use packed pixels (like we were with d3d)

This commit is contained in:
Glenn Maynard
2002-12-30 04:46:56 +00:00
parent ea407b7bcc
commit 773bad00ac
2 changed files with 52 additions and 29 deletions
+51 -27
View File
@@ -29,20 +29,39 @@
/* Definitions for various texture formats. We'll probably want RGBA
* in OpenGL, not ARGB ... All of these are in local (little) endian;
* this may or may not need adjustment for OpenGL. */
const static unsigned int PixFmtMasks[][5] =
{
{ 0x00FF0000, /* B8G8R8A8 */
0x0000FF00,
0x000000FF,
0xFF000000, 32 },
{ 0x0F00, /* B4G4R4A4 */
0x00F0,
0x000F,
0xF000, 16 },
{ 0xF800, /* B5G5R5A1 */
0x07C0,
0x003E,
0x0001, 16 },
struct PixFmt_t {
int bpp;
GLenum type;
unsigned int masks[4];
} PixFmtMasks[] = {
/* XXX: GL_UNSIGNED_SHORT_4_4_4_4 is affected by endianness; GL_UNSIGNED_BYTE
* is not, but all SDL masks are affected by endianness, so GL_UNSIGNED_BYTE
* is reversed. This isn't endian-safe. */
{
/* B8G8R8A8 */
32,
GL_UNSIGNED_BYTE,
{ 0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000 }
}, {
/* B4G4R4A4 */
16,
GL_UNSIGNED_SHORT_4_4_4_4,
{ 0xF000,
0x0F00,
0x00F0,
0x000F },
}, {
/* B5G5R5A1 */
16,
GL_UNSIGNED_SHORT_5_5_5_1,
{ 0xF800,
0x07C0,
0x003E,
0x0001 },
}
};
int PixFmtMaskNo(GLenum fmt)
@@ -96,7 +115,7 @@ void RageBitmapTexture::Reload( RageTextureID ID )
* m_iImageWidth, m_iImageHeight
* m_iFramesWide, m_iFramesHigh
*/
SDL_Surface *RageBitmapTexture::CreateImg()
SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt, GLenum &fmtTexture)
{
// look in the file name for a format hints
CString HintString = GetFilePath();
@@ -181,26 +200,28 @@ SDL_Surface *RageBitmapTexture::CreateImg()
if(m_iSourceWidth != m_iImageWidth || m_iSourceHeight > m_iImageHeight)
m_ActualID.bStretch = true;
int target = PixFmtMaskNo(fmtTexture);
pixfmt = PixFmtMaskNo(fmtTexture);
/* Dither only when the target is 16bpp, not when it's 32bpp. */
if( PixFmtMasks[target][4] /* XXX magic 4 */ == 32)
if( PixFmtMasks[pixfmt].bpp == 32)
m_ActualID.bDither = false;
if( m_ActualID.bStretch )
{
/* resize currently only does RGBA8888 */
int mask = 0;
ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask][4],
PixFmtMasks[mask][0], PixFmtMasks[mask][1], PixFmtMasks[mask][2], PixFmtMasks[mask][3]);
ConvertSDLSurface(img, img->w, img->h, PixFmtMasks[mask].bpp,
PixFmtMasks[mask].masks[0], PixFmtMasks[mask].masks[1],
PixFmtMasks[mask].masks[2], PixFmtMasks[mask].masks[3]);
zoomSurface(img, m_iImageWidth, m_iImageHeight );
}
if( m_ActualID.bDither )
{
/* Dither down to the destination format. */
SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[target][4],
PixFmtMasks[target][0], PixFmtMasks[target][1], PixFmtMasks[target][2], PixFmtMasks[target][3]);
SDL_Surface *dst = SDL_CreateRGBSurfaceSane(SDL_SWSURFACE, img->w, img->h, PixFmtMasks[pixfmt].bpp,
PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
SM_SDL_OrderedDither(img, dst);
SDL_FreeSurface(img);
@@ -217,8 +238,9 @@ SDL_Surface *RageBitmapTexture::CreateImg()
*/
/* We could check to see if we happen to simply be in a reversed
* pixel order, and tell OpenGL to do the switch for us. */
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, 16,
0x000000FF, 0x0000FF00, 0x00FF0000, 0xFF000000 );
ConvertSDLSurface(img, m_iTextureWidth, m_iTextureHeight, PixFmtMasks[pixfmt].bpp,
PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
return img;
}
@@ -236,17 +258,19 @@ SDL_Surface *RageBitmapTexture::CreateImg()
void RageBitmapTexture::Create()
{
SDL_Surface *img = CreateImg();
int pixfmt;
GLenum fmtTexture;
SDL_Surface *img = CreateImg(pixfmt, fmtTexture);
if(!m_uGLTextureID)
if(!m_uGLTextureID)
glGenTextures(1, &m_uGLTextureID);
DISPLAY->SetTexture(this);
glPixelStorei(GL_UNPACK_ROW_LENGTH, img->pitch / img->format->BytesPerPixel);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexImage2D(GL_TEXTURE_2D, 0, fmtTexture, img->w, img->h, 0, GL_RGBA,
GL_UNSIGNED_BYTE, img->pixels);
glTexImage2D(GL_TEXTURE_2D, 0, fmtTexture, img->w, img->h, 0,
GL_RGBA, PixFmtMasks[pixfmt].type, img->pixels);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
+1 -2
View File
@@ -30,8 +30,7 @@ private:
unsigned int GetGLTextureID() { return m_uGLTextureID; }
unsigned int m_uGLTextureID;
SDL_Surface *CreateImg();
GLenum fmtTexture;
SDL_Surface *CreateImg(int &pixfmt, GLenum &fmtTexture);
};
#endif