mirror of
https://github.com/id-Software/DOOM-3-BFG.git
synced 2024-12-02 17:02:17 +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
604 lines
17 KiB
C++
604 lines
17 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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Copyright (C) 2013-2014 Robert Beckebans
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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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Contains the Image implementation for OpenGL.
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================================================================================================
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*/
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#include "../tr_local.h"
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/*
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========================
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idImage::SubImageUpload
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========================
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*/
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void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int height, const void* pic, int pixelPitch ) const
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{
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assert( x >= 0 && y >= 0 && mipLevel >= 0 && width >= 0 && height >= 0 && mipLevel < opts.numLevels );
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int compressedSize = 0;
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if( IsCompressed() )
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{
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assert( !( x & 3 ) && !( y & 3 ) );
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// compressed size may be larger than the dimensions due to padding to quads
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int quadW = ( width + 3 ) & ~3;
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int quadH = ( height + 3 ) & ~3;
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compressedSize = quadW * quadH * BitsForFormat( opts.format ) / 8;
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int padW = ( opts.width + 3 ) & ~3;
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int padH = ( opts.height + 3 ) & ~3;
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( void )padH;
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( void )padW;
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assert( x + width <= padW && y + height <= padH );
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// upload the non-aligned value, OpenGL understands that there
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// will be padding
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if( x + width > opts.width )
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{
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width = opts.width - x;
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}
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if( y + height > opts.height )
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{
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height = opts.height - x;
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}
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}
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else
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{
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assert( x + width <= opts.width && y + height <= opts.height );
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}
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int target;
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int uploadTarget;
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if( opts.textureType == TT_2D )
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{
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target = GL_TEXTURE_2D;
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uploadTarget = GL_TEXTURE_2D;
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}
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else if( opts.textureType == TT_CUBIC )
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{
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target = GL_TEXTURE_CUBE_MAP;
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uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X + z;
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}
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else
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{
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assert( !"invalid opts.textureType" );
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target = GL_TEXTURE_2D;
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uploadTarget = GL_TEXTURE_2D;
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}
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glBindTexture( target, texnum );
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if( pixelPitch != 0 )
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{
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glPixelStorei( GL_UNPACK_ROW_LENGTH, pixelPitch );
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}
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if( opts.format == FMT_RGB565 )
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{
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glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_TRUE );
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}
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#ifdef DEBUG
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GL_CheckErrors();
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#endif
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if( IsCompressed() )
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{
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glCompressedTexSubImage2DARB( uploadTarget, mipLevel, x, y, width, height, internalFormat, compressedSize, pic );
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}
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else
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{
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// make sure the pixel store alignment is correct so that lower mips get created
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// properly for odd shaped textures - this fixes the mip mapping issues with
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// fonts
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int unpackAlignment = width * BitsForFormat( ( textureFormat_t )opts.format ) / 8;
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if( ( unpackAlignment & 3 ) == 0 )
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{
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glPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
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}
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else
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{
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glPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
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}
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glTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, dataFormat, dataType, pic );
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}
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#ifdef DEBUG
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GL_CheckErrors();
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#endif
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if( opts.format == FMT_RGB565 )
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{
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glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
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}
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if( pixelPitch != 0 )
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{
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glPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
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}
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}
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/*
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========================
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idImage::SetPixel
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========================
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*/
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void idImage::SetPixel( int mipLevel, int x, int y, const void* data, int dataSize )
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{
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SubImageUpload( mipLevel, x, y, 0, 1, 1, data );
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}
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/*
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========================
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idImage::SetTexParameters
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========================
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*/
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void idImage::SetTexParameters()
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{
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int target = GL_TEXTURE_2D;
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switch( opts.textureType )
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{
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case TT_2D:
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target = GL_TEXTURE_2D;
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break;
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case TT_CUBIC:
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target = GL_TEXTURE_CUBE_MAP;
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break;
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// RB begin
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case TT_2D_ARRAY:
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target = GL_TEXTURE_2D_ARRAY;
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break;
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// RB end
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default:
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idLib::FatalError( "%s: bad texture type %d", GetName(), opts.textureType );
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return;
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}
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// ALPHA, LUMINANCE, LUMINANCE_ALPHA, and INTENSITY have been removed
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// in OpenGL 3.2. In order to mimic those modes, we use the swizzle operators
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#if defined( USE_CORE_PROFILE )
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if( opts.colorFormat == CFM_GREEN_ALPHA )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
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}
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else if( opts.format == FMT_LUM8 )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ONE );
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}
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else if( opts.format == FMT_L8A8 )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
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}
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else if( opts.format == FMT_ALPHA )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
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}
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else if( opts.format == FMT_INT8 )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
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}
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else
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_GREEN );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_BLUE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA );
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}
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#else
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if( opts.colorFormat == CFM_GREEN_ALPHA )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
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}
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else if( opts.format == FMT_ALPHA )
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{
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
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glTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
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}
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#endif
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switch( filter )
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{
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case TF_DEFAULT:
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if( r_useTrilinearFiltering.GetBool() )
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{
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glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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}
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else
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{
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glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
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}
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glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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break;
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case TF_LINEAR:
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glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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break;
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case TF_NEAREST:
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glTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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glTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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break;
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default:
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common->FatalError( "%s: bad texture filter %d", GetName(), filter );
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}
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if( glConfig.anisotropicFilterAvailable )
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{
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// only do aniso filtering on mip mapped images
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if( filter == TF_DEFAULT )
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{
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int aniso = r_maxAnisotropicFiltering.GetInteger();
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if( aniso > glConfig.maxTextureAnisotropy )
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{
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aniso = glConfig.maxTextureAnisotropy;
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}
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if( aniso < 0 )
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{
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aniso = 0;
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}
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glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
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}
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else
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{
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glTexParameterf( target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
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}
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}
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if( glConfig.textureLODBiasAvailable && ( usage != TD_FONT ) )
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{
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// use a blurring LOD bias in combination with high anisotropy to fix our aliasing grate textures...
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glTexParameterf( target, GL_TEXTURE_LOD_BIAS_EXT, r_lodBias.GetFloat() );
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}
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// set the wrap/clamp modes
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switch( repeat )
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{
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case TR_REPEAT:
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glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_REPEAT );
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glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_REPEAT );
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break;
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case TR_CLAMP_TO_ZERO:
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{
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float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
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glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
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glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
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glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
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}
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break;
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case TR_CLAMP_TO_ZERO_ALPHA:
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{
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float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
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glTexParameterfv( target, GL_TEXTURE_BORDER_COLOR, color );
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glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
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glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
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}
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break;
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case TR_CLAMP:
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glTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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break;
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default:
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common->FatalError( "%s: bad texture repeat %d", GetName(), repeat );
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}
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// RB: added shadow compare parameters for shadow map textures
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if( opts.format == FMT_SHADOW_ARRAY )
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{
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//glTexParameteri( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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glTexParameteri( target, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE );
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glTexParameteri( target, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL );
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glTexParameteri( target, GL_DEPTH_TEXTURE_MODE, GL_INTENSITY );
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}
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}
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/*
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========================
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idImage::AllocImage
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Every image will pass through this function. Allocates all the necessary MipMap levels for the
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Image, but doesn't put anything in them.
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This should not be done during normal game-play, if you can avoid it.
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========================
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*/
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void idImage::AllocImage()
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{
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GL_CheckErrors();
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PurgeImage();
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switch( opts.format )
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{
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case FMT_RGBA8:
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internalFormat = GL_RGBA8;
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dataFormat = GL_RGBA;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_XRGB8:
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internalFormat = GL_RGB;
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dataFormat = GL_RGBA;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_RGB565:
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internalFormat = GL_RGB;
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dataFormat = GL_RGB;
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dataType = GL_UNSIGNED_SHORT_5_6_5;
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break;
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case FMT_ALPHA:
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#if defined( USE_CORE_PROFILE )
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internalFormat = GL_R8;
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dataFormat = GL_RED;
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#else
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internalFormat = GL_ALPHA8;
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dataFormat = GL_ALPHA;
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#endif
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_L8A8:
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#if defined( USE_CORE_PROFILE )
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internalFormat = GL_RG8;
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dataFormat = GL_RG;
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#else
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internalFormat = GL_LUMINANCE8_ALPHA8;
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dataFormat = GL_LUMINANCE_ALPHA;
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#endif
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_LUM8:
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#if defined( USE_CORE_PROFILE )
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internalFormat = GL_R8;
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dataFormat = GL_RED;
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#else
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internalFormat = GL_LUMINANCE8;
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dataFormat = GL_LUMINANCE;
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#endif
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_INT8:
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#if defined( USE_CORE_PROFILE )
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internalFormat = GL_R8;
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dataFormat = GL_RED;
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#else
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internalFormat = GL_INTENSITY8;
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dataFormat = GL_LUMINANCE;
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#endif
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_DXT1:
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internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
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dataFormat = GL_RGBA;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_DXT5:
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internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
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dataFormat = GL_RGBA;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_DEPTH:
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internalFormat = GL_DEPTH_COMPONENT;
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dataFormat = GL_DEPTH_COMPONENT;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_SHADOW_ARRAY:
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internalFormat = GL_DEPTH_COMPONENT;
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dataFormat = GL_DEPTH_COMPONENT;
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dataType = GL_UNSIGNED_BYTE;
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break;
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case FMT_X16:
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internalFormat = GL_INTENSITY16;
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dataFormat = GL_LUMINANCE;
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dataType = GL_UNSIGNED_SHORT;
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break;
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case FMT_Y16_X16:
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internalFormat = GL_LUMINANCE16_ALPHA16;
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dataFormat = GL_LUMINANCE_ALPHA;
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dataType = GL_UNSIGNED_SHORT;
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break;
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default:
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idLib::Error( "Unhandled image format %d in %s\n", opts.format, GetName() );
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}
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// if we don't have a rendering context, just return after we
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// have filled in the parms. We must have the values set, or
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// an image match from a shader before OpenGL starts would miss
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// the generated texture
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if( !R_IsInitialized() )
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{
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return;
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}
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// generate the texture number
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glGenTextures( 1, ( GLuint* )&texnum );
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assert( texnum != TEXTURE_NOT_LOADED );
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//----------------------------------------------------
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// allocate all the mip levels with NULL data
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//----------------------------------------------------
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int numSides;
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int target;
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int uploadTarget;
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if( opts.textureType == TT_2D )
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{
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target = uploadTarget = GL_TEXTURE_2D;
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numSides = 1;
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}
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else if( opts.textureType == TT_CUBIC )
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{
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target = GL_TEXTURE_CUBE_MAP;
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uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X;
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numSides = 6;
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}
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// RB begin
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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();
|
|
}
|