap_mode, int coord, uint _fracTextureUnit, uint _fracTextureMask) {
switch (wrap_mode) {
case TGL_MIRRORED_REPEAT:
if (coord & _fracTextureUnit)
return _fracTextureMask - (coord & _fracTextureMask);
return coord & _fracTextureMask;
case TGL_CLAMP_TO_EDGE:
if (coord < 0)
return 0;
if ((uint) coord > _fracTextureMask)
return _fracTextureMask;
return coord;
default:
// Fall through
case TGL_REPEAT:
return coord & _fracTextureMask;
}
}
void TexelBuffer::getARGBAt(
uint wrap_s, uint wrap_t,
int s, int t,
uint8 &a, uint8 &r, uint8 &g, uint8 &b
) const {
uint x, y;
x = wrap(wrap_s, s, _fracTextureUnit, _fracTextureMask) * _widthRatio;
y = wrap(wrap_t, t, _fracTextureUnit, _fracTextureMask) * _heightRatio;
getARGBAt(
(x >> ZB_POINT_ST_FRAC_BITS) + (y >> ZB_POINT_ST_FRAC_BITS) * _width,
x & ZB_POINT_ST_FRAC_MASK, y & ZB_POINT_ST_FRAC_MASK,
a, r, g, b
);
}
// Nearest: store texture in original size.
NearestTexelBuffer::NearestTexelBuffer(const Graphics::PixelBuffer &buf, uint width, uint height, uint textureSize) : TexelBuffer(width, height, textureSize) {
uint pixel_count = _width * _height;
_buf = Graphics::PixelBuffer(buf.getFormat(), pixel_count, DisposeAfterUse::NO);
_buf.copyBuffer(0, pixel_count, buf);
}
NearestTexelBuffer::~NearestTexelBuffer() {
_buf.free();
}
void NearestTexelBuffer::getARGBAt(
uint pixel,
uint, uint,
uint8 &a, uint8 &r, uint8 &g, uint8 &b
) const {
_buf.getARGBAt(pixel, a, r, g, b);
}
// Bilinear: each texture coordinates corresponds to the 4 original image
// pixels linear interpolation has to work on, so that they are near each
// other in CPU data cache, and a single actual memory fetch happens. This
// allows applying linear filtering at render time at a very low performance
// cost. As we expect to work on small-ish textures (512*512 ?) the 4x memory
// usage increase should be negligible.
#define A_OFFSET (0 * 4)
#define R_OFFSET (1 * 4)
#define G_OFFSET (2 * 4)
#define B_OFFSET (3 * 4)
#define P00_OFFSET 0
#define P01_OFFSET 1
#define P10_OFFSET 2
#define P11_OFFSET 3
#define PIXEL_PER_TEXEL_SHIFT 2
BilinearTexelBuffer::BilinearTexelBuffer(const Graphics::PixelBuffer &buf, uint width, uint height, uint textureSize) : TexelBuffer(width, height, textureSize) {
uint pixel00_offset = 0, pixel11_offset, pixel01_offset, pixel10_offset;
uint8 *texel8;
uint32 *texel32;
texel32 = _texels = new uint32[_width * _height << PIXEL_PER_TEXEL_SHIFT];
for (uint y = 0; y < _height; y++) {
for (uint x = 0; x < _width; x++) {
texel8 = (uint8 *)texel32;
pixel11_offset = pixel00_offset + _width + 1;
buf.getARGBAt(
pixel00_offset,
*(texel8 + P00_OFFSET + A_OFFSET),
*(texel8 + P00_OFFSET + R_OFFSET),
*(texel8 + P00_OFFSET + G_OFFSET),
*(texel8 + P00_OFFSET + B_OFFSET)
);
if ((x + 1) == _width) {
pixel11_offset -= 1;
pixel01_offset = pixel00_offset;
} else
pixel01_offset = pixel00_offset + 1;
buf.getARGBAt(
pixel01_offset,
*(texel8 + P01_OFFSET + A_OFFSET),
*(texel8 + P01_OFFSET + R_OFFSET),
*(texel8 + P01_OFFSET + G_OFFSET),
*(texel8 + P01_OFFSET + B_OFFSET)
);
if ((y + 1) == _height) {
pixel11_offset -= _width;
pixel10_offset = pixel00_offset;
} else
pixel10_offset = pixel00_offset + _width;
buf.getARGBAt(
pixel10_offset,
*(texel8 + P10_OFFSET + A_OFFSET),
*(texel8 + P10_OFFSET + R_OFFSET),
*(texel8 + P10_OFFSET + G_OFFSET),
*(texel8 + P10_OFFSET + B_OFFSET)
);
buf.getARGBAt(
pixel11_offset,
*(texel8 + P11_OFFSET + A_OFFSET),
*(texel8 + P11_OFFSET + R_OFFSET),
*(texel8 + P11_OFFSET + G_OFFSET),
*(texel8 + P11_OFFSET + B_OFFSET)
);
texel32 += 1 << PIXEL_PER_TEXEL_SHIFT;
pixel00_offset++;
}
}
}
BilinearTexelBuffer::~BilinearTexelBuffer() {
delete[] _texels;
}
static inline int interpolate(int v00, int v01, int v10, int xf, int yf) {
return v00 + (((v01 - v00) * xf + (v10 - v00) * yf) >> ZB_POINT_ST_FRAC_BITS);
}
void BilinearTexelBuffer::getARGBAt(
uint pixel,
uint ds, uint dt,
uint8 &a, uint8 &r, uint8 &g, uint8 &b
) const {
uint p00_offset, p01_offset, p10_offset;
uint8 *texel = (uint8 *)(_texels + (pixel << PIXEL_PER_TEXEL_SHIFT));
if ((ds + dt) > ZB_POINT_ST_UNIT) {
p00_offset = P11_OFFSET;
p10_offset = P01_OFFSET;
p01_offset = P10_OFFSET;
ds = ZB_POINT_ST_UNIT - ds;
dt = ZB_POINT_ST_UNIT - dt;
} else {
p00_offset = P00_OFFSET;
p10_offset = P10_OFFSET;
p01_offset = P01_OFFSET;
}
a = interpolate(
*(texel + p00_offset + A_OFFSET),
*(texel + p01_offset + A_OFFSET),
*(texel + p10_offset + A_OFFSET),
ds,
dt
);
r = interpolate(
*(texel + p00_offset + R_OFFSET),
*(texel + p01_offset + R_OFFSET),
*(texel + p10_offset + R_OFFSET),
ds,
dt
);
g = interpolate(
*(texel + p00_offset + G_OFFSET),
*(texel + p01_offset + G_OFFSET),
*(texel + p10_offset + G_OFFSET),
ds,
dt
);
b = interpolate(
*(texel + p00_offset + B_OFFSET),
*(texel + p01_offset + B_OFFSET),
*(texel + p10_offset + B_OFFSET),
ds,
dt
);
}
} // end of namespace TinyGL