mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-11-21 19:51:04 +00:00
496 lines
19 KiB
C++
496 lines
19 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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/*
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====================================================================
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IMAGE
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idImage have a one to one correspondance with OpenGL textures.
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No texture is ever used that does not have a corresponding idImage.
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no code outside this unit should call any of these OpenGL functions:
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qglGenTextures
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qglDeleteTextures
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qglBindTexture
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qglTexParameter
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qglTexImage
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qglTexSubImage
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qglCopyTexImage
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qglCopyTexSubImage
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qglEnable( GL_TEXTURE_* )
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qglDisable( GL_TEXTURE_* )
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====================================================================
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*/
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typedef enum {
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IS_UNLOADED, // no gl texture number
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IS_PARTIAL, // has a texture number and the low mip levels loaded
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IS_LOADED // has a texture number and the full mip hierarchy
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} imageState_t;
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static const int MAX_TEXTURE_LEVELS = 14;
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// surface description flags
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const unsigned long DDSF_CAPS = 0x00000001l;
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const unsigned long DDSF_HEIGHT = 0x00000002l;
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const unsigned long DDSF_WIDTH = 0x00000004l;
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const unsigned long DDSF_PITCH = 0x00000008l;
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const unsigned long DDSF_PIXELFORMAT = 0x00001000l;
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const unsigned long DDSF_MIPMAPCOUNT = 0x00020000l;
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const unsigned long DDSF_LINEARSIZE = 0x00080000l;
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const unsigned long DDSF_DEPTH = 0x00800000l;
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// pixel format flags
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const unsigned long DDSF_ALPHAPIXELS = 0x00000001l;
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const unsigned long DDSF_FOURCC = 0x00000004l;
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const unsigned long DDSF_RGB = 0x00000040l;
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const unsigned long DDSF_RGBA = 0x00000041l;
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// our extended flags
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const unsigned long DDSF_ID_INDEXCOLOR = 0x10000000l;
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const unsigned long DDSF_ID_MONOCHROME = 0x20000000l;
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// dwCaps1 flags
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const unsigned long DDSF_COMPLEX = 0x00000008l;
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const unsigned long DDSF_TEXTURE = 0x00001000l;
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const unsigned long DDSF_MIPMAP = 0x00400000l;
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#define DDS_MAKEFOURCC(a, b, c, d) ((a) | ((b) << 8) | ((c) << 16) | ((d) << 24))
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typedef struct {
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unsigned long dwSize;
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unsigned long dwFlags;
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unsigned long dwFourCC;
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unsigned long dwRGBBitCount;
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unsigned long dwRBitMask;
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unsigned long dwGBitMask;
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unsigned long dwBBitMask;
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unsigned long dwABitMask;
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} ddsFilePixelFormat_t;
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typedef struct
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{
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unsigned long dwSize;
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unsigned long dwFlags;
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unsigned long dwHeight;
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unsigned long dwWidth;
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unsigned long dwPitchOrLinearSize;
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unsigned long dwDepth;
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unsigned long dwMipMapCount;
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unsigned long dwReserved1[11];
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ddsFilePixelFormat_t ddspf;
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unsigned long dwCaps1;
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unsigned long dwCaps2;
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unsigned long dwReserved2[3];
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} ddsFileHeader_t;
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// increasing numeric values imply more information is stored
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typedef enum {
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TD_SPECULAR, // may be compressed, and always zeros the alpha channel
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TD_DIFFUSE, // may be compressed
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TD_DEFAULT, // will use compressed formats when possible
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TD_BUMP, // may be compressed with 8 bit lookup
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TD_HIGH_QUALITY // either 32 bit or a component format, no loss at all
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} textureDepth_t;
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typedef enum {
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TT_DISABLED,
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TT_2D,
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TT_3D,
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TT_CUBIC,
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TT_RECT
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} textureType_t;
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typedef enum {
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CF_2D, // not a cube map
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CF_NATIVE, // _px, _nx, _py, etc, directly sent to GL
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CF_CAMERA // _forward, _back, etc, rotated and flipped as needed before sending to GL
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} cubeFiles_t;
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#define MAX_IMAGE_NAME 256
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class idImage {
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public:
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idImage();
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// Makes this image active on the current GL texture unit.
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// automatically enables or disables cube mapping or texture3D
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// May perform file loading if the image was not preloaded.
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// May start a background image read.
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void Bind();
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// for use with fragment programs, doesn't change any enable2D/3D/cube states
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void BindFragment();
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// deletes the texture object, but leaves the structure so it can be reloaded
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void PurgeImage();
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// used by callback functions to specify the actual data
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// data goes from the bottom to the top line of the image, as OpenGL expects it
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// These perform an implicit Bind() on the current texture unit
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// FIXME: should we implement cinematics this way, instead of with explicit calls?
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void GenerateImage( const byte *pic, int width, int height,
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textureFilter_t filter, bool allowDownSize,
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textureRepeat_t repeat, textureDepth_t depth );
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void Generate3DImage( const byte *pic, int width, int height, int depth,
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textureFilter_t filter, bool allowDownSize,
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textureRepeat_t repeat, textureDepth_t minDepth );
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void GenerateCubeImage( const byte *pic[6], int size,
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textureFilter_t filter, bool allowDownSize,
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textureDepth_t depth );
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void CopyFramebuffer( int x, int y, int width, int height, bool useOversizedBuffer );
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void CopyDepthbuffer( int x, int y, int width, int height );
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void UploadScratch( const byte *pic, int width, int height );
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// just for resource tracking
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void SetClassification( int tag );
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// estimates size of the GL image based on dimensions and storage type
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int StorageSize() const;
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// print a one line summary of the image
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void Print() const;
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// check for changed timestamp on disk and reload if necessary
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void Reload( bool checkPrecompressed, bool force );
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void AddReference() { refCount++; };
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//==========================================================
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void GetDownsize( int &scaled_width, int &scaled_height ) const;
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void MakeDefault(); // fill with a grid pattern
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void SetImageFilterAndRepeat() const;
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bool ShouldImageBePartialCached();
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void WritePrecompressedImage();
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bool CheckPrecompressedImage( bool fullLoad );
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void UploadPrecompressedImage( byte *data, int len );
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void ActuallyLoadImage( bool checkForPrecompressed, bool fromBackEnd );
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void StartBackgroundImageLoad();
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int BitsForInternalFormat( int internalFormat ) const;
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void UploadCompressedNormalMap( int width, int height, const byte *rgba, int mipLevel );
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GLenum SelectInternalFormat( const byte **dataPtrs, int numDataPtrs, int width, int height,
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textureDepth_t minimumDepth, bool *monochromeResult ) const;
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void ImageProgramStringToCompressedFileName( const char *imageProg, char *fileName ) const;
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int NumLevelsForImageSize( int width, int height ) const;
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// data commonly accessed is grouped here
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static const int TEXTURE_NOT_LOADED = -1;
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GLuint texnum; // gl texture binding, will be TEXTURE_NOT_LOADED if not loaded
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textureType_t type;
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int frameUsed; // for texture usage in frame statistics
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int bindCount; // incremented each bind
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// background loading information
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idImage *partialImage; // shrunken, space-saving version
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bool isPartialImage; // true if this is pointed to by another image
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bool backgroundLoadInProgress; // true if another thread is reading the complete d3t file
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backgroundDownload_t bgl;
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idImage * bglNext; // linked from tr.backgroundImageLoads
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// parameters that define this image
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idStr imgName; // game path, including extension (except for cube maps), may be an image program
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void (*generatorFunction)( idImage *image ); // NULL for files
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bool allowDownSize; // this also doubles as a don't-partially-load flag
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textureFilter_t filter;
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textureRepeat_t repeat;
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textureDepth_t depth;
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cubeFiles_t cubeFiles; // determines the naming and flipping conventions for the six images
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bool referencedOutsideLevelLoad;
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bool levelLoadReferenced; // for determining if it needs to be purged
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bool precompressedFile; // true when it was loaded from a .d3t file
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bool defaulted; // true if the default image was generated because a file couldn't be loaded
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bool isMonochrome; // so the NV20 path can use a reduced pass count
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ID_TIME_T timestamp; // the most recent of all images used in creation, for reloadImages command
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int imageHash; // for identical-image checking
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int classification; // just for resource profiling
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// data for listImages
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int uploadWidth, uploadHeight, uploadDepth; // after power of two, downsample, and MAX_TEXTURE_SIZE
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int internalFormat;
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idImage *cacheUsagePrev, *cacheUsageNext; // for dynamic cache purging of old images
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idImage * hashNext; // for hash chains to speed lookup
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int refCount; // overall ref count
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};
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ID_INLINE idImage::idImage() {
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texnum = TEXTURE_NOT_LOADED;
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partialImage = NULL;
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type = TT_DISABLED;
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isPartialImage = false;
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frameUsed = 0;
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classification = 0;
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backgroundLoadInProgress = false;
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bgl.opcode = DLTYPE_FILE;
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bgl.f = NULL;
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bglNext = NULL;
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imgName[0] = '\0';
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generatorFunction = NULL;
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allowDownSize = false;
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filter = TF_DEFAULT;
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repeat = TR_REPEAT;
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depth = TD_DEFAULT;
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cubeFiles = CF_2D;
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referencedOutsideLevelLoad = false;
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levelLoadReferenced = false;
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precompressedFile = false;
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defaulted = false;
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timestamp = 0;
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bindCount = 0;
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uploadWidth = uploadHeight = uploadDepth = 0;
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internalFormat = 0;
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cacheUsagePrev = cacheUsageNext = NULL;
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hashNext = NULL;
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isMonochrome = false;
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refCount = 0;
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}
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// data is RGBA
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void R_WriteTGA( const char *filename, const byte *data, int width, int height, bool flipVertical = false );
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// data is an 8 bit index into palette, which is RGB (no A)
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void R_WritePalTGA( const char *filename, const byte *data, const byte *palette, int width, int height, bool flipVertical = false );
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// data is in top-to-bottom raster order unless flipVertical is set
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class idImageManager {
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public:
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void Init();
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void Shutdown();
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// If the exact combination of parameters has been asked for already, an existing
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// image will be returned, otherwise a new image will be created.
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// Be careful not to use the same image file with different filter / repeat / etc parameters
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// if possible, because it will cause a second copy to be loaded.
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// If the load fails for any reason, the image will be filled in with the default
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// grid pattern.
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// Will automatically resample non-power-of-two images and execute image programs if needed.
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idImage * ImageFromFile( const char *name,
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textureFilter_t filter, bool allowDownSize,
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textureRepeat_t repeat, textureDepth_t depth, cubeFiles_t cubeMap = CF_2D );
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// look for a loaded image, whatever the parameters
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idImage * GetImage( const char *name ) const;
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// The callback will be issued immediately, and later if images are reloaded or vid_restart
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// The callback function should call one of the idImage::Generate* functions to fill in the data
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idImage * ImageFromFunction( const char *name, void (*generatorFunction)( idImage *image ));
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// called once a frame to allow any background loads that have been completed
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// to turn into textures.
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void CompleteBackgroundImageLoads();
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// returns the number of bytes of image data bound in the previous frame
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int SumOfUsedImages();
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// called each frame to allow some cvars to automatically force changes
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void CheckCvars();
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// purges all the images before a vid_restart
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void PurgeAllImages();
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// reloads all apropriate images after a vid_restart
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void ReloadAllImages();
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// disable the active texture unit
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void BindNull();
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// Mark all file based images as currently unused,
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// but don't free anything. Calls to ImageFromFile() will
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// either mark the image as used, or create a new image without
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// loading the actual data.
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// Called only by renderSystem::BeginLevelLoad
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void BeginLevelLoad();
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// Free all images marked as unused, and load all images that are necessary.
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// This architecture prevents us from having the union of two level's
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// worth of data present at one time.
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// Called only by renderSystem::EndLevelLoad
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void EndLevelLoad();
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// used to clear and then write the dds conversion batch file
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void StartBuild();
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void FinishBuild( bool removeDups = false );
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void AddDDSCommand( const char *cmd );
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void PrintMemInfo( MemInfo_t *mi );
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// cvars
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static idCVar image_roundDown; // round bad sizes down to nearest power of two
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static idCVar image_colorMipLevels; // development aid to see texture mip usage
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static idCVar image_downSize; // controls texture downsampling
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static idCVar image_useCompression; // 0 = force everything to high quality
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static idCVar image_filter; // changes texture filtering on mipmapped images
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static idCVar image_anisotropy; // set the maximum texture anisotropy if available
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static idCVar image_lodbias; // change lod bias on mipmapped images
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static idCVar image_useAllFormats; // allow alpha/intensity/luminance/luminance+alpha
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static idCVar image_usePrecompressedTextures; // use .dds files if present
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static idCVar image_writePrecompressedTextures; // write .dds files if necessary
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static idCVar image_writeNormalTGA; // debug tool to write out .tgas of the final normal maps
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static idCVar image_writeNormalTGAPalletized; // debug tool to write out palletized versions of the final normal maps
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static idCVar image_writeTGA; // debug tool to write out .tgas of the non normal maps
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static idCVar image_useNormalCompression; // 1 = use 256 color compression for normal maps if available, 2 = use rxgb compression
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static idCVar image_useOffLineCompression; // will write a batch file with commands for the offline compression
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static idCVar image_preload; // if 0, dynamically load all images
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static idCVar image_cacheMinK; // maximum K of precompressed files to read at specification time,
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// the remainder will be dynamically cached
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static idCVar image_cacheMegs; // maximum bytes set aside for temporary loading of full-sized precompressed images
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static idCVar image_useCache; // 1 = do background load image caching
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static idCVar image_showBackgroundLoads; // 1 = print number of outstanding background loads
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static idCVar image_forceDownSize; // allows the ability to force a downsize
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static idCVar image_downSizeSpecular; // downsize specular
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static idCVar image_downSizeSpecularLimit;// downsize specular limit
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static idCVar image_downSizeBump; // downsize bump maps
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static idCVar image_downSizeBumpLimit; // downsize bump limit
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static idCVar image_ignoreHighQuality; // ignore high quality on materials
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static idCVar image_downSizeLimit; // downsize diffuse limit
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// built-in images
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idImage * defaultImage;
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idImage * flatNormalMap; // 128 128 255 in all pixels
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idImage * ambientNormalMap; // tr.ambientLightVector encoded in all pixels
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idImage * rampImage; // 0-255 in RGBA in S
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idImage * alphaRampImage; // 0-255 in alpha, 255 in RGB
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idImage * alphaNotchImage; // 2x1 texture with just 1110 and 1111 with point sampling
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idImage * whiteImage; // full of 0xff
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idImage * blackImage; // full of 0x00
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idImage * normalCubeMapImage; // cube map to normalize STR into RGB
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idImage * noFalloffImage; // all 255, but zero clamped
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idImage * fogImage; // increasing alpha is denser fog
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idImage * fogEnterImage; // adjust fogImage alpha based on terminator plane
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idImage * cinematicImage;
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idImage * scratchImage;
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idImage * scratchImage2;
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idImage * accumImage;
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idImage * currentRenderImage; // for SS_POST_PROCESS shaders
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idImage * scratchCubeMapImage;
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idImage * specularTableImage; // 1D intensity texture with our specular function
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idImage * specular2DTableImage; // 2D intensity texture with our specular function with variable specularity
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idImage * borderClampImage; // white inside, black outside
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//--------------------------------------------------------
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idImage * AllocImage( const char *name );
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void SetNormalPalette();
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void ChangeTextureFilter();
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idList<idImage*> images;
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idStrList ddsList;
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idHashIndex ddsHash;
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bool insideLevelLoad; // don't actually load images now
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byte originalToCompressed[256]; // maps normal maps to 8 bit textures
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byte compressedPalette[768]; // the palette that normal maps use
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// default filter modes for images
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GLenum textureMinFilter;
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GLenum textureMaxFilter;
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float textureAnisotropy;
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float textureLODBias;
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idImage * imageHashTable[FILE_HASH_SIZE];
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idImage * backgroundImageLoads; // chain of images that have background file loads active
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idImage cacheLRU; // head/tail of doubly linked list
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int totalCachedImageSize; // for determining when something should be purged
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int numActiveBackgroundImageLoads;
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const static int MAX_BACKGROUND_IMAGE_LOADS = 8;
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};
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extern idImageManager *globalImages; // pointer to global list for the rest of the system
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int MakePowerOfTwo( int num );
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/*
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====================================================================
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IMAGEPROCESS
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FIXME: make an "imageBlock" type to hold byte*,width,height?
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====================================================================
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*/
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byte *R_Dropsample( const byte *in, int inwidth, int inheight,
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int outwidth, int outheight );
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byte *R_ResampleTexture( const byte *in, int inwidth, int inheight,
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int outwidth, int outheight );
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byte *R_MipMapWithAlphaSpecularity( const byte *in, int width, int height );
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byte *R_MipMap( const byte *in, int width, int height, bool preserveBorder );
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byte *R_MipMap3D( const byte *in, int width, int height, int depth, bool preserveBorder );
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// these operate in-place on the provided pixels
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void R_SetBorderTexels( byte *inBase, int width, int height, const byte border[4] );
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void R_SetBorderTexels3D( byte *inBase, int width, int height, int depth, const byte border[4] );
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void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4] );
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void R_HorizontalFlip( byte *data, int width, int height );
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void R_VerticalFlip( byte *data, int width, int height );
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void R_RotatePic( byte *data, int width );
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/*
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====================================================================
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IMAGEFILES
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====================================================================
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*/
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void R_LoadImage( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, bool makePowerOf2 );
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// pic is in top to bottom raster format
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bool R_LoadCubeImages( const char *cname, cubeFiles_t extensions, byte *pic[6], int *size, ID_TIME_T *timestamp );
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/*
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====================================================================
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IMAGEPROGRAM
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====================================================================
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*/
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void R_LoadImageProgram( const char *name, byte **pic, int *width, int *height, ID_TIME_T *timestamp, textureDepth_t *depth = NULL );
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const char *R_ParsePastImageProgram( idLexer &src );
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