mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
486 lines
No EOL
11 KiB
C++
486 lines
No EOL
11 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 "precompiled.h"
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#include "tr_local.h"
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#define DEFAULT_SIZE 16
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/*
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==================
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idImage::MakeDefault
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the default image will be grey with a white box outline
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to allow you to see the mapping coordinates on a surface
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==================
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*/
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void idImage::MakeDefault()
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{
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int x, y;
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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if( com_developer.GetBool() )
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{
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// grey center
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for( y = 0 ; y < DEFAULT_SIZE ; y++ )
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{
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for( x = 0 ; x < DEFAULT_SIZE ; x++ )
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{
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data[y][x][0] = 32;
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data[y][x][1] = 32;
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data[y][x][2] = 32;
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data[y][x][3] = 255;
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}
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}
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// white border
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for( x = 0 ; x < DEFAULT_SIZE ; x++ )
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{
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data[0][x][0] =
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data[0][x][1] =
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data[0][x][2] =
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data[0][x][3] = 255;
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data[x][0][0] =
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data[x][0][1] =
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data[x][0][2] =
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data[x][0][3] = 255;
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data[DEFAULT_SIZE - 1][x][0] =
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data[DEFAULT_SIZE - 1][x][1] =
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data[DEFAULT_SIZE - 1][x][2] =
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data[DEFAULT_SIZE - 1][x][3] = 255;
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data[x][DEFAULT_SIZE - 1][0] =
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data[x][DEFAULT_SIZE - 1][1] =
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data[x][DEFAULT_SIZE - 1][2] =
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data[x][DEFAULT_SIZE - 1][3] = 255;
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}
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}
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else
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{
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for( y = 0 ; y < DEFAULT_SIZE ; y++ )
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{
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for( x = 0 ; x < DEFAULT_SIZE ; x++ )
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{
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data[y][x][0] = 0;
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data[y][x][1] = 0;
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data[y][x][2] = 0;
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data[y][x][3] = 0;
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}
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}
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}
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GenerateImage( ( byte* )data,
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DEFAULT_SIZE, DEFAULT_SIZE,
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TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
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defaulted = true;
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}
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static void R_DefaultImage( idImage* image )
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{
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image->MakeDefault();
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}
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static void R_WhiteImage( idImage* image )
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{
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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// solid white texture
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memset( data, 255, sizeof( data ) );
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image->GenerateImage( ( byte* )data, DEFAULT_SIZE, DEFAULT_SIZE,
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TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
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}
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static void R_BlackImage( idImage* image )
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{
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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// solid black texture
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memset( data, 0, sizeof( data ) );
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image->GenerateImage( ( byte* )data, DEFAULT_SIZE, DEFAULT_SIZE,
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TF_DEFAULT, TR_REPEAT, TD_DEFAULT );
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}
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static void R_RGBA8Image( idImage* image )
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{
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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memset( data, 0, sizeof( data ) );
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data[0][0][0] = 16;
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data[0][0][1] = 32;
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data[0][0][2] = 48;
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data[0][0][3] = 96;
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image->GenerateImage( ( byte* )data, DEFAULT_SIZE, DEFAULT_SIZE, TF_DEFAULT, TR_REPEAT, TD_LOOKUP_TABLE_RGBA );
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}
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static void R_DepthImage( idImage* image )
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{
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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memset( data, 0, sizeof( data ) );
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data[0][0][0] = 16;
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data[0][0][1] = 32;
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data[0][0][2] = 48;
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data[0][0][3] = 96;
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image->GenerateImage( ( byte* )data, DEFAULT_SIZE, DEFAULT_SIZE, TF_NEAREST, TR_CLAMP, TD_DEPTH );
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}
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static void R_AlphaNotchImage( idImage* image )
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{
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byte data[2][4];
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// this is used for alpha test clip planes
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data[0][0] = data[0][1] = data[0][2] = 255;
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data[0][3] = 0;
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data[1][0] = data[1][1] = data[1][2] = 255;
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data[1][3] = 255;
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image->GenerateImage( ( byte* )data, 2, 1, TF_NEAREST, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
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}
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static void R_FlatNormalImage( idImage* image )
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{
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byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
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// flat normal map for default bunp mapping
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for( int i = 0 ; i < 4 ; i++ )
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{
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data[0][i][0] = 128;
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data[0][i][1] = 128;
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data[0][i][2] = 255;
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data[0][i][3] = 255;
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}
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image->GenerateImage( ( byte* )data, 2, 2, TF_DEFAULT, TR_REPEAT, TD_BUMP );
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}
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/*
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================
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R_CreateNoFalloffImage
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This is a solid white texture that is zero clamped.
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================
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*/
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static void R_CreateNoFalloffImage( idImage* image )
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{
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int x, y;
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byte data[16][FALLOFF_TEXTURE_SIZE][4];
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memset( data, 0, sizeof( data ) );
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for( x = 1 ; x < FALLOFF_TEXTURE_SIZE - 1 ; x++ )
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{
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for( y = 1 ; y < 15 ; y++ )
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = 255;
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}
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}
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image->GenerateImage( ( byte* )data, FALLOFF_TEXTURE_SIZE, 16, TF_DEFAULT, TR_CLAMP_TO_ZERO, TD_LOOKUP_TABLE_MONO );
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}
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/*
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================
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R_FogImage
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We calculate distance correctly in two planes, but the
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third will still be projection based
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================
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*/
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const int FOG_SIZE = 128;
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void R_FogImage( idImage* image )
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{
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int x, y;
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byte data[FOG_SIZE][FOG_SIZE][4];
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int b;
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float step[256];
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int i;
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float remaining = 1.0;
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for( i = 0 ; i < 256 ; i++ )
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{
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step[i] = remaining;
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remaining *= 0.982f;
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}
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for( x = 0 ; x < FOG_SIZE ; x++ )
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{
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for( y = 0 ; y < FOG_SIZE ; y++ )
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{
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float d;
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d = idMath::Sqrt( ( x - FOG_SIZE / 2 ) * ( x - FOG_SIZE / 2 )
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+ ( y - FOG_SIZE / 2 ) * ( y - FOG_SIZE / 2 ) );
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d /= FOG_SIZE / 2 - 1;
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b = ( byte )( d * 255 );
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if( b <= 0 )
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{
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b = 0;
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}
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else if( b > 255 )
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{
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b = 255;
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}
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b = ( byte )( 255 * ( 1.0 - step[b] ) );
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if( x == 0 || x == FOG_SIZE - 1 || y == 0 || y == FOG_SIZE - 1 )
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{
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b = 255; // avoid clamping issues
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}
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data[y][x][0] =
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data[y][x][1] =
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data[y][x][2] = 255;
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data[y][x][3] = b;
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}
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}
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image->GenerateImage( ( byte* )data, FOG_SIZE, FOG_SIZE, TF_LINEAR, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
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}
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/*
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================
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FogFraction
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Height values below zero are inside the fog volume
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================
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*/
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static const float RAMP_RANGE = 8;
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static const float DEEP_RANGE = -30;
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static float FogFraction( float viewHeight, float targetHeight )
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{
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float total = idMath::Fabs( targetHeight - viewHeight );
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// return targetHeight >= 0 ? 0 : 1.0;
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// only ranges that cross the ramp range are special
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if( targetHeight > 0 && viewHeight > 0 )
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{
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return 0.0;
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}
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if( targetHeight < -RAMP_RANGE && viewHeight < -RAMP_RANGE )
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{
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return 1.0;
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}
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float above;
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if( targetHeight > 0 )
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{
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above = targetHeight;
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}
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else if( viewHeight > 0 )
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{
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above = viewHeight;
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}
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else
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{
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above = 0;
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}
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float rampTop, rampBottom;
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if( viewHeight > targetHeight )
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{
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rampTop = viewHeight;
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rampBottom = targetHeight;
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}
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else
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{
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rampTop = targetHeight;
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rampBottom = viewHeight;
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}
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if( rampTop > 0 )
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{
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rampTop = 0;
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}
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if( rampBottom < -RAMP_RANGE )
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{
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rampBottom = -RAMP_RANGE;
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}
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float rampSlope = 1.0 / RAMP_RANGE;
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if( !total )
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{
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return -viewHeight * rampSlope;
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}
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float ramp = ( 1.0 - ( rampTop * rampSlope + rampBottom * rampSlope ) * -0.5 ) * ( rampTop - rampBottom );
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float frac = ( total - above - ramp ) / total;
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// after it gets moderately deep, always use full value
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float deepest = viewHeight < targetHeight ? viewHeight : targetHeight;
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float deepFrac = deepest / DEEP_RANGE;
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if( deepFrac >= 1.0 )
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{
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return 1.0;
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}
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frac = frac * ( 1.0 - deepFrac ) + deepFrac;
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return frac;
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}
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/*
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================
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R_FogEnterImage
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Modulate the fog alpha density based on the distance of the
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start and end points to the terminator plane
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================
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*/
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void R_FogEnterImage( idImage* image )
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{
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int x, y;
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byte data[FOG_ENTER_SIZE][FOG_ENTER_SIZE][4];
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int b;
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for( x = 0 ; x < FOG_ENTER_SIZE ; x++ )
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{
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for( y = 0 ; y < FOG_ENTER_SIZE ; y++ )
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{
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float d;
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d = FogFraction( x - ( FOG_ENTER_SIZE / 2 ), y - ( FOG_ENTER_SIZE / 2 ) );
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b = ( byte )( d * 255 );
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if( b <= 0 )
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{
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b = 0;
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}
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else if( b > 255 )
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{
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b = 255;
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}
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data[y][x][0] =
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data[y][x][1] =
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data[y][x][2] = 255;
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data[y][x][3] = b;
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}
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}
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// if mipmapped, acutely viewed surfaces fade wrong
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image->GenerateImage( ( byte* )data, FOG_ENTER_SIZE, FOG_ENTER_SIZE, TF_LINEAR, TR_CLAMP, TD_LOOKUP_TABLE_ALPHA );
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}
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/*
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================
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R_QuadraticImage
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================
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*/
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static const int QUADRATIC_WIDTH = 32;
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static const int QUADRATIC_HEIGHT = 4;
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void R_QuadraticImage( idImage* image )
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{
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int x, y;
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byte data[QUADRATIC_HEIGHT][QUADRATIC_WIDTH][4];
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int b;
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for( x = 0 ; x < QUADRATIC_WIDTH ; x++ )
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{
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for( y = 0 ; y < QUADRATIC_HEIGHT ; y++ )
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{
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float d;
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d = x - ( QUADRATIC_WIDTH / 2 - 0.5 );
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d = idMath::Fabs( d );
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d -= 0.5;
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d /= QUADRATIC_WIDTH / 2;
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d = 1.0 - d;
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d = d * d;
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b = ( byte )( d * 255 );
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if( b <= 0 )
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{
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b = 0;
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}
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else if( b > 255 )
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{
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b = 255;
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}
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data[y][x][0] =
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data[y][x][1] =
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data[y][x][2] = b;
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data[y][x][3] = 255;
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}
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}
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image->GenerateImage( ( byte* )data, QUADRATIC_WIDTH, QUADRATIC_HEIGHT, TF_DEFAULT, TR_CLAMP, TD_LOOKUP_TABLE_RGB1 );
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}
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/*
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================
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idImageManager::CreateIntrinsicImages
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================
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*/
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void idImageManager::CreateIntrinsicImages()
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{
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// create built in images
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defaultImage = ImageFromFunction( "_default", R_DefaultImage );
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whiteImage = ImageFromFunction( "_white", R_WhiteImage );
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blackImage = ImageFromFunction( "_black", R_BlackImage );
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flatNormalMap = ImageFromFunction( "_flat", R_FlatNormalImage );
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alphaNotchImage = ImageFromFunction( "_alphaNotch", R_AlphaNotchImage );
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fogImage = ImageFromFunction( "_fog", R_FogImage );
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fogEnterImage = ImageFromFunction( "_fogEnter", R_FogEnterImage );
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noFalloffImage = ImageFromFunction( "_noFalloff", R_CreateNoFalloffImage );
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ImageFromFunction( "_quadratic", R_QuadraticImage );
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// scratchImage is used for screen wipes/doublevision etc..
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scratchImage = ImageFromFunction( "_scratch", R_RGBA8Image );
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scratchImage2 = ImageFromFunction( "_scratch2", R_RGBA8Image );
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accumImage = ImageFromFunction( "_accum", R_RGBA8Image );
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currentRenderImage = ImageFromFunction( "_currentRender", R_RGBA8Image );
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currentDepthImage = ImageFromFunction( "_currentDepth", R_DepthImage );
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// save a copy of this for material comparison, because currentRenderImage may get
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// reassigned during stereo rendering
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originalCurrentRenderImage = currentRenderImage;
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loadingIconImage = ImageFromFile( "textures/loadingicon2", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
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hellLoadingIconImage = ImageFromFile( "textures/loadingicon3", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D );
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release_assert( loadingIconImage->referencedOutsideLevelLoad );
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release_assert( hellLoadingIconImage->referencedOutsideLevelLoad );
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} |