mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 08:51:57 +00:00
277964f074
- Implemented soft shadows using PCF hardware shadow mapping The implementation uses sampler2DArrayShadow and PCF which usually requires Direct3D 10.1 however it is in the OpenGL 3.2 core so it should be widely supported. All 3 light types are supported which means parallel lights (sun) use scene independent cascaded shadow mapping. The implementation is very fast with single taps (400 fps average per scene on a GTX 660 ti OC) however I defaulted it to 16 taps so the shadows look really good which should you give stable 100 fps on todays hardware. The shadow filtering algorithm is based on Carmack's research which was released in the original Doom 3 GPL release draw_exp.cpp. - Changed interaction shaders to use Half-Lambert lighting like in HL2 to make the game less dark - Fixed some of the renderer debugging/development tools like r_showTris
540 lines
14 KiB
C++
540 lines
14 KiB
C++
/*
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===========================================================================
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Doom 3 BFG Edition GPL Source Code
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Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
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Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#pragma hdrstop
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#include "precompiled.h"
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/*
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================================================================================================
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idBinaryImage
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================================================================================================
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*/
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#include "tr_local.h"
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#include "DXT/DXTCodec.h"
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#include "Color/ColorSpace.h"
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idCVar image_highQualityCompression( "image_highQualityCompression", "0", CVAR_BOOL, "Use high quality (slow) compression" );
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/*
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========================
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idBinaryImage::Load2DFromMemory
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========================
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*/
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void idBinaryImage::Load2DFromMemory( int width, int height, const byte* pic_const, int numLevels, textureFormat_t& textureFormat, textureColor_t& colorFormat, bool gammaMips )
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{
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fileData.textureType = TT_2D;
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fileData.format = textureFormat;
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fileData.colorFormat = colorFormat;
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fileData.width = width;
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fileData.height = height;
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fileData.numLevels = numLevels;
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byte* pic = ( byte* )Mem_Alloc( width * height * 4, TAG_TEMP );
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memcpy( pic, pic_const, width * height * 4 );
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if( colorFormat == CFM_YCOCG_DXT5 )
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{
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// convert the image data to YCoCg and use the YCoCgDXT5 compressor
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idColorSpace::ConvertRGBToCoCg_Y( pic, pic, width, height );
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}
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else if( colorFormat == CFM_NORMAL_DXT5 )
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{
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// Blah, HQ swizzles automatically, Fast doesn't
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if( !image_highQualityCompression.GetBool() )
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{
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for( int i = 0; i < width * height; i++ )
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{
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pic[i * 4 + 3] = pic[i * 4 + 0];
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pic[i * 4 + 0] = 0;
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pic[i * 4 + 2] = 0;
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}
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}
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}
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else if( colorFormat == CFM_GREEN_ALPHA )
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{
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for( int i = 0; i < width * height; i++ )
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{
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pic[i * 4 + 1] = pic[i * 4 + 3];
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pic[i * 4 + 0] = 0;
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pic[i * 4 + 2] = 0;
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pic[i * 4 + 3] = 0;
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}
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}
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int scaledWidth = width;
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int scaledHeight = height;
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images.SetNum( numLevels );
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for( int level = 0; level < images.Num(); level++ )
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{
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idBinaryImageData& img = images[ level ];
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// Images that are going to be DXT compressed and aren't multiples of 4 need to be
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// padded out before compressing.
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byte* dxtPic = pic;
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int dxtWidth = 0;
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int dxtHeight = 0;
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if( textureFormat == FMT_DXT5 || textureFormat == FMT_DXT1 )
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{
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if( ( scaledWidth & 3 ) || ( scaledHeight & 3 ) )
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{
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dxtWidth = ( scaledWidth + 3 ) & ~3;
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dxtHeight = ( scaledHeight + 3 ) & ~3;
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dxtPic = ( byte* )Mem_ClearedAlloc( dxtWidth * 4 * dxtHeight, TAG_IMAGE );
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for( int i = 0; i < scaledHeight; i++ )
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{
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memcpy( dxtPic + i * dxtWidth * 4, pic + i * scaledWidth * 4, scaledWidth * 4 );
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}
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}
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else
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{
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dxtPic = pic;
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dxtWidth = scaledWidth;
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dxtHeight = scaledHeight;
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}
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}
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img.level = level;
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img.destZ = 0;
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img.width = scaledWidth;
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img.height = scaledHeight;
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// compress data or convert floats as necessary
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if( textureFormat == FMT_DXT1 )
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{
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idDxtEncoder dxt;
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img.Alloc( dxtWidth * dxtHeight / 2 );
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if( image_highQualityCompression.GetBool() )
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{
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dxt.CompressImageDXT1HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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else
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{
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dxt.CompressImageDXT1Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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}
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else if( textureFormat == FMT_DXT5 )
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{
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idDxtEncoder dxt;
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img.Alloc( dxtWidth * dxtHeight );
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if( colorFormat == CFM_NORMAL_DXT5 )
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{
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if( image_highQualityCompression.GetBool() )
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{
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dxt.CompressNormalMapDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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else
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{
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dxt.CompressNormalMapDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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}
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else if( colorFormat == CFM_YCOCG_DXT5 )
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{
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if( image_highQualityCompression.GetBool() )
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{
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dxt.CompressYCoCgDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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else
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{
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dxt.CompressYCoCgDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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}
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else
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{
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fileData.colorFormat = colorFormat = CFM_DEFAULT;
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if( image_highQualityCompression.GetBool() )
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{
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dxt.CompressImageDXT5HQ( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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else
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{
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dxt.CompressImageDXT5Fast( dxtPic, img.data, dxtWidth, dxtHeight );
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}
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}
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}
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else if( textureFormat == FMT_LUM8 || textureFormat == FMT_INT8 )
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{
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// LUM8 and INT8 just read the red channel
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img.Alloc( scaledWidth * scaledHeight );
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for( int i = 0; i < img.dataSize; i++ )
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{
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img.data[ i ] = pic[ i * 4 ];
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}
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}
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else if( textureFormat == FMT_ALPHA )
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{
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// ALPHA reads the alpha channel
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img.Alloc( scaledWidth * scaledHeight );
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for( int i = 0; i < img.dataSize; i++ )
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{
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img.data[ i ] = pic[ i * 4 + 3 ];
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}
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}
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else if( textureFormat == FMT_L8A8 )
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{
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// L8A8 reads the alpha and red channels
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img.Alloc( scaledWidth * scaledHeight * 2 );
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for( int i = 0; i < img.dataSize / 2; i++ )
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{
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img.data[ i * 2 + 0 ] = pic[ i * 4 + 0 ];
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img.data[ i * 2 + 1 ] = pic[ i * 4 + 3 ];
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}
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}
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else if( textureFormat == FMT_RGB565 )
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{
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img.Alloc( scaledWidth * scaledHeight * 2 );
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for( int i = 0; i < img.dataSize / 2; i++ )
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{
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unsigned short color = ( ( pic[ i * 4 + 0 ] >> 3 ) << 11 ) | ( ( pic[ i * 4 + 1 ] >> 2 ) << 5 ) | ( pic[ i * 4 + 2 ] >> 3 );
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img.data[ i * 2 + 0 ] = ( color >> 8 ) & 0xFF;
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img.data[ i * 2 + 1 ] = color & 0xFF;
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}
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}
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else
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{
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fileData.format = textureFormat = FMT_RGBA8;
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img.Alloc( scaledWidth * scaledHeight * 4 );
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for( int i = 0; i < img.dataSize; i++ )
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{
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img.data[ i ] = pic[ i ];
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}
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}
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// if we had to pad to quads, free the padded version
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if( pic != dxtPic )
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{
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Mem_Free( dxtPic );
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dxtPic = NULL;
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}
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// downsample for the next level
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byte* shrunk = NULL;
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if( gammaMips )
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{
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shrunk = R_MipMapWithGamma( pic, scaledWidth, scaledHeight );
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}
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else
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{
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shrunk = R_MipMap( pic, scaledWidth, scaledHeight );
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}
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Mem_Free( pic );
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pic = shrunk;
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scaledWidth = Max( 1, scaledWidth >> 1 );
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scaledHeight = Max( 1, scaledHeight >> 1 );
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}
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Mem_Free( pic );
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}
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/*
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========================
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PadImageTo4x4
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DXT Compression requres a complete 4x4 block, even if the GPU will only be sampling
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a subset of it, so pad to 4x4 with replicated texels to maximize compression.
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========================
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*/
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static void PadImageTo4x4( const byte* src, int width, int height, byte dest[64] )
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{
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// we probably will need to support this for non-square images, but I'll address
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// that when needed
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assert( width <= 4 && height <= 4 );
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assert( width > 0 && height > 0 );
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for( int y = 0 ; y < 4 ; y++ )
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{
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int sy = y % height;
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for( int x = 0 ; x < 4 ; x++ )
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{
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int sx = x % width;
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for( int c = 0 ; c < 4 ; c++ )
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{
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dest[( y * 4 + x ) * 4 + c] = src[( sy * width + sx ) * 4 + c];
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}
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}
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}
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}
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/*
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========================
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idBinaryImage::LoadCubeFromMemory
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========================
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*/
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void idBinaryImage::LoadCubeFromMemory( int width, const byte* pics[6], int numLevels, textureFormat_t& textureFormat, bool gammaMips )
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{
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fileData.textureType = TT_CUBIC;
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fileData.format = textureFormat;
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fileData.colorFormat = CFM_DEFAULT;
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fileData.height = fileData.width = width;
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fileData.numLevels = numLevels;
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images.SetNum( fileData.numLevels * 6 );
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for( int side = 0; side < 6; side++ )
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{
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const byte* orig = pics[side];
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const byte* pic = orig;
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int scaledWidth = fileData.width;
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for( int level = 0; level < fileData.numLevels; level++ )
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{
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// compress data or convert floats as necessary
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idBinaryImageData& img = images[ level * 6 + side ];
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// handle padding blocks less than 4x4 for the DXT compressors
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ALIGN16( byte padBlock[64] );
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int padSize;
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const byte* padSrc;
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if( scaledWidth < 4 && ( textureFormat == FMT_DXT1 || textureFormat == FMT_DXT5 ) )
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{
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PadImageTo4x4( pic, scaledWidth, scaledWidth, padBlock );
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padSize = 4;
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padSrc = padBlock;
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}
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else
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{
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padSize = scaledWidth;
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padSrc = pic;
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}
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img.level = level;
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img.destZ = side;
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img.width = padSize;
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img.height = padSize;
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if( textureFormat == FMT_DXT1 )
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{
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img.Alloc( padSize * padSize / 2 );
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idDxtEncoder dxt;
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dxt.CompressImageDXT1Fast( padSrc, img.data, padSize, padSize );
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}
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else if( textureFormat == FMT_DXT5 )
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{
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img.Alloc( padSize * padSize );
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idDxtEncoder dxt;
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dxt.CompressImageDXT5Fast( padSrc, img.data, padSize, padSize );
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}
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else
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{
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fileData.format = textureFormat = FMT_RGBA8;
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img.Alloc( padSize * padSize * 4 );
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memcpy( img.data, pic, img.dataSize );
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}
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// downsample for the next level
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byte* shrunk = NULL;
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if( gammaMips )
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{
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shrunk = R_MipMapWithGamma( pic, scaledWidth, scaledWidth );
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}
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else
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{
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shrunk = R_MipMap( pic, scaledWidth, scaledWidth );
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}
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if( pic != orig )
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{
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Mem_Free( ( void* )pic );
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pic = NULL;
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}
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pic = shrunk;
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scaledWidth = Max( 1, scaledWidth >> 1 );
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}
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if( pic != orig )
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{
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// free the down sampled version
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Mem_Free( ( void* )pic );
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pic = NULL;
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}
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}
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}
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/*
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========================
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idBinaryImage::WriteGeneratedFile
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========================
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*/
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ID_TIME_T idBinaryImage::WriteGeneratedFile( ID_TIME_T sourceFileTime )
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{
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idStr binaryFileName;
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MakeGeneratedFileName( binaryFileName );
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idFileLocal file( fileSystem->OpenFileWrite( binaryFileName, "fs_basepath" ) );
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if( file == NULL )
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{
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idLib::Warning( "idBinaryImage: Could not open file '%s'", binaryFileName.c_str() );
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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idLib::Printf( "Writing %s: %ix%i\n", binaryFileName.c_str(), fileData.width, fileData.height );
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fileData.headerMagic = BIMAGE_MAGIC;
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fileData.sourceFileTime = sourceFileTime;
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file->WriteBig( fileData.sourceFileTime );
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file->WriteBig( fileData.headerMagic );
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file->WriteBig( fileData.textureType );
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file->WriteBig( fileData.format );
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file->WriteBig( fileData.colorFormat );
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file->WriteBig( fileData.width );
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file->WriteBig( fileData.height );
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file->WriteBig( fileData.numLevels );
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for( int i = 0; i < images.Num(); i++ )
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{
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idBinaryImageData& img = images[ i ];
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file->WriteBig( img.level );
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file->WriteBig( img.destZ );
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file->WriteBig( img.width );
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file->WriteBig( img.height );
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file->WriteBig( img.dataSize );
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file->Write( img.data, img.dataSize );
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}
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return file->Timestamp();
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}
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/*
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==========================
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idBinaryImage::LoadFromGeneratedFile
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Load the preprocessed image from the generated folder.
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==========================
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*/
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ID_TIME_T idBinaryImage::LoadFromGeneratedFile( ID_TIME_T sourceFileTime )
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{
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idStr binaryFileName;
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MakeGeneratedFileName( binaryFileName );
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idFileLocal bFile = fileSystem->OpenFileRead( binaryFileName );
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if( bFile == NULL )
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{
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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if( LoadFromGeneratedFile( bFile, sourceFileTime ) )
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{
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return bFile->Timestamp();
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}
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return FILE_NOT_FOUND_TIMESTAMP;
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}
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/*
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==========================
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idBinaryImage::LoadFromGeneratedFile
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Load the preprocessed image from the generated folder.
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==========================
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*/
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bool idBinaryImage::LoadFromGeneratedFile( idFile* bFile, ID_TIME_T sourceFileTime )
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{
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if( bFile->Read( &fileData, sizeof( fileData ) ) <= 0 )
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{
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return false;
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}
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idSwapClass<bimageFile_t> swap;
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swap.Big( fileData.sourceFileTime );
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swap.Big( fileData.headerMagic );
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swap.Big( fileData.textureType );
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swap.Big( fileData.format );
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swap.Big( fileData.colorFormat );
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swap.Big( fileData.width );
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swap.Big( fileData.height );
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swap.Big( fileData.numLevels );
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if( BIMAGE_MAGIC != fileData.headerMagic )
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{
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return false;
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}
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if( fileData.sourceFileTime != sourceFileTime && sourceFileTime != 0 && com_productionMode.GetInteger() == 0 )
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{
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return false;
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}
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int numImages = fileData.numLevels;
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if( fileData.textureType == TT_CUBIC )
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{
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numImages *= 6;
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}
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images.SetNum( numImages );
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for( int i = 0; i < numImages; i++ )
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{
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idBinaryImageData& img = images[ i ];
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if( bFile->Read( &img, sizeof( bimageImage_t ) ) <= 0 )
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{
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return false;
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}
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idSwapClass<bimageImage_t> swap;
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swap.Big( img.level );
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swap.Big( img.destZ );
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swap.Big( img.width );
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swap.Big( img.height );
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swap.Big( img.dataSize );
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assert( img.level >= 0 && img.level < fileData.numLevels );
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assert( img.destZ == 0 || fileData.textureType == TT_CUBIC );
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assert( img.dataSize > 0 );
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// DXT images need to be padded to 4x4 block sizes, but the original image
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// sizes are still retained, so the stored data size may be larger than
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// just the multiplication of dimensions
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assert( img.dataSize >= img.width * img.height * BitsForFormat( ( textureFormat_t )fileData.format ) / 8 );
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img.Alloc( img.dataSize );
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if( img.data == NULL )
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{
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return false;
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}
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if( bFile->Read( img.data, img.dataSize ) <= 0 )
|
|
{
|
|
return false;
|
|
}
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
==========================
|
|
idBinaryImage::MakeGeneratedFileName
|
|
==========================
|
|
*/
|
|
void idBinaryImage::MakeGeneratedFileName( idStr& gfn )
|
|
{
|
|
GetGeneratedFileName( gfn, GetName() );
|
|
}
|
|
/*
|
|
==========================
|
|
idBinaryImage::GetGeneratedFileName
|
|
==========================
|
|
*/
|
|
void idBinaryImage::GetGeneratedFileName( idStr& gfn, const char* name )
|
|
{
|
|
gfn.Format( "generated/images/%s.bimage", name );
|
|
gfn.Replace( "(", "/" );
|
|
gfn.Replace( ",", "/" );
|
|
gfn.Replace( ")", "" );
|
|
gfn.Replace( " ", "" );
|
|
}
|
|
|
|
|