Implement glColorTableEXT
This commit is contained in:
parent
c84f211ad0
commit
571438ef4e
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@ -45,7 +45,7 @@ typedef struct {
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/* Palette data is always stored in RAM as RGBA8888 and packed as ARGB8888
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* when uploaded to the PVR */
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GLubyte* data;
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GLsizei width;
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GLushort width;
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GLenum format;
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} TexturePalette;
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80
GL/texture.c
80
GL/texture.c
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@ -3,6 +3,7 @@
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#include <stddef.h>
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#include <stdio.h>
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#include <stdlib.h>
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#include <assert.h>
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#include "../include/glext.h"
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#include "../include/glkos.h"
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@ -18,6 +19,28 @@ static GLubyte ACTIVE_TEXTURE = 0;
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static GLuint _determinePVRFormat(GLint internalFormat, GLenum type);
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#define PACK_ARGB8888(a,r,g,b) ( ((a & 0xFF) << 24) | ((r & 0xFF) << 16) | ((g & 0xFF) << 8) | (b & 0xFF) )
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static void _glApplyColorTable() {
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TextureObject* active = getBoundTexture();
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if(!active) {
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return; //? Unload the palette? Make White?
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}
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if(!active->palette || !active->palette->data) {
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return;
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}
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pvr_set_pal_format(PVR_PAL_ARGB8888);
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GLushort i = 0;
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for(; i < active->palette->width; ++i) {
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GLubyte* entry = &active->palette->data[i * 4];
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pvr_set_pal_entry(i, PACK_ARGB8888(entry[3], entry[1], entry[2], entry[0]));
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}
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}
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GLubyte _glGetActiveTexture() {
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return ACTIVE_TEXTURE;
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}
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@ -195,6 +218,9 @@ void APIENTRY glBindTexture(GLenum target, GLuint texture) {
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if(texture) {
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TEXTURE_UNITS[ACTIVE_TEXTURE] = (TextureObject*) named_array_get(&TEXTURE_OBJECTS, texture);
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// If this is a paletted texture, we need to reapply the color table
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_glApplyColorTable();
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} else {
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TEXTURE_UNITS[ACTIVE_TEXTURE] = NULL;
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}
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@ -633,18 +659,24 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D");
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}
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if(!_isSupportedFormat(format)) {
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D");
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}
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if(format != GL_COLOR_INDEX) {
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if(!_isSupportedFormat(format)) {
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D");
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}
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/* Abuse determineStride to see if type is valid */
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if(_determineStride(GL_RGBA, type) == -1) {
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D");
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}
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/* Abuse determineStride to see if type is valid */
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if(_determineStride(GL_RGBA, type) == -1) {
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_glKosThrowError(GL_INVALID_ENUM, "glTexImage2D");
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}
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internalFormat = _cleanInternalFormat(internalFormat);
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if(internalFormat == -1) {
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_glKosThrowError(GL_INVALID_VALUE, "glTexImage2D");
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internalFormat = _cleanInternalFormat(internalFormat);
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if(internalFormat == -1) {
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_glKosThrowError(GL_INVALID_VALUE, "glTexImage2D");
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}
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} else {
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if(internalFormat != GL_COLOR_INDEX8_EXT) {
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_glKosThrowError(GL_INVALID_ENUM, __func__);
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}
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}
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GLint w = width;
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@ -671,6 +703,13 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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_glKosThrowError(GL_INVALID_OPERATION, "glTexImage2D");
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}
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GLboolean isPaletted = (internalFormat == GL_COLOR_INDEX8_EXT) ? GL_TRUE : GL_FALSE;
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if(isPaletted && level > 0) {
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/* Paletted textures can't have mipmaps */
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_glKosThrowError(GL_INVALID_OPERATION, __func__);
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}
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if(_glKosHasError()) {
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_glKosPrintError();
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return;
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@ -698,11 +737,15 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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/* All colour formats are represented as shorts internally. Paletted textures
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* are represented by byte indexes (which look up into a color table)
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*/
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GLboolean isPaletted = (internalFormat == GL_COLOR_INDEX8_EXT) ? GL_TRUE : GL_FALSE;
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GLint destStride = isPaletted ? 1 : 2;
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GLuint bytes = (width * height * destStride);
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if(!active->data) {
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assert(active);
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assert(width);
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assert(height);
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assert(destStride);
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/* need texture memory */
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active->width = width;
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active->height = height;
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@ -712,7 +755,11 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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active->dataStride = destStride;
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GLuint size = _glGetMipmapDataSize(active);
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assert(size);
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active->data = pvr_mem_malloc(size);
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assert(active->data);
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active->isCompressed = GL_FALSE;
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active->isPaletted = isPaletted;
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}
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@ -727,7 +774,10 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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* These are the only formats where the source format passed in matches the pvr format.
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* Note the REV formats + GL_BGRA will reverse to ARGB which is what the PVR supports
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*/
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if(format == GL_BGRA && type == GL_UNSIGNED_SHORT_4_4_4_4_REV && internalFormat == GL_RGBA) {
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if(format == GL_COLOR_INDEX) {
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/* Don't convert color indexes */
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needsConversion = GL_FALSE;
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} else if(format == GL_BGRA && type == GL_UNSIGNED_SHORT_4_4_4_4_REV && internalFormat == GL_RGBA) {
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needsConversion = GL_FALSE;
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} else if(format == GL_BGRA && type == GL_UNSIGNED_SHORT_1_5_5_5_REV && internalFormat == GL_RGBA) {
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needsConversion = GL_FALSE;
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@ -742,6 +792,7 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
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}
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GLubyte* targetData = _glGetMipmapLocation(active, level);
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assert(targetData);
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if(!data) {
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/* No data? Do nothing! */
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@ -876,7 +927,7 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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}
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/* Only allow up to 256 colours in a palette */
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if(width > 256) {
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if(width > 256 || width == 0) {
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_glKosThrowError(GL_INVALID_VALUE, __func__);
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_glKosPrintError();
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return;
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@ -919,6 +970,9 @@ GLAPI void APIENTRY glColorTableEXT(GLenum target, GLenum internalFormat, GLsize
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src += sourceStride;
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dst += 4;
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}
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/* Apply the palette immediately, we'll also do this when binding the texture */
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_glApplyColorTable();
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}
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GLAPI void APIENTRY glColorSubTableEXT(GLenum target, GLsizei start, GLsizei count, GLenum format, GLenum type, const GLvoid *data) {
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@ -20,3 +20,4 @@ all:
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$(KOS_MAKE) -C terrain all
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$(KOS_MAKE) -C quadmark all
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$(KOS_MAKE) -C multitexture_arrays all
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$(KOS_MAKE) -C paletted all
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29
samples/paletted/Makefile
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29
samples/paletted/Makefile
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@ -0,0 +1,29 @@
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TARGET = paletted.elf
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OBJS = main.o
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all: rm-elf $(TARGET)
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include $(KOS_BASE)/Makefile.rules
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clean:
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-rm -f $(TARGET) $(OBJS) romdisk.*
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rm-elf:
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-rm -f $(TARGET) romdisk.*
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$(TARGET): $(OBJS) romdisk.o
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$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
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$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
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romdisk.img:
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$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
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romdisk.o: romdisk.img
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$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
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run: $(TARGET)
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$(KOS_LOADER) $(TARGET)
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dist:
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rm -f $(OBJS) romdisk.o romdisk.img
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$(KOS_STRIP) $(TARGET)
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236
samples/paletted/main.c
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236
samples/paletted/main.c
Normal file
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@ -0,0 +1,236 @@
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#include <stdio.h>
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#include <string.h>
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#include <stdlib.h>
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#include "gl.h"
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#include "glext.h"
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#include "glu.h"
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#include "glkos.h"
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extern uint8 romdisk[];
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KOS_INIT_ROMDISK(romdisk);
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/* floats for x rotation, y rotation, z rotation */
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float xrot, yrot, zrot;
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/* storage for one texture */
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int texture[1];
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typedef struct {
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unsigned int height;
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unsigned int width;
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unsigned int palette_width;
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char* palette;
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char* data;
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} Image;
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int LoadPalettedTex(const char* filename, Image* image) {
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struct {
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char id[4]; // 'DTEX'
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short width;
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short height;
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int type;
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int size;
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} header;
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FILE* filein = NULL;
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filein = fopen(filename, "rb");
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if(!filein) {
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printf("Unable to open file\n");
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return 0;
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}
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fread(&header, sizeof(header), 1, filein);
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if((header.type & (7 << 27)) >> 27 != 6) {
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printf("Not PAL8BPP format\n");
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return 0;
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}
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image->width = header.width;
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image->height = header.height;
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image->data = (char*) malloc(sizeof(char) * header.size);
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fread(image->data, header.size, sizeof(char), filein);
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fclose(filein);
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char palette_filename[100];
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strcpy(palette_filename, filename);
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strcat(palette_filename, ".pal");
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filein = fopen(palette_filename, "rb");
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if(!filename) {
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printf("Unable to open the palette file\n");
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return 0;
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}
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struct {
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char id[4];
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int numcolors;
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} palette_header;
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fread(&palette_header, sizeof(palette_header), 1, filein);
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image->palette = (unsigned int*) malloc(sizeof(unsigned int) * palette_header.numcolors);
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image->palette_width = palette_header.numcolors;
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fread(image->palette, sizeof(unsigned int), palette_header.numcolors, filein);
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unsigned int i = 0;
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for(; i < palette_header.numcolors; ++i) {
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unsigned int* p = (unsigned int*) image->palette;
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// Swap the colours around from ARGB to RGBA
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char r = (p[i] & 0x00FF0000) >> 16;
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char g = (p[i] & 0x0000FF00) >> 8;
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char b = (p[i] & 0x000000FF);
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char a = (p[i] & 0xFF000000) >> 24;
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image->palette[i * 4] = r;
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image->palette[i * 4 + 1] = g;
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image->palette[i * 4 + 2] = b;
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image->palette[i * 4 + 3] = a;
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}
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return 1;
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}
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// Load Bitmaps And Convert To Textures
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void LoadGLTextures() {
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// Load Texture
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Image *image1;
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// allocate space for texture
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image1 = (Image *) malloc(sizeof(Image));
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if (image1 == NULL) {
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printf("Error allocating space for image");
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exit(0);
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}
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if (!LoadPalettedTex("/rd/NeHe.tex", image1)) {
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exit(1);
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}
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// Create Texture
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glGenTextures(1, &texture[0]);
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glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); // scale linearly when image bigger than texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR_MIPMAP_LINEAR); // scale linearly when image smalled than texture
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glColorTableEXT(GL_TEXTURE_2D, GL_RGBA8, image1->palette_width, GL_RGBA, GL_UNSIGNED_BYTE, image1->palette);
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// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
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// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
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glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1->width, image1->height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1->data);
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};
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/* A general OpenGL initialization function. Sets all of the initial parameters. */
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void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
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{
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LoadGLTextures();
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glEnable(GL_TEXTURE_2D);
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glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
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glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
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glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
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glEnable(GL_DEPTH_TEST); // Enables Depth Testing
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glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity(); // Reset The Projection Matrix
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
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glMatrixMode(GL_MODELVIEW);
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}
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/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
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void ReSizeGLScene(int Width, int Height)
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{
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if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
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Height = 1;
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glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
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glMatrixMode(GL_PROJECTION);
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glLoadIdentity();
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gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
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glMatrixMode(GL_MODELVIEW);
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}
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/* The main drawing function. */
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void DrawGLScene()
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{
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glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
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glLoadIdentity(); // Reset The View
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glTranslatef(0.0f,0.0f,-5.0f); // move 5 units into the screen.
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glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
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glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
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glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
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glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
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glBegin(GL_QUADS); // begin drawing a cube
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// Front Face (note that the texture's corners have to match the quad's corners)
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
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// Back Face
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
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// Top Face
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glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
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// Bottom Face
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glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Top Right Of The Texture and Quad
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glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Top Left Of The Texture and Quad
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glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
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glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
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// Right face
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glTexCoord2f(1.0f, 0.0f); glVertex3f( 1.0f, -1.0f, -1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f( 1.0f, 1.0f, -1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f( 1.0f, 1.0f, 1.0f); // Top Left Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f( 1.0f, -1.0f, 1.0f); // Bottom Left Of The Texture and Quad
|
||||
|
||||
// Left Face
|
||||
glTexCoord2f(0.0f, 0.0f); glVertex3f(-1.0f, -1.0f, -1.0f); // Bottom Left Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
|
||||
glTexCoord2f(1.0f, 1.0f); glVertex3f(-1.0f, 1.0f, 1.0f); // Top Right Of The Texture and Quad
|
||||
glTexCoord2f(0.0f, 1.0f); glVertex3f(-1.0f, 1.0f, -1.0f); // Top Left Of The Texture and Quad
|
||||
|
||||
glEnd(); // done with the polygon.
|
||||
|
||||
xrot+=1.5f; // X Axis Rotation
|
||||
yrot+=1.5f; // Y Axis Rotation
|
||||
zrot+=1.5f; // Z Axis Rotation
|
||||
//
|
||||
// swap buffers to display, since we're double buffered.
|
||||
glKosSwapBuffers();
|
||||
}
|
||||
|
||||
int main(int argc, char **argv)
|
||||
{
|
||||
glKosInit();
|
||||
|
||||
InitGL(640, 480);
|
||||
ReSizeGLScene(640, 480);
|
||||
|
||||
while(1) {
|
||||
DrawGLScene();
|
||||
}
|
||||
|
||||
return 0;
|
||||
}
|
BIN
samples/paletted/romdisk/NeHe.bmp
Normal file
BIN
samples/paletted/romdisk/NeHe.bmp
Normal file
Binary file not shown.
After Width: | Height: | Size: 192 KiB |
BIN
samples/paletted/romdisk/NeHe.tex
Normal file
BIN
samples/paletted/romdisk/NeHe.tex
Normal file
Binary file not shown.
BIN
samples/paletted/romdisk/NeHe.tex.pal
Normal file
BIN
samples/paletted/romdisk/NeHe.tex.pal
Normal file
Binary file not shown.
0
samples/paletted/romdisk/PLACEHOLDER
Normal file
0
samples/paletted/romdisk/PLACEHOLDER
Normal file
Loading…
Reference in New Issue
Block a user