doom3-bfg/neo/renderer/Image_intrinsic.cpp

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2012-11-26 18:58:24 +00:00
/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition 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 BFG Edition 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 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the Doom 3 BFG Edition 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 BFG Edition 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.
===========================================================================
*/
#pragma hdrstop
#include "../idlib/precompiled.h"
#include "tr_local.h"
#define DEFAULT_SIZE 16
/*
==================
idImage::MakeDefault
the default image will be grey with a white box outline
to allow you to see the mapping coordinates on a surface
==================
*/
void idImage::MakeDefault() {
int x, y;
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
if ( com_developer.GetBool() ) {
// grey center
for ( y = 0 ; y < DEFAULT_SIZE ; y++ ) {
for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
data[y][x][0] = 32;
data[y][x][1] = 32;
data[y][x][2] = 32;
data[y][x][3] = 255;
}
}
// white border
for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
data[0][x][0] =
data[0][x][1] =
data[0][x][2] =
data[0][x][3] = 255;
data[x][0][0] =
data[x][0][1] =
data[x][0][2] =
data[x][0][3] = 255;
data[DEFAULT_SIZE-1][x][0] =
data[DEFAULT_SIZE-1][x][1] =
data[DEFAULT_SIZE-1][x][2] =
data[DEFAULT_SIZE-1][x][3] = 255;
data[x][DEFAULT_SIZE-1][0] =
data[x][DEFAULT_SIZE-1][1] =
data[x][DEFAULT_SIZE-1][2] =
data[x][DEFAULT_SIZE-1][3] = 255;
}
} else {
for ( y = 0 ; y < DEFAULT_SIZE ; y++ ) {
for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
data[y][x][0] = 0;
data[y][x][1] = 0;
data[y][x][2] = 0;
data[y][x][3] = 0;
}
}
}
GenerateImage( (byte *)data,
DEFAULT_SIZE, DEFAULT_SIZE,
TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
defaulted = true;
}
static void R_DefaultImage( idImage *image ) {
image->MakeDefault();
}
static void R_WhiteImage( idImage *image ) {
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
// solid white texture
memset( data, 255, sizeof( data ) );
image->GenerateImage( (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE,
TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
}
static void R_BlackImage( idImage *image ) {
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
// solid black texture
memset( data, 0, sizeof( data ) );
image->GenerateImage( (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE,
TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
}
static void R_RGBA8Image( idImage *image ) {
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
memset( data, 0, sizeof( data ) );
data[0][0][0] = 16;
data[0][0][1] = 32;
data[0][0][2] = 48;
data[0][0][3] = 96;
image->GenerateImage( (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, TF_DEFAULT, TR_REPEAT, TD_LOOKUP_TABLE_RGBA );
}
static void R_DepthImage( idImage *image ) {
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
memset( data, 0, sizeof( data ) );
data[0][0][0] = 16;
data[0][0][1] = 32;
data[0][0][2] = 48;
data[0][0][3] = 96;
image->GenerateImage( (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, TF_NEAREST, TR_CLAMP, TD_DEPTH );
}
static void R_AlphaNotchImage( idImage *image ) {
byte data[2][4];
// this is used for alpha test clip planes
data[0][0] = data[0][1] = data[0][2] = 255;
data[0][3] = 0;
data[1][0] = data[1][1] = data[1][2] = 255;
data[1][3] = 255;
image->GenerateImage( (byte *)data, 2, 1, TF_NEAREST, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
}
static void R_FlatNormalImage( idImage *image ) {
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
// flat normal map for default bunp mapping
for ( int i = 0 ; i < 4 ; i++ ) {
data[0][i][0] = 128;
data[0][i][1] = 128;
data[0][i][2] = 255;
data[0][i][3] = 255;
}
image->GenerateImage( (byte *)data, 2, 2, TF_DEFAULT, TR_REPEAT, TD_BUMP );
}
/*
================
R_CreateNoFalloffImage
This is a solid white texture that is zero clamped.
================
*/
static void R_CreateNoFalloffImage( idImage *image ) {
int x,y;
byte data[16][FALLOFF_TEXTURE_SIZE][4];
memset( data, 0, sizeof( data ) );
for (x=1 ; x<FALLOFF_TEXTURE_SIZE-1 ; x++) {
for (y=1 ; y<15 ; y++) {
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
data[y][x][3] = 255;
}
}
image->GenerateImage( (byte *)data, FALLOFF_TEXTURE_SIZE, 16, TF_DEFAULT, TR_CLAMP_TO_ZERO, TD_LOOKUP_TABLE_MONO );
}
/*
================
R_FogImage
We calculate distance correctly in two planes, but the
third will still be projection based
================
*/
const int FOG_SIZE = 128;
void R_FogImage( idImage *image ) {
int x,y;
byte data[FOG_SIZE][FOG_SIZE][4];
int b;
float step[256];
int i;
float remaining = 1.0;
for ( i = 0 ; i < 256 ; i++ ) {
step[i] = remaining;
remaining *= 0.982f;
}
for (x=0 ; x<FOG_SIZE ; x++) {
for (y=0 ; y<FOG_SIZE ; y++) {
float d;
d = idMath::Sqrt( (x - FOG_SIZE/2) * (x - FOG_SIZE/2)
+ (y - FOG_SIZE/2) * (y - FOG_SIZE / 2) );
d /= FOG_SIZE/2-1;
b = (byte)(d * 255);
if ( b <= 0 ) {
b = 0;
} else if ( b > 255 ) {
b = 255;
}
b = (byte)(255 * ( 1.0 - step[b] ));
if ( x == 0 || x == FOG_SIZE-1 || y == 0 || y == FOG_SIZE-1 ) {
b = 255; // avoid clamping issues
}
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = 255;
data[y][x][3] = b;
}
}
image->GenerateImage( (byte *)data, FOG_SIZE, FOG_SIZE, TF_LINEAR, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
}
/*
================
FogFraction
Height values below zero are inside the fog volume
================
*/
static const float RAMP_RANGE = 8;
static const float DEEP_RANGE = -30;
static float FogFraction( float viewHeight, float targetHeight ) {
float total = idMath::Fabs( targetHeight - viewHeight );
// return targetHeight >= 0 ? 0 : 1.0;
// only ranges that cross the ramp range are special
if ( targetHeight > 0 && viewHeight > 0 ) {
return 0.0;
}
if ( targetHeight < -RAMP_RANGE && viewHeight < -RAMP_RANGE ) {
return 1.0;
}
float above;
if ( targetHeight > 0 ) {
above = targetHeight;
} else if ( viewHeight > 0 ) {
above = viewHeight;
} else {
above = 0;
}
float rampTop, rampBottom;
if ( viewHeight > targetHeight ) {
rampTop = viewHeight;
rampBottom = targetHeight;
} else {
rampTop = targetHeight;
rampBottom = viewHeight;
}
if ( rampTop > 0 ) {
rampTop = 0;
}
if ( rampBottom < -RAMP_RANGE ) {
rampBottom = -RAMP_RANGE;
}
float rampSlope = 1.0 / RAMP_RANGE;
if ( !total ) {
return -viewHeight * rampSlope;
}
float ramp = ( 1.0 - ( rampTop * rampSlope + rampBottom * rampSlope ) * -0.5 ) * ( rampTop - rampBottom );
float frac = ( total - above - ramp ) / total;
// after it gets moderately deep, always use full value
float deepest = viewHeight < targetHeight ? viewHeight : targetHeight;
float deepFrac = deepest / DEEP_RANGE;
if ( deepFrac >= 1.0 ) {
return 1.0;
}
frac = frac * ( 1.0 - deepFrac ) + deepFrac;
return frac;
}
/*
================
R_FogEnterImage
Modulate the fog alpha density based on the distance of the
start and end points to the terminator plane
================
*/
void R_FogEnterImage( idImage *image ) {
int x,y;
byte data[FOG_ENTER_SIZE][FOG_ENTER_SIZE][4];
int b;
for (x=0 ; x<FOG_ENTER_SIZE ; x++) {
for (y=0 ; y<FOG_ENTER_SIZE ; y++) {
float d;
d = FogFraction( x - (FOG_ENTER_SIZE / 2), y - (FOG_ENTER_SIZE / 2) );
b = (byte)(d * 255);
if ( b <= 0 ) {
b = 0;
} else if ( b > 255 ) {
b = 255;
}
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = 255;
data[y][x][3] = b;
}
}
// if mipmapped, acutely viewed surfaces fade wrong
image->GenerateImage( (byte *)data, FOG_ENTER_SIZE, FOG_ENTER_SIZE, TF_LINEAR, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
}
/*
================
R_QuadraticImage
================
*/
static const int QUADRATIC_WIDTH = 32;
static const int QUADRATIC_HEIGHT = 4;
void R_QuadraticImage( idImage *image ) {
int x,y;
byte data[QUADRATIC_HEIGHT][QUADRATIC_WIDTH][4];
int b;
for (x=0 ; x<QUADRATIC_WIDTH ; x++) {
for (y=0 ; y<QUADRATIC_HEIGHT ; y++) {
float d;
d = x - (QUADRATIC_WIDTH/2 - 0.5);
d = idMath::Fabs( d );
d -= 0.5;
d /= QUADRATIC_WIDTH/2;
d = 1.0 - d;
d = d * d;
b = (byte)(d * 255);
if ( b <= 0 ) {
b = 0;
} else if ( b > 255 ) {
b = 255;
}
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = b;
data[y][x][3] = 255;
}
}
image->GenerateImage( (byte *)data, QUADRATIC_WIDTH, QUADRATIC_HEIGHT, TF_DEFAULT, TR_CLAMP, TD_LOOKUP_TABLE_RGB1 );
}
/*
================
idImageManager::CreateIntrinsicImages
================
*/
void idImageManager::CreateIntrinsicImages() {
// create built in images
defaultImage = ImageFromFunction( "_default", R_DefaultImage );
whiteImage = ImageFromFunction( "_white", R_WhiteImage );
blackImage = ImageFromFunction( "_black", R_BlackImage );
flatNormalMap = ImageFromFunction( "_flat", R_FlatNormalImage );
alphaNotchImage = ImageFromFunction( "_alphaNotch", R_AlphaNotchImage );
fogImage = ImageFromFunction( "_fog", R_FogImage );
fogEnterImage = ImageFromFunction( "_fogEnter", R_FogEnterImage );
noFalloffImage = ImageFromFunction( "_noFalloff", R_CreateNoFalloffImage );
ImageFromFunction( "_quadratic", R_QuadraticImage );
// scratchImage is used for screen wipes/doublevision etc..
scratchImage = ImageFromFunction("_scratch", R_RGBA8Image );
scratchImage2 = ImageFromFunction("_scratch2", R_RGBA8Image );
accumImage = ImageFromFunction("_accum", R_RGBA8Image );
currentRenderImage = ImageFromFunction("_currentRender", R_RGBA8Image );
currentDepthImage = ImageFromFunction("_currentDepth", R_DepthImage );
// save a copy of this for material comparison, because currentRenderImage may get
// reassigned during stereo rendering
originalCurrentRenderImage = currentRenderImage;
loadingIconImage = ImageFromFile("textures/loadingicon2", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
hellLoadingIconImage = ImageFromFile("textures/loadingicon3", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
release_assert( loadingIconImage->referencedOutsideLevelLoad );
release_assert( hellLoadingIconImage->referencedOutsideLevelLoad );
}