Automatically twiddle non-twiddled palette data

This commit is contained in:
Luke Benstead 2019-03-07 21:21:30 +00:00
parent 3e1ed8a5f7
commit d7342fa0c0
10 changed files with 349 additions and 7 deletions

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@ -3,6 +3,7 @@
#include <string.h>
#include <stdlib.h>
#include <math.h>
#include <assert.h>
#include "../include/gl.h"
#include "../include/glext.h"
@ -481,6 +482,13 @@ static inline void genElementsCommon(
const IndexParseFunc indexFunc = _calcParseIndexFunc(type);
assert(vertexFunc);
assert(diffuseFunc);
assert(uvFunc);
assert(stFunc);
assert(normalFunc);
assert(indexFunc);
GLsizei i = 0;
const GLubyte* idx = iptr;
ClipVertex* vertex = output;
@ -622,6 +630,12 @@ static inline void genArraysCommon(
const FloatParseFunc stFunc = _calcSTParseFunc();
const FloatParseFunc normalFunc = _calcNormalParseFunc();
assert(vertexFunc);
assert(diffuseFunc);
assert(uvFunc);
assert(stFunc);
assert(normalFunc);
GLsizei i = count;
ClipVertex* vertex = output;

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@ -547,11 +547,7 @@ static GLuint _determinePVRFormat(GLint internalFormat, GLenum type) {
case GL_COMPRESSED_ARGB_1555_VQ_MIPMAP_TWID_KOS:
return PVR_TXRFMT_ARGB1555 | PVR_TXRFMT_TWIDDLED | PVR_TXRFMT_VQ_ENABLE;
case GL_COLOR_INDEX8_EXT:
if(type == GL_UNSIGNED_BYTE_TWID_KOS) {
return PVR_TXRFMT_PAL8BPP | PVR_TXRFMT_TWIDDLED;
} else {
return PVR_TXRFMT_PAL8BPP | PVR_TXRFMT_NONTWIDDLED;
}
return PVR_TXRFMT_PAL8BPP | PVR_TXRFMT_TWIDDLED;
default:
return 0;
}
@ -713,6 +709,20 @@ GLboolean _glIsMipmapComplete(const TextureObject* obj) {
return GL_TRUE;
}
static inline GLuint morton_1by1(GLuint x) {
x &= 0x0000ffff; // x = ---- ---- ---- ---- fedc ba98 7654 3210
x = (x ^ (x << 8)) & 0x00ff00ff; // x = ---- ---- fedc ba98 ---- ---- 7654 3210
x = (x ^ (x << 4)) & 0x0f0f0f0f; // x = ---- fedc ---- ba98 ---- 7654 ---- 3210
x = (x ^ (x << 2)) & 0x33333333; // x = --fe --dc --ba --98 --76 --54 --32 --10
x = (x ^ (x << 1)) & 0x55555555; // x = -f-e -d-c -b-a -9-8 -7-6 -5-4 -3-2 -1-0
return x;
}
static inline GLuint morton_index(GLuint x, GLuint y) {
return (morton_1by1(y) << 1) + morton_1by1(x);
}
void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
GLsizei width, GLsizei height, GLint border,
GLenum format, GLenum type, const GLvoid *data) {
@ -835,6 +845,7 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
/* Let's assume we need to convert */
GLboolean needsConversion = GL_TRUE;
GLboolean needsTwiddling = GL_FALSE;
/*
* These are the only formats where the source format passed in matches the pvr format.
@ -843,6 +854,7 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
if(format == GL_COLOR_INDEX) {
/* Don't convert color indexes */
needsConversion = GL_FALSE;
needsTwiddling = type == GL_UNSIGNED_BYTE;
} else if(format == GL_BGRA && type == GL_UNSIGNED_SHORT_4_4_4_4_REV && internalFormat == GL_RGBA) {
needsConversion = GL_FALSE;
} else if(format == GL_BGRA && type == GL_UNSIGNED_SHORT_1_5_5_5_REV && internalFormat == GL_RGBA) {
@ -868,8 +880,23 @@ void APIENTRY glTexImage2D(GLenum target, GLint level, GLint internalFormat,
assert(data);
assert(bytes);
/* No conversion? Just copy the data, and the pvr_format is correct */
sq_cpy(targetData, data, bytes);
if(needsTwiddling) {
assert(type == GL_UNSIGNED_BYTE); // Anything else needs this loop adjusting
GLuint x, y;
for(y = 0; y < height; ++y) {
for(x = 0; x < width; ++x) {
GLuint src = (y * width) + x;
GLuint dest = morton_index(x, y);
targetData[dest] = ((GLubyte*) data)[src];
}
}
} else {
/* No conversion? Just copy the data, and the pvr_format is correct */
sq_cpy(targetData, data, bytes);
}
return;
} else {
TextureConversionFunc convert = _determineConversion(

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@ -23,4 +23,5 @@ all:
$(KOS_MAKE) -C trimark all
$(KOS_MAKE) -C multitexture_arrays all
$(KOS_MAKE) -C paletted all
$(KOS_MAKE) -C paletted_pcx all
$(KOS_MAKE) -C depth_funcs all

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@ -0,0 +1,29 @@
TARGET = paletted_pcx.elf
OBJS = main.o
all: rm-elf $(TARGET)
include $(KOS_BASE)/Makefile.rules
clean:
-rm -f $(TARGET) $(OBJS) romdisk.*
rm-elf:
-rm -f $(TARGET) romdisk.*
$(TARGET): $(OBJS) romdisk.o
$(KOS_CC) $(KOS_CFLAGS) $(KOS_LDFLAGS) -o $(TARGET) $(KOS_START) \
$(OBJS) romdisk.o $(OBJEXTRA) -lm -lkosutils $(KOS_LIBS)
romdisk.img:
$(KOS_GENROMFS) -f romdisk.img -d romdisk -v
romdisk.o: romdisk.img
$(KOS_BASE)/utils/bin2o/bin2o romdisk.img romdisk romdisk.o
run: $(TARGET)
$(KOS_LOADER) $(TARGET)
dist:
rm -f $(OBJS) romdisk.o romdisk.img
$(KOS_STRIP) $(TARGET)

271
samples/paletted_pcx/main.c Normal file
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@ -0,0 +1,271 @@
#include <stdio.h>
#include <string.h>
#include <stdlib.h>
#include <stdint.h>
#include <assert.h>
#include "gl.h"
#include "glext.h"
#include "glu.h"
#include "glkos.h"
extern uint8 romdisk[];
KOS_INIT_ROMDISK(romdisk);
/* floats for x rotation, y rotation, z rotation */
float xrot, yrot, zrot;
/* storage for one texture */
int texture[1];
typedef struct {
unsigned int height;
unsigned int width;
unsigned int palette_width;
char* palette;
char* data;
} Image;
#pragma pack(push)
#pragma pack(1)
/* PCX header */
typedef struct {
uint8_t manufacturer;
uint8_t version;
uint8_t encoding;
uint8_t bits_per_pixel;
uint16_t xmin, ymin;
uint16_t xmax, ymax;
uint16_t horz_res, vert_res;
uint8_t palette[48];
uint8_t reserved;
uint8_t num_color_planes;
uint16_t bytes_per_scan_line;
uint16_t palette_type;
uint16_t horz_size, vert_size;
uint8_t padding[54];
} Header;
#pragma pack(pop)
int LoadPalettedPCX(const char* filename, Image* image) {
FILE* filein = NULL;
filein = fopen(filename, "rb");
if(!filein) {
printf("Unable to open file\n");
return 0;
}
Header header;
fread(&header, sizeof(header), 1, filein);
if(header.manufacturer != 0x0a) {
printf("Invalid file\n");
return 0;
}
/* Read the rest of the file */
long pos = ftell(filein);
fseek(filein, 0, SEEK_END);
long end = ftell(filein);
fseek(filein, pos, SEEK_SET);
long size = end - pos;
uint8_t* buffer = (uint8_t*) malloc(size);
fread(buffer, 1, size, filein);
image->width = header.xmax - header.xmin + 1;
image->height = header.ymax - header.ymin + 1;
image->data = (char*) malloc(sizeof(char) * image->width * image->height);
int bitcount = header.bits_per_pixel * header.num_color_planes;
if(bitcount != 8) {
printf("Wrong bitcount\n");
return 0;
}
uint8_t palette_marker = buffer[size - 769];
const uint8_t* palette = (palette_marker == 12) ? &buffer[size - 768] : header.palette;
image->palette_width = (palette_marker == 12) ? 256 : 16;
image->palette = (char*) malloc(sizeof(char) * 3 * image->palette_width);
memcpy(image->palette, palette, sizeof(char) * 3 * image->palette_width);
int32_t rle_count = 0;
int32_t rle_value = 0;
const uint8_t* image_data = buffer;
uint32_t idx;
for(idx = 0; idx < (image->width * image->height); idx++) {
if(rle_count == 0) {
rle_value = *image_data;
++image_data;
if((rle_value & 0xc0) == 0xc0) {
rle_count = rle_value & 0x3f;
rle_value = *image_data;
++image_data;
} else {
rle_count = 1;
}
}
rle_count--;
assert(rle_value < 256);
image->data[idx] = rle_value;
}
free(buffer);
return 1;
}
// Load Bitmaps And Convert To Textures
void LoadGLTextures() {
// Load Texture
Image *image1;
// allocate space for texture
image1 = (Image *) malloc(sizeof(Image));
if (image1 == NULL) {
printf("Error allocating space for image");
exit(0);
}
if (!LoadPalettedPCX("/rd/NeHe.pcx", image1)) {
exit(1);
}
glEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
glColorTableEXT(GL_SHARED_TEXTURE_PALETTE_EXT, GL_RGBA8, image1->palette_width, GL_RGB, GL_UNSIGNED_BYTE, image1->palette);
// Create Texture
glGenTextures(1, &texture[0]);
glBindTexture(GL_TEXTURE_2D, texture[0]); // 2d texture (x and y size)
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER, GL_LINEAR); // scale linearly when image bigger than texture
glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER, GL_LINEAR); // scale linearly when image smalled than texture
// 2d texture, level of detail 0 (normal), 3 components (red, green, blue), x size from image, y size from image,
// border 0 (normal), rgb color data, unsigned byte data, and finally the data itself.
glTexImage2D(GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, image1->width, image1->height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, image1->data);
}
/* A general OpenGL initialization function. Sets all of the initial parameters. */
void InitGL(int Width, int Height) // We call this right after our OpenGL window is created.
{
LoadGLTextures();
glEnable(GL_TEXTURE_2D);
glClearColor(0.0f, 0.0f, 0.0f, 0.0f); // This Will Clear The Background Color To Black
glClearDepth(1.0); // Enables Clearing Of The Depth Buffer
glDepthFunc(GL_LESS); // The Type Of Depth Test To Do
glEnable(GL_DEPTH_TEST); // Enables Depth Testing
glShadeModel(GL_SMOOTH); // Enables Smooth Color Shading
glMatrixMode(GL_PROJECTION);
glLoadIdentity(); // Reset The Projection Matrix
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f); // Calculate The Aspect Ratio Of The Window
glMatrixMode(GL_MODELVIEW);
}
/* The function called when our window is resized (which shouldn't happen, because we're fullscreen) */
void ReSizeGLScene(int Width, int Height)
{
if (Height == 0) // Prevent A Divide By Zero If The Window Is Too Small
Height = 1;
glViewport(0, 0, Width, Height); // Reset The Current Viewport And Perspective Transformation
glMatrixMode(GL_PROJECTION);
glLoadIdentity();
gluPerspective(45.0f,(GLfloat)Width/(GLfloat)Height,0.1f,100.0f);
glMatrixMode(GL_MODELVIEW);
}
/* The main drawing function. */
void DrawGLScene()
{
glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // Clear The Screen And The Depth Buffer
glLoadIdentity(); // Reset The View
glTranslatef(0.0f,0.0f,-5.0f); // move 5 units into the screen.
glRotatef(xrot,1.0f,0.0f,0.0f); // Rotate On The X Axis
glRotatef(yrot,0.0f,1.0f,0.0f); // Rotate On The Y Axis
glRotatef(zrot,0.0f,0.0f,1.0f); // Rotate On The Z Axis
glBindTexture(GL_TEXTURE_2D, texture[0]); // choose the texture to use.
glBegin(GL_QUADS); // begin drawing a cube
// Front Face (note that the texture's corners have to match the quad's corners)
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
// Back Face
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
// Top Face
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
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
// Bottom Face
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
glTexCoord2f(1.0f, 0.0f); glVertex3f(-1.0f, -1.0f, 1.0f); // Bottom Right Of The Texture and Quad
// Right face
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;
}

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