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itgmania212121/stepmania/src/RageBitmapTexture.cpp
T
Glenn Maynard 83062aee55 fix crash
2003-01-01 21:21:44 +00:00

293 lines
8.5 KiB
C++

#include "stdafx.h"
/*
-----------------------------------------------------------------------------
Class: RageBitmapTexture
Desc: Holder for a static texture with metadata. Can load just about any image format.
Copyright (c) 2001-2002 by the person(s) listed below. All rights reserved.
Glenn Maynard
Chris Danford
-----------------------------------------------------------------------------
*/
#include "RageBitmapTexture.h"
#include "RageUtil.h"
#include "RageLog.h"
#include "RageException.h"
#include "RageDisplay.h"
#include "SDL.h"
#include "SDL_image.h"
#include "SDL_endian.h"
#include "SDL_rotozoom.h"
#include "SDL_utils.h"
#include "SDL_dither.h"
#include "RageTimer.h"
/* 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. */
struct PixFmt_t {
int bpp;
GLenum type; /* data format */
GLenum internalfmt; /* target format */
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,
GL_RGBA8,
{ 0x000000FF,
0x0000FF00,
0x00FF0000,
0xFF000000 }
}, {
/* B4G4R4A4 */
16,
GL_UNSIGNED_SHORT_4_4_4_4,
GL_RGBA4,
{ 0xF000,
0x0F00,
0x00F0,
0x000F },
}, {
/* B5G5R5A1 */
16,
GL_UNSIGNED_SHORT_5_5_5_1,
GL_RGB5_A1,
{ 0xF800,
0x07C0,
0x003E,
0x0001 },
}
};
int PixFmtMaskNo(GLenum fmt)
{
switch(fmt) {
case GL_RGBA8: return 0;
case GL_RGBA4: return 1;
case GL_RGB5_A1: return 2;
default: ASSERT(0); return 0;
}
}
//-----------------------------------------------------------------------------
// RageBitmapTexture constructor
//-----------------------------------------------------------------------------
RageBitmapTexture::RageBitmapTexture( RageTextureID name ) :
RageTexture( name )
{
// LOG->Trace( "RageBitmapTexture::RageBitmapTexture()" );
m_uGLTextureID = 0;
Create(); // sFilePath and prefs are saved by RageTexture()
}
RageBitmapTexture::~RageBitmapTexture()
{
if(m_uGLTextureID)
glDeleteTextures(1, &m_uGLTextureID);
}
void RageBitmapTexture::Reload( RageTextureID ID )
{
RageTexture::Reload(ID);
DISPLAY->SetTexture(0);
if(m_uGLTextureID)
{
glDeleteTextures(1, &m_uGLTextureID);
m_uGLTextureID = 0;
}
Create();
}
/* 1. Create (and return) a surface ready to be loaded to OpenGL,
* 2. Set up m_ActualID, and
* 3. Set these texture parameters:
* m_iSourceWidth, m_iSourceHeight
* m_iTextureWidth, m_iTextureHeight
* m_iImageWidth, m_iImageHeight
* m_iFramesWide, m_iFramesHigh
*/
SDL_Surface *RageBitmapTexture::CreateImg(int &pixfmt)
{
// look in the file name for a format hints
CString HintString = GetFilePath();
HintString.MakeLower();
if( HintString.Find("no alpha") != -1 ) m_ActualID.iAlphaBits = 0;
else if( HintString.Find("1 alpha") != -1 ) m_ActualID.iAlphaBits = 1;
else if( HintString.Find("1alpha") != -1 ) m_ActualID.iAlphaBits = 1;
else if( HintString.Find("0alpha") != -1 ) m_ActualID.iAlphaBits = 0;
if( HintString.Find("dither") != -1 ) m_ActualID.bDither = true;
/* Load the image into an SDL surface. */
SDL_Surface *img = IMG_Load(GetFilePath());
/* XXX: Wait, we don't want to throw for all images; in particular, we
* want to tolerate corrupt/unknown background images. */
if(img == NULL)
RageException::Throw( "Couldn't load %s: %s", GetFilePath().GetString(), SDL_GetError() );
GLenum fmtTexture;
/* Figure out which texture format to use. */
if( m_ActualID.iColorDepth == 16 )
{
/* Bits of alpha in the source: */
int src_alpha_bits = 8 - img->format->Aloss;
/* No real alpha in paletted input. */
if( img->format->BytesPerPixel == 1 )
src_alpha_bits = 0;
/* Colorkeyed input effectively has at least one bit of alpha: */
if( img->flags & SDL_SRCCOLORKEY )
src_alpha_bits = max( 1, src_alpha_bits );
/* Don't use more than we were hinted to. */
src_alpha_bits = min( m_ActualID.iAlphaBits, src_alpha_bits );
/* XXX Scan the image, and see if it actually uses its alpha channel/color key
* (if any). Reduce to 1 or 0 bits of alpha if possible. */
switch( src_alpha_bits ) {
case 0:
case 1:
fmtTexture = GL_RGB5_A1;
break;
default:
fmtTexture = GL_RGBA4;
break;
}
}
else if( m_ActualID.iColorDepth == 32)
fmtTexture = GL_RGBA8;
else
RageException::Throw( "Invalid color depth: %d bits", m_ActualID.iColorDepth );
/* Cap the max texture size to the hardware max. */
m_ActualID.iMaxSize = min( m_ActualID.iMaxSize, DISPLAY->GetMaxTextureSize() );
/* Save information about the source. */
m_iSourceWidth = img->w;
m_iSourceHeight = img->h;
/* image size cannot exceed max size */
m_iImageWidth = min( m_iSourceWidth, m_ActualID.iMaxSize );
m_iImageHeight = min( m_iSourceHeight, m_ActualID.iMaxSize );
/* Texture dimensions need to be a power of two; jump to the next. */
m_iTextureWidth = power_of_two(m_iImageWidth);
m_iTextureHeight = power_of_two(m_iImageHeight);
ASSERT( m_iTextureWidth <= m_ActualID.iMaxSize );
ASSERT( m_iTextureHeight <= m_ActualID.iMaxSize );
if(m_ActualID.bStretch)
{
/* The hints asked for the image to be stretched to the texture size,
* probably for tiling. */
m_iImageWidth = m_iTextureWidth;
m_iImageHeight = m_iTextureHeight;
}
/* If the source is larger than the texture, we have to scale it down; that's
* "stretching", I guess. */
if(m_iSourceWidth != m_iImageWidth || m_iSourceHeight > m_iImageHeight)
m_ActualID.bStretch = true;
pixfmt = PixFmtMaskNo(fmtTexture);
/* Dither only when the target is 16bpp, not when it's 32bpp. */
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].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[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);
img = dst;
}
/* Convert the data to the destination format. Hmm. We could just
* convert the format, leaving the resolution alone (simplifying
* ConvertSDLSurface), and then load the texture a little more
* intelligently. If we do that with OpenGL, is the rest
* of the texture (that we didn't fill) guaranteed to be black?
* We don't want anything else to be linearly filtered in on the
* edge of the texture ...
*/
/* 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, PixFmtMasks[pixfmt].bpp,
PixFmtMasks[pixfmt].masks[0], PixFmtMasks[pixfmt].masks[1],
PixFmtMasks[pixfmt].masks[2], PixFmtMasks[pixfmt].masks[3]);
return img;
}
/*
* Each dwMaxSize, dwTextureColorDepth and iAlphaBits are maximums; we may
* use less. iAlphaBits must be 0, 1 or 4.
*
* XXX: change iAlphaBits == 4 to iAlphaBits == 8 to indicate "as much alpha
* as needed", since that's what it really is; still only use 4 in 16-bit textures.
*
* Dither forces dithering when loading 16-bit textures.
* Stretch forces the loaded image to fill the texture completely.
*/
void RageBitmapTexture::Create()
{
int pixfmt;
SDL_Surface *img = CreateImg(pixfmt);
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, PixFmtMasks[pixfmt].internalfmt, img->w, img->h, 0,
GL_RGBA, PixFmtMasks[pixfmt].type, img->pixels);
glPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
glFlush();
SDL_FreeSurface(img);
CreateFrameRects();
// LOG->Trace( "RageBitmapTexture: Loaded '%s' (%ux%u) from disk. bStretch = %d, source %d,%d; image %d,%d.",
// m_sFilePath.GetString(), GetTextureWidth(), GetTextureHeight(),
// bStretch, m_iSourceWidth, m_iSourceHeight,
// m_iImageWidth, m_iImageHeight);
}