quadrilateralcowboy/renderer/Image.h
2020-06-12 14:06:25 -07:00

496 lines
19 KiB
C++

/*
===========================================================================
Doom 3 GPL Source Code
Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
Doom 3 Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
/*
====================================================================
IMAGE
idImage have a one to one correspondance with OpenGL textures.
No texture is ever used that does not have a corresponding idImage.
no code outside this unit should call any of these OpenGL functions:
qglGenTextures
qglDeleteTextures
qglBindTexture
qglTexParameter
qglTexImage
qglTexSubImage
qglCopyTexImage
qglCopyTexSubImage
qglEnable( GL_TEXTURE_* )
qglDisable( GL_TEXTURE_* )
====================================================================
*/
typedef enum {
IS_UNLOADED, // no gl texture number
IS_PARTIAL, // has a texture number and the low mip levels loaded
IS_LOADED // has a texture number and the full mip hierarchy
} imageState_t;
static const int MAX_TEXTURE_LEVELS = 14;
// surface description flags
const unsigned long DDSF_CAPS = 0x00000001l;
const unsigned long DDSF_HEIGHT = 0x00000002l;
const unsigned long DDSF_WIDTH = 0x00000004l;
const unsigned long DDSF_PITCH = 0x00000008l;
const unsigned long DDSF_PIXELFORMAT = 0x00001000l;
const unsigned long DDSF_MIPMAPCOUNT = 0x00020000l;
const unsigned long DDSF_LINEARSIZE = 0x00080000l;
const unsigned long DDSF_DEPTH = 0x00800000l;
// pixel format flags
const unsigned long DDSF_ALPHAPIXELS = 0x00000001l;
const unsigned long DDSF_FOURCC = 0x00000004l;
const unsigned long DDSF_RGB = 0x00000040l;
const unsigned long DDSF_RGBA = 0x00000041l;
// our extended flags
const unsigned long DDSF_ID_INDEXCOLOR = 0x10000000l;
const unsigned long DDSF_ID_MONOCHROME = 0x20000000l;
// dwCaps1 flags
const unsigned long DDSF_COMPLEX = 0x00000008l;
const unsigned long DDSF_TEXTURE = 0x00001000l;
const unsigned long DDSF_MIPMAP = 0x00400000l;
#define DDS_MAKEFOURCC(a, b, c, d) ((a) | ((b) << 8) | ((c) << 16) | ((d) << 24))
typedef struct {
unsigned long dwSize;
unsigned long dwFlags;
unsigned long dwFourCC;
unsigned long dwRGBBitCount;
unsigned long dwRBitMask;
unsigned long dwGBitMask;
unsigned long dwBBitMask;
unsigned long dwABitMask;
} ddsFilePixelFormat_t;
typedef struct
{
unsigned long dwSize;
unsigned long dwFlags;
unsigned long dwHeight;
unsigned long dwWidth;
unsigned long dwPitchOrLinearSize;
unsigned long dwDepth;
unsigned long dwMipMapCount;
unsigned long dwReserved1[11];
ddsFilePixelFormat_t ddspf;
unsigned long dwCaps1;
unsigned long dwCaps2;
unsigned long dwReserved2[3];
} ddsFileHeader_t;
// increasing numeric values imply more information is stored
typedef enum {
TD_SPECULAR, // may be compressed, and always zeros the alpha channel
TD_DIFFUSE, // may be compressed
TD_DEFAULT, // will use compressed formats when possible
TD_BUMP, // may be compressed with 8 bit lookup
TD_HIGH_QUALITY // either 32 bit or a component format, no loss at all
} textureDepth_t;
typedef enum {
TT_DISABLED,
TT_2D,
TT_3D,
TT_CUBIC,
TT_RECT
} textureType_t;
typedef enum {
CF_2D, // not a cube map
CF_NATIVE, // _px, _nx, _py, etc, directly sent to GL
CF_CAMERA // _forward, _back, etc, rotated and flipped as needed before sending to GL
} cubeFiles_t;
#define MAX_IMAGE_NAME 256
class idImage {
public:
idImage();
// Makes this image active on the current GL texture unit.
// automatically enables or disables cube mapping or texture3D
// May perform file loading if the image was not preloaded.
// May start a background image read.
void Bind();
// for use with fragment programs, doesn't change any enable2D/3D/cube states
void BindFragment();
// deletes the texture object, but leaves the structure so it can be reloaded
void PurgeImage();
// used by callback functions to specify the actual data
// data goes from the bottom to the top line of the image, as OpenGL expects it
// These perform an implicit Bind() on the current texture unit
// FIXME: should we implement cinematics this way, instead of with explicit calls?
void GenerateImage( const byte *pic, int width, int height,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t depth );
void Generate3DImage( const byte *pic, int width, int height, int depth,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t minDepth );
void GenerateCubeImage( const byte *pic[6], int size,
textureFilter_t filter, bool allowDownSize,
textureDepth_t depth );
void CopyFramebuffer( int x, int y, int width, int height, bool useOversizedBuffer );
void CopyDepthbuffer( int x, int y, int width, int height );
void UploadScratch( const byte *pic, int width, int height );
// just for resource tracking
void SetClassification( int tag );
// estimates size of the GL image based on dimensions and storage type
int StorageSize() const;
// print a one line summary of the image
void Print() const;
// check for changed timestamp on disk and reload if necessary
void Reload( bool checkPrecompressed, bool force );
void AddReference() { refCount++; };
//==========================================================
void GetDownsize( int &scaled_width, int &scaled_height ) const;
void MakeDefault(); // fill with a grid pattern
void SetImageFilterAndRepeat() const;
bool ShouldImageBePartialCached();
void WritePrecompressedImage();
bool CheckPrecompressedImage( bool fullLoad );
void UploadPrecompressedImage( byte *data, int len );
void ActuallyLoadImage( bool checkForPrecompressed, bool fromBackEnd );
void StartBackgroundImageLoad();
int BitsForInternalFormat( int internalFormat ) const;
void UploadCompressedNormalMap( int width, int height, const byte *rgba, int mipLevel );
GLenum SelectInternalFormat( const byte **dataPtrs, int numDataPtrs, int width, int height,
textureDepth_t minimumDepth, bool *monochromeResult ) const;
void ImageProgramStringToCompressedFileName( const char *imageProg, char *fileName ) const;
int NumLevelsForImageSize( int width, int height ) const;
// data commonly accessed is grouped here
static const int TEXTURE_NOT_LOADED = -1;
GLuint texnum; // gl texture binding, will be TEXTURE_NOT_LOADED if not loaded
textureType_t type;
int frameUsed; // for texture usage in frame statistics
int bindCount; // incremented each bind
// background loading information
idImage *partialImage; // shrunken, space-saving version
bool isPartialImage; // true if this is pointed to by another image
bool backgroundLoadInProgress; // true if another thread is reading the complete d3t file
backgroundDownload_t bgl;
idImage * bglNext; // linked from tr.backgroundImageLoads
// parameters that define this image
idStr imgName; // game path, including extension (except for cube maps), may be an image program
void (*generatorFunction)( idImage *image ); // NULL for files
bool allowDownSize; // this also doubles as a don't-partially-load flag
textureFilter_t filter;
textureRepeat_t repeat;
textureDepth_t depth;
cubeFiles_t cubeFiles; // determines the naming and flipping conventions for the six images
bool referencedOutsideLevelLoad;
bool levelLoadReferenced; // for determining if it needs to be purged
bool precompressedFile; // true when it was loaded from a .d3t file
bool defaulted; // true if the default image was generated because a file couldn't be loaded
bool isMonochrome; // so the NV20 path can use a reduced pass count
ID_TIME_T timestamp; // the most recent of all images used in creation, for reloadImages command
int imageHash; // for identical-image checking
int classification; // just for resource profiling
// data for listImages
int uploadWidth, uploadHeight, uploadDepth; // after power of two, downsample, and MAX_TEXTURE_SIZE
int internalFormat;
idImage *cacheUsagePrev, *cacheUsageNext; // for dynamic cache purging of old images
idImage * hashNext; // for hash chains to speed lookup
int refCount; // overall ref count
};
ID_INLINE idImage::idImage() {
texnum = TEXTURE_NOT_LOADED;
partialImage = NULL;
type = TT_DISABLED;
isPartialImage = false;
frameUsed = 0;
classification = 0;
backgroundLoadInProgress = false;
bgl.opcode = DLTYPE_FILE;
bgl.f = NULL;
bglNext = NULL;
imgName[0] = '\0';
generatorFunction = NULL;
allowDownSize = false;
filter = TF_DEFAULT;
repeat = TR_REPEAT;
depth = TD_DEFAULT;
cubeFiles = CF_2D;
referencedOutsideLevelLoad = false;
levelLoadReferenced = false;
precompressedFile = false;
defaulted = false;
timestamp = 0;
bindCount = 0;
uploadWidth = uploadHeight = uploadDepth = 0;
internalFormat = 0;
cacheUsagePrev = cacheUsageNext = NULL;
hashNext = NULL;
isMonochrome = false;
refCount = 0;
}
// data is RGBA
void R_WriteTGA( const char *filename, const byte *data, int width, int height, bool flipVertical = false );
// data is an 8 bit index into palette, which is RGB (no A)
void R_WritePalTGA( const char *filename, const byte *data, const byte *palette, int width, int height, bool flipVertical = false );
// data is in top-to-bottom raster order unless flipVertical is set
class idImageManager {
public:
void Init();
void Shutdown();
// If the exact combination of parameters has been asked for already, an existing
// image will be returned, otherwise a new image will be created.
// Be careful not to use the same image file with different filter / repeat / etc parameters
// if possible, because it will cause a second copy to be loaded.
// If the load fails for any reason, the image will be filled in with the default
// grid pattern.
// Will automatically resample non-power-of-two images and execute image programs if needed.
idImage * ImageFromFile( const char *name,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t depth, cubeFiles_t cubeMap = CF_2D );
// look for a loaded image, whatever the parameters
idImage * GetImage( const char *name ) const;
// The callback will be issued immediately, and later if images are reloaded or vid_restart
// The callback function should call one of the idImage::Generate* functions to fill in the data
idImage * ImageFromFunction( const char *name, void (*generatorFunction)( idImage *image ));
// called once a frame to allow any background loads that have been completed
// to turn into textures.
void CompleteBackgroundImageLoads();
// returns the number of bytes of image data bound in the previous frame
int SumOfUsedImages();
// called each frame to allow some cvars to automatically force changes
void CheckCvars();
// purges all the images before a vid_restart
void PurgeAllImages();
// reloads all apropriate images after a vid_restart
void ReloadAllImages();
// disable the active texture unit
void BindNull();
// Mark all file based images as currently unused,
// but don't free anything. Calls to ImageFromFile() will
// either mark the image as used, or create a new image without
// loading the actual data.
// Called only by renderSystem::BeginLevelLoad
void BeginLevelLoad();
// Free all images marked as unused, and load all images that are necessary.
// This architecture prevents us from having the union of two level's
// worth of data present at one time.
// Called only by renderSystem::EndLevelLoad
void EndLevelLoad();
// used to clear and then write the dds conversion batch file
void StartBuild();
void FinishBuild( bool removeDups = false );
void AddDDSCommand( const char *cmd );
void PrintMemInfo( MemInfo_t *mi );
// cvars
static idCVar image_roundDown; // round bad sizes down to nearest power of two
static idCVar image_colorMipLevels; // development aid to see texture mip usage
static idCVar image_downSize; // controls texture downsampling
static idCVar image_useCompression; // 0 = force everything to high quality
static idCVar image_filter; // changes texture filtering on mipmapped images
static idCVar image_anisotropy; // set the maximum texture anisotropy if available
static idCVar image_lodbias; // change lod bias on mipmapped images
static idCVar image_useAllFormats; // allow alpha/intensity/luminance/luminance+alpha
static idCVar image_usePrecompressedTextures; // use .dds files if present
static idCVar image_writePrecompressedTextures; // write .dds files if necessary
static idCVar image_writeNormalTGA; // debug tool to write out .tgas of the final normal maps
static idCVar image_writeNormalTGAPalletized; // debug tool to write out palletized versions of the final normal maps
static idCVar image_writeTGA; // debug tool to write out .tgas of the non normal maps
static idCVar image_useNormalCompression; // 1 = use 256 color compression for normal maps if available, 2 = use rxgb compression
static idCVar image_useOffLineCompression; // will write a batch file with commands for the offline compression
static idCVar image_preload; // if 0, dynamically load all images
static idCVar image_cacheMinK; // maximum K of precompressed files to read at specification time,
// the remainder will be dynamically cached
static idCVar image_cacheMegs; // maximum bytes set aside for temporary loading of full-sized precompressed images
static idCVar image_useCache; // 1 = do background load image caching
static idCVar image_showBackgroundLoads; // 1 = print number of outstanding background loads
static idCVar image_forceDownSize; // allows the ability to force a downsize
static idCVar image_downSizeSpecular; // downsize specular
static idCVar image_downSizeSpecularLimit;// downsize specular limit
static idCVar image_downSizeBump; // downsize bump maps
static idCVar image_downSizeBumpLimit; // downsize bump limit
static idCVar image_ignoreHighQuality; // ignore high quality on materials
static idCVar image_downSizeLimit; // downsize diffuse limit
// built-in images
idImage * defaultImage;
idImage * flatNormalMap; // 128 128 255 in all pixels
idImage * ambientNormalMap; // tr.ambientLightVector encoded in all pixels
idImage * rampImage; // 0-255 in RGBA in S
idImage * alphaRampImage; // 0-255 in alpha, 255 in RGB
idImage * alphaNotchImage; // 2x1 texture with just 1110 and 1111 with point sampling
idImage * whiteImage; // full of 0xff
idImage * blackImage; // full of 0x00
idImage * normalCubeMapImage; // cube map to normalize STR into RGB
idImage * noFalloffImage; // all 255, but zero clamped
idImage * fogImage; // increasing alpha is denser fog
idImage * fogEnterImage; // adjust fogImage alpha based on terminator plane
idImage * cinematicImage;
idImage * scratchImage;
idImage * scratchImage2;
idImage * accumImage;
idImage * currentRenderImage; // for SS_POST_PROCESS shaders
idImage * scratchCubeMapImage;
idImage * specularTableImage; // 1D intensity texture with our specular function
idImage * specular2DTableImage; // 2D intensity texture with our specular function with variable specularity
idImage * borderClampImage; // white inside, black outside
//--------------------------------------------------------
idImage * AllocImage( const char *name );
void SetNormalPalette();
void ChangeTextureFilter();
idList<idImage*> images;
idStrList ddsList;
idHashIndex ddsHash;
bool insideLevelLoad; // don't actually load images now
byte originalToCompressed[256]; // maps normal maps to 8 bit textures
byte compressedPalette[768]; // the palette that normal maps use
// default filter modes for images
GLenum textureMinFilter;
GLenum textureMaxFilter;
float textureAnisotropy;
float textureLODBias;
idImage * imageHashTable[FILE_HASH_SIZE];
idImage * backgroundImageLoads; // chain of images that have background file loads active
idImage cacheLRU; // head/tail of doubly linked list
int totalCachedImageSize; // for determining when something should be purged
int numActiveBackgroundImageLoads;
const static int MAX_BACKGROUND_IMAGE_LOADS = 8;
};
extern idImageManager *globalImages; // pointer to global list for the rest of the system
int MakePowerOfTwo( int num );
/*
====================================================================
IMAGEPROCESS
FIXME: make an "imageBlock" type to hold byte*,width,height?
====================================================================
*/
byte *R_Dropsample( const byte *in, int inwidth, int inheight,
int outwidth, int outheight );
byte *R_ResampleTexture( const byte *in, int inwidth, int inheight,
int outwidth, int outheight );
byte *R_MipMapWithAlphaSpecularity( const byte *in, int width, int height );
byte *R_MipMap( const byte *in, int width, int height, bool preserveBorder );
byte *R_MipMap3D( const byte *in, int width, int height, int depth, bool preserveBorder );
// these operate in-place on the provided pixels
void R_SetBorderTexels( byte *inBase, int width, int height, const byte border[4] );
void R_SetBorderTexels3D( byte *inBase, int width, int height, int depth, const byte border[4] );
void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4] );
void R_HorizontalFlip( byte *data, int width, int height );
void R_VerticalFlip( byte *data, int width, int height );
void R_RotatePic( byte *data, int width );
/*
====================================================================
IMAGEFILES
====================================================================
*/
void R_LoadImage( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, bool makePowerOf2 );
// pic is in top to bottom raster format
bool R_LoadCubeImages( const char *cname, cubeFiles_t extensions, byte *pic[6], int *size, ID_TIME_T *timestamp );
/*
====================================================================
IMAGEPROGRAM
====================================================================
*/
void R_LoadImageProgram( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, textureDepth_t *depth = NULL );
const char *R_ParsePastImageProgram( idLexer &src );