doom3-bfg/neo/renderer/OpenGL/gl_Image.cpp
Robert Beckebans 277964f074 Because I can :)
- 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
2014-05-10 14:40:01 +02:00

604 lines
17 KiB
C++

/*
===========================================================================
Doom 3 BFG Edition GPL Source Code
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
Copyright (C) 2013-2014 Robert Beckebans
This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
Doom 3 BFG Edition Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
Doom 3 BFG Edition Source Code is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
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.
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.
===========================================================================
*/
#pragma hdrstop
#include "precompiled.h"
/*
================================================================================================
Contains the Image implementation for OpenGL.
================================================================================================
*/
#include "../tr_local.h"
/*
========================
idImage::SubImageUpload
========================
*/
void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int height, const void* pic, int pixelPitch ) const
{
assert( x >= 0 && y >= 0 && mipLevel >= 0 && width >= 0 && height >= 0 && mipLevel < opts.numLevels );
int compressedSize = 0;
if( IsCompressed() )
{
assert( !( x & 3 ) && !( y & 3 ) );
// compressed size may be larger than the dimensions due to padding to quads
int quadW = ( width + 3 ) & ~3;
int quadH = ( height + 3 ) & ~3;
compressedSize = quadW * quadH * BitsForFormat( opts.format ) / 8;
int padW = ( opts.width + 3 ) & ~3;
int padH = ( opts.height + 3 ) & ~3;
( void )padH;
( void )padW;
assert( x + width <= padW && y + height <= padH );
// upload the non-aligned value, OpenGL understands that there
// will be padding
if( x + width > opts.width )
{
width = opts.width - x;
}
if( y + height > opts.height )
{
height = opts.height - x;
}
}
else
{
assert( x + width <= opts.width && y + height <= opts.height );
}
int target;
int uploadTarget;
if( opts.textureType == TT_2D )
{
target = GL_TEXTURE_2D;
uploadTarget = GL_TEXTURE_2D;
}
else if( opts.textureType == TT_CUBIC )
{
target = GL_TEXTURE_CUBE_MAP;
uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
}
else
{
assert( !"invalid opts.textureType" );
target = GL_TEXTURE_2D;
uploadTarget = GL_TEXTURE_2D;
}
glBindTexture( target, texnum );
if( pixelPitch != 0 )
{
glPixelStorei( GL_UNPACK_ROW_LENGTH, pixelPitch );
}
if( opts.format == FMT_RGB565 )
{
glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_TRUE );
}
#ifdef DEBUG
GL_CheckErrors();
#endif
if( IsCompressed() )
{
glCompressedTexSubImage2DARB( uploadTarget, mipLevel, x, y, width, height, internalFormat, compressedSize, pic );
}
else
{
// make sure the pixel store alignment is correct so that lower mips get created
// properly for odd shaped textures - this fixes the mip mapping issues with
// fonts
int unpackAlignment = width * BitsForFormat( ( textureFormat_t )opts.format ) / 8;
if( ( unpackAlignment & 3 ) == 0 )
{
glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
}
else
{
glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
}
glTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, dataFormat, dataType, pic );
}
#ifdef DEBUG
GL_CheckErrors();
#endif
if( opts.format == FMT_RGB565 )
{
glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
}
if( pixelPitch != 0 )
{
glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
}
}
/*
========================
idImage::SetPixel
========================
*/
void idImage::SetPixel( int mipLevel, int x, int y, const void* data, int dataSize )
{
SubImageUpload( mipLevel, x, y, 0, 1, 1, data );
}
/*
========================
idImage::SetTexParameters
========================
*/
void idImage::SetTexParameters()
{
int target = GL_TEXTURE_2D;
switch( opts.textureType )
{
case TT_2D:
target = GL_TEXTURE_2D;
break;
case TT_CUBIC:
target = GL_TEXTURE_CUBE_MAP;
break;
// RB begin
case TT_2D_ARRAY:
target = GL_TEXTURE_2D_ARRAY;
break;
// RB end
default:
idLib::FatalError( "%s: bad texture type %d", GetName(), opts.textureType );
return;
}
// ALPHA, LUMINANCE, LUMINANCE_ALPHA, and INTENSITY have been removed
// in OpenGL 3.2. In order to mimic those modes, we use the swizzle operators
#if defined( USE_CORE_PROFILE )
if( opts.colorFormat == CFM_GREEN_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_LUM8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ONE );
}
else if( opts.format == FMT_L8A8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
else if( opts.format == FMT_INT8 )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
else
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_GREEN );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_BLUE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA );
}
#else
if( opts.colorFormat == CFM_GREEN_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
}
else if( opts.format == FMT_ALPHA )
{
glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
}
#endif
switch( filter )
{
case TF_DEFAULT:
if( r_useTrilinearFiltering.GetBool() )
{
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
}
else
{
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
}
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
break;
case TF_LINEAR:
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
break;
case TF_NEAREST:
glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
break;
default:
common->FatalError( "%s: bad texture filter %d", GetName(), filter );
}
if( glConfig.anisotropicFilterAvailable )
{
// only do aniso filtering on mip mapped images
if( filter == TF_DEFAULT )
{
int aniso = r_maxAnisotropicFiltering.GetInteger();
if( aniso > glConfig.maxTextureAnisotropy )
{
aniso = glConfig.maxTextureAnisotropy;
}
if( aniso < 0 )
{
aniso = 0;
}
glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
}
else
{
glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
}
}
if( glConfig.textureLODBiasAvailable && ( usage != TD_FONT ) )
{
// use a blurring LOD bias in combination with high anisotropy to fix our aliasing grate textures...
glTexParameterf( target, GL_TEXTURE_LOD_BIAS_EXT, r_lodBias.GetFloat() );
}
// set the wrap/clamp modes
switch( repeat )
{
case TR_REPEAT:
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_REPEAT );
break;
case TR_CLAMP_TO_ZERO:
{
float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
}
break;
case TR_CLAMP_TO_ZERO_ALPHA:
{
float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
}
break;
case TR_CLAMP:
glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
break;
default:
common->FatalError( "%s: bad texture repeat %d", GetName(), repeat );
}
// RB: added shadow compare parameters for shadow map textures
if( opts.format == FMT_SHADOW_ARRAY )
{
//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
}
}
/*
========================
idImage::AllocImage
Every image will pass through this function. Allocates all the necessary MipMap levels for the
Image, but doesn't put anything in them.
This should not be done during normal game-play, if you can avoid it.
========================
*/
void idImage::AllocImage()
{
GL_CheckErrors();
PurgeImage();
switch( opts.format )
{
case FMT_RGBA8:
internalFormat = GL_RGBA8;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_XRGB8:
internalFormat = GL_RGB;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_RGB565:
internalFormat = GL_RGB;
dataFormat = GL_RGB;
dataType = GL_UNSIGNED_SHORT_5_6_5;
break;
case FMT_ALPHA:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_R8;
dataFormat = GL_RED;
#else
internalFormat = GL_ALPHA8;
dataFormat = GL_ALPHA;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_L8A8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_RG8;
dataFormat = GL_RG;
#else
internalFormat = GL_LUMINANCE8_ALPHA8;
dataFormat = GL_LUMINANCE_ALPHA;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_LUM8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_R8;
dataFormat = GL_RED;
#else
internalFormat = GL_LUMINANCE8;
dataFormat = GL_LUMINANCE;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_INT8:
#if defined( USE_CORE_PROFILE )
internalFormat = GL_R8;
dataFormat = GL_RED;
#else
internalFormat = GL_INTENSITY8;
dataFormat = GL_LUMINANCE;
#endif
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DXT1:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DXT5:
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_DEPTH:
internalFormat = GL_DEPTH_COMPONENT;
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_SHADOW_ARRAY:
internalFormat = GL_DEPTH_COMPONENT;
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_BYTE;
break;
case FMT_X16:
internalFormat = GL_INTENSITY16;
dataFormat = GL_LUMINANCE;
dataType = GL_UNSIGNED_SHORT;
break;
case FMT_Y16_X16:
internalFormat = GL_LUMINANCE16_ALPHA16;
dataFormat = GL_LUMINANCE_ALPHA;
dataType = GL_UNSIGNED_SHORT;
break;
default:
idLib::Error( "Unhandled image format %d in %s\n", opts.format, GetName() );
}
// if we don't have a rendering context, just return after we
// have filled in the parms. We must have the values set, or
// an image match from a shader before OpenGL starts would miss
// the generated texture
if( !R_IsInitialized() )
{
return;
}
// generate the texture number
glGenTextures( 1, ( GLuint* )&texnum );
assert( texnum != TEXTURE_NOT_LOADED );
//----------------------------------------------------
// allocate all the mip levels with NULL data
//----------------------------------------------------
int numSides;
int target;
int uploadTarget;
if( opts.textureType == TT_2D )
{
target = uploadTarget = GL_TEXTURE_2D;
numSides = 1;
}
else if( opts.textureType == TT_CUBIC )
{
target = GL_TEXTURE_CUBE_MAP;
uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
numSides = 6;
}
// RB begin
else if( opts.textureType == TT_2D_ARRAY )
{
target = GL_TEXTURE_2D_ARRAY;
uploadTarget = GL_TEXTURE_2D_ARRAY;
numSides = 6;
}
// RB end
else
{
assert( !"opts.textureType" );
target = uploadTarget = GL_TEXTURE_2D;
numSides = 1;
}
glBindTexture( target, texnum );
if( opts.textureType == TT_2D_ARRAY )
{
glTexImage3D( uploadTarget, 0, internalFormat, opts.width, opts.height, numSides, 0, dataFormat, GL_UNSIGNED_BYTE, NULL );
}
else
{
for( int side = 0; side < numSides; side++ )
{
int w = opts.width;
int h = opts.height;
if( opts.textureType == TT_CUBIC )
{
h = w;
}
for( int level = 0; level < opts.numLevels; level++ )
{
// clear out any previous error
GL_CheckErrors();
if( IsCompressed() )
{
int compressedSize = ( ( ( w + 3 ) / 4 ) * ( ( h + 3 ) / 4 ) * int64( 16 ) * BitsForFormat( opts.format ) ) / 8;
// Even though the OpenGL specification allows the 'data' pointer to be NULL, for some
// drivers we actually need to upload data to get it to allocate the texture.
// However, on 32-bit systems we may fail to allocate a large block of memory for large
// textures. We handle this case by using HeapAlloc directly and allowing the allocation
// to fail in which case we simply pass down NULL to glCompressedTexImage2D and hope for the best.
// As of 2011-10-6 using NVIDIA hardware and drivers we have to allocate the memory with HeapAlloc
// with the exact size otherwise large image allocation (for instance for physical page textures)
// may fail on Vista 32-bit.
// RB begin
#if defined(_WIN32)
void* data = HeapAlloc( GetProcessHeap(), 0, compressedSize );
glCompressedTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, compressedSize, data );
if( data != NULL )
{
HeapFree( GetProcessHeap(), 0, data );
}
#else
byte* data = ( byte* )Mem_Alloc( compressedSize, TAG_TEMP );
glCompressedTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, compressedSize, data );
if( data != NULL )
{
Mem_Free( data );
}
#endif
// RB end
}
else
{
glTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, dataFormat, dataType, NULL );
}
GL_CheckErrors();
w = Max( 1, w >> 1 );
h = Max( 1, h >> 1 );
}
}
glTexParameteri( target, GL_TEXTURE_MAX_LEVEL, opts.numLevels - 1 );
}
// see if we messed anything up
GL_CheckErrors();
SetTexParameters();
GL_CheckErrors();
}
/*
========================
idImage::PurgeImage
========================
*/
void idImage::PurgeImage()
{
if( texnum != TEXTURE_NOT_LOADED )
{
glDeleteTextures( 1, ( GLuint* )&texnum ); // this should be the ONLY place it is ever called!
texnum = TEXTURE_NOT_LOADED;
}
// clear all the current binding caches, so the next bind will do a real one
for( int i = 0 ; i < MAX_MULTITEXTURE_UNITS ; i++ )
{
backEnd.glState.tmu[i].current2DMap = TEXTURE_NOT_LOADED;
backEnd.glState.tmu[i].current2DArray = TEXTURE_NOT_LOADED;
backEnd.glState.tmu[i].currentCubeMap = TEXTURE_NOT_LOADED;
}
}
/*
========================
idImage::Resize
========================
*/
void idImage::Resize( int width, int height )
{
if( opts.width == width && opts.height == height )
{
return;
}
opts.width = width;
opts.height = height;
AllocImage();
}