/* =========================================================================== 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. =========================================================================== */ #pragma hdrstop #include "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 ); }