mirror of
https://github.com/aap/librw.git
synced 2024-11-25 13:15:43 +00:00
hardcoded gl3 shaders; extended Image; bmp writer
This commit is contained in:
parent
14547ef830
commit
69356264d7
55
src/base.cpp
55
src/base.cpp
@ -533,6 +533,61 @@ matrixPrint(float32 *mat)
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mat[3], mat[7], mat[11], mat[15]);
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}
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#define PSEP_C '/'
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#define PSEP_S "/"
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#ifndef _WIN32
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#include <sys/types.h>
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#include <dirent.h>
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#endif
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void
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correctPathCase(char *filename)
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{
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#ifndef _WIN32
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DIR *direct;
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struct dirent *dirent;
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char *dir, *arg;
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char copy[1024], sofar[1024] = ".";
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strncpy(copy, filename, 1024);
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arg = copy;
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// hack for absolute paths
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if(filename[0] == '/'){
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sofar[0] = '/';
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sofar[1] = '/';
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sofar[2] = '\0';
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arg++;
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}
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while(dir = strtok(arg, PSEP_S)){
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arg = nil;
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if(direct = opendir(sofar), dir == nil)
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return;
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while(dirent = readdir(direct), dirent != nil)
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if(strncmp_ci(dirent->d_name, dir, 1024) == 0){
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strncat(sofar, PSEP_S, 1024);
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strncat(sofar, dirent->d_name, 1024);
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break;
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}
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closedir(direct);
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if(dirent == nil)
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return;
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}
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strcpy(filename, sofar+2);
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#endif
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}
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void
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makePath(char *filename)
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{
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size_t len = strlen(filename);
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for(size_t i = 0; i < len; i++)
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if(filename[i] == '/' || filename[i] == '\\')
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filename[i] = PSEP_C;
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#ifndef _WIN32
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correctPathCase(filename);
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#endif
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}
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int32
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Stream::writeI8(int8 val)
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{
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112
src/bmp.cpp
Normal file
112
src/bmp.cpp
Normal file
@ -0,0 +1,112 @@
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#include <cstdio>
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#include <cstdlib>
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#include <cstring>
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#include <cassert>
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#include "rwbase.h"
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#include "rwerror.h"
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#include "rwplg.h"
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#include "rwpipeline.h"
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#include "rwobjects.h"
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#include "rwengine.h"
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#ifdef _WIN32
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/* srsly? */
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#define strdup _strdup
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#endif
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#define PLUGIN_ID 0
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namespace rw {
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/* can't write alpha */
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void
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writeBMP(Image *image, const char *filename)
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{
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uint8 buf[54];
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uint8 *p;
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StreamFile file;
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if(!file.open(filename, "wb")){
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RWERROR((ERR_FILE, filename));
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return;
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}
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int32 pallen = image->depth > 8 ? 0 :
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image->depth == 4 ? 16 : 256;
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int32 stride = image->width*image->depth/8;
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int32 depth = image->depth == 32 ? 24 : image->depth;
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stride = stride+3 & ~3;
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// File header
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p = buf;
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*p++ = 'B';
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*p++ = 'M';
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*(uint32*)p = 0x36 + 4*pallen + image->height*stride; p += 4;
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*(uint16*)p = 0; p += 2; // reserved
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*(uint16*)p = 0; p += 2;
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*(uint32*)p = 0x36 + 4*pallen; p += 4; // data offset
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// DIB header
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*(uint32*)p = 0x28; p += 4; // header size
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*(int32*)p = image->width; p += 4;
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*(int32*)p = image->height; p += 4;
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*(int16*)p = 1; p += 2; // number of planes
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*(int16*)p = depth; p += 2;
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*(uint32*)p = 0; p += 4; // compression: none
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*(int32*)p = 0; p += 4; // size, not needed in our case
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*(int32*)p = 2835; p += 4; // x resolution, 72dpi
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*(int32*)p = 2835; p += 4; // y resolution
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*(int32*)p = 0; p += 4; // number of used palette colors: max
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*(int32*)p = 0; p += 4; // important pixels
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file.write(buf, 54);
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for(int i = 0; i < pallen; i++){
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file.writeU8(image->palette[i*4+2]);
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file.writeU8(image->palette[i*4+1]);
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file.writeU8(image->palette[i*4+0]);
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file.writeU8(0);
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}
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uint8 *line = image->pixels + (image->height-1)*image->stride;
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int32 n;
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for(int y = 0; y < image->height; y++){
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p = line;
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for(int x = 0; x < image->width; x++){
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switch(image->depth){
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case 4:
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file.writeU8((p[0]&0xF)<<4 | p[1]&0xF);
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p += 2;
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x++;
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break;
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case 8:
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file.writeU8(*p++);
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break;
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case 16:
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file.writeU8(p[0]);
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file.writeU8(p[1]);
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p += 2;
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break;
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case 24:
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file.writeU8(p[2]);
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file.writeU8(p[1]);
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file.writeU8(p[0]);
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p += 3;
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break;
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case 32:
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file.writeU8(p[2]);
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file.writeU8(p[1]);
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file.writeU8(p[0]);
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p += 4;
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}
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}
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n = (p-line) % 4;
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while(n--)
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file.writeU8(0);
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line -= image->stride;
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}
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file.close();
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}
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}
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@ -460,9 +460,9 @@ rasterFromImage(Raster *raster, Image *image)
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in = image->palette;
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out = (uint8*)natras->palette;
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for(int32 i = 0; i < pallength; i++){
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out[0] = in[2];
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[0];
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out[2] = in[2];
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out[3] = in[3];
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in += 4;
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out += 4;
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@ -537,7 +537,7 @@ rasterToImage(Raster *raster)
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if((raster->format & Raster::PAL4) == Raster::PAL4){
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depth = 4;
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pallength = 16;
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}else if((raster->format & Raster::PAL4) == Raster::PAL8){
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}else if((raster->format & Raster::PAL8) == Raster::PAL8){
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depth = 8;
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pallength = 256;
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}
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@ -550,9 +550,9 @@ rasterToImage(Raster *raster)
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out = image->palette;
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in = (uint8*)natras->palette;
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for(int32 i = 0; i < pallength; i++){
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out[0] = in[2];
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out[0] = in[0];
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out[1] = in[1];
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out[2] = in[0];
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out[2] = in[2];
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out[3] = in[3];
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in += 4;
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out += 4;
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@ -7,6 +7,7 @@
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#include "../rwplg.h"
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#include "../rwpipeline.h"
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#include "../rwobjects.h"
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#include "../rwengine.h"
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#include "rwd3d.h"
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namespace rw {
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@ -224,7 +225,7 @@ beginUpdate(Camera *cam)
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proj[9] = cam->viewOffset.y*invwy;
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proj[12] = -proj[8];
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proj[13] = -proj[9];
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if(cam->projection == PERSPECTIVE){
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if(cam->projection == Camera::PERSPECTIVE){
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proj[10] = cam->farPlane*invz;
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proj[11] = 1.0f;
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@ -242,8 +243,7 @@ beginUpdate(Camera *cam)
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void
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initializeRender(void)
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{
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driver[PLATFORM_D3D8]->beginUpdate = beginUpdate;
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driver[PLATFORM_D3D9]->beginUpdate = beginUpdate;
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engine->beginUpdate = beginUpdate;
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}
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#endif
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@ -349,7 +349,7 @@ FrameList_::streamRead(Stream *stream)
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f->matrix.posw = 1.0f;
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//f->matflag = buf.matflag;
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if(buf.parent >= 0)
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this->frames[buf.parent]->addChild(f);
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this->frames[buf.parent]->addChild(f, rw::streamAppendFrames);
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}
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for(int32 i = 0; i < this->numFrames; i++)
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Frame::s_plglist.streamRead(stream, this->frames[i]);
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@ -420,7 +420,8 @@ initializeRender(void)
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engine->zNear = -1.0f;
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engine->zFar = 1.0f;
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simpleShader = Shader::fromFiles("simple.vert", "simple.frag");
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#include "shaders/simple_gl3.inc"
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simpleShader = Shader::fromStrings(simple_vert_src, simple_frag_src);
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glClearColor(0.25, 0.25, 0.25, 1.0);
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@ -32,8 +32,9 @@ Shader *envShader;
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static void*
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matfxOpen(void *o, int32, int32)
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{
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#include "shaders/matfx_gl3.inc"
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matFXGlobals.pipelines[PLATFORM_GL3] = makeMatFXPipeline();
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envShader = Shader::fromFiles("matfx_env.vert", "matfx_env.frag");
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envShader = Shader::fromStrings(matfx_env_vert_src, matfx_env_frag_src);
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return o;
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}
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@ -235,8 +236,10 @@ Shader *skinShader;
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static void*
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skinOpen(void *o, int32, int32)
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{
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#include "shaders/simple_gl3.inc"
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#include "shaders/skin_gl3.inc"
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skinGlobals.pipelines[PLATFORM_GL3] = makeSkinPipeline();
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skinShader = Shader::fromFiles("skin.vert", "simple.frag");
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skinShader = Shader::fromStrings(skin_vert_src, simple_frag_src);
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return o;
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}
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@ -134,22 +134,18 @@ linkprogram(GLint vs, GLint fs, GLuint *program)
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}
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Shader*
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Shader::fromFiles(const char *vspath, const char *fspath)
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Shader::fromStrings(const char *vsrc, const char *fsrc)
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{
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GLuint vs, fs, program;
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int i;
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char *src;
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int fail;
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src = loadfile(vspath);
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fail = compileshader(GL_VERTEX_SHADER, src, &vs);
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free(src);
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fail = compileshader(GL_VERTEX_SHADER, vsrc, &vs);
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if(fail)
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return nil;
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src = loadfile(fspath);
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fail = compileshader(GL_FRAGMENT_SHADER, src, &fs);
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free(src);
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fail = compileshader(GL_FRAGMENT_SHADER, fsrc, &fs);
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if(fail)
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return nil;
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@ -179,6 +175,18 @@ Shader::fromFiles(const char *vspath, const char *fspath)
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return sh;
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}
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Shader*
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Shader::fromFiles(const char *vspath, const char *fspath)
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{
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char *vsrc, *fsrc;
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vsrc = loadfile(vspath);
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fsrc = loadfile(fspath);
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Shader *s = fromStrings(vsrc, fsrc);
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free(vsrc);
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free(fsrc);
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return s;
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}
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void
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Shader::use(void)
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{
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@ -33,6 +33,7 @@ public:
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GLint *uniformLocations;
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static Shader *fromFiles(const char *vs, const char *fs);
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static Shader *fromStrings(const char *vsrc, const char *fsrc);
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void use(void);
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};
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23
src/gl/shaders/Makefile
Normal file
23
src/gl/shaders/Makefile
Normal file
@ -0,0 +1,23 @@
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all: simple_gl3.inc matfx_gl3.inc skin_gl3.inc
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simple_gl3.inc: simple.frag simple.vert
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(echo 'const char *simple_vert_src =';\
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sed 's/..*/"&\\n"/' simple.vert;\
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echo ';';\
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echo 'const char *simple_frag_src =';\
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sed 's/..*/"&\\n"/' simple.frag;\
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echo ';') >simple_gl3.inc
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matfx_gl3.inc: matfx_env.frag matfx_env.vert
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(echo 'const char *matfx_env_vert_src =';\
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sed 's/..*/"&\\n"/' matfx_env.vert;\
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echo ';';\
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echo 'const char *matfx_env_frag_src =';\
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sed 's/..*/"&\\n"/' matfx_env.frag;\
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echo ';') >matfx_gl3.inc
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skin_gl3.inc: skin.vert
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(echo 'const char *skin_vert_src =';\
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sed 's/..*/"&\\n"/' skin.vert;\
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echo ';') >skin_gl3.inc
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34
src/gl/shaders/matfx_env.frag
Normal file
34
src/gl/shaders/matfx_env.frag
Normal file
@ -0,0 +1,34 @@
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#version 330
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layout(std140) uniform State
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{
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int u_alphaTest;
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float u_alphaRef;
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// fog etc.
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};
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uniform sampler2D tex;
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in vec4 v_color;
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in vec2 v_tex0;
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out vec4 color;
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void
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main(void)
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{
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color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
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switch(u_alphaTest){
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default:
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case 0: break;
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case 1:
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if(color.a < u_alphaRef)
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discard;
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break;
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case 2:
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if(color.a >= u_alphaRef)
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discard;
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break;
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}
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}
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58
src/gl/shaders/matfx_env.vert
Normal file
58
src/gl/shaders/matfx_env.vert
Normal file
@ -0,0 +1,58 @@
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#version 330
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layout(std140) uniform Scene
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{
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mat4 u_proj;
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mat4 u_view;
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};
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#define MAX_LIGHTS 8
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struct Light {
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vec4 position;
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vec4 direction;
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vec4 color;
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float radius;
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float minusCosAngle;
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};
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layout(std140) uniform Object
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{
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mat4 u_world;
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vec4 u_ambLight;
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int u_numLights;
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Light u_lights[MAX_LIGHTS];
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};
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uniform vec4 u_matColor;
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uniform vec4 u_surfaceProps; // amb, spec, diff, extra
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uniform mat4 u_texMatrix;
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uniform float u_coefficient;
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layout(location = 0) in vec3 in_pos;
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layout(location = 1) in vec3 in_normal;
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layout(location = 2) in vec4 in_color;
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layout(location = 3) in vec2 in_tex0;
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out vec4 v_color;
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out vec2 v_tex0;
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void
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main(void)
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{
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vec4 V = u_world * vec4(in_pos, 1.0);
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gl_Position = u_proj * u_view * V;
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vec3 N = mat3(u_world) * in_normal;
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v_color = in_color;
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for(int i = 0; i < u_numLights; i++){
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float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
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v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
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}
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v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
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v_color *= u_matColor;
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v_color *= u_coefficient;
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vec3 cN = mat3(u_view) * in_normal;
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v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;
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}
|
96
src/gl/shaders/matfx_gl3.inc
Normal file
96
src/gl/shaders/matfx_gl3.inc
Normal file
@ -0,0 +1,96 @@
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const char *matfx_env_vert_src =
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"#version 330\n"
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"layout(std140) uniform Scene\n"
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"{\n"
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" mat4 u_proj;\n"
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" mat4 u_view;\n"
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"};\n"
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"#define MAX_LIGHTS 8\n"
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"struct Light {\n"
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" vec4 position;\n"
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" vec4 direction;\n"
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" vec4 color;\n"
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" float radius;\n"
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" float minusCosAngle;\n"
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"};\n"
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"layout(std140) uniform Object\n"
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"{\n"
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" mat4 u_world;\n"
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" vec4 u_ambLight;\n"
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" int u_numLights;\n"
|
||||
" Light u_lights[MAX_LIGHTS];\n"
|
||||
"};\n"
|
||||
|
||||
"uniform vec4 u_matColor;\n"
|
||||
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
|
||||
|
||||
"uniform mat4 u_texMatrix;\n"
|
||||
"uniform float u_coefficient;\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
|
||||
" gl_Position = u_proj * u_view * V;\n"
|
||||
" vec3 N = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" for(int i = 0; i < u_numLights; i++){\n"
|
||||
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
|
||||
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
|
||||
" }\n"
|
||||
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_color *= u_coefficient;\n"
|
||||
" vec3 cN = mat3(u_view) * in_normal;\n"
|
||||
" v_tex0 = (u_texMatrix * vec4(cN, 1.0)).xy;\n"
|
||||
"}\n"
|
||||
;
|
||||
const char *matfx_env_frag_src =
|
||||
"#version 330\n"
|
||||
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
" // fog etc.\n"
|
||||
"};\n"
|
||||
|
||||
"uniform sampler2D tex;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" switch(u_alphaTest){\n"
|
||||
" default:\n"
|
||||
" case 0: break;\n"
|
||||
" case 1:\n"
|
||||
" if(color.a < u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" case 2:\n"
|
||||
" if(color.a >= u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
|
||||
;
|
41
src/gl/shaders/simple.frag
Normal file
41
src/gl/shaders/simple.frag
Normal file
@ -0,0 +1,41 @@
|
||||
#version 330
|
||||
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
int u_fogEnable;
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
uniform sampler2D tex;
|
||||
|
||||
in vec4 v_color;
|
||||
in vec2 v_tex0;
|
||||
in float v_fog;
|
||||
|
||||
out vec4 color;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));
|
||||
if(u_fogEnable != 0)
|
||||
color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);
|
||||
switch(u_alphaTest){
|
||||
default:
|
||||
case 0: break;
|
||||
case 1:
|
||||
if(color.a < u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
case 2:
|
||||
if(color.a >= u_alphaRef)
|
||||
discard;
|
||||
break;
|
||||
}
|
||||
}
|
||||
|
70
src/gl/shaders/simple.vert
Normal file
70
src/gl/shaders/simple.vert
Normal file
@ -0,0 +1,70 @@
|
||||
#version 330
|
||||
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
int u_fogEnable;
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
layout(std140) uniform Scene
|
||||
{
|
||||
mat4 u_proj;
|
||||
mat4 u_view;
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
struct Light {
|
||||
vec4 position;
|
||||
vec4 direction;
|
||||
vec4 color;
|
||||
float radius;
|
||||
float minusCosAngle;
|
||||
};
|
||||
|
||||
layout(std140) uniform Object
|
||||
{
|
||||
mat4 u_world;
|
||||
vec4 u_ambLight;
|
||||
int u_numLights;
|
||||
Light u_lights[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
uniform vec4 u_matColor;
|
||||
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
vec3 lightdir = vec3(1.0, 1.0, -1.0);
|
||||
|
||||
vec4 V = u_world * vec4(in_pos, 1.0);
|
||||
vec4 cV = u_view * V;
|
||||
gl_Position = u_proj * cV;
|
||||
vec3 N = mat3(u_world) * in_normal;
|
||||
|
||||
v_color = in_color;
|
||||
for(int i = 0; i < u_numLights; i++){
|
||||
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
|
||||
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
|
||||
}
|
||||
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
|
||||
v_color *= u_matColor;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
|
||||
}
|
115
src/gl/shaders/simple_gl3.inc
Normal file
115
src/gl/shaders/simple_gl3.inc
Normal file
@ -0,0 +1,115 @@
|
||||
const char *simple_vert_src =
|
||||
"#version 330\n"
|
||||
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
|
||||
" int u_fogEnable;\n"
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
|
||||
"layout(std140) uniform Scene\n"
|
||||
"{\n"
|
||||
" mat4 u_proj;\n"
|
||||
" mat4 u_view;\n"
|
||||
"};\n"
|
||||
|
||||
"#define MAX_LIGHTS 8\n"
|
||||
"struct Light {\n"
|
||||
" vec4 position;\n"
|
||||
" vec4 direction;\n"
|
||||
" vec4 color;\n"
|
||||
" float radius;\n"
|
||||
" float minusCosAngle;\n"
|
||||
"};\n"
|
||||
|
||||
"layout(std140) uniform Object\n"
|
||||
"{\n"
|
||||
" mat4 u_world;\n"
|
||||
" vec4 u_ambLight;\n"
|
||||
" int u_numLights;\n"
|
||||
" Light u_lights[MAX_LIGHTS];\n"
|
||||
"};\n"
|
||||
|
||||
"uniform vec4 u_matColor;\n"
|
||||
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" vec3 lightdir = vec3(1.0, 1.0, -1.0);\n"
|
||||
|
||||
" vec4 V = u_world * vec4(in_pos, 1.0);\n"
|
||||
" vec4 cV = u_view * V; \n"
|
||||
" gl_Position = u_proj * cV;\n"
|
||||
" vec3 N = mat3(u_world) * in_normal;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" for(int i = 0; i < u_numLights; i++){\n"
|
||||
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
|
||||
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
|
||||
" }\n"
|
||||
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
|
||||
"}\n"
|
||||
;
|
||||
const char *simple_frag_src =
|
||||
"#version 330\n"
|
||||
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
|
||||
" int u_fogEnable;\n"
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
|
||||
"uniform sampler2D tex;\n"
|
||||
|
||||
"in vec4 v_color;\n"
|
||||
"in vec2 v_tex0;\n"
|
||||
"in float v_fog;\n"
|
||||
|
||||
"out vec4 color;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" color = v_color*texture2D(tex, vec2(v_tex0.x, v_tex0.y));\n"
|
||||
" if(u_fogEnable != 0)\n"
|
||||
" color.rgb = mix(u_fogColor.rgb, color.rgb, v_fog);\n"
|
||||
" switch(u_alphaTest){\n"
|
||||
" default:\n"
|
||||
" case 0: break;\n"
|
||||
" case 1:\n"
|
||||
" if(color.a < u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" case 2:\n"
|
||||
" if(color.a >= u_alphaRef)\n"
|
||||
" discard;\n"
|
||||
" break;\n"
|
||||
" }\n"
|
||||
"}\n"
|
||||
|
||||
;
|
78
src/gl/shaders/skin.vert
Normal file
78
src/gl/shaders/skin.vert
Normal file
@ -0,0 +1,78 @@
|
||||
#version 330
|
||||
|
||||
layout(std140) uniform State
|
||||
{
|
||||
int u_alphaTest;
|
||||
float u_alphaRef;
|
||||
|
||||
int u_fogEnable;
|
||||
float u_fogStart;
|
||||
float u_fogEnd;
|
||||
vec4 u_fogColor;
|
||||
};
|
||||
|
||||
layout(std140) uniform Scene
|
||||
{
|
||||
mat4 u_proj;
|
||||
mat4 u_view;
|
||||
};
|
||||
|
||||
#define MAX_LIGHTS 8
|
||||
struct Light {
|
||||
vec4 position;
|
||||
vec4 direction;
|
||||
vec4 color;
|
||||
float radius;
|
||||
float minusCosAngle;
|
||||
};
|
||||
|
||||
layout(std140) uniform Object
|
||||
{
|
||||
mat4 u_world;
|
||||
vec4 u_ambLight;
|
||||
int u_numLights;
|
||||
Light u_lights[MAX_LIGHTS];
|
||||
};
|
||||
|
||||
uniform vec4 u_matColor;
|
||||
uniform vec4 u_surfaceProps; // amb, spec, diff, extra
|
||||
|
||||
layout(location = 0) in vec3 in_pos;
|
||||
layout(location = 1) in vec3 in_normal;
|
||||
layout(location = 2) in vec4 in_color;
|
||||
layout(location = 3) in vec2 in_tex0;
|
||||
layout(location = 11) in vec4 in_weights;
|
||||
layout(location = 12) in vec4 in_indices;
|
||||
|
||||
uniform mat4 u_boneMatrices[64];
|
||||
|
||||
out vec4 v_color;
|
||||
out vec2 v_tex0;
|
||||
out float v_fog;
|
||||
|
||||
void
|
||||
main(void)
|
||||
{
|
||||
mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];
|
||||
m += u_boneMatrices[int(in_indices[1])] * in_weights[1];
|
||||
m += u_boneMatrices[int(in_indices[2])] * in_weights[2];
|
||||
m += u_boneMatrices[int(in_indices[3])] * in_weights[3];
|
||||
mat4 world = u_world * m;
|
||||
|
||||
vec4 V = world * vec4(in_pos, 1.0);
|
||||
vec4 cV = u_view * V;
|
||||
gl_Position = u_proj * cV;
|
||||
vec3 N = mat3(world) * in_normal;
|
||||
|
||||
v_color = in_color;
|
||||
for(int i = 0; i < u_numLights; i++){
|
||||
float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));
|
||||
v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;
|
||||
}
|
||||
v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;
|
||||
v_color *= u_matColor;
|
||||
|
||||
v_tex0 = in_tex0;
|
||||
|
||||
v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);
|
||||
}
|
80
src/gl/shaders/skin_gl3.inc
Normal file
80
src/gl/shaders/skin_gl3.inc
Normal file
@ -0,0 +1,80 @@
|
||||
const char *skin_vert_src =
|
||||
"#version 330\n"
|
||||
|
||||
"layout(std140) uniform State\n"
|
||||
"{\n"
|
||||
" int u_alphaTest;\n"
|
||||
" float u_alphaRef;\n"
|
||||
|
||||
" int u_fogEnable;\n"
|
||||
" float u_fogStart;\n"
|
||||
" float u_fogEnd;\n"
|
||||
" vec4 u_fogColor;\n"
|
||||
"};\n"
|
||||
|
||||
"layout(std140) uniform Scene\n"
|
||||
"{\n"
|
||||
" mat4 u_proj;\n"
|
||||
" mat4 u_view;\n"
|
||||
"};\n"
|
||||
|
||||
"#define MAX_LIGHTS 8\n"
|
||||
"struct Light {\n"
|
||||
" vec4 position;\n"
|
||||
" vec4 direction;\n"
|
||||
" vec4 color;\n"
|
||||
" float radius;\n"
|
||||
" float minusCosAngle;\n"
|
||||
"};\n"
|
||||
|
||||
"layout(std140) uniform Object\n"
|
||||
"{\n"
|
||||
" mat4 u_world;\n"
|
||||
" vec4 u_ambLight;\n"
|
||||
" int u_numLights;\n"
|
||||
" Light u_lights[MAX_LIGHTS];\n"
|
||||
"};\n"
|
||||
|
||||
"uniform vec4 u_matColor;\n"
|
||||
"uniform vec4 u_surfaceProps; // amb, spec, diff, extra\n"
|
||||
|
||||
"layout(location = 0) in vec3 in_pos;\n"
|
||||
"layout(location = 1) in vec3 in_normal;\n"
|
||||
"layout(location = 2) in vec4 in_color;\n"
|
||||
"layout(location = 3) in vec2 in_tex0;\n"
|
||||
"layout(location = 11) in vec4 in_weights;\n"
|
||||
"layout(location = 12) in vec4 in_indices;\n"
|
||||
|
||||
"uniform mat4 u_boneMatrices[64];\n"
|
||||
|
||||
"out vec4 v_color;\n"
|
||||
"out vec2 v_tex0;\n"
|
||||
"out float v_fog;\n"
|
||||
|
||||
"void\n"
|
||||
"main(void)\n"
|
||||
"{\n"
|
||||
" mat4 m = u_boneMatrices[int(in_indices[0])] * in_weights[0];\n"
|
||||
" m += u_boneMatrices[int(in_indices[1])] * in_weights[1];\n"
|
||||
" m += u_boneMatrices[int(in_indices[2])] * in_weights[2];\n"
|
||||
" m += u_boneMatrices[int(in_indices[3])] * in_weights[3];\n"
|
||||
" mat4 world = u_world * m;\n"
|
||||
|
||||
" vec4 V = world * vec4(in_pos, 1.0);\n"
|
||||
" vec4 cV = u_view * V; \n"
|
||||
" gl_Position = u_proj * cV;\n"
|
||||
" vec3 N = mat3(world) * in_normal;\n"
|
||||
|
||||
" v_color = in_color;\n"
|
||||
" for(int i = 0; i < u_numLights; i++){\n"
|
||||
" float L = max(0.0, dot(N, -normalize(u_lights[i].direction.xyz)));\n"
|
||||
" v_color.rgb += u_lights[i].color.rgb*L*u_surfaceProps.z;\n"
|
||||
" }\n"
|
||||
" v_color.rgb += u_ambLight.rgb*u_surfaceProps.x;\n"
|
||||
" v_color *= u_matColor;\n"
|
||||
|
||||
" v_tex0 = in_tex0;\n"
|
||||
|
||||
" v_fog = clamp((cV.z - u_fogEnd)/(u_fogStart - u_fogEnd), 0.0, 1.0);\n"
|
||||
"}\n"
|
||||
;
|
297
src/image.cpp
297
src/image.cpp
@ -357,6 +357,7 @@ Texture::streamGetSizeNative(void)
|
||||
//
|
||||
// Image
|
||||
//
|
||||
// TODO: full 16 bit support
|
||||
|
||||
Image*
|
||||
Image::create(int32 width, int32 height, int32 depth)
|
||||
@ -401,10 +402,14 @@ Image::allocate(void)
|
||||
void
|
||||
Image::free(void)
|
||||
{
|
||||
if(this->flags&1)
|
||||
if(this->flags&1){
|
||||
delete[] this->pixels;
|
||||
if(this->flags&2)
|
||||
this->pixels = nil;
|
||||
}
|
||||
if(this->flags&2){
|
||||
delete[] this->palette;
|
||||
this->palette = nil;
|
||||
}
|
||||
}
|
||||
|
||||
void
|
||||
@ -428,7 +433,6 @@ Image::hasAlpha(void)
|
||||
uint8 *pixels = this->pixels;
|
||||
if(this->depth == 24)
|
||||
return 0;
|
||||
// TODO: palettized textures
|
||||
if(this->depth == 32){
|
||||
for(int y = 0; y < this->height; y++){
|
||||
uint8 *line = pixels;
|
||||
@ -438,10 +442,136 @@ Image::hasAlpha(void)
|
||||
}
|
||||
pixels += this->stride;
|
||||
}
|
||||
}else if(this->depth <= 8){
|
||||
for(int y = 0; y < this->height; y++){
|
||||
uint8 *line = pixels;
|
||||
for(int x = 0; x < this->width; x++){
|
||||
ret &= this->palette[*line*4+3];
|
||||
line++;
|
||||
}
|
||||
pixels += this->stride;
|
||||
}
|
||||
}
|
||||
return ret != 0xFF;
|
||||
}
|
||||
|
||||
void
|
||||
Image::unindex(void)
|
||||
{
|
||||
if(this->depth > 8)
|
||||
return;
|
||||
assert(this->pixels);
|
||||
assert(this->palette);
|
||||
|
||||
int32 ndepth = this->hasAlpha() ? 32 : 24;
|
||||
int32 nstride = this->width*ndepth/8;
|
||||
uint8 *npixels = new uint8[nstride*this->height];
|
||||
|
||||
uint8 *line = this->pixels;
|
||||
uint8 *nline = npixels;
|
||||
uint8 *p, *np;
|
||||
for(int32 y = 0; y < this->height; y++){
|
||||
p = line;
|
||||
np = nline;
|
||||
for(int32 x = 0; x < this->width; x++){
|
||||
np[0] = this->palette[*p*4+0];
|
||||
np[1] = this->palette[*p*4+1];
|
||||
np[2] = this->palette[*p*4+2];
|
||||
np += 3;
|
||||
if(ndepth == 32)
|
||||
*np++ = this->palette[*p*4+3];
|
||||
p++;
|
||||
}
|
||||
line += this->stride;
|
||||
nline += nstride;
|
||||
}
|
||||
this->free();
|
||||
this->depth = ndepth;
|
||||
this->stride = nstride;
|
||||
this->setPixels(npixels);
|
||||
}
|
||||
|
||||
void
|
||||
Image::removeMask(void)
|
||||
{
|
||||
if(this->depth <= 8){
|
||||
assert(this->palette);
|
||||
int32 pallen = 4*(this->depth == 4 ? 16 : 256);
|
||||
for(int32 i = 0; i < pallen; i += 4)
|
||||
this->palette[i] = 0xFF;
|
||||
return;
|
||||
}
|
||||
if(this->depth == 24)
|
||||
return;
|
||||
assert(this->pixels);
|
||||
uint8 *line = this->pixels;
|
||||
uint8 *p;
|
||||
for(int32 y = 0; y < this->height; y++){
|
||||
p = line;
|
||||
for(int32 x = 0; x < this->width; x++){
|
||||
switch(this->depth){
|
||||
case 16:
|
||||
p[1] |= 0x80;
|
||||
p += 2;
|
||||
break;
|
||||
case 32:
|
||||
p[3] = 0xFF;
|
||||
p += 4;
|
||||
break;
|
||||
}
|
||||
}
|
||||
line += this->stride;
|
||||
}
|
||||
}
|
||||
|
||||
Image*
|
||||
Image::extractMask(void)
|
||||
{
|
||||
Image *img = Image::create(this->width, this->height, 8);
|
||||
img->allocate();
|
||||
|
||||
// use an 8bit palette to store all shades of grey
|
||||
for(int32 i = 0; i < 256; i++){
|
||||
img->palette[i*4+0] = i;
|
||||
img->palette[i*4+1] = i;
|
||||
img->palette[i*4+2] = i;
|
||||
img->palette[i*4+3] = 0xFF;
|
||||
}
|
||||
|
||||
// Then use the alpha value as palette index
|
||||
uint8 *line = this->pixels;
|
||||
uint8 *nline = img->pixels;
|
||||
uint8 *p, *np;
|
||||
for(int32 y = 0; y < this->height; y++){
|
||||
p = line;
|
||||
np = nline;
|
||||
for(int32 x = 0; x < this->width; x++){
|
||||
switch(this->depth){
|
||||
case 4:
|
||||
case 8:
|
||||
*np++ = this->palette[*p*4+3];
|
||||
p++;
|
||||
break;
|
||||
case 16:
|
||||
*np++ = 0xFF*!!(p[1]&0x80);
|
||||
p += 2;
|
||||
break;
|
||||
case 24:
|
||||
*np++ = 0xFF;
|
||||
p += 3;
|
||||
break;
|
||||
case 32:
|
||||
*np++ = p[3];
|
||||
p += 4;
|
||||
break;
|
||||
}
|
||||
}
|
||||
line += this->stride;
|
||||
nline += img->stride;
|
||||
}
|
||||
return img;
|
||||
}
|
||||
|
||||
static char *searchPaths = nil;
|
||||
int numSearchPaths = 0;
|
||||
|
||||
@ -511,167 +641,6 @@ Image::getFilename(const char *name)
|
||||
return nil;
|
||||
}
|
||||
|
||||
//
|
||||
// TGA I/O
|
||||
//
|
||||
|
||||
// TODO: fuck pakced structs
|
||||
#ifndef RW_PS2
|
||||
#pragma pack(push)
|
||||
#pragma pack(1)
|
||||
#define PACKED_STRUCT
|
||||
#else
|
||||
#define PACKED_STRUCT __attribute__((__packed__))
|
||||
#endif
|
||||
struct PACKED_STRUCT TGAHeader
|
||||
{
|
||||
int8 IDlen;
|
||||
int8 colorMapType;
|
||||
int8 imageType;
|
||||
int16 colorMapOrigin;
|
||||
int16 colorMapLength;
|
||||
int8 colorMapDepth;
|
||||
int16 xOrigin, yOrigin;
|
||||
int16 width, height;
|
||||
uint8 depth;
|
||||
uint8 descriptor;
|
||||
};
|
||||
#ifndef RW_PS2
|
||||
#pragma pack(push)
|
||||
#endif
|
||||
|
||||
Image*
|
||||
readTGA(const char *afilename)
|
||||
{
|
||||
TGAHeader header;
|
||||
Image *image;
|
||||
char *filename;
|
||||
int depth = 0, palDepth = 0;
|
||||
filename = Image::getFilename(afilename);
|
||||
if(filename == nil)
|
||||
return nil;
|
||||
uint32 length;
|
||||
uint8 *data = getFileContents(filename, &length);
|
||||
assert(data != nil);
|
||||
free(filename);
|
||||
StreamMemory file;
|
||||
file.open(data, length);
|
||||
file.read(&header, sizeof(header));
|
||||
|
||||
assert(header.imageType == 1 || header.imageType == 2);
|
||||
file.seek(header.IDlen);
|
||||
if(header.colorMapType){
|
||||
assert(header.colorMapOrigin == 0);
|
||||
depth = (header.colorMapLength <= 16) ? 4 : 8;
|
||||
palDepth = header.colorMapDepth;
|
||||
assert(palDepth == 24 || palDepth == 32);
|
||||
}else{
|
||||
depth = header.depth;
|
||||
assert(depth == 24 || depth == 32);
|
||||
}
|
||||
|
||||
image = Image::create(header.width, header.height, depth);
|
||||
image->allocate();
|
||||
uint8 *palette = header.colorMapType ? image->palette : nil;
|
||||
uint8 (*color)[4] = nil;
|
||||
if(palette){
|
||||
int maxlen = depth == 4 ? 16 : 256;
|
||||
color = (uint8(*)[4])palette;
|
||||
int i;
|
||||
for(i = 0; i < header.colorMapLength; i++){
|
||||
color[i][2] = file.readU8();
|
||||
color[i][1] = file.readU8();
|
||||
color[i][0] = file.readU8();
|
||||
color[i][3] = 0xFF;
|
||||
if(palDepth == 32)
|
||||
color[i][3] = file.readU8();
|
||||
}
|
||||
for(; i < maxlen; i++){
|
||||
color[i][0] = color[i][1] = color[i][2] = 0;
|
||||
color[i][3] = 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
uint8 *pixels = image->pixels;
|
||||
if(!(header.descriptor & 0x20))
|
||||
pixels += (image->height-1)*image->stride;
|
||||
for(int y = 0; y < image->height; y++){
|
||||
uint8 *line = pixels;
|
||||
for(int x = 0; x < image->width; x++){
|
||||
if(palette)
|
||||
*line++ = file.readU8();
|
||||
else{
|
||||
line[2] = file.readU8();
|
||||
line[1] = file.readU8();
|
||||
line[0] = file.readU8();
|
||||
line += 3;
|
||||
if(depth == 32)
|
||||
*line++ = file.readU8();
|
||||
}
|
||||
}
|
||||
pixels += (header.descriptor&0x20) ?
|
||||
image->stride : -image->stride;
|
||||
}
|
||||
|
||||
file.close();
|
||||
delete[] data;
|
||||
return image;
|
||||
}
|
||||
|
||||
void
|
||||
writeTGA(Image *image, const char *filename)
|
||||
{
|
||||
TGAHeader header;
|
||||
StreamFile file;
|
||||
if(!file.open(filename, "wb")){
|
||||
RWERROR((ERR_FILE, filename));
|
||||
return;
|
||||
}
|
||||
header.IDlen = 0;
|
||||
header.imageType = image->palette != nil ? 1 : 2;
|
||||
header.colorMapType = image->palette != nil;
|
||||
header.colorMapOrigin = 0;
|
||||
header.colorMapLength = image->depth == 4 ? 16 :
|
||||
image->depth == 8 ? 256 : 0;
|
||||
header.colorMapDepth = image->palette ? 32 : 0;
|
||||
header.xOrigin = 0;
|
||||
header.yOrigin = 0;
|
||||
header.width = image->width;
|
||||
header.height = image->height;
|
||||
header.depth = image->depth == 4 ? 8 : image->depth;
|
||||
header.descriptor = 0x20 | (image->depth == 32 ? 8 : 0);
|
||||
file.write(&header, sizeof(header));
|
||||
|
||||
uint8 *pixels = image->pixels;
|
||||
uint8 *palette = header.colorMapType ? image->palette : nil;
|
||||
uint8 (*color)[4] = (uint8(*)[4])palette;;
|
||||
if(palette)
|
||||
for(int i = 0; i < header.colorMapLength; i++){
|
||||
file.writeU8(color[i][2]);
|
||||
file.writeU8(color[i][1]);
|
||||
file.writeU8(color[i][0]);
|
||||
file.writeU8(color[i][3]);
|
||||
}
|
||||
|
||||
for(int y = 0; y < image->height; y++){
|
||||
uint8 *line = pixels;
|
||||
for(int x = 0; x < image->width; x++){
|
||||
if(palette)
|
||||
file.writeU8(*line++);
|
||||
else{
|
||||
file.writeU8(line[2]);
|
||||
file.writeU8(line[1]);
|
||||
file.writeU8(line[0]);
|
||||
line += 3;
|
||||
if(image->depth == 32)
|
||||
file.writeU8(*line++);
|
||||
}
|
||||
}
|
||||
pixels += image->stride;
|
||||
}
|
||||
file.close();
|
||||
}
|
||||
|
||||
//
|
||||
// Raster
|
||||
//
|
||||
|
@ -335,7 +335,7 @@ rasterCreate(Raster *raster)
|
||||
while(n--){
|
||||
mipw = w < minW ? minW : w;
|
||||
miph = h < minH ? minH : h;
|
||||
ras->texelSize += ALIGN16(mipw*miph*raster->depth/8)
|
||||
ras->texelSize += ALIGN16(mipw*miph*raster->depth/8);
|
||||
w /= 2;
|
||||
h /= 2;
|
||||
}
|
||||
|
@ -206,6 +206,8 @@ struct Sphere
|
||||
* Streams
|
||||
*/
|
||||
|
||||
void makePath(char *filename);
|
||||
|
||||
class Stream
|
||||
{
|
||||
public:
|
||||
@ -357,9 +359,10 @@ enum Errors
|
||||
|
||||
#undef ECODE
|
||||
|
||||
extern int version;
|
||||
extern int build;
|
||||
extern int platform;
|
||||
extern int32 version;
|
||||
extern int32 build;
|
||||
extern int32 platform;
|
||||
extern bool32 streamAppendFrames;
|
||||
extern char *debugFile;
|
||||
|
||||
int strncmp_ci(const char *s1, const char *s2, int n);
|
||||
|
@ -183,13 +183,18 @@ struct Image
|
||||
void setPixels(uint8 *pixels);
|
||||
void setPalette(uint8 *palette);
|
||||
bool32 hasAlpha(void);
|
||||
void unindex(void);
|
||||
void removeMask(void);
|
||||
Image *extractMask(void);
|
||||
|
||||
static void setSearchPath(const char*);
|
||||
static void printSearchPath(void);
|
||||
static char *getFilename(const char*);
|
||||
};
|
||||
|
||||
Image *readTGA(const char *filename);
|
||||
void writeTGA(Image *image, const char *filename);
|
||||
void writeBMP(Image *image, const char *filename);
|
||||
|
||||
// used to emulate d3d and xbox textures
|
||||
struct RasterLevels
|
||||
|
193
src/tga.cpp
Normal file
193
src/tga.cpp
Normal file
@ -0,0 +1,193 @@
|
||||
#include <cstdio>
|
||||
#include <cstdlib>
|
||||
#include <cstring>
|
||||
#include <cassert>
|
||||
|
||||
#include "rwbase.h"
|
||||
#include "rwerror.h"
|
||||
#include "rwplg.h"
|
||||
#include "rwpipeline.h"
|
||||
#include "rwobjects.h"
|
||||
#include "rwengine.h"
|
||||
|
||||
#ifdef _WIN32
|
||||
/* srsly? */
|
||||
#define strdup _strdup
|
||||
#endif
|
||||
|
||||
#define PLUGIN_ID 0
|
||||
|
||||
namespace rw {
|
||||
|
||||
// TODO: fuck packed structs
|
||||
#ifndef RW_PS2
|
||||
#pragma pack(push)
|
||||
#pragma pack(1)
|
||||
#define PACKED_STRUCT
|
||||
#else
|
||||
#define PACKED_STRUCT __attribute__((__packed__))
|
||||
#endif
|
||||
struct PACKED_STRUCT TGAHeader
|
||||
{
|
||||
int8 IDlen;
|
||||
int8 colorMapType;
|
||||
int8 imageType;
|
||||
int16 colorMapOrigin;
|
||||
int16 colorMapLength;
|
||||
int8 colorMapDepth;
|
||||
int16 xOrigin, yOrigin;
|
||||
int16 width, height;
|
||||
uint8 depth;
|
||||
uint8 descriptor;
|
||||
};
|
||||
#ifndef RW_PS2
|
||||
#pragma pack(push)
|
||||
#endif
|
||||
|
||||
Image*
|
||||
readTGA(const char *afilename)
|
||||
{
|
||||
TGAHeader header;
|
||||
Image *image;
|
||||
char *filename;
|
||||
int depth = 0, palDepth = 0;
|
||||
filename = Image::getFilename(afilename);
|
||||
if(filename == nil)
|
||||
return nil;
|
||||
uint32 length;
|
||||
uint8 *data = getFileContents(filename, &length);
|
||||
assert(data != nil);
|
||||
free(filename);
|
||||
StreamMemory file;
|
||||
file.open(data, length);
|
||||
file.read(&header, sizeof(header));
|
||||
|
||||
assert(header.imageType == 1 || header.imageType == 2);
|
||||
file.seek(header.IDlen);
|
||||
if(header.colorMapType){
|
||||
assert(header.colorMapOrigin == 0);
|
||||
depth = (header.colorMapLength <= 16) ? 4 : 8;
|
||||
palDepth = header.colorMapDepth;
|
||||
assert(palDepth == 24 || palDepth == 32);
|
||||
}else{
|
||||
depth = header.depth;
|
||||
assert(depth == 24 || depth == 32);
|
||||
}
|
||||
|
||||
image = Image::create(header.width, header.height, depth);
|
||||
image->allocate();
|
||||
uint8 *palette = header.colorMapType ? image->palette : nil;
|
||||
uint8 (*color)[4] = nil;
|
||||
if(palette){
|
||||
int maxlen = depth == 4 ? 16 : 256;
|
||||
color = (uint8(*)[4])palette;
|
||||
int i;
|
||||
for(i = 0; i < header.colorMapLength; i++){
|
||||
color[i][2] = file.readU8();
|
||||
color[i][1] = file.readU8();
|
||||
color[i][0] = file.readU8();
|
||||
color[i][3] = 0xFF;
|
||||
if(palDepth == 32)
|
||||
color[i][3] = file.readU8();
|
||||
}
|
||||
for(; i < maxlen; i++){
|
||||
color[i][0] = color[i][1] = color[i][2] = 0;
|
||||
color[i][3] = 0xFF;
|
||||
}
|
||||
}
|
||||
|
||||
uint8 *pixels = image->pixels;
|
||||
if(!(header.descriptor & 0x20))
|
||||
pixels += (image->height-1)*image->stride;
|
||||
for(int y = 0; y < image->height; y++){
|
||||
uint8 *line = pixels;
|
||||
for(int x = 0; x < image->width; x++){
|
||||
if(palette)
|
||||
*line++ = file.readU8();
|
||||
else{
|
||||
line[2] = file.readU8();
|
||||
line[1] = file.readU8();
|
||||
line[0] = file.readU8();
|
||||
line += 3;
|
||||
if(depth == 32)
|
||||
*line++ = file.readU8();
|
||||
}
|
||||
}
|
||||
pixels += (header.descriptor&0x20) ?
|
||||
image->stride : -image->stride;
|
||||
}
|
||||
|
||||
file.close();
|
||||
delete[] data;
|
||||
return image;
|
||||
}
|
||||
|
||||
void
|
||||
writeTGA(Image *image, const char *filename)
|
||||
{
|
||||
TGAHeader header;
|
||||
StreamFile file;
|
||||
if(!file.open(filename, "wb")){
|
||||
RWERROR((ERR_FILE, filename));
|
||||
return;
|
||||
}
|
||||
header.IDlen = 0;
|
||||
header.imageType = image->palette != nil ? 1 : 2;
|
||||
header.colorMapType = image->palette != nil;
|
||||
header.colorMapOrigin = 0;
|
||||
header.colorMapLength = image->depth == 4 ? 16 :
|
||||
image->depth == 8 ? 256 : 0;
|
||||
header.colorMapDepth = image->palette ? 32 : 0;
|
||||
header.xOrigin = 0;
|
||||
header.yOrigin = 0;
|
||||
header.width = image->width;
|
||||
header.height = image->height;
|
||||
header.depth = image->depth == 4 ? 8 : image->depth;
|
||||
header.descriptor = 0x20 | (image->depth == 32 ? 8 : 0);
|
||||
file.write(&header, sizeof(header));
|
||||
|
||||
uint8 *palette = header.colorMapType ? image->palette : nil;
|
||||
uint8 (*color)[4] = (uint8(*)[4])palette;;
|
||||
if(palette)
|
||||
for(int i = 0; i < header.colorMapLength; i++){
|
||||
file.writeU8(color[i][2]);
|
||||
file.writeU8(color[i][1]);
|
||||
file.writeU8(color[i][0]);
|
||||
file.writeU8(color[i][3]);
|
||||
}
|
||||
|
||||
uint8 *line = image->pixels;
|
||||
uint8 *p;
|
||||
for(int y = 0; y < image->height; y++){
|
||||
p = line;
|
||||
for(int x = 0; x < image->width; x++){
|
||||
switch(image->depth){
|
||||
case 4:
|
||||
case 8:
|
||||
file.writeU8(*p++);
|
||||
break;
|
||||
case 16:
|
||||
file.writeU8(p[0]);
|
||||
file.writeU8(p[1]);
|
||||
p += 2;
|
||||
break;
|
||||
case 24:
|
||||
file.writeU8(p[2]);
|
||||
file.writeU8(p[1]);
|
||||
file.writeU8(p[0]);
|
||||
p += 3;
|
||||
break;
|
||||
case 32:
|
||||
file.writeU8(p[2]);
|
||||
file.writeU8(p[1]);
|
||||
file.writeU8(p[0]);
|
||||
file.writeU8(p[3]);
|
||||
p += 4;
|
||||
}
|
||||
}
|
||||
line += image->stride;
|
||||
}
|
||||
file.close();
|
||||
}
|
||||
|
||||
}
|
Loading…
Reference in New Issue
Block a user