mirror of
https://github.com/id-Software/DOOM-3-BFG.git
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396 lines
14 KiB
C++
396 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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/*
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====================================================================
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IMAGE
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idImage have a one to one correspondance with GL/DX/GCM textures.
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No texture is ever used that does not have a corresponding idImage.
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====================================================================
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*/
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static const int MAX_TEXTURE_LEVELS = 14;
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// How is this texture used? Determines the storage and color format
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typedef enum
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{
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TD_SPECULAR, // may be compressed, and always zeros the alpha channel
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TD_DIFFUSE, // may be compressed
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TD_DEFAULT, // generic RGBA texture (particles, etc...)
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TD_BUMP, // may be compressed with 8 bit lookup
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TD_FONT, // Font image
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TD_LIGHT, // Light image
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TD_LOOKUP_TABLE_MONO, // Mono lookup table (including alpha)
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TD_LOOKUP_TABLE_ALPHA, // Alpha lookup table with a white color channel
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TD_LOOKUP_TABLE_RGB1, // RGB lookup table with a solid white alpha
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TD_LOOKUP_TABLE_RGBA, // RGBA lookup table
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TD_COVERAGE, // coverage map for fill depth pass when YCoCG is used
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TD_DEPTH, // depth buffer copy for motion blur
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} textureUsage_t;
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typedef enum
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{
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CF_2D, // not a cube map
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CF_NATIVE, // _px, _nx, _py, etc, directly sent to GL
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CF_CAMERA // _forward, _back, etc, rotated and flipped as needed before sending to GL
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} cubeFiles_t;
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#include "ImageOpts.h"
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#include "BinaryImage.h"
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#define MAX_IMAGE_NAME 256
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class idImage
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{
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public:
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idImage( const char* name );
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const char* GetName() const
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{
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return imgName;
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}
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// Makes this image active on the current GL texture unit.
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// automatically enables or disables cube mapping
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// May perform file loading if the image was not preloaded.
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void Bind();
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// Should be called at least once
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void SetSamplerState( textureFilter_t tf, textureRepeat_t tr );
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// used by callback functions to specify the actual data
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// data goes from the bottom to the top line of the image, as OpenGL expects it
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// These perform an implicit Bind() on the current texture unit
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// FIXME: should we implement cinematics this way, instead of with explicit calls?
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void GenerateImage( const byte* pic, int width, int height,
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textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage );
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void GenerateCubeImage( const byte* pic[6], int size,
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textureFilter_t filter, textureUsage_t usage );
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void CopyFramebuffer( int x, int y, int width, int height );
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void CopyDepthbuffer( int x, int y, int width, int height );
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void UploadScratch( const byte* pic, int width, int height );
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// estimates size of the GL image based on dimensions and storage type
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int StorageSize() const;
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// print a one line summary of the image
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void Print() const;
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// check for changed timestamp on disk and reload if necessary
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void Reload( bool force );
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void AddReference()
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{
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refCount++;
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};
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void MakeDefault(); // fill with a grid pattern
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const idImageOpts& GetOpts() const
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{
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return opts;
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}
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int GetUploadWidth() const
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{
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return opts.width;
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}
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int GetUploadHeight() const
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{
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return opts.height;
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}
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void SetReferencedOutsideLevelLoad()
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{
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referencedOutsideLevelLoad = true;
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}
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void SetReferencedInsideLevelLoad()
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{
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levelLoadReferenced = true;
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}
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void ActuallyLoadImage( bool fromBackEnd );
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//---------------------------------------------
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// Platform specific implementations
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//---------------------------------------------
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void AllocImage( const idImageOpts& imgOpts, textureFilter_t filter, textureRepeat_t repeat );
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// Deletes the texture object, but leaves the structure so it can be reloaded
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// or resized.
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void PurgeImage();
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// z is 0 for 2D textures, 0 - 5 for cube maps, and 0 - uploadDepth for 3D textures. Only
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// one plane at a time of 3D textures can be uploaded. The data is assumed to be correct for
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// the format, either bytes, halfFloats, floats, or DXT compressed. The data is assumed to
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// be in OpenGL RGBA format, the consoles may have to reorganize. pixelPitch is only needed
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// when updating from a source subrect. Width, height, and dest* are always in pixels, so
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// they must be a multiple of four for dxt data.
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void SubImageUpload( int mipLevel, int destX, int destY, int destZ,
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int width, int height, const void* data,
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int pixelPitch = 0 ) const;
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// SetPixel is assumed to be a fast memory write on consoles, degenerating to a
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// SubImageUpload on PCs. Used to update the page mapping images.
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// We could remove this now, because the consoles don't use the intermediate page mapping
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// textures now that they can pack everything into the virtual page table images.
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void SetPixel( int mipLevel, int x, int y, const void* data, int dataSize );
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// some scratch images are dynamically resized based on the display window size. This
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// simply purges the image and recreates it if the sizes are different, so it should not be
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// done under any normal circumstances, and probably not at all on consoles.
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void Resize( int width, int height );
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bool IsCompressed() const
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{
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return ( opts.format == FMT_DXT1 || opts.format == FMT_DXT5 );
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}
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void SetTexParameters(); // update aniso and trilinear
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bool IsLoaded() const
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{
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return texnum != TEXTURE_NOT_LOADED;
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}
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static void GetGeneratedName( idStr& _name, const textureUsage_t& _usage, const cubeFiles_t& _cube );
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private:
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friend class idImageManager;
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void AllocImage();
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void DeriveOpts();
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// parameters that define this image
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idStr imgName; // game path, including extension (except for cube maps), may be an image program
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cubeFiles_t cubeFiles; // If this is a cube map, and if so, what kind
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void ( *generatorFunction )( idImage* image ); // NULL for files
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textureUsage_t usage; // Used to determine the type of compression to use
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idImageOpts opts; // Parameters that determine the storage method
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// Sampler settings
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textureFilter_t filter;
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textureRepeat_t repeat;
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bool referencedOutsideLevelLoad;
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bool levelLoadReferenced; // for determining if it needs to be purged
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bool defaulted; // true if the default image was generated because a file couldn't be loaded
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ID_TIME_T sourceFileTime; // the most recent of all images used in creation, for reloadImages command
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ID_TIME_T binaryFileTime; // the time stamp of the binary file
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int refCount; // overall ref count
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static const GLuint TEXTURE_NOT_LOADED = 0xFFFFFFFF;
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GLuint texnum; // gl texture binding
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// we could derive these in subImageUpload each time if necessary
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GLuint internalFormat;
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GLuint dataFormat;
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GLuint dataType;
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};
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ID_INLINE idImage::idImage( const char* name ) : imgName( name )
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{
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texnum = TEXTURE_NOT_LOADED;
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internalFormat = 0;
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dataFormat = 0;
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dataType = 0;
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generatorFunction = NULL;
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filter = TF_DEFAULT;
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repeat = TR_REPEAT;
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usage = TD_DEFAULT;
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cubeFiles = CF_2D;
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referencedOutsideLevelLoad = false;
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levelLoadReferenced = false;
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defaulted = false;
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sourceFileTime = FILE_NOT_FOUND_TIMESTAMP;
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binaryFileTime = FILE_NOT_FOUND_TIMESTAMP;
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refCount = 0;
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}
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// data is RGBA
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void R_WriteTGA( const char* filename, const byte* data, int width, int height, bool flipVertical = false, const char* basePath = "fs_savepath" );
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// data is in top-to-bottom raster order unless flipVertical is set
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class idImageManager
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{
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public:
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idImageManager()
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{
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insideLevelLoad = false;
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preloadingMapImages = false;
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}
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void Init();
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void Shutdown();
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// If the exact combination of parameters has been asked for already, an existing
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// image will be returned, otherwise a new image will be created.
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// Be careful not to use the same image file with different filter / repeat / etc parameters
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// if possible, because it will cause a second copy to be loaded.
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// If the load fails for any reason, the image will be filled in with the default
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// grid pattern.
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// Will automatically execute image programs if needed.
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idImage* ImageFromFile( const char* name,
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textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage, cubeFiles_t cubeMap = CF_2D );
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// look for a loaded image, whatever the parameters
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idImage* GetImage( const char* name ) const;
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// look for a loaded image, whatever the parameters
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idImage* GetImageWithParameters( const char* name, textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage, cubeFiles_t cubeMap ) const;
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// The callback will be issued immediately, and later if images are reloaded or vid_restart
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// The callback function should call one of the idImage::Generate* functions to fill in the data
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idImage* ImageFromFunction( const char* name, void ( *generatorFunction )( idImage* image ) );
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// scratch images are for internal renderer use. ScratchImage names should always begin with an underscore
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idImage* ScratchImage( const char* name, idImageOpts* imgOpts, textureFilter_t filter, textureRepeat_t repeat, textureUsage_t usage );
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// purges all the images before a vid_restart
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void PurgeAllImages();
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// reloads all apropriate images after a vid_restart
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void ReloadImages( bool all );
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// unbind all textures from all texture units
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void UnbindAll();
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// disable the active texture unit
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void BindNull();
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// Called only by renderSystem::BeginLevelLoad
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void BeginLevelLoad();
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// Called only by renderSystem::EndLevelLoad
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void EndLevelLoad();
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void Preload( const idPreloadManifest& manifest, const bool& mapPreload );
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// Loads unloaded level images
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int LoadLevelImages( bool pacifier );
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// used to clear and then write the dds conversion batch file
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void StartBuild();
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void FinishBuild( bool removeDups = false );
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void PrintMemInfo( MemInfo_t* mi );
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// built-in images
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void CreateIntrinsicImages();
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idImage* defaultImage;
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idImage* flatNormalMap; // 128 128 255 in all pixels
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idImage* alphaNotchImage; // 2x1 texture with just 1110 and 1111 with point sampling
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idImage* whiteImage; // full of 0xff
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idImage* blackImage; // full of 0x00
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idImage* noFalloffImage; // all 255, but zero clamped
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idImage* fogImage; // increasing alpha is denser fog
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idImage* fogEnterImage; // adjust fogImage alpha based on terminator plane
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idImage* scratchImage;
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idImage* scratchImage2;
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idImage* accumImage;
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idImage* currentRenderImage; // for SS_POST_PROCESS shaders
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idImage* currentDepthImage; // for motion blur
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idImage* originalCurrentRenderImage; // currentRenderImage before any changes for stereo rendering
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idImage* loadingIconImage; // loading icon must exist always
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idImage* hellLoadingIconImage; // loading icon must exist always
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//--------------------------------------------------------
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idImage* AllocImage( const char* name );
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idImage* AllocStandaloneImage( const char* name );
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bool ExcludePreloadImage( const char* name );
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idList<idImage*, TAG_IDLIB_LIST_IMAGE> images;
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idHashIndex imageHash;
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bool insideLevelLoad; // don't actually load images now
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bool preloadingMapImages; // unless this is set
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};
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extern idImageManager* globalImages; // pointer to global list for the rest of the system
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int MakePowerOfTwo( int num );
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/*
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====================================================================
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IMAGEPROCESS
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FIXME: make an "imageBlock" type to hold byte*,width,height?
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====================================================================
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*/
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byte* R_Dropsample( const byte* in, int inwidth, int inheight, int outwidth, int outheight );
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byte* R_ResampleTexture( const byte* in, int inwidth, int inheight, int outwidth, int outheight );
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byte* R_MipMapWithAlphaSpecularity( const byte* in, int width, int height );
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byte* R_MipMapWithGamma( const byte* in, int width, int height );
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byte* R_MipMap( const byte* in, int width, int height );
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// these operate in-place on the provided pixels
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void R_BlendOverTexture( byte* data, int pixelCount, const byte blend[4] );
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void R_HorizontalFlip( byte* data, int width, int height );
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void R_VerticalFlip( byte* data, int width, int height );
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void R_RotatePic( byte* data, int width );
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/*
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====================================================================
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IMAGEFILES
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====================================================================
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*/
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void R_LoadImage( const char* name, byte** pic, int* width, int* height, ID_TIME_T* timestamp, bool makePowerOf2 );
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// pic is in top to bottom raster format
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bool R_LoadCubeImages( const char* cname, cubeFiles_t extensions, byte* pic[6], int* size, ID_TIME_T* timestamp );
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/*
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====================================================================
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IMAGEPROGRAM
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====================================================================
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*/
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void R_LoadImageProgram( const char* name, byte** pic, int* width, int* height, ID_TIME_T* timestamp, textureUsage_t* usage = NULL );
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const char* R_ParsePastImageProgram( idLexer& src );
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