/* =========================================================================== 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 . 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. =========================================================================== */ #ifndef __IMAGE_H__ #define __IMAGE_H__ #include "idlib/containers/List.h" #include "framework/FileSystem.h" #include "renderer/Material.h" #include "renderer/qgl.h" /* ==================================================================== 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 int DDSF_CAPS = 0x00000001l; const unsigned int DDSF_HEIGHT = 0x00000002l; const unsigned int DDSF_WIDTH = 0x00000004l; const unsigned int DDSF_PITCH = 0x00000008l; const unsigned int DDSF_PIXELFORMAT = 0x00001000l; const unsigned int DDSF_MIPMAPCOUNT = 0x00020000l; const unsigned int DDSF_LINEARSIZE = 0x00080000l; const unsigned int DDSF_DEPTH = 0x00800000l; // pixel format flags const unsigned int DDSF_ALPHAPIXELS = 0x00000001l; const unsigned int DDSF_FOURCC = 0x00000004l; const unsigned int DDSF_RGB = 0x00000040l; const unsigned int DDSF_RGBA = 0x00000041l; // our extended flags const unsigned int DDSF_ID_INDEXCOLOR = 0x10000000l; const unsigned int DDSF_ID_MONOCHROME = 0x20000000l; // dwCaps1 flags const unsigned int DDSF_COMPLEX = 0x00000008l; const unsigned int DDSF_TEXTURE = 0x00001000l; const unsigned int DDSF_MIPMAP = 0x00400000l; #define DDS_MAKEFOURCC(a, b, c, d) ((a) | ((b) << 8) | ((c) << 16) | ((d) << 24)) typedef struct { unsigned int dwSize; unsigned int dwFlags; unsigned int dwFourCC; unsigned int dwRGBBitCount; unsigned int dwRBitMask; unsigned int dwGBitMask; unsigned int dwBBitMask; unsigned int dwABitMask; } ddsFilePixelFormat_t; typedef struct { unsigned int dwSize; unsigned int dwFlags; unsigned int dwHeight; unsigned int dwWidth; unsigned int dwPitchOrLinearSize; unsigned int dwDepth; unsigned int dwMipMapCount; unsigned int dwReserved1[11]; ddsFilePixelFormat_t ddspf; unsigned int dwCaps1; unsigned int dwCaps2; unsigned int 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, bool useOversizedBuffer ); 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 ) 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 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; 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 * currentDepthImage; // #3877. Allow shaders to access scene depth //-------------------------------------------------------- idImage * AllocImage( const char *name ); void SetNormalPalette(); void ChangeTextureFilter(); idList 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 ); #endif