KTX Texture compression fixed for opaque textures without an alpha channel.
KTX Texture mipmaps now loading correctly. --HG-- extra : source : 35ac38101008024955ffa4d4c6e66f8e5be026a2
This commit is contained in:
@@ -42,7 +42,7 @@ void KRMeshStreamer::startStreamer()
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#elif TARGET_OS_MAC
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NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
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{
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
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// NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
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0
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};
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NSOpenGLPixelFormat *pixelFormat = [[[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttributes] autorelease];
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@@ -59,9 +59,10 @@ KRTextureKTX::KRTextureKTX(KRContext &context, KRDataBlock *data, std::string na
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uint32_t blockStart = sizeof(KTXHeader) + m_header.bytesOfKeyValueData;
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uint32_t width = m_header.pixelWidth, height = m_header.pixelHeight;
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for(int mipmap_level=0; mipmap_level < KRMIN(m_header.numberOfMipmapLevels, 1); mipmap_level++) {
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for(int mipmap_level=0; mipmap_level < KRMAX(m_header.numberOfMipmapLevels, 1); mipmap_level++) {
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uint32_t blockLength;
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data->copy(&blockLength, blockStart, 4);
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blockStart += 4;
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m_blocks.push_back(m_pData->getSubBlock(blockStart, blockLength));
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@@ -84,7 +85,7 @@ KRTextureKTX::KRTextureKTX(KRContext &context, KRDataBlock *data, std::string na
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KRTextureKTX::KRTextureKTX(KRContext &context, std::string name, GLenum internal_format, GLenum base_internal_format, int width, int height, const std::list<KRDataBlock *> &blocks) : KRTexture2D(context, new KRDataBlock(), name)
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{
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memcpy(_KTXFileIdentifier, m_header.identifier, 12);
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memcpy(m_header.identifier, _KTXFileIdentifier, 12);
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m_header.endianness = 0x04030201;
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m_header.glType = 0;
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m_header.glTypeSize = 1;
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@@ -47,7 +47,7 @@ void KRTextureStreamer::startStreamer()
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NSOpenGLPixelFormatAttribute pixelFormatAttributes[] =
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{
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NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
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// NSOpenGLPFAOpenGLProfile, NSOpenGLProfileVersionLegacy,
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0
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};
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NSOpenGLPixelFormat *pixelFormat = [[[NSOpenGLPixelFormat alloc] initWithAttributes:pixelFormatAttributes] autorelease];
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@@ -114,7 +114,7 @@ bool KRTextureTGA::uploadTexture(GLenum target, int lod_max_dim, int ¤t_lo
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pSource += 3;
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}
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//#endif
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glTexImage2D(target, 0, internal_format, pHeader->width, pHeader->height, 0, GL_BGR, GL_UNSIGNED_BYTE, (GLvoid *)converted_image);
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glTexImage2D(target, 0, internal_format, pHeader->width, pHeader->height, 0, GL_BGRA, GL_UNSIGNED_BYTE, (GLvoid *)converted_image);
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free(converted_image);
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err = glGetError();
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if (err != GL_NO_ERROR) {
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@@ -168,10 +168,24 @@ KRTexture *KRTextureTGA::compress()
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}
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GLDEBUG(glGenerateMipmap(GL_TEXTURE_2D));
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GLint width = 0, height = 0, internal_format, base_internal_format = GL_BGRA;
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GLint width = 0, height = 0, internal_format, base_internal_format;
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GLDEBUG(glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &width));
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GLDEBUG(glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &height));
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GLDEBUG(glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_INTERNAL_FORMAT, &internal_format));
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switch(internal_format)
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{
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
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base_internal_format = GL_BGRA;
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break;
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
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base_internal_format = GL_BGRA;
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break;
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default:
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assert(false); // Not yet supported
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break;
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}
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GLuint lod_level = 0;
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@@ -25,11 +25,11 @@
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// or implied, of Kearwood Gilbert.
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//
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// #extension GL_EXT_shadow_samplers : require
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//#extension GL_EXT_shadow_samplers : require
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#if ENABLE_RIM_COLOR == 1
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uniform lowp vec3 rim_color;
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uniform mediump float rim_power;
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uniform lowp vec3 rim_color;
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uniform mediump float rim_power;
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#endif
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#if FOG_TYPE > 0
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@@ -116,18 +116,27 @@ uniform mediump float rim_power;
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uniform sampler2D reflectionTexture;
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#endif
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#if ENABLE_RIM_COLOR == 1
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#define NEED_EYEVEC
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#endif
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#if HAS_REFLECTION_CUBE_MAP == 1
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uniform lowp vec3 material_reflection;
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uniform samplerCube reflectionCubeTexture;
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#if HAS_NORMAL_MAP == 1
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varying highp mat3 tangent_to_world_matrix;
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varying mediump vec3 eyeVec;
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#define NEED_EYEVEC
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uniform highp mat4 model_matrix;
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#else
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varying mediump vec3 reflectionVec;
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#endif
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#endif
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#ifdef NEED_EYEVEC
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varying mediump vec3 eyeVec;
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#endif
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#if SHADOW_QUALITY >= 1
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#ifdef GL_EXT_shadow_samplers
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@@ -398,4 +407,14 @@ void main()
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#endif
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#if ENABLE_RIM_COLOR == 1
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lowp float rim = 1.0 - clamp(dot(normalize(eyeVec), normal), 0.0, 1.0);
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gl_FragColor += vec4(rim_color, 1.0) * pow(rim, rim_power);
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#endif
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#if BONE_COUNT > 0
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gl_FragColor.b = 1.0;
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#endif
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}
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@@ -29,13 +29,17 @@
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// or implied, of Kearwood Gilbert.
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//
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attribute highp vec3 vertex_position, vertex_normal, vertex_tangent;
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attribute highp vec3 vertex_position, vertex_normal;
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#if HAS_NORMAL_MAP == 1
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attribute highp vec3 vertex_tangent;
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#endif
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attribute mediump vec2 vertex_uv;
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uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying the model, view, and projection matrices
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#if BONE_COUNT > 0
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attribute highp vec4 bone_weights;
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attribute mediump vec4 bone_indexes;
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attribute highp vec4 bone_indexes;
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uniform highp mat4 bone_transforms[BONE_COUNT];
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#else
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#define vertex_position_skinned vertex_position
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@@ -134,11 +138,14 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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varying mediump float specularFactor;
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#endif
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#if ENABLE_RIM_COLOR == 1
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#define NEED_EYEVEC
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#endif
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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#define NEED_EYEVEC
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uniform highp mat4 model_inverse_transpose_matrix;
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varying mediump vec3 eyeVec;
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varying highp mat3 tangent_to_world_matrix;
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#else
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uniform highp mat4 model_matrix;
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@@ -146,6 +153,10 @@ uniform highp mat4 mvp_matrix; // mvp_matrix is the result of multiplying t
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#endif
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#endif
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#ifdef NEED_EYEVEC
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varying mediump vec3 eyeVec;
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#endif
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#if HAS_DIFFUSE_MAP_SCALE == 1
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uniform highp vec2 diffuseTexture_Scale;
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#endif
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@@ -168,30 +179,28 @@ void main()
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mediump vec4 scaled_bone_indexes = bone_indexes;
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mediump vec4 scaled_bone_weights = bone_weights;
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// scaled_bone_indexes = vec4(1.0, 0.0, 0.0, 0.0);
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// scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp vec3 vertex_position_skinned =
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_position, 1.0)).xyz * scaled_bone_weights.w);
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highp vec3 vertex_normal_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_normal, 1.0)).xyz * scaled_bone_weights.w));
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highp vec3 vertex_tangent_skinned = normalize(
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((bone_transforms[ int(scaled_bone_indexes.x) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.x) +
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((bone_transforms[ int(scaled_bone_indexes.y) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.y) +
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((bone_transforms[ int(scaled_bone_indexes.z) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.z) +
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((bone_transforms[ int(scaled_bone_indexes.w) ] * vec4(vertex_tangent, 1.0)).xyz * scaled_bone_weights.w));
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#endif
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//scaled_bone_indexes = vec4(0.0, 0.0, 0.0, 0.0);
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//scaled_bone_weights = vec4(1.0, 0.0, 0.0, 0.0);
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highp mat4 skin_matrix =
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bone_transforms[ int(scaled_bone_indexes.x) ] * scaled_bone_weights.x +
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bone_transforms[ int(scaled_bone_indexes.y) ] * scaled_bone_weights.y +
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bone_transforms[ int(scaled_bone_indexes.z) ] * scaled_bone_weights.z +
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bone_transforms[ int(scaled_bone_indexes.w) ] * scaled_bone_weights.w;
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//skin_matrix = bone_transforms[0];
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highp vec3 vertex_position_skinned = (skin_matrix * vec4(vertex_position, 1)).xyz;
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highp vec3 vertex_normal_skinned = normalize(mat3(skin_matrix) * vertex_normal);
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#if HAS_NORMAL_MAP == 1
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highp vec3 vertex_tangent_skinned = normalize(mat3(skin_matrix) * vertex_tangent);
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#endif
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#endif
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// Transform position
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gl_Position = mvp_matrix * vec4(vertex_position_skinned,1.0);
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#if HAS_DIFFUSE_MAP == 1 || (HAS_NORMAL_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_SPEC_MAP == 1 && ENABLE_PER_PIXEL == 1) || (HAS_REFLECTION_MAP == 1 && ENABLE_PER_PIXEL == 1)
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// Pass UV co-ordinates
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@@ -244,7 +253,7 @@ void main()
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#if HAS_REFLECTION_CUBE_MAP == 1
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#if HAS_NORMAL_MAP == 1
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eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#else
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// Calculate reflection vector as I - 2.0 * dot(N, I) * N
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mediump vec3 eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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@@ -253,6 +262,9 @@ void main()
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#endif
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#endif
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#ifdef NEED_EYEVEC
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eyeVec = normalize(camera_position_model_space - vertex_position_skinned);
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#endif
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#if HAS_LIGHT_MAP == 1
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// Pass shadow UV co-ordinates
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