Clean up object texture loading, custom mipmap generator
This commit is contained in:
236
render/Object.cc
236
render/Object.cc
@@ -45,6 +45,144 @@ namespace render {
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float xofs, yofs, xscale, yscale;
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ObjDecoder::Texture const& tex;
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};
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void copyPaletteTexture(uint8_t const* src, unsigned srcWidth, unsigned srcHeight,
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uint8_t *dst, unsigned dstStride,
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PaletteDecoder::Palette const& palt)
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{
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const uint8_t TRANS = 0xff;
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auto getPixel = [src, srcWidth, srcHeight](int x, int y) -> uint8_t {
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if (x < 0)
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x = 0;
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if (y < 0)
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y = 0;
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if (static_cast<unsigned>(x) > srcWidth-1)
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x = srcWidth-1;
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if (static_cast<unsigned>(y) > srcHeight-1)
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y = srcHeight-1;
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return src[y*srcWidth+x];
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};
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for (unsigned y = 0;y < srcHeight;++y) {
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for (unsigned x = 0;x < srcWidth;++x) {
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auto col = getPixel(x, y);
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if (col == TRANS) {
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auto ocol = TRANS;
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// // Copy color from neighbouring opaque pixel if available
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if (getPixel(x-1, y) != TRANS)
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ocol = getPixel(x-1, y);
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else if (getPixel(x+1, y) != TRANS)
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ocol = getPixel(x+1, y);
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else if (getPixel(x, y-1) != TRANS)
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ocol = getPixel(x, y-1);
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else if (getPixel(x, y+1) != TRANS)
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ocol = getPixel(x, y+1);
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else if (getPixel(x-1, y-1) != TRANS)
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ocol = getPixel(x-1, y-1);
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else if (getPixel(x-1, y+1) != TRANS)
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ocol = getPixel(x-1, y+1);
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else if (getPixel(x+1, y-1) != TRANS)
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ocol = getPixel(x+1, y-1);
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else if (getPixel(x+1, y+1) != TRANS)
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ocol = getPixel(x+1, y+1);
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if (ocol != TRANS) {
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*dst++ = palt[ocol*3u+2u]; // b
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*dst++ = palt[ocol*3u+1u]; // g
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*dst++ = palt[ocol*3u]; // r
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} else {
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*dst++ = 0u; // b
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*dst++ = 0u; // g
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*dst++ = 0u; // r
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}
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*dst++ = 0u; // a
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} else {
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*dst++ = palt[col*3u+2u]; // b
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*dst++ = palt[col*3u+1u]; // g
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*dst++ = palt[col*3u]; // r
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*dst++ = 255u; // a
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}
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}
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dst += (dstStride - srcWidth*4);
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}
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}
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std::vector<uint8_t> genMipmap(uint8_t const* src, unsigned srcWidth, unsigned srcHeight,
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unsigned levels, bool colorize = false)
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{
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if (!levels)
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return std::vector<uint8_t>();
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unsigned origWidth = srcWidth, origHeight = srcHeight;
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unsigned size = 0;
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for(unsigned i = 1;i <= levels;++i) {
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unsigned lHeight = std::max(srcHeight>>i, 1u);
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unsigned lWidth = std::max(srcWidth>>i, 1u);
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size += lHeight*lWidth;
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}
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std::vector<uint8_t> ret;
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ret.reserve(size*4);
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for (unsigned lvl = 0;lvl < levels;++lvl) {
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auto height = std::max(srcHeight>>1u, 1u),
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width = std::max(srcWidth>>1u, 1u);
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uint8_t const* nextSrc = &ret.back()+1;
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for (unsigned y = 0;y < height;++y)
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for (unsigned x = 0;x < width;++x) {
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std::array<std::array<uint8_t, 4>, 4> pixels;
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for (unsigned sy = 0;sy < 2;++sy)
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for (unsigned sx = 0;sx < 2;++sx)
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for (unsigned i = 0;i < 4;++i) {
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if (y*2+sy > srcHeight-1) {
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if (x*2+sx > srcWidth-1) {
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pixels[sy*2+sx][i] = src[((y*2)*srcWidth+x*2)*4+i];
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} else
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pixels[sy*2+sx][i] = src[((y*2)*srcWidth+x*2+sx)*4+i];
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} else if (x*2+sx > srcWidth-1) {
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pixels[sy*2+sx][i] = src[((y*2+sy)*srcWidth+x*2)*4+i];
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} else
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pixels[sy*2+sx][i] = src[((y*2+sy)*srcWidth+x*2+sx)*4+i];
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}
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unsigned asum = 0, rsum = 0, gsum = 0, bsum = 0;
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for (unsigned i = 0;i < 4;++i) {
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auto alpha = pixels[i][3];
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asum += alpha;
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rsum += (pixels[i][2]*alpha)/255u;
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gsum += (pixels[i][1]*alpha)/255u;
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bsum += (pixels[i][0]*alpha)/255u;
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}
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if (asum == 0) {
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ret.push_back(0u);
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ret.push_back(0u);
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ret.push_back(0u);
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} else {
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ret.push_back((255u*bsum)/asum);
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ret.push_back((255u*gsum)/asum);
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ret.push_back((255u*rsum)/asum);
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}
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ret.push_back(asum/4u);
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}
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src = nextSrc;
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srcHeight = std::max(srcHeight>>1u, 1u);
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srcWidth = std::max(srcWidth>>1u, 1u);
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}
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if (colorize) {
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size_t pos = 0;
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for (unsigned lvl = 1;lvl <= levels;++lvl) {
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for (unsigned y = 0;y < origHeight>>lvl;++y)
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for (unsigned x = 0;x < origWidth>>lvl;++x)
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ret[pos+(y*(origWidth>>lvl)+x)*4+(lvl%3)] = 255u;
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pos += (origWidth>>lvl)*(origHeight>>lvl)*4;
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}
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}
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return ret;
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}
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std::tuple<std::vector<TexAtlasInfo>, TextureResource>
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genTexAtlas(ObjDecoder::Textures const& texs,
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@@ -71,10 +209,10 @@ namespace render {
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++minLg;
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minPow2 <<= 1;
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}
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if (minPow2 < 32) {
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minPow2 = 32;
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minLg = 5;
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}
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// if (minPow2 < 32) {
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// minPow2 = 32;
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// minLg = 5;
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// }
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printf("Minimum texture size %u, using %u alignment and %u mipmap levels\n",
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minSize, minPow2, minLg);
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@@ -117,39 +255,22 @@ namespace render {
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info.yscale = (info.tex.height-1.0f)/(atlasHeight*info.tex.height);
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printf("Texture coordinate factors: %f, %f; %f, %f\n",
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info.xofs, info.yofs, info.xscale, info.yscale);
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for (unsigned y = 0;y < info.alignHeight;++y) {
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for (unsigned x = 0;x < info.alignWidth;++x) {
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unsigned col;
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if (y < info.tex.height) {
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if (x < info.tex.width) {
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col = info.tex.pixels[y*info.tex.width + x];
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} else {
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col = info.tex.pixels[y*info.tex.width + info.tex.width-1];
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}
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} else {
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if (x < info.tex.width) {
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col = info.tex.pixels[(info.tex.height-1)*info.tex.width + x];
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} else {
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col = info.tex.pixels[info.tex.height*info.tex.width - 1];
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}
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}
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if (col == 0xff) {
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4] = 0u;
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+1] = 0u;
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+2] = 0u;
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+3] = 0u;
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} else {
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4] = palt[col*3+2]; //vgaPalette[col]>>16;
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+1] = palt[col*3+1]; //vgaPalette[col]>>8;
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+2] = palt[col*3]; //vgaPalette[col];
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pixels[(y+info.y)*atlasWidth*4+(info.x+x)*4+3] = 255u;
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}
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}
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}
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copyPaletteTexture(info.tex.pixels.data(), info.tex.width, info.tex.height,
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pixels.data()+info.y*atlasWidth*4+info.x*4,
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atlasWidth*4,
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palt);
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}
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glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, atlasWidth, atlasHeight, GL_BGRA, GL_UNSIGNED_BYTE, pixels.data());
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glGenerateMipmap(GL_TEXTURE_2D);
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auto mipdata = genMipmap(pixels.data(), atlasWidth, atlasHeight, minLg);
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size_t pos = 0;
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for (unsigned lvl = 1;lvl <= minLg;++lvl) {
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unsigned lWidth = std::max(atlasWidth>>lvl, 1u),
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lHeight = std::max(atlasHeight>>lvl, 1u);
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glTexSubImage2D(GL_TEXTURE_2D, lvl, 0, 0, lWidth, lHeight,
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GL_BGRA, GL_UNSIGNED_BYTE, mipdata.data()+pos);
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pos += lWidth*lHeight*4;
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}
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return std::make_tuple(std::move(ret), std::move(tex));
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}
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@@ -162,10 +283,12 @@ namespace render {
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genTexAnim(ObjDecoder::TextureAnimation const& texAnim,
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PaletteDecoder::Palette const& palt)
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{
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unsigned width = texAnim.width;
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if (width%4 != 0)
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width += 4 - (width%4);
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unsigned height = texAnim.height;
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unsigned width = (1<<ilog2(texAnim.width));
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if (width < texAnim.width)
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width <<= 1;
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unsigned height = (1<<ilog2(texAnim.height));
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if (height < texAnim.height)
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height <<= 1;
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TextureResource tex = create2DArrayTexture(width, height, texAnim.frames, true);
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AnimTexInfo animInfo;
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@@ -177,27 +300,26 @@ namespace render {
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std::vector<uint8_t> pixels(texAnim.frames*width*height*4);
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for (unsigned f = 0;f < texAnim.frames;++f) {
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for (unsigned y = 0;y < texAnim.height;++y) {
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for (unsigned x = 0;x < texAnim.width;++x) {
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unsigned col = texAnim.pixels[f][y*texAnim.width+x];
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if (col == 0xff) {
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pixels[f*width*height*4+y*width*4+x*4] = 0u;
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pixels[f*width*height*4+y*width*4+x*4+1] = 0u;
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pixels[f*width*height*4+y*width*4+x*4+2] = 0u;
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pixels[f*width*height*4+y*width*4+x*4+3] = 0u;
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} else {
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pixels[f*width*height*4+y*width*4+x*4] = palt[col*3+2];
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pixels[f*width*height*4+y*width*4+x*4+1] = palt[col*3+1];
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pixels[f*width*height*4+y*width*4+x*4+2] = palt[col*3];
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pixels[f*width*height*4+y*width*4+x*4+3] = 255u;
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}
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}
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}
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copyPaletteTexture(texAnim.pixels[f].data(), texAnim.width, texAnim.height,
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pixels.data()+f*width*height*4, width*4,
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palt);
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}
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, 0, 0, 0, 0, width, height, texAnim.frames,
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GL_BGRA, GL_UNSIGNED_BYTE, pixels.data());
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glGenerateMipmap(GL_TEXTURE_2D_ARRAY);
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unsigned logWidth = ilog2(width), logHeight = ilog2(height);
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unsigned levels = std::max(logWidth, logHeight);
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for (unsigned f = 0;f < texAnim.frames;++f) {
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auto mipdata = genMipmap(pixels.data()+f*width*height*4, width, height, levels);
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size_t pos = 0;
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for (unsigned lvl = 1;lvl <= levels;++lvl) {
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unsigned lWidth = std::max(width>>lvl, 1u),
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lHeight = std::max(height>>lvl, 1u);
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glTexSubImage3D(GL_TEXTURE_2D_ARRAY, lvl, 0, 0, f, lWidth, lHeight, 1,
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GL_BGRA, GL_UNSIGNED_BYTE, mipdata.data()+pos);
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pos += lWidth*lHeight*4;
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}
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}
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return std::make_tuple(animInfo, std::move(tex));
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}
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@@ -5,21 +5,19 @@
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layout(location = 2) uniform sampler2D texBase;
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layout(location = 3) uniform sampler2DArray texAnim;
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layout(location = 4) uniform uint animFrame;
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layout(location = 5) uniform vec3 IDcolor;
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in vec2 fragTC;
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flat in uint fragUseAnimTex;
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layout(location = 0) out vec4 color;
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layout(location = 1) out vec4 IDcolor_out;
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layout(depth_unchanged) out float gl_FragDepth;
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void main(void) {
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color = bool(fragUseAnimTex)?texture(texAnim, vec3(fragTC, animFrame)):texture(texBase, fragTC);
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vec4 texel = bool(fragUseAnimTex)?texture(texAnim, vec3(fragTC, animFrame)):texture(texBase, fragTC);
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if (color.w < 0.5)
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if (texel.a < 0.5)
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discard;
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IDcolor_out = vec4(IDcolor, 1.0);
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color = texel;
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}
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