/* =========================================================================== 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 );