/*
===========================================================================
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 .
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.
===========================================================================
*/
/*
====================================================================
IMAGE
idImage have a one to one correspondance with GL/DX/GCM textures.
No texture is ever used that does not have a corresponding idImage.
====================================================================
*/
static const int MAX_TEXTURE_LEVELS = 14;
// How is this texture used? Determines the storage and color format
typedef enum {
TD_SPECULAR, // may be compressed, and always zeros the alpha channel
TD_DIFFUSE, // may be compressed
TD_DEFAULT, // generic RGBA texture (particles, etc...)
TD_BUMP, // may be compressed with 8 bit lookup
TD_FONT, // Font image
TD_LIGHT, // Light image
TD_LOOKUP_TABLE_MONO, // Mono lookup table (including alpha)
TD_LOOKUP_TABLE_ALPHA, // Alpha lookup table with a white color channel
TD_LOOKUP_TABLE_RGB1, // RGB lookup table with a solid white alpha
TD_LOOKUP_TABLE_RGBA, // RGBA lookup table
TD_COVERAGE, // coverage map for fill depth pass when YCoCG is used
TD_DEPTH, // depth buffer copy for motion blur
} textureUsage_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;
#include "ImageOpts.h"
#include "BinaryImage.h"
#define MAX_IMAGE_NAME 256
class idImage {
public:
idImage( const char * name );
const char * GetName() const { return imgName; }
// Makes this image active on the current GL texture unit.
// automatically enables or disables cube mapping
// May perform file loading if the image was not preloaded.
void Bind();
// Should be called at least once
void SetSamplerState( textureFilter_t tf, textureRepeat_t tr );
// 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, textureRepeat_t repeat, textureUsage_t usage );
void GenerateCubeImage( const byte *pic[6], int size,
textureFilter_t filter, textureUsage_t usage );
void CopyFramebuffer( int x, int y, int width, int height );
void CopyDepthbuffer( int x, int y, int width, int height );
void UploadScratch( const byte *pic, int width, int height );
// 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 force );
void AddReference() { refCount++; };
void MakeDefault(); // fill with a grid pattern
const idImageOpts & GetOpts() const { return opts; }
int GetUploadWidth() const { return opts.width; }
int GetUploadHeight() const { return opts.height; }
void SetReferencedOutsideLevelLoad() { referencedOutsideLevelLoad = true; }
void SetReferencedInsideLevelLoad() { levelLoadReferenced = true; }
void ActuallyLoadImage( bool fromBackEnd );
//---------------------------------------------
// Platform specific implementations
//---------------------------------------------
void AllocImage( const idImageOpts &imgOpts, textureFilter_t filter, textureRepeat_t repeat );
// Deletes the texture object, but leaves the structure so it can be reloaded
// or resized.
void PurgeImage();
// z is 0 for 2D textures, 0 - 5 for cube maps, and 0 - uploadDepth for 3D textures. Only
// one plane at a time of 3D textures can be uploaded. The data is assumed to be correct for
// the format, either bytes, halfFloats, floats, or DXT compressed. The data is assumed to
// be in OpenGL RGBA format, the consoles may have to reorganize. pixelPitch is only needed
// when updating from a source subrect. Width, height, and dest* are always in pixels, so
// they must be a multiple of four for dxt data.
void SubImageUpload( int mipLevel, int destX, int destY, int destZ,
int width, int height, const void * data,
int pixelPitch = 0 ) const;
// SetPixel is assumed to be a fast memory write on consoles, degenerating to a
// SubImageUpload on PCs. Used to update the page mapping images.
// We could remove this now, because the consoles don't use the intermediate page mapping
// textures now that they can pack everything into the virtual page table images.
void SetPixel( int mipLevel, int x, int y, const void * data, int dataSize );
// some scratch images are dynamically resized based on the display window size. This
// simply purges the image and recreates it if the sizes are different, so it should not be
// done under any normal circumstances, and probably not at all on consoles.
void Resize( int width, int height );
bool IsCompressed() const { return ( opts.format == FMT_DXT1 || opts.format == FMT_DXT5 ); }
void SetTexParameters(); // update aniso and trilinear
bool IsLoaded() const { return texnum != TEXTURE_NOT_LOADED; }
static void GetGeneratedName( idStr &_name, const textureUsage_t &_usage, const cubeFiles_t &_cube );
private:
friend class idImageManager;
void AllocImage();
void DeriveOpts();
// parameters that define this image
idStr imgName; // game path, including extension (except for cube maps), may be an image program
cubeFiles_t cubeFiles; // If this is a cube map, and if so, what kind
void (*generatorFunction)( idImage *image ); // NULL for files
textureUsage_t usage; // Used to determine the type of compression to use
idImageOpts opts; // Parameters that determine the storage method
// Sampler settings
textureFilter_t filter;
textureRepeat_t repeat;
bool referencedOutsideLevelLoad;
bool levelLoadReferenced; // for determining if it needs to be purged
bool defaulted; // true if the default image was generated because a file couldn't be loaded
ID_TIME_T sourceFileTime; // the most recent of all images used in creation, for reloadImages command
ID_TIME_T binaryFileTime; // the time stamp of the binary file
int refCount; // overall ref count
static const GLuint TEXTURE_NOT_LOADED = 0xFFFFFFFF;
GLuint texnum; // gl texture binding
// we could derive these in subImageUpload each time if necessary
GLuint internalFormat;
GLuint dataFormat;
GLuint dataType;
};
ID_INLINE idImage::idImage( const char * name ) : imgName( name ) {
texnum = TEXTURE_NOT_LOADED;
internalFormat = 0;
dataFormat = 0;
dataType = 0;
generatorFunction = NULL;
filter = TF_DEFAULT;
repeat = TR_REPEAT;
usage = TD_DEFAULT;
cubeFiles = CF_2D;
referencedOutsideLevelLoad = false;
levelLoadReferenced = false;
defaulted = false;
sourceFileTime = FILE_NOT_FOUND_TIMESTAMP;
binaryFileTime = FILE_NOT_FOUND_TIMESTAMP;
refCount = 0;
}
// data is RGBA
void R_WriteTGA( const char *filename, const byte *data, int width, int height, bool flipVertical = false, const char * basePath = "fs_savepath" );
// data is in top-to-bottom raster order unless flipVertical is set
class idImageManager {
public:
idImageManager()
{
insideLevelLoad = false;
preloadingMapImages = false;
}
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 execute image programs if needed.
idImage * ImageFromFile( const char *name,
textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage, cubeFiles_t cubeMap = CF_2D );
// look for a loaded image, whatever the parameters
idImage * GetImage( const char *name ) const;
// look for a loaded image, whatever the parameters
idImage * GetImageWithParameters( const char *name, textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage, cubeFiles_t cubeMap ) 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 ));
// scratch images are for internal renderer use. ScratchImage names should always begin with an underscore
idImage * ScratchImage( const char *name, idImageOpts *imgOpts, textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage );
// purges all the images before a vid_restart
void PurgeAllImages();
// reloads all apropriate images after a vid_restart
void ReloadImages( bool all );
// unbind all textures from all texture units
void UnbindAll();
// disable the active texture unit
void BindNull();
// Called only by renderSystem::BeginLevelLoad
void BeginLevelLoad();
// Called only by renderSystem::EndLevelLoad
void EndLevelLoad();
void Preload( const idPreloadManifest &manifest, const bool & mapPreload );
// Loads unloaded level images
int LoadLevelImages( bool pacifier );
// used to clear and then write the dds conversion batch file
void StartBuild();
void FinishBuild( bool removeDups = false );
void PrintMemInfo( MemInfo_t *mi );
// built-in images
void CreateIntrinsicImages();
idImage * defaultImage;
idImage * flatNormalMap; // 128 128 255 in all pixels
idImage * alphaNotchImage; // 2x1 texture with just 1110 and 1111 with point sampling
idImage * whiteImage; // full of 0xff
idImage * blackImage; // full of 0x00
idImage * noFalloffImage; // all 255, but zero clamped
idImage * fogImage; // increasing alpha is denser fog
idImage * fogEnterImage; // adjust fogImage alpha based on terminator plane
idImage * scratchImage;
idImage * scratchImage2;
idImage * accumImage;
idImage * currentRenderImage; // for SS_POST_PROCESS shaders
idImage * currentDepthImage; // for motion blur
idImage * originalCurrentRenderImage; // currentRenderImage before any changes for stereo rendering
idImage * loadingIconImage; // loading icon must exist always
idImage * hellLoadingIconImage; // loading icon must exist always
//--------------------------------------------------------
idImage * AllocImage( const char *name );
idImage * AllocStandaloneImage( const char *name );
bool ExcludePreloadImage( const char *name );
idList images;
idHashIndex imageHash;
bool insideLevelLoad; // don't actually load images now
bool preloadingMapImages; // unless this is set
};
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_MipMapWithGamma( const byte *in, int width, int height );
byte *R_MipMap( const byte *in, int width, int height );
// these operate in-place on the provided pixels
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, textureUsage_t * usage = NULL );
const char *R_ParsePastImageProgram( idLexer &src );