mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-23 04:31:58 +00:00
449 lines
14 KiB
C++
449 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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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.
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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.
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===========================================================================
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*/
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#pragma hdrstop
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#include "../idlib/precompiled.h"
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/*
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================================================================================================
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idBinaryImage
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================================================================================================
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*/
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#include "tr_local.h"
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#include "dxt/DXTCodec.h"
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#include "color/ColorSpace.h"
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idCVar image_highQualityCompression( "image_highQualityCompression", "0", CVAR_BOOL, "Use high quality (slow) compression" );
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/*
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========================
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idBinaryImage::Load2DFromMemory
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========================
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*/
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void idBinaryImage::Load2DFromMemory( int width, int height, const byte * pic_const, int numLevels, textureFormat_t & textureFormat, textureColor_t & colorFormat, bool gammaMips ) {
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fileData.textureType = TT_2D;
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fileData.format = textureFormat;
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fileData.colorFormat = colorFormat;
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fileData.width = width;
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fileData.height = height;
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fileData.numLevels = numLevels;
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byte * pic = (byte *)Mem_Alloc( width * height * 4, TAG_TEMP );
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memcpy( pic, pic_const, width * height * 4 );
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if ( colorFormat == CFM_YCOCG_DXT5 ) {
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// convert the image data to YCoCg and use the YCoCgDXT5 compressor
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idColorSpace::ConvertRGBToCoCg_Y( pic, pic, width, height );
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} else if ( colorFormat == CFM_NORMAL_DXT5 ) {
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// Blah, HQ swizzles automatically, Fast doesn't
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if ( !image_highQualityCompression.GetBool() ) {
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for ( int i = 0; i < width * height; i++ ) {
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pic[i*4+3] = pic[i*4+0];
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pic[i*4+0] = 0;
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pic[i*4+2] = 0;
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}
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}
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} else if ( colorFormat == CFM_GREEN_ALPHA ) {
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for ( int i = 0; i < width * height; i++ ) {
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pic[i*4+1] = pic[i*4+3];
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pic[i*4+0] = 0;
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pic[i*4+2] = 0;
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pic[i*4+3] = 0;
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}
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}
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int scaledWidth = width;
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int scaledHeight = height;
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images.SetNum( numLevels );
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for ( int level = 0; level < images.Num(); level++ ) {
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idBinaryImageData &img = images[ level ];
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// Images that are going to be DXT compressed and aren't multiples of 4 need to be
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// padded out before compressing.
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byte * dxtPic = pic;
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int dxtWidth = 0;
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int dxtHeight = 0;
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if ( textureFormat == FMT_DXT5 || textureFormat == FMT_DXT1 ) {
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if ( ( scaledWidth & 3 ) || ( scaledHeight & 3 ) ) {
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dxtWidth = ( scaledWidth + 3 ) & ~3;
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dxtHeight = ( scaledHeight + 3 ) & ~3;
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dxtPic = (byte *)Mem_ClearedAlloc( dxtWidth*4*dxtHeight, TAG_IMAGE );
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for ( int i = 0; i < scaledHeight; i++ ) {
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memcpy( dxtPic + i*dxtWidth*4, pic + i*scaledWidth*4, scaledWidth*4 );
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}
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} else {
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dxtPic = pic;
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dxtWidth = scaledWidth;
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dxtHeight = scaledHeight;
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}
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}
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img.level = level;
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img.destZ = 0;
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img.width = scaledWidth;
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img.height = scaledHeight;
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// compress data or convert floats as necessary
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if ( textureFormat == FMT_DXT1 ) {
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idDxtEncoder dxt;
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img.Alloc( dxtWidth * dxtHeight / 2 );
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if ( image_highQualityCompression.GetBool() ) {
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dxt.CompressImageDXT1HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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} else {
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dxt.CompressImageDXT1Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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} else if ( textureFormat == FMT_DXT5 ) {
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idDxtEncoder dxt;
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img.Alloc( dxtWidth * dxtHeight );
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if ( colorFormat == CFM_NORMAL_DXT5 ) {
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if ( image_highQualityCompression.GetBool() ) {
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dxt.CompressNormalMapDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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} else {
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dxt.CompressNormalMapDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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} else if ( colorFormat == CFM_YCOCG_DXT5 ) {
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if ( image_highQualityCompression.GetBool() ) {
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dxt.CompressYCoCgDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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} else {
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dxt.CompressYCoCgDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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} else {
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fileData.colorFormat = colorFormat = CFM_DEFAULT;
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if ( image_highQualityCompression.GetBool() ) {
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dxt.CompressImageDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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} else {
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dxt.CompressImageDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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}
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} else if ( textureFormat == FMT_LUM8 || textureFormat == FMT_INT8 ) {
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// LUM8 and INT8 just read the red channel
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img.Alloc( scaledWidth * scaledHeight );
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for ( int i = 0; i < img.dataSize; i++ ) {
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img.data[ i ] = pic[ i * 4 ];
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}
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} else if ( textureFormat == FMT_ALPHA ) {
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// ALPHA reads the alpha channel
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img.Alloc( scaledWidth * scaledHeight );
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for ( int i = 0; i < img.dataSize; i++ ) {
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img.data[ i ] = pic[ i * 4 + 3 ];
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}
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} else if ( textureFormat == FMT_L8A8 ) {
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// L8A8 reads the alpha and red channels
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img.Alloc( scaledWidth * scaledHeight * 2 );
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for ( int i = 0; i < img.dataSize / 2; i++ ) {
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img.data[ i * 2 + 0 ] = pic[ i * 4 + 0 ];
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img.data[ i * 2 + 1 ] = pic[ i * 4 + 3 ];
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}
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} else if ( textureFormat == FMT_RGB565 ) {
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img.Alloc( scaledWidth * scaledHeight * 2 );
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for ( int i = 0; i < img.dataSize / 2; i++ ) {
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unsigned short color = ( ( pic[ i * 4 + 0 ] >> 3 ) << 11 ) | ( ( pic[ i * 4 + 1 ] >> 2 ) << 5 ) | ( pic[ i * 4 + 2 ] >> 3 );
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img.data[ i * 2 + 0 ] = ( color >> 8 ) & 0xFF;
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img.data[ i * 2 + 1 ] = color & 0xFF;
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}
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} else {
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fileData.format = textureFormat = FMT_RGBA8;
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img.Alloc( scaledWidth * scaledHeight * 4 );
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for ( int i = 0; i < img.dataSize; i++ ) {
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img.data[ i ] = pic[ i ];
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}
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}
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// if we had to pad to quads, free the padded version
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if ( pic != dxtPic ) {
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Mem_Free( dxtPic );
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dxtPic = NULL;
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}
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// downsample for the next level
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byte * shrunk = NULL;
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if ( gammaMips ) {
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shrunk = R_MipMapWithGamma( pic, scaledWidth, scaledHeight );
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} else {
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shrunk = R_MipMap( pic, scaledWidth, scaledHeight );
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}
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Mem_Free( pic );
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pic = shrunk;
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scaledWidth = Max( 1, scaledWidth >> 1 );
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scaledHeight = Max( 1, scaledHeight >> 1 );
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}
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Mem_Free( pic );
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}
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/*
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========================
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PadImageTo4x4
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DXT Compression requres a complete 4x4 block, even if the GPU will only be sampling
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a subset of it, so pad to 4x4 with replicated texels to maximize compression.
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========================
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*/
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static void PadImageTo4x4( const byte *src, int width, int height, byte dest[64] ) {
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// we probably will need to support this for non-square images, but I'll address
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// that when needed
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assert( width <= 4 && height <= 4 );
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assert( width > 0 && height > 0 );
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for ( int y = 0 ; y < 4 ; y++ ) {
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int sy = y % height;
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for ( int x = 0 ; x < 4 ; x++ ) {
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int sx = x % width;
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for ( int c = 0 ; c < 4 ; c++ ) {
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dest[(y*4+x)*4+c] = src[(sy*width+sx)*4+c];
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}
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}
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}
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}
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/*
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========================
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idBinaryImage::LoadCubeFromMemory
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========================
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*/
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void idBinaryImage::LoadCubeFromMemory( int width, const byte * pics[6], int numLevels, textureFormat_t & textureFormat, bool gammaMips ) {
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fileData.textureType = TT_CUBIC;
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fileData.format = textureFormat;
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fileData.colorFormat = CFM_DEFAULT;
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fileData.height = fileData.width = width;
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fileData.numLevels = numLevels;
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images.SetNum( fileData.numLevels * 6 );
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for ( int side = 0; side < 6; side++ ) {
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const byte *orig = pics[side];
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const byte *pic = orig;
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int scaledWidth = fileData.width;
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for ( int level = 0; level < fileData.numLevels; level++ ) {
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// compress data or convert floats as necessary
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idBinaryImageData &img = images[ level * 6 + side ];
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// handle padding blocks less than 4x4 for the DXT compressors
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ALIGN16( byte padBlock[64] );
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int padSize;
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const byte *padSrc;
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if ( scaledWidth < 4 && ( textureFormat == FMT_DXT1 || textureFormat == FMT_DXT5 ) ) {
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PadImageTo4x4( pic, scaledWidth, scaledWidth, padBlock );
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padSize = 4;
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padSrc = padBlock;
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} else {
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padSize = scaledWidth;
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padSrc = pic;
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}
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img.level = level;
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img.destZ = side;
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img.width = padSize;
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img.height = padSize;
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if ( textureFormat == FMT_DXT1 ) {
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img.Alloc( padSize * padSize / 2 );
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idDxtEncoder dxt;
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dxt.CompressImageDXT1Fast( padSrc, img.data, padSize, padSize );
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} else if ( textureFormat == FMT_DXT5 ) {
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img.Alloc( padSize * padSize );
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idDxtEncoder dxt;
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dxt.CompressImageDXT5Fast( padSrc, img.data, padSize, padSize );
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} else {
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fileData.format = textureFormat = FMT_RGBA8;
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img.Alloc( padSize * padSize * 4 );
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memcpy( img.data, pic, img.dataSize );
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}
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// downsample for the next level
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byte * shrunk = NULL;
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if ( gammaMips ) {
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shrunk = R_MipMapWithGamma( pic, scaledWidth, scaledWidth );
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} else {
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shrunk = R_MipMap( pic, scaledWidth, scaledWidth );
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}
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if ( pic != orig ) {
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Mem_Free( (void *)pic );
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pic = NULL;
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}
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pic = shrunk;
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scaledWidth = Max( 1, scaledWidth >> 1 );
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}
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if ( pic != orig ) {
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// free the down sampled version
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Mem_Free( (void *)pic );
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pic = NULL;
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}
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}
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}
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/*
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========================
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idBinaryImage::WriteGeneratedFile
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========================
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*/
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ID_TIME_T idBinaryImage::WriteGeneratedFile( ID_TIME_T sourceFileTime ) {
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idStr binaryFileName;
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MakeGeneratedFileName( binaryFileName );
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idFileLocal file( fileSystem->OpenFileWrite( binaryFileName, "fs_basepath" ) );
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if ( file == NULL ) {
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idLib::Warning( "idBinaryImage: Could not open file '%s'", binaryFileName.c_str() );
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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idLib::Printf( "Writing %s\n", binaryFileName.c_str() );
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fileData.headerMagic = BIMAGE_MAGIC;
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fileData.sourceFileTime = sourceFileTime;
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file->WriteBig( fileData.sourceFileTime );
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file->WriteBig( fileData.headerMagic );
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file->WriteBig( fileData.textureType );
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file->WriteBig( fileData.format );
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file->WriteBig( fileData.colorFormat );
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file->WriteBig( fileData.width );
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file->WriteBig( fileData.height );
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file->WriteBig( fileData.numLevels );
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for ( int i = 0; i < images.Num(); i++ ) {
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idBinaryImageData &img = images[ i ];
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file->WriteBig( img.level );
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file->WriteBig( img.destZ );
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file->WriteBig( img.width );
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file->WriteBig( img.height );
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file->WriteBig( img.dataSize );
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file->Write( img.data, img.dataSize );
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}
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return file->Timestamp();
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}
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/*
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==========================
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idBinaryImage::LoadFromGeneratedFile
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Load the preprocessed image from the generated folder.
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==========================
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*/
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ID_TIME_T idBinaryImage::LoadFromGeneratedFile( ID_TIME_T sourceFileTime ) {
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idStr binaryFileName;
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MakeGeneratedFileName( binaryFileName );
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idFileLocal bFile = fileSystem->OpenFileRead( binaryFileName );
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if ( bFile == NULL ) {
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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if ( LoadFromGeneratedFile( bFile, sourceFileTime ) ) {
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return bFile->Timestamp();
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}
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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/*
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==========================
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idBinaryImage::LoadFromGeneratedFile
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Load the preprocessed image from the generated folder.
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==========================
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*/
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bool idBinaryImage::LoadFromGeneratedFile( idFile * bFile, ID_TIME_T sourceFileTime ) {
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if ( bFile->Read( &fileData, sizeof( fileData ) ) <= 0 ) {
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return false;
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}
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idSwapClass<bimageFile_t> swap;
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swap.Big( fileData.sourceFileTime );
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swap.Big( fileData.headerMagic );
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swap.Big( fileData.textureType );
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swap.Big( fileData.format );
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swap.Big( fileData.colorFormat );
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swap.Big( fileData.width );
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swap.Big( fileData.height );
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swap.Big( fileData.numLevels );
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if ( BIMAGE_MAGIC != fileData.headerMagic ) {
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return false;
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}
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if ( fileData.sourceFileTime != sourceFileTime && !fileSystem->InProductionMode() ) {
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return false;
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}
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int numImages = fileData.numLevels;
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if ( fileData.textureType == TT_CUBIC ) {
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numImages *= 6;
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}
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images.SetNum( numImages );
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for ( int i = 0; i < numImages; i++ ) {
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idBinaryImageData &img = images[ i ];
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if ( bFile->Read( &img, sizeof( bimageImage_t ) ) <= 0 ) {
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return false;
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}
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idSwapClass<bimageImage_t> swap;
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swap.Big( img.level );
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swap.Big( img.destZ );
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swap.Big( img.width );
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swap.Big( img.height );
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swap.Big( img.dataSize );
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assert( img.level >= 0 && img.level < fileData.numLevels );
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assert( img.destZ == 0 || fileData.textureType == TT_CUBIC );
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assert( img.dataSize > 0 );
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// DXT images need to be padded to 4x4 block sizes, but the original image
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// sizes are still retained, so the stored data size may be larger than
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// just the multiplication of dimensions
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assert( img.dataSize >= img.width * img.height * BitsForFormat( (textureFormat_t)fileData.format ) / 8 );
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img.Alloc( img.dataSize );
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if ( img.data == NULL ) {
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return false;
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}
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if ( bFile->Read( img.data, img.dataSize ) <= 0 ) {
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return false;
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}
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}
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return true;
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}
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/*
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==========================
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idBinaryImage::MakeGeneratedFileName
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==========================
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*/
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void idBinaryImage::MakeGeneratedFileName( idStr & gfn ) {
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GetGeneratedFileName( gfn, GetName() );
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}
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/*
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==========================
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idBinaryImage::GetGeneratedFileName
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==========================
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*/
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void idBinaryImage::GetGeneratedFileName( idStr & gfn, const char *name ) {
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gfn.Format( "generated/images/%s.bimage", name );
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gfn.Replace( "(", "/" );
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gfn.Replace( ",", "/" );
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gfn.Replace( ")", "" );
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gfn.Replace( " ", "" );
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}
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