mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-11-23 04:31:58 +00:00
715 lines
19 KiB
C++
715 lines
19 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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#include "tr_local.h"
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/*
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================
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BitsForFormat
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================
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*/
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int BitsForFormat( textureFormat_t format ) {
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switch ( format ) {
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case FMT_NONE: return 0;
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case FMT_RGBA8: return 32;
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case FMT_XRGB8: return 32;
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case FMT_RGB565: return 16;
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case FMT_L8A8: return 16;
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case FMT_ALPHA: return 8;
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case FMT_LUM8: return 8;
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case FMT_INT8: return 8;
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case FMT_DXT1: return 4;
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case FMT_DXT5: return 8;
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case FMT_DEPTH: return 32;
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case FMT_X16: return 16;
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case FMT_Y16_X16: return 32;
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default:
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assert( 0 );
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return 0;
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}
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}
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/*
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========================
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idImage::DeriveOpts
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========================
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*/
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ID_INLINE void idImage::DeriveOpts() {
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if ( opts.format == FMT_NONE ) {
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opts.colorFormat = CFM_DEFAULT;
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switch ( usage ) {
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case TD_COVERAGE:
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opts.format = FMT_DXT1;
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opts.colorFormat = CFM_GREEN_ALPHA;
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break;
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case TD_DEPTH:
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opts.format = FMT_DEPTH;
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break;
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case TD_DIFFUSE:
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// TD_DIFFUSE gets only set to when its a diffuse texture for an interaction
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opts.gammaMips = true;
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opts.format = FMT_DXT5;
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opts.colorFormat = CFM_YCOCG_DXT5;
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break;
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case TD_SPECULAR:
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opts.gammaMips = true;
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opts.format = FMT_DXT1;
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opts.colorFormat = CFM_DEFAULT;
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break;
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case TD_DEFAULT:
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opts.gammaMips = true;
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opts.format = FMT_DXT5;
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opts.colorFormat = CFM_DEFAULT;
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break;
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case TD_BUMP:
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opts.format = FMT_DXT5;
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opts.colorFormat = CFM_NORMAL_DXT5;
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break;
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case TD_FONT:
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opts.format = FMT_DXT1;
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opts.colorFormat = CFM_GREEN_ALPHA;
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opts.numLevels = 4; // We only support 4 levels because we align to 16 in the exporter
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opts.gammaMips = true;
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break;
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case TD_LIGHT:
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opts.format = FMT_RGB565;
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opts.gammaMips = true;
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break;
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case TD_LOOKUP_TABLE_MONO:
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opts.format = FMT_INT8;
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break;
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case TD_LOOKUP_TABLE_ALPHA:
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opts.format = FMT_ALPHA;
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break;
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case TD_LOOKUP_TABLE_RGB1:
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case TD_LOOKUP_TABLE_RGBA:
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opts.format = FMT_RGBA8;
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break;
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default:
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assert( false );
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opts.format = FMT_RGBA8;
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}
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}
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if ( opts.numLevels == 0 ) {
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opts.numLevels = 1;
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if ( filter == TF_LINEAR || filter == TF_NEAREST ) {
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// don't create mip maps if we aren't going to be using them
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} else {
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int temp_width = opts.width;
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int temp_height = opts.height;
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while ( temp_width > 1 || temp_height > 1 ) {
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temp_width >>= 1;
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temp_height >>= 1;
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if ( ( opts.format == FMT_DXT1 || opts.format == FMT_DXT5 ) &&
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( ( temp_width & 0x3 ) != 0 || ( temp_height & 0x3 ) != 0 ) ) {
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break;
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}
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opts.numLevels++;
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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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idImage::AllocImage
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========================
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*/
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void idImage::AllocImage( const idImageOpts &imgOpts, textureFilter_t tf, textureRepeat_t tr ) {
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filter = tf;
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repeat = tr;
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opts = imgOpts;
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DeriveOpts();
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AllocImage();
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}
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/*
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================
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GenerateImage
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================
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*/
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void idImage::GenerateImage( const byte *pic, int width, int height, textureFilter_t filterParm, textureRepeat_t repeatParm, textureUsage_t usageParm ) {
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PurgeImage();
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filter = filterParm;
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repeat = repeatParm;
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usage = usageParm;
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cubeFiles = CF_2D;
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opts.textureType = TT_2D;
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opts.width = width;
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opts.height = height;
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opts.numLevels = 0;
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DeriveOpts();
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// if we don't have a rendering context, just return after we
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// have filled in the parms. We must have the values set, or
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// an image match from a shader before the render starts would miss
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// the generated texture
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if ( !R_IsInitialized() ) {
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return;
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}
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idBinaryImage im( GetName() );
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im.Load2DFromMemory( width, height, pic, opts.numLevels, opts.format, opts.colorFormat, opts.gammaMips );
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AllocImage();
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for ( int i = 0; i < im.NumImages(); i++ ) {
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const bimageImage_t & img = im.GetImageHeader( i );
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const byte * data = im.GetImageData( i );
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SubImageUpload( img.level, 0, 0, img.destZ, img.width, img.height, data );
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}
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}
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/*
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====================
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GenerateCubeImage
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Non-square cube sides are not allowed
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====================
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*/
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void idImage::GenerateCubeImage( const byte *pic[6], int size, textureFilter_t filterParm, textureUsage_t usageParm ) {
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PurgeImage();
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filter = filterParm;
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repeat = TR_CLAMP;
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usage = usageParm;
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cubeFiles = CF_NATIVE;
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opts.textureType = TT_CUBIC;
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opts.width = size;
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opts.height = size;
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opts.numLevels = 0;
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DeriveOpts();
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// if we don't have a rendering context, just return after we
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// have filled in the parms. We must have the values set, or
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// an image match from a shader before the render starts would miss
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// the generated texture
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if ( !R_IsInitialized() ) {
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return;
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}
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idBinaryImage im( GetName() );
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im.LoadCubeFromMemory( size, pic, opts.numLevels, opts.format, opts.gammaMips );
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AllocImage();
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for ( int i = 0; i < im.NumImages(); i++ ) {
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const bimageImage_t & img = im.GetImageHeader( i );
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const byte * data = im.GetImageData( i );
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SubImageUpload( img.level, 0, 0, img.destZ, img.width, img.height, data );
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}
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}
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/*
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===============
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GetGeneratedName
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name contains GetName() upon entry
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===============
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*/
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void idImage::GetGeneratedName( idStr &_name, const textureUsage_t &_usage, const cubeFiles_t &_cube ) {
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idStrStatic< 64 > extension;
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_name.ExtractFileExtension( extension );
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_name.StripFileExtension();
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_name += va( "#__%02d%02d", (int)_usage, (int)_cube );
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if ( extension.Length() > 0 ) {
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_name.SetFileExtension( extension );
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}
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}
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/*
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===============
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ActuallyLoadImage
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Absolutely every image goes through this path
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On exit, the idImage will have a valid OpenGL texture number that can be bound
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===============
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*/
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void idImage::ActuallyLoadImage( bool fromBackEnd ) {
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// if we don't have a rendering context yet, just return
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if ( !R_IsInitialized() ) {
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return;
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}
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// this is the ONLY place generatorFunction will ever be called
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if ( generatorFunction ) {
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generatorFunction( this );
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return;
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}
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if ( com_productionMode.GetInteger() != 0 ) {
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sourceFileTime = FILE_NOT_FOUND_TIMESTAMP;
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if ( cubeFiles != CF_2D ) {
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opts.textureType = TT_CUBIC;
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repeat = TR_CLAMP;
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}
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} else {
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if ( cubeFiles != CF_2D ) {
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opts.textureType = TT_CUBIC;
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repeat = TR_CLAMP;
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R_LoadCubeImages( GetName(), cubeFiles, NULL, NULL, &sourceFileTime );
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} else {
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opts.textureType = TT_2D;
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R_LoadImageProgram( GetName(), NULL, NULL, NULL, &sourceFileTime, &usage );
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}
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}
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// Figure out opts.colorFormat and opts.format so we can make sure the binary image is up to date
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DeriveOpts();
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idStrStatic< MAX_OSPATH > generatedName = GetName();
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GetGeneratedName( generatedName, usage, cubeFiles );
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idBinaryImage im( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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// BFHACK, do not want to tweak on buildgame so catch these images here
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if ( binaryFileTime == FILE_NOT_FOUND_TIMESTAMP && fileSystem->UsingResourceFiles() ) {
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int c = 1;
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while ( c-- > 0 ) {
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if ( generatedName.Find( "guis/assets/white#__0000", false ) >= 0 ) {
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generatedName.Replace( "white#__0000", "white#__0200" );
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im.SetName( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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break;
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}
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if ( generatedName.Find( "guis/assets/white#__0100", false ) >= 0 ) {
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generatedName.Replace( "white#__0100", "white#__0200" );
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im.SetName( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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break;
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}
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if ( generatedName.Find( "textures/black#__0100", false ) >= 0 ) {
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generatedName.Replace( "black#__0100", "black#__0200" );
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im.SetName( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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break;
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}
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if ( generatedName.Find( "textures/decals/bulletglass1_d#__0100", false ) >= 0 ) {
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generatedName.Replace( "bulletglass1_d#__0100", "bulletglass1_d#__0200" );
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im.SetName( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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break;
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}
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if ( generatedName.Find( "models/monsters/skeleton/skeleton01_d#__1000", false ) >= 0 ) {
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generatedName.Replace( "skeleton01_d#__1000", "skeleton01_d#__0100" );
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im.SetName( generatedName );
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binaryFileTime = im.LoadFromGeneratedFile( sourceFileTime );
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break;
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}
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}
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}
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const bimageFile_t & header = im.GetFileHeader();
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if ( ( fileSystem->InProductionMode() && binaryFileTime != FILE_NOT_FOUND_TIMESTAMP ) || ( ( binaryFileTime != FILE_NOT_FOUND_TIMESTAMP )
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&& ( header.colorFormat == opts.colorFormat )
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&& ( header.format == opts.format )
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&& ( header.textureType == opts.textureType )
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) ) {
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opts.width = header.width;
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opts.height = header.height;
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opts.numLevels = header.numLevels;
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opts.colorFormat = (textureColor_t)header.colorFormat;
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opts.format = (textureFormat_t)header.format;
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opts.textureType = (textureType_t)header.textureType;
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if ( cvarSystem->GetCVarBool( "fs_buildresources" ) ) {
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// for resource gathering write this image to the preload file for this map
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fileSystem->AddImagePreload( GetName(), filter, repeat, usage, cubeFiles );
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}
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} else {
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if ( cubeFiles != CF_2D ) {
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int size;
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byte * pics[6];
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if ( !R_LoadCubeImages( GetName(), cubeFiles, pics, &size, &sourceFileTime ) || size == 0 ) {
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idLib::Warning( "Couldn't load cube image: %s", GetName() );
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return;
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}
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opts.textureType = TT_CUBIC;
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repeat = TR_CLAMP;
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opts.width = size;
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opts.height = size;
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opts.numLevels = 0;
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DeriveOpts();
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im.LoadCubeFromMemory( size, (const byte **)pics, opts.numLevels, opts.format, opts.gammaMips );
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repeat = TR_CLAMP;
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for ( int i = 0; i < 6; i++ ) {
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if ( pics[i] ) {
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Mem_Free( pics[i] );
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}
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}
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} else {
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int width, height;
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byte * pic;
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// load the full specification, and perform any image program calculations
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R_LoadImageProgram( GetName(), &pic, &width, &height, &sourceFileTime, &usage );
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if ( pic == NULL ) {
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idLib::Warning( "Couldn't load image: %s : %s", GetName(), generatedName.c_str() );
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// create a default so it doesn't get continuously reloaded
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opts.width = 8;
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opts.height = 8;
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opts.numLevels = 1;
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DeriveOpts();
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AllocImage();
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// clear the data so it's not left uninitialized
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idTempArray<byte> clear( opts.width * opts.height * 4 );
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memset( clear.Ptr(), 0, clear.Size() );
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for ( int level = 0; level < opts.numLevels; level++ ) {
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SubImageUpload( level, 0, 0, 0, opts.width >> level, opts.height >> level, clear.Ptr() );
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}
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return;
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}
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opts.width = width;
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opts.height = height;
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opts.numLevels = 0;
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DeriveOpts();
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im.Load2DFromMemory( opts.width, opts.height, pic, opts.numLevels, opts.format, opts.colorFormat, opts.gammaMips );
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Mem_Free( pic );
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}
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binaryFileTime = im.WriteGeneratedFile( sourceFileTime );
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}
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AllocImage();
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for ( int i = 0; i < im.NumImages(); i++ ) {
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const bimageImage_t & img = im.GetImageHeader( i );
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const byte * data = im.GetImageData( i );
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SubImageUpload( img.level, 0, 0, img.destZ, img.width, img.height, data );
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}
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}
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/*
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==============
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Bind
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Automatically enables 2D mapping or cube mapping if needed
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==============
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*/
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void idImage::Bind() {
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RENDERLOG_PRINTF( "idImage::Bind( %s )\n", GetName() );
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// load the image if necessary (FIXME: not SMP safe!)
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if ( !IsLoaded() ) {
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// load the image on demand here, which isn't our normal game operating mode
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ActuallyLoadImage( true );
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}
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const int texUnit = backEnd.glState.currenttmu;
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tmu_t * tmu = &backEnd.glState.tmu[texUnit];
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// bind the texture
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if ( opts.textureType == TT_2D ) {
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if ( tmu->current2DMap != texnum ) {
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tmu->current2DMap = texnum;
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qglBindMultiTextureEXT( GL_TEXTURE0_ARB + texUnit, GL_TEXTURE_2D, texnum );
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}
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} else if ( opts.textureType == TT_CUBIC ) {
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if ( tmu->currentCubeMap != texnum ) {
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tmu->currentCubeMap = texnum;
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qglBindMultiTextureEXT( GL_TEXTURE0_ARB + texUnit, GL_TEXTURE_CUBE_MAP_EXT, texnum );
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}
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}
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}
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/*
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================
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MakePowerOfTwo
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================
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*/
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int MakePowerOfTwo( int num ) {
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int pot;
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for ( pot = 1; pot < num; pot <<= 1 ) {
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}
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return pot;
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}
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/*
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====================
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CopyFramebuffer
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====================
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*/
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void idImage::CopyFramebuffer( int x, int y, int imageWidth, int imageHeight ) {
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qglBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP_EXT : GL_TEXTURE_2D, texnum );
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qglReadBuffer( GL_BACK );
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opts.width = imageWidth;
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opts.height = imageHeight;
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qglCopyTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA8, x, y, imageWidth, imageHeight, 0 );
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// these shouldn't be necessary if the image was initialized properly
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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backEnd.pc.c_copyFrameBuffer++;
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}
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/*
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====================
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CopyDepthbuffer
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====================
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*/
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void idImage::CopyDepthbuffer( int x, int y, int imageWidth, int imageHeight ) {
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qglBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP_EXT : GL_TEXTURE_2D, texnum );
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opts.width = imageWidth;
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opts.height = imageHeight;
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qglCopyTexImage2D( GL_TEXTURE_2D, 0, GL_DEPTH_COMPONENT, x, y, imageWidth, imageHeight, 0 );
|
|
|
|
backEnd.pc.c_copyFrameBuffer++;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
RB_UploadScratchImage
|
|
|
|
if rows = cols * 6, assume it is a cube map animation
|
|
=============
|
|
*/
|
|
void idImage::UploadScratch( const byte * data, int cols, int rows ) {
|
|
|
|
// if rows = cols * 6, assume it is a cube map animation
|
|
if ( rows == cols * 6 ) {
|
|
rows /= 6;
|
|
const byte * pic[6];
|
|
for ( int i = 0; i < 6; i++ ) {
|
|
pic[i] = data + cols * rows * 4 * i;
|
|
}
|
|
|
|
if ( opts.textureType != TT_CUBIC || usage != TD_LOOKUP_TABLE_RGBA ) {
|
|
GenerateCubeImage( pic, cols, TF_LINEAR, TD_LOOKUP_TABLE_RGBA );
|
|
return;
|
|
}
|
|
if ( opts.width != cols || opts.height != rows ) {
|
|
opts.width = cols;
|
|
opts.height = rows;
|
|
AllocImage();
|
|
}
|
|
SetSamplerState( TF_LINEAR, TR_CLAMP );
|
|
for ( int i = 0; i < 6; i++ ) {
|
|
SubImageUpload( 0, 0, 0, i, opts.width, opts.height, pic[i] );
|
|
}
|
|
|
|
} else {
|
|
if ( opts.textureType != TT_2D || usage != TD_LOOKUP_TABLE_RGBA ) {
|
|
GenerateImage( data, cols, rows, TF_LINEAR, TR_REPEAT, TD_LOOKUP_TABLE_RGBA );
|
|
return;
|
|
}
|
|
if ( opts.width != cols || opts.height != rows ) {
|
|
opts.width = cols;
|
|
opts.height = rows;
|
|
AllocImage();
|
|
}
|
|
SetSamplerState( TF_LINEAR, TR_REPEAT );
|
|
SubImageUpload( 0, 0, 0, 0, opts.width, opts.height, data );
|
|
}
|
|
}
|
|
|
|
/*
|
|
==================
|
|
StorageSize
|
|
==================
|
|
*/
|
|
int idImage::StorageSize() const {
|
|
|
|
if ( !IsLoaded() ) {
|
|
return 0;
|
|
}
|
|
int baseSize = opts.width * opts.height;
|
|
if ( opts.numLevels > 1 ) {
|
|
baseSize *= 4;
|
|
baseSize /= 3;
|
|
}
|
|
baseSize *= BitsForFormat( opts.format );
|
|
baseSize /= 8;
|
|
return baseSize;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
Print
|
|
==================
|
|
*/
|
|
void idImage::Print() const {
|
|
if ( generatorFunction ) {
|
|
common->Printf( "F" );
|
|
} else {
|
|
common->Printf( " " );
|
|
}
|
|
|
|
switch ( opts.textureType ) {
|
|
case TT_2D:
|
|
common->Printf( " " );
|
|
break;
|
|
case TT_CUBIC:
|
|
common->Printf( "C" );
|
|
break;
|
|
default:
|
|
common->Printf( "<BAD TYPE:%i>", opts.textureType );
|
|
break;
|
|
}
|
|
|
|
common->Printf( "%4i %4i ", opts.width, opts.height );
|
|
|
|
switch ( opts.format ) {
|
|
#define NAME_FORMAT( x ) case FMT_##x: common->Printf( "%-6s ", #x ); break;
|
|
NAME_FORMAT( NONE );
|
|
NAME_FORMAT( RGBA8 );
|
|
NAME_FORMAT( XRGB8 );
|
|
NAME_FORMAT( RGB565 );
|
|
NAME_FORMAT( L8A8 );
|
|
NAME_FORMAT( ALPHA );
|
|
NAME_FORMAT( LUM8 );
|
|
NAME_FORMAT( INT8 );
|
|
NAME_FORMAT( DXT1 );
|
|
NAME_FORMAT( DXT5 );
|
|
NAME_FORMAT( DEPTH );
|
|
NAME_FORMAT( X16 );
|
|
NAME_FORMAT( Y16_X16 );
|
|
default:
|
|
common->Printf( "<%3i>", opts.format );
|
|
break;
|
|
}
|
|
|
|
switch( filter ) {
|
|
case TF_DEFAULT:
|
|
common->Printf( "mip " );
|
|
break;
|
|
case TF_LINEAR:
|
|
common->Printf( "linr " );
|
|
break;
|
|
case TF_NEAREST:
|
|
common->Printf( "nrst " );
|
|
break;
|
|
default:
|
|
common->Printf( "<BAD FILTER:%i>", filter );
|
|
break;
|
|
}
|
|
|
|
switch ( repeat ) {
|
|
case TR_REPEAT:
|
|
common->Printf( "rept " );
|
|
break;
|
|
case TR_CLAMP_TO_ZERO:
|
|
common->Printf( "zero " );
|
|
break;
|
|
case TR_CLAMP_TO_ZERO_ALPHA:
|
|
common->Printf( "azro " );
|
|
break;
|
|
case TR_CLAMP:
|
|
common->Printf( "clmp " );
|
|
break;
|
|
default:
|
|
common->Printf( "<BAD REPEAT:%i>", repeat );
|
|
break;
|
|
}
|
|
|
|
common->Printf( "%4ik ", StorageSize() / 1024 );
|
|
|
|
common->Printf( " %s\n", GetName() );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
idImage::Reload
|
|
===============
|
|
*/
|
|
void idImage::Reload( bool force ) {
|
|
// always regenerate functional images
|
|
if ( generatorFunction ) {
|
|
common->DPrintf( "regenerating %s.\n", GetName() );
|
|
generatorFunction( this );
|
|
return;
|
|
}
|
|
|
|
// check file times
|
|
if ( !force ) {
|
|
ID_TIME_T current;
|
|
if ( cubeFiles != CF_2D ) {
|
|
R_LoadCubeImages( imgName, cubeFiles, NULL, NULL, ¤t );
|
|
} else {
|
|
// get the current values
|
|
R_LoadImageProgram( imgName, NULL, NULL, NULL, ¤t );
|
|
}
|
|
if ( current <= sourceFileTime ) {
|
|
return;
|
|
}
|
|
}
|
|
|
|
common->DPrintf( "reloading %s.\n", GetName() );
|
|
|
|
PurgeImage();
|
|
|
|
// Load is from the front end, so the back end must be synced
|
|
ActuallyLoadImage( false );
|
|
}
|
|
|
|
/*
|
|
========================
|
|
idImage::SetSamplerState
|
|
========================
|
|
*/
|
|
void idImage::SetSamplerState( textureFilter_t tf, textureRepeat_t tr ) {
|
|
if ( tf == filter && tr == repeat ) {
|
|
return;
|
|
}
|
|
filter = tf;
|
|
repeat = tr;
|
|
qglBindTexture( ( opts.textureType == TT_CUBIC ) ? GL_TEXTURE_CUBE_MAP_EXT : GL_TEXTURE_2D, texnum );
|
|
SetTexParameters();
|
|
}
|