This code was not tested and breaks in Release builds, reverting to restore
functionality of the nightly. All in-game menus do not work and generating
a world crashes.
This reverts commit a9be52c41a.
901 lines
23 KiB
C++
901 lines
23 KiB
C++
#include "stdafx.h"
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#include "..\Minecraft.World\ByteBuffer.h"
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#include "Rect2i.h"
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#include "TextureManager.h"
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#include "Texture.h"
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#ifdef __PS3__
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#include "PS3\SPU_Tasks\Texture_blit\Texture_blit.h"
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#include "C4JSpursJob.h"
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static const int sc_maxTextureBlits = 256;
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static Texture_blit_DataIn g_textureBlitDataIn[sc_maxTextureBlits] __attribute__((__aligned__(16)));
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static int g_currentTexBlit = 0;
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C4JSpursJobQueue::Port* g_texBlitJobQueuePort;
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// #define DISABLE_SPU_CODE
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#endif //__PS3__
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#define MAX_MIP_LEVELS 5
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Texture::Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap)
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{
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_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, mipMap);
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}
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void Texture::_init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, bool mipMap)
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{
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#ifdef __PS3__
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if(g_texBlitJobQueuePort == NULL)
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g_texBlitJobQueuePort = new C4JSpursJobQueue::Port("C4JSpursJob_Texture_blit");
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#endif
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this->name = name;
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this->mode = mode;
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this->width = width;
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this->height = height;
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this->depth = depth;
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this->format = format;
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this->minFilter = minFilter;
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this->magFilter = magFilter;
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this->wrapMode = wrapMode;
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immediateUpdate = false;
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m_bInitialised = false;
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for( int i = 0 ; i < 10; i++ )
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{
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data[i] = NULL;
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}
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rect = new Rect2i(0, 0, width, height);
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// 4J Removed 1D and 3D
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//if (height == 1 && depth == 1)
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//{
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// type = GL_TEXTURE_1D;
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//}
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//else if(depth == 1)
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//{
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type = GL_TEXTURE_2D;
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//}
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//else
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//{
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// type = GL_TEXTURE_3D;
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//}
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mipmapped = mipMap || (minFilter != GL_NEAREST && minFilter != GL_LINEAR) ||
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(magFilter != GL_NEAREST && magFilter != GL_LINEAR);
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m_iMipLevels=1;
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if(mipmapped)
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{
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// 4J-PB - In the new XDK, the CreateTexture will fail if the number of mipmaps is higher than the width & height passed in will allow!
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int iWidthMips=1;
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int iHeightMips=1;
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while((8<<iWidthMips)<width) iWidthMips++;
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while((8<<iHeightMips)<height) iHeightMips++;
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m_iMipLevels=(iWidthMips<iHeightMips)?iWidthMips:iHeightMips;
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// TODO - The render libs currently limit max mip map levels to 5
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if(m_iMipLevels > MAX_MIP_LEVELS) m_iMipLevels = MAX_MIP_LEVELS;
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}
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#ifdef __PSVITA__
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// vita doesn't have a mipmap conditional shader because it's too slow so make sure this texture don't look awful at the lower mips
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if( name == L"terrain" )
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{
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m_iMipLevels = 3;
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}
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#endif
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if (mode != TM_CONTAINER)
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{
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glId = glGenTextures();
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glBindTexture(type, glId);
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glTexParameteri(type, GL_TEXTURE_MIN_FILTER, minFilter);
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glTexParameteri(type, GL_TEXTURE_MAG_FILTER, magFilter);
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glTexParameteri(type, GL_TEXTURE_WRAP_S, wrapMode);
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glTexParameteri(type, GL_TEXTURE_WRAP_T, wrapMode);
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}
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else
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{
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glId = -1;
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}
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managerId = TextureManager::getInstance()->createTextureID();
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}
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void Texture::_init(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
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{
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_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, mipMap);
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if (image == NULL)
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{
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if (width == -1 || height == -1)
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{
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valid = false;
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}
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else
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{
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byteArray tempBytes = byteArray(width * height * depth * 4);
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for (int index = 0; index < tempBytes.length; index++)
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{
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tempBytes[index] = 0;
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}
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#ifdef __PS3__
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data[0] = new ByteBuffer_IO(tempBytes.length);
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#else
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data[0] = ByteBuffer::allocateDirect(tempBytes.length);
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#endif // __{S3__
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data[0]->clear();
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data[0]->put(tempBytes);
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data[0]->position(0)->limit(tempBytes.length);
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delete [] tempBytes.data;
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if(mipmapped)
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{
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for(unsigned int level = 1; level < m_iMipLevels; ++level)
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{
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int ww = width >> level;
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int hh = height >> height;
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byteArray tempBytes = byteArray(ww * hh * depth * 4);
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for (int index = 0; index < tempBytes.length; index++)
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{
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tempBytes[index] = 0;
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}
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#ifdef __PS3__
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data[level] = new ByteBuffer_IO(tempBytes.length);
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#else
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data[level] = ByteBuffer::allocateDirect(tempBytes.length);
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#endif // __PS3__
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data[level]->clear();
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data[level]->put(tempBytes);
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data[level]->position(0)->limit(tempBytes.length);
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delete [] tempBytes.data;
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}
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}
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if (immediateUpdate)
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{
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updateOnGPU();
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}
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else
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{
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updated = false;
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}
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}
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}
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else
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{
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valid = true;
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transferFromImage(image);
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if (mode != TM_CONTAINER)
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{
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updateOnGPU();
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immediateUpdate = false;
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}
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}
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}
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Texture::Texture(const wstring &name, int mode, int width, int height, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
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{
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_init(name, mode, width, height, 1, wrapMode, format, minFilter, magFilter, image, mipMap);
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}
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Texture::Texture(const wstring &name, int mode, int width, int height, int depth, int wrapMode, int format, int minFilter, int magFilter, BufferedImage *image, bool mipMap)
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{
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_init(name, mode, width, height, depth, wrapMode, format, minFilter, magFilter, image, mipMap);
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}
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Texture::~Texture()
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{
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delete rect;
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for(int i = 0; i < 10; i++ )
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{
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if(data[i] != NULL) delete data[i];
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}
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if(glId >= 0)
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{
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glDeleteTextures(glId);
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}
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}
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const Rect2i *Texture::getRect()
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{
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return rect;
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}
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void Texture::fill(const Rect2i *rect, int color)
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{
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// 4J Remove 3D
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//if (type == GL_TEXTURE_3D)
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//{
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// return;
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//}
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Rect2i *myRect = new Rect2i(0, 0, width, height);
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myRect->intersect(rect);
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data[0]->position(0);
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for (int y = myRect->getY(); y < (myRect->getY() + myRect->getHeight()); y++)
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{
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int line = y * width * 4;
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for (int x = myRect->getX(); x < (myRect->getX() + myRect->getWidth()); x++)
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{
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data[0]->put(line + x * 4 + 0, (BYTE)((color >> 24) & 0x000000ff));
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data[0]->put(line + x * 4 + 1, (BYTE)((color >> 16) & 0x000000ff));
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data[0]->put(line + x * 4 + 2, (BYTE)((color >> 8) & 0x000000ff));
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data[0]->put(line + x * 4 + 3, (BYTE)((color >> 0) & 0x000000ff));
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}
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}
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delete myRect;
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if (immediateUpdate)
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{
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updateOnGPU();
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}
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else
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{
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updated = false;
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}
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}
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void Texture::writeAsBMP(const wstring &name)
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{
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// 4J Don't need
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#if 0
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if (type == GL_TEXTURE_3D)
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{
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return;
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}
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File *outFile = new File(name);
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if (outFile.exists())
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{
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outFile.delete();
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}
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DataOutputStream *outStream = NULL;
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//try {
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outStream = new DataOutputStream(new FileOutputStream(outFile));
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//} catch (IOException e) {
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// Unable to open file for writing for some reason
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// return;
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//}
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//try {
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// Write the header
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outStream->writeShort((short)0x424d); // 0x0000: ID - 'BM'
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int byteSize = width * height * 4 + 54;
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outStream->writeByte((byte)(byteSize >> 0)); // 0x0002: Raw file size
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outStream->writeByte((byte)(byteSize >> 8));
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outStream->writeByte((byte)(byteSize >> 16));
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outStream->writeByte((byte)(byteSize >> 24));
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outStream->writeInt(0); // 0x0006: Reserved
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outStream->writeByte(54); // 0x000A: Start of pixel data
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outStream->writeByte(0);
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outStream->writeByte(0);
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outStream->writeByte(0);
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outStream->writeByte(40); // 0x000E: Size of secondary header
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outStream->writeByte(0);
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outStream->writeByte(0);
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outStream->writeByte(0);
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outStream->writeByte((byte)(width >> 0)); // 0x0012: Image width, in pixels
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outStream->writeByte((byte)(width >> 8));
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outStream->writeByte((byte)(width >> 16));
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outStream->writeByte((byte)(width >> 24));
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outStream->writeByte((byte)(height >> 0)); // 0x0016: Image height, in pixels
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outStream->writeByte((byte)(height >> 8));
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outStream->writeByte((byte)(height >> 16));
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outStream->writeByte((byte)(height >> 24));
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outStream->writeByte(1); // 0x001A: Number of color planes, must be 1
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outStream->writeByte(0);
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outStream->writeByte(32); // 0x001C: Bit depth (32bpp)
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outStream->writeByte(0);
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outStream->writeInt(0); // 0x001E: Compression mode (BI_RGB, uncompressed)
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int bufSize = width * height * 4;
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outStream->writeInt((byte)(bufSize >> 0)); // 0x0022: Raw size of bitmap data
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outStream->writeInt((byte)(bufSize >> 8));
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outStream->writeInt((byte)(bufSize >> 16));
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outStream->writeInt((byte)(bufSize >> 24));
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outStream->writeInt(0); // 0x0026: Horizontal resolution in ppm
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outStream->writeInt(0); // 0x002A: Vertical resolution in ppm
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outStream->writeInt(0); // 0x002E: Palette size (0 to match bit depth)
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outStream->writeInt(0); // 0x0032: Number of important colors, 0 for all
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// Pixels follow in inverted Y order
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byte[] bytes = new byte[width * height * 4];
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data.position(0);
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data.get(bytes);
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for (int y = height - 1; y >= 0; y--)
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{
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int line = y * width * 4;
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for (int x = 0; x < width; x++)
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{
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outStream->writeByte(bytes[line + x * 4 + 2]);
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outStream->writeByte(bytes[line + x * 4 + 1]);
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outStream->writeByte(bytes[line + x * 4 + 0]);
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outStream->writeByte(bytes[line + x * 4 + 3]);
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}
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}
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outStream->close();
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//} catch (IOException e) {
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// Unable to write to the file for some reason
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// return;
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//}
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#endif
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}
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void Texture::writeAsPNG(const wstring &filename)
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{
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// 4J Don't need
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#if 0
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BufferedImage *image = new BufferedImage(width, height, BufferedImage.TYPE_INT_ARGB);
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ByteBuffer *buffer = this->getData();
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byte[] bytes = new byte[width * height * 4];
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buffer.position(0);
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buffer.get(bytes);
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for (int x = 0; x < width; x++)
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{
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for (int y = 0; y < height; y++)
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{
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int pos = (y * width * 4) + x * 4;
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int col = 0;
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col |= (bytes[pos + 2] & 0xFF) << 0;
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col |= (bytes[pos + 1] & 0xFF) << 8;
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col |= (bytes[pos + 0] & 0xFF) << 16;
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col |= (bytes[pos + 3] & 0xFF) << 24;
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image.setRGB(x, y, col);
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}
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}
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data.position(width * height * 4);
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//try {
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ImageIO::write(image, L"png", new File(Minecraft.getWorkingDirectory(), filename));
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//} catch (IOException e) {
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// e.printStackTrace();
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//}
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#endif
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}
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void Texture::blit(int x, int y, Texture *source)
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{
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blit(x, y, source, false);
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}
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void Texture::blit(int x, int y, Texture *source, bool rotated)
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{
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// 4J Remove 3D
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//if (type == GL_TEXTURE_3D)
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//{
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// return;
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//}
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for(unsigned int level = 0; level < m_iMipLevels; ++level)
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{
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ByteBuffer *srcBuffer = source->getData(level);
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if(srcBuffer == NULL) break;
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int yy = y >> level;
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int xx = x >> level;
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int hh = height >> level;
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int ww = width >> level;
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int shh = source->getHeight() >> level;
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int sww = source->getWidth() >> level;
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data[level]->position(0);
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srcBuffer->position(0);
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#if defined __PS3__ && !defined DISABLE_SPU_CODE
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if(g_texBlitJobQueuePort->hasCompleted())
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{
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// all outstanding blits have completed, so reset to the start of the blit list
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g_currentTexBlit = 0;
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}
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Texture_blit_DataIn& dataIn = g_textureBlitDataIn[g_currentTexBlit];
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g_currentTexBlit++;
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if(g_currentTexBlit >= sc_maxTextureBlits)
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{
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app.DebugPrintf("ran out of tex blit slots, stalling for completion\n");
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g_texBlitJobQueuePort->waitForCompletion();
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g_currentTexBlit = 0;
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}
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dataIn.pSrcData = srcBuffer->getBuffer();
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dataIn.pDstData = data[level]->getBuffer();
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dataIn.yy = yy;
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dataIn.xx = xx;
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dataIn.hh = hh;
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dataIn.ww = ww;
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dataIn.shh = shh;
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dataIn.sww = sww;
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dataIn.rotated = rotated;
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C4JSpursJob_Texture_blit blitJob(&dataIn);
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g_texBlitJobQueuePort->submitJob(&blitJob);
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// p.waitForCompletion();
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#elif __PSVITA__
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unsigned int *src = (unsigned int *) srcBuffer->getBuffer();
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unsigned int *dst = (unsigned int *) data[level]->getBuffer();
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for (int srcY = 0; srcY < shh; srcY++)
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{
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int dstY = yy + srcY;
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int srcLine = srcY * sww;
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int dstLine = dstY * ww;
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if (rotated)
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{
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dstY = yy + (shh - srcY);
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}
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if (!rotated)
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{
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memcpy(dst + dstLine + xx, src + srcLine, sww * 4);
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}
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else
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{
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for (int srcX = 0; srcX < sww; srcX++)
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{
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int dstPos = dstLine + (srcX + xx);
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int srcPos = srcLine + srcX;
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if (rotated)
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{
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dstPos = (xx + srcX * ww) + dstY;
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}
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dst[dstPos] = src[srcPos];
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}
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}
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}
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#else
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for (int srcY = 0; srcY < shh; srcY++)
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{
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int dstY = yy + srcY;
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int srcLine = srcY * sww * 4;
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int dstLine = dstY * ww * 4;
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if (rotated)
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{
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dstY = yy + (shh - srcY);
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}
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for (int srcX = 0; srcX < sww; srcX++)
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{
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int dstPos = dstLine + (srcX + xx) * 4;
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int srcPos = srcLine + srcX * 4;
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if (rotated)
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{
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dstPos = (xx + srcX * ww * 4) + dstY * 4;
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}
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data[level]->put(dstPos + 0, srcBuffer->get(srcPos + 0));
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data[level]->put(dstPos + 1, srcBuffer->get(srcPos + 1));
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data[level]->put(dstPos + 2, srcBuffer->get(srcPos + 2));
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data[level]->put(dstPos + 3, srcBuffer->get(srcPos + 3));
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}
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}
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// Don't delete this, as it belongs to the source texture
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//delete srcBuffer;
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#endif
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data[level]->position(ww * hh * 4);
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}
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if (immediateUpdate)
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{
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updateOnGPU();
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}
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else
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{
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updated = false;
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}
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}
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void Texture::transferFromBuffer(intArray buffer)
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{
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if (depth == 1)
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{
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return;
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}
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// #ifdef __PS3__
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// int byteRemapRGBA[] = { 3, 0, 1, 2 };
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// int byteRemapBGRA[] = { 3, 2, 1, 0 };
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// #else
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int byteRemapRGBA[] = { 0, 1, 2, 3 };
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|
int byteRemapBGRA[] = { 2, 1, 0, 3 };
|
|
// #endif
|
|
int *byteRemap = ((format == TFMT_BGRA) ? byteRemapBGRA : byteRemapRGBA);
|
|
|
|
for (int z = 0; z < depth; z++)
|
|
{
|
|
int plane = z * height * width * 4;
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
int column = plane + y * width * 4;
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
int texel = column + x * 4;
|
|
data[0]->position(0);
|
|
data[0]->put(texel + byteRemap[0], (byte)((buffer[texel >> 2] >> 24) & 0xff));
|
|
data[0]->put(texel + byteRemap[1], (byte)((buffer[texel >> 2] >> 16) & 0xff));
|
|
data[0]->put(texel + byteRemap[2], (byte)((buffer[texel >> 2] >> 8) & 0xff));
|
|
data[0]->put(texel + byteRemap[3], (byte)((buffer[texel >> 2] >> 0) & 0xff));
|
|
}
|
|
}
|
|
}
|
|
|
|
data[0]->position(width * height * depth * 4);
|
|
|
|
updateOnGPU();
|
|
}
|
|
|
|
void Texture::transferFromImage(BufferedImage *image)
|
|
{
|
|
// 4J Remove 3D
|
|
//if (type == GL_TEXTURE_3D)
|
|
//{
|
|
// return;
|
|
//}
|
|
|
|
int imgWidth = image->getWidth();
|
|
int imgHeight = image->getHeight();
|
|
if (imgWidth > width || imgHeight > height)
|
|
{
|
|
//Minecraft::GetInstance().getLogger().warning("transferFromImage called with a BufferedImage with dimensions (" +
|
|
// imgWidth + ", " + imgHeight + ") larger than the Texture dimensions (" + width +
|
|
// ", " + height + "). Ignoring.");
|
|
app.DebugPrintf("transferFromImage called with a BufferedImage with dimensions (%d, %d) larger than the Texture dimensions (%d, %d). Ignoring.\n", imgWidth, imgHeight, width, height);
|
|
return;
|
|
}
|
|
|
|
// #ifdef __PS3__
|
|
// int byteRemapRGBA[] = { 0, 1, 2, 3 };
|
|
// int byteRemapBGRA[] = { 2, 1, 0, 3 };
|
|
// #else
|
|
#ifdef _XBOX
|
|
int byteRemapRGBA[] = { 0, 1, 2, 3 };
|
|
#else
|
|
int byteRemapRGBA[] = { 3, 0, 1, 2 };
|
|
#endif
|
|
int byteRemapBGRA[] = { 3, 2, 1, 0 };
|
|
// #endif
|
|
int *byteRemap = ((format == TFMT_BGRA) ? byteRemapBGRA : byteRemapRGBA);
|
|
|
|
intArray tempPixels = intArray(width * height);
|
|
int transparency = image->getTransparency();
|
|
image->getRGB(0, 0, width, height, tempPixels, 0, imgWidth);
|
|
|
|
byteArray tempBytes = byteArray(width * height * 4);
|
|
for (int y = 0; y < height; y++)
|
|
{
|
|
for (int x = 0; x < width; x++)
|
|
{
|
|
int intIndex = y * width + x;
|
|
int byteIndex = intIndex * 4;
|
|
|
|
// Pull ARGB bytes into either RGBA or BGRA depending on format
|
|
|
|
tempBytes[byteIndex + byteRemap[0]] = (byte)((tempPixels[intIndex] >> 24) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[1]] = (byte)((tempPixels[intIndex] >> 16) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[2]] = (byte)((tempPixels[intIndex] >> 8) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[3]] = (byte)((tempPixels[intIndex] >> 0) & 0xff);
|
|
}
|
|
}
|
|
|
|
for(int i = 0; i < 10; i++ )
|
|
{
|
|
if(data[i] != NULL)
|
|
{
|
|
delete data[i];
|
|
data[i] = NULL;
|
|
}
|
|
}
|
|
|
|
MemSect(51);
|
|
#ifdef __PS3__
|
|
data[0] = new ByteBuffer_IO(tempBytes.length);
|
|
#else
|
|
data[0] = ByteBuffer::allocateDirect(tempBytes.length);
|
|
#endif // __{S3__
|
|
MemSect(0);
|
|
data[0]->clear();
|
|
data[0]->put(tempBytes);
|
|
data[0]->limit(tempBytes.length);
|
|
|
|
delete [] tempBytes.data;
|
|
|
|
if(mipmapped || image->getData(1) != NULL)
|
|
{
|
|
mipmapped = true;
|
|
for(unsigned int level = 1; level < MAX_MIP_LEVELS; ++level)
|
|
{
|
|
int ww = width >> level;
|
|
int hh = height >> level;
|
|
|
|
byteArray tempBytes = byteArray(ww * hh * 4);
|
|
unsigned int *tempData = new unsigned int[ww * hh];
|
|
|
|
if( image->getData( level ) )
|
|
{
|
|
memcpy( tempData, image->getData( level ), ww * hh * 4);
|
|
for (int y = 0; y < hh; y++)
|
|
{
|
|
for (int x = 0; x < ww; x++)
|
|
{
|
|
int intIndex = y * ww + x;
|
|
int byteIndex = intIndex * 4;
|
|
|
|
// Pull ARGB bytes into either RGBA or BGRA depending on format
|
|
|
|
tempBytes[byteIndex + byteRemap[0]] = (byte)((tempData[intIndex] >> 24) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[1]] = (byte)((tempData[intIndex] >> 16) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[2]] = (byte)((tempData[intIndex] >> 8) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[3]] = (byte)((tempData[intIndex] >> 0) & 0xff);
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
int ow = width >> (level - 1);
|
|
|
|
for (int x = 0; x < ww; x++)
|
|
for (int y = 0; y < hh; y++)
|
|
{
|
|
int c0 = data[level - 1]->getInt(((x * 2 + 0) + (y * 2 + 0) * ow) * 4);
|
|
int c1 = data[level - 1]->getInt(((x * 2 + 1) + (y * 2 + 0) * ow) * 4);
|
|
int c2 = data[level - 1]->getInt(((x * 2 + 1) + (y * 2 + 1) * ow) * 4);
|
|
int c3 = data[level - 1]->getInt(((x * 2 + 0) + (y * 2 + 1) * ow) * 4);
|
|
#ifndef _XBOX
|
|
// 4J - convert our RGBA texels to ARGB that crispBlend is expecting
|
|
c0 = ( ( c0 >> 8 ) & 0x00ffffff ) | ( c0 << 24 );
|
|
c1 = ( ( c1 >> 8 ) & 0x00ffffff ) | ( c1 << 24 );
|
|
c2 = ( ( c2 >> 8 ) & 0x00ffffff ) | ( c2 << 24 );
|
|
c3 = ( ( c3 >> 8 ) & 0x00ffffff ) | ( c3 << 24 );
|
|
#endif
|
|
int col = crispBlend(crispBlend(c0, c1), crispBlend(c2, c3));
|
|
// 4J - and back from ARGB -> RGBA
|
|
//col = ( col << 8 ) | (( col >> 24 ) & 0xff);
|
|
//tempData[x + y * ww] = col;
|
|
|
|
int intIndex = y * ww + x;
|
|
int byteIndex = intIndex * 4;
|
|
|
|
// Pull ARGB bytes into either RGBA or BGRA depending on format
|
|
|
|
tempBytes[byteIndex + byteRemap[0]] = (byte)((col >> 24) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[1]] = (byte)((col >> 16) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[2]] = (byte)((col >> 8) & 0xff);
|
|
tempBytes[byteIndex + byteRemap[3]] = (byte)((col >> 0) & 0xff);
|
|
}
|
|
}
|
|
|
|
MemSect(51);
|
|
#ifdef __PS3__
|
|
data[level] = new ByteBuffer_IO(tempBytes.length);
|
|
#else
|
|
data[level] = ByteBuffer::allocateDirect(tempBytes.length);
|
|
#endif // __{S3__
|
|
MemSect(0);
|
|
data[level]->clear();
|
|
data[level]->put(tempBytes);
|
|
data[level]->limit(tempBytes.length);
|
|
delete [] tempBytes.data;
|
|
delete [] tempData;
|
|
}
|
|
}
|
|
|
|
delete [] tempPixels.data;
|
|
|
|
if (immediateUpdate)
|
|
{
|
|
updateOnGPU();
|
|
}
|
|
else
|
|
{
|
|
updated = false;
|
|
}
|
|
}
|
|
|
|
// 4J Kept from older versions for where we create mip-maps for levels that do not have pre-made graphics
|
|
int Texture::crispBlend(int c0, int c1)
|
|
{
|
|
int a0 = (int) (((c0 & 0xff000000) >> 24)) & 0xff;
|
|
int a1 = (int) (((c1 & 0xff000000) >> 24)) & 0xff;
|
|
|
|
int a = 255;
|
|
if (a0 + a1 < 255)
|
|
{
|
|
a = 0;
|
|
a0 = 1;
|
|
a1 = 1;
|
|
}
|
|
else if (a0 > a1)
|
|
{
|
|
a0 = 255;
|
|
a1 = 1;
|
|
}
|
|
else
|
|
{
|
|
a0 = 1;
|
|
a1 = 255;
|
|
|
|
}
|
|
|
|
int r0 = ((c0 >> 16) & 0xff) * a0;
|
|
int g0 = ((c0 >> 8) & 0xff) * a0;
|
|
int b0 = ((c0) & 0xff) * a0;
|
|
|
|
int r1 = ((c1 >> 16) & 0xff) * a1;
|
|
int g1 = ((c1 >> 8) & 0xff) * a1;
|
|
int b1 = ((c1) & 0xff) * a1;
|
|
|
|
int r = (r0 + r1) / (a0 + a1);
|
|
int g = (g0 + g1) / (a0 + a1);
|
|
int b = (b0 + b1) / (a0 + a1);
|
|
|
|
return (a << 24) | (r << 16) | (g << 8) | b;
|
|
}
|
|
|
|
int Texture::getManagerId()
|
|
{
|
|
return managerId;
|
|
}
|
|
|
|
int Texture::getGlId()
|
|
{
|
|
return glId;
|
|
}
|
|
|
|
int Texture::getWidth()
|
|
{
|
|
return width;
|
|
}
|
|
|
|
int Texture::getHeight()
|
|
{
|
|
return height;
|
|
}
|
|
|
|
wstring Texture::getName()
|
|
{
|
|
return name;
|
|
}
|
|
|
|
void Texture::setImmediateUpdate(bool immediateUpdate)
|
|
{
|
|
this->immediateUpdate = immediateUpdate;
|
|
}
|
|
|
|
void Texture::bind(int mipMapIndex)
|
|
{
|
|
// 4J Removed 3D
|
|
//if (depth == 1)
|
|
//{
|
|
glEnable(GL_TEXTURE_2D);
|
|
//}
|
|
//else
|
|
//{
|
|
// glEnable(GL_TEXTURE_3D);
|
|
//}
|
|
|
|
glActiveTexture(GL_TEXTURE0 + mipMapIndex);
|
|
glBindTexture(type, glId);
|
|
if (!updated)
|
|
{
|
|
updateOnGPU();
|
|
}
|
|
}
|
|
|
|
void Texture::updateOnGPU()
|
|
{
|
|
data[0]->flip();
|
|
if(mipmapped)
|
|
{
|
|
for (int level = 1; level < m_iMipLevels; level++)
|
|
{
|
|
if(data[level] == NULL) break;
|
|
|
|
data[level]->flip();
|
|
}
|
|
}
|
|
// 4J remove 3D and 1D
|
|
//if (height != 1 && depth != 1)
|
|
//{
|
|
// glTexImage3D(type, 0, format, width, height, depth, 0, format, GL_UNSIGNED_BYTE, data);
|
|
//}
|
|
//else if(height != 1)
|
|
//{
|
|
// 4J Added check so we can differentiate between which RenderManager function to call
|
|
if(!m_bInitialised)
|
|
{
|
|
RenderManager.TextureSetTextureLevels(m_iMipLevels); // 4J added
|
|
|
|
#ifdef __PSVITA__
|
|
// AP - replace the dynamic ram buffer to one that points to a newly allocated video ram texture buffer. This means we don't have to memcpy
|
|
// the ram based buffer to it any more inside RenderManager.TextureDataUpdate
|
|
unsigned char *newData = RenderManager.TextureData(width,height,data[0]->getBuffer(),0,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
|
ByteBuffer *oldBuffer = data[0];
|
|
data[0] = new ByteBuffer(data[0]->getSize(), (byte*) newData);
|
|
delete oldBuffer;
|
|
newData += width * height * 4;
|
|
#else
|
|
RenderManager.TextureData(width,height,data[0]->getBuffer(),0,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
|
#endif
|
|
|
|
if(mipmapped)
|
|
{
|
|
for (int level = 1; level < m_iMipLevels; level++)
|
|
{
|
|
int levelWidth = width >> level;
|
|
int levelHeight = height >> level;
|
|
|
|
#ifdef __PSVITA__
|
|
// AP - replace the dynamic ram buffer to one that points to a newly allocated video ram texture buffer. This means we don't have to memcpy
|
|
// the ram based buffer to it any more inside RenderManager.TextureDataUpdate
|
|
RenderManager.TextureDataUpdate(0, 0,levelWidth,levelHeight,data[level]->getBuffer(),level);
|
|
ByteBuffer *oldBuffer = data[level];
|
|
data[level] = new ByteBuffer(data[level]->getSize(), (byte*) newData);
|
|
delete oldBuffer;
|
|
newData += levelWidth * levelHeight * 4;
|
|
#else
|
|
RenderManager.TextureData(levelWidth,levelHeight,data[level]->getBuffer(),level,C4JRender::TEXTURE_FORMAT_RxGyBzAw);
|
|
#endif
|
|
}
|
|
}
|
|
|
|
m_bInitialised = true;
|
|
}
|
|
else
|
|
{
|
|
#ifdef _XBOX
|
|
RenderManager.TextureDataUpdate(data[0]->getBuffer(),0);
|
|
#else
|
|
RenderManager.TextureDataUpdate(0, 0,width,height,data[0]->getBuffer(),0);
|
|
#endif
|
|
|
|
if(mipmapped)
|
|
{
|
|
if (RenderManager.TextureGetTextureLevels() > 1)
|
|
{
|
|
for (int level = 1; level < m_iMipLevels; level++)
|
|
{
|
|
int levelWidth = width >> level;
|
|
int levelHeight = height >> level;
|
|
|
|
#ifdef _XBOX
|
|
RenderManager.TextureDataUpdate(data[level]->getBuffer(),level);
|
|
#else
|
|
RenderManager.TextureDataUpdate(0, 0,levelWidth,levelHeight,data[level]->getBuffer(),level);
|
|
#endif
|
|
}
|
|
}
|
|
}
|
|
}
|
|
//glTexImage2D(type, 0, format, width, height, 0, format, GL_UNSIGNED_BYTE, data);
|
|
//}
|
|
//else
|
|
//{
|
|
// glTexImage1D(type, 0, format, width, 0, format, GL_UNSIGNED_BYTE, data);
|
|
//}
|
|
updated = true;
|
|
}
|
|
|
|
ByteBuffer *Texture::getData(unsigned int level)
|
|
{
|
|
return data[level];
|
|
}
|