ioq3/code/renderergl2/tr_image.c
Zack Middleton 904bbc1a8f Allow more than 32 surfaces in skin files
Models don't have a surface limit; skins shouldn't either. Some player
models require more than 32 surfaces since vanilla Quake 3 did not
enforce the limit.

Skins are now limited to 256 surfaces because having no limit would
require parsing the skin file twice. The skin surfaces are dynamically
allocated so it doesn't increase memory usage when less surfaces
are used.
2017-07-04 14:06:09 -05:00

3227 lines
76 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena 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 2 of the License,
or (at your option) any later version.
Quake III Arena 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_image.c
#include "tr_local.h"
#include "tr_dsa.h"
static byte s_intensitytable[256];
static unsigned char s_gammatable[256];
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
#define FILE_HASH_SIZE 1024
static image_t* hashTable[FILE_HASH_SIZE];
/*
** R_GammaCorrect
*/
void R_GammaCorrect( byte *buffer, int bufSize ) {
int i;
for ( i = 0; i < bufSize; i++ ) {
buffer[i] = s_gammatable[buffer[i]];
}
}
typedef struct {
char *name;
int minimize, maximize;
} textureMode_t;
textureMode_t modes[] = {
{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
/*
================
return a hash value for the filename
================
*/
static long generateHashValue( const char *fname ) {
int i;
long hash;
char letter;
hash = 0;
i = 0;
while (fname[i] != '\0') {
letter = tolower(fname[i]);
if (letter =='.') break; // don't include extension
if (letter =='\\') letter = '/'; // damn path names
hash+=(long)(letter)*(i+119);
i++;
}
hash &= (FILE_HASH_SIZE-1);
return hash;
}
/*
===============
GL_TextureMode
===============
*/
void GL_TextureMode( const char *string ) {
int i;
image_t *glt;
for ( i=0 ; i< 6 ; i++ ) {
if ( !Q_stricmp( modes[i].name, string ) ) {
break;
}
}
// hack to prevent trilinear from being set on voodoo,
// because their driver freaks...
if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) {
ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" );
i = 3;
}
if ( i == 6 ) {
ri.Printf (PRINT_ALL, "bad filter name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for ( i = 0 ; i < tr.numImages ; i++ ) {
glt = tr.images[ i ];
if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP)) {
qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
}
/*
===============
R_SumOfUsedImages
===============
*/
int R_SumOfUsedImages( void ) {
int total;
int i;
total = 0;
for ( i = 0; i < tr.numImages; i++ ) {
if ( tr.images[i]->frameUsed == tr.frameCount ) {
total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight;
}
}
return total;
}
/*
===============
R_ImageList_f
===============
*/
void R_ImageList_f( void ) {
int i;
int estTotalSize = 0;
ri.Printf(PRINT_ALL, "\n -w-- -h-- -type-- -size- --name-------\n");
for ( i = 0 ; i < tr.numImages ; i++ )
{
image_t *image = tr.images[i];
char *format = "???? ";
char *sizeSuffix;
int estSize;
int displaySize;
estSize = image->uploadHeight * image->uploadWidth;
switch(image->internalFormat)
{
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
format = "sDXT1 ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
format = "sDXT5 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
format = "sBPTC ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RG_RGTC2:
format = "RGTC2 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
format = "DXT1 ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
format = "DXT1a ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
format = "DXT5 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
format = "BPTC ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_RGB4_S3TC:
format = "S3TC ";
// same as DXT1?
estSize /= 2;
break;
case GL_RGBA16F:
format = "RGBA16F";
// 8 bytes per pixel
estSize *= 8;
break;
case GL_RGBA16:
format = "RGBA16 ";
// 8 bytes per pixel
estSize *= 8;
break;
case GL_RGBA4:
case GL_RGBA8:
case GL_RGBA:
format = "RGBA ";
// 4 bytes per pixel
estSize *= 4;
break;
case GL_LUMINANCE8:
case GL_LUMINANCE16:
case GL_LUMINANCE:
format = "L ";
// 1 byte per pixel?
break;
case GL_RGB5:
case GL_RGB8:
case GL_RGB:
format = "RGB ";
// 3 bytes per pixel?
estSize *= 3;
break;
case GL_LUMINANCE8_ALPHA8:
case GL_LUMINANCE16_ALPHA16:
case GL_LUMINANCE_ALPHA:
format = "LA ";
// 2 bytes per pixel?
estSize *= 2;
break;
case GL_SRGB_EXT:
case GL_SRGB8_EXT:
format = "sRGB ";
// 3 bytes per pixel?
estSize *= 3;
break;
case GL_SRGB_ALPHA_EXT:
case GL_SRGB8_ALPHA8_EXT:
format = "sRGBA ";
// 4 bytes per pixel?
estSize *= 4;
break;
case GL_SLUMINANCE_EXT:
case GL_SLUMINANCE8_EXT:
format = "sL ";
// 1 byte per pixel?
break;
case GL_SLUMINANCE_ALPHA_EXT:
case GL_SLUMINANCE8_ALPHA8_EXT:
format = "sLA ";
// 2 byte per pixel?
estSize *= 2;
break;
case GL_DEPTH_COMPONENT16:
format = "Depth16";
// 2 bytes per pixel
estSize *= 2;
break;
case GL_DEPTH_COMPONENT24:
format = "Depth24";
// 3 bytes per pixel
estSize *= 3;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT32:
format = "Depth32";
// 4 bytes per pixel
estSize *= 4;
break;
}
// mipmap adds about 50%
if (image->flags & IMGFLAG_MIPMAP)
estSize += estSize / 2;
sizeSuffix = "b ";
displaySize = estSize;
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "kb";
}
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "Mb";
}
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "Gb";
}
ri.Printf(PRINT_ALL, "%4i: %4ix%4i %s %4i%s %s\n", i, image->uploadWidth, image->uploadHeight, format, displaySize, sizeSuffix, image->imgName);
estTotalSize += estSize;
}
ri.Printf (PRINT_ALL, " ---------\n");
ri.Printf (PRINT_ALL, " approx %i bytes\n", estTotalSize);
ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
}
//=======================================================================
/*
================
ResampleTexture
Used to resample images in a more general than quartering fashion.
This will only be filtered properly if the resampled size
is greater than half the original size.
If a larger shrinking is needed, use the mipmap function
before or after.
================
*/
static void ResampleTexture( byte *in, int inwidth, int inheight, byte *out,
int outwidth, int outheight ) {
int i, j;
byte *inrow, *inrow2;
int frac, fracstep;
int p1[2048], p2[2048];
byte *pix1, *pix2, *pix3, *pix4;
if (outwidth>2048)
ri.Error(ERR_DROP, "ResampleTexture: max width");
fracstep = inwidth*0x10000/outwidth;
frac = fracstep>>2;
for ( i=0 ; i<outwidth ; i++ ) {
p1[i] = 4*(frac>>16);
frac += fracstep;
}
frac = 3*(fracstep>>2);
for ( i=0 ; i<outwidth ; i++ ) {
p2[i] = 4*(frac>>16);
frac += fracstep;
}
for (i=0 ; i<outheight ; i++) {
inrow = in + 4*inwidth*(int)((i+0.25)*inheight/outheight);
inrow2 = in + 4*inwidth*(int)((i+0.75)*inheight/outheight);
for (j=0 ; j<outwidth ; j++) {
pix1 = inrow + p1[j];
pix2 = inrow + p2[j];
pix3 = inrow2 + p1[j];
pix4 = inrow2 + p2[j];
*out++ = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
*out++ = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
*out++ = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
*out++ = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
}
}
}
static void RGBAtoYCoCgA(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte r, g, b, a, rb2;
r = *inbyte++;
g = *inbyte++;
b = *inbyte++;
a = *inbyte++;
rb2 = (r + b) >> 1;
*outbyte++ = (g + rb2) >> 1; // Y = R/4 + G/2 + B/4
*outbyte++ = (r - b + 256) >> 1; // Co = R/2 - B/2
*outbyte++ = (g - rb2 + 256) >> 1; // Cg = -R/4 + G/2 - B/4
*outbyte++ = a;
}
}
}
static void YCoCgAtoRGBA(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte _Y, Co, Cg, a;
_Y = *inbyte++;
Co = *inbyte++;
Cg = *inbyte++;
a = *inbyte++;
*outbyte++ = CLAMP(_Y + Co - Cg, 0, 255); // R = Y + Co - Cg
*outbyte++ = CLAMP(_Y + Cg - 128, 0, 255); // G = Y + Cg
*outbyte++ = CLAMP(_Y - Co - Cg + 256, 0, 255); // B = Y - Co - Cg
*outbyte++ = a;
}
}
}
// uses a sobel filter to change a texture to a normal map
static void RGBAtoNormal(const byte *in, byte *out, int width, int height, qboolean clampToEdge)
{
int x, y, max;
// convert to heightmap, storing in alpha
// same as converting to Y in YCoCg
max = 1;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4 + 3;
for (x = 0; x < width; x++)
{
byte result = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
result = result * result / 255; // Make linear
*outbyte = result;
max = MAX(max, *outbyte);
outbyte += 4;
inbyte += 4;
}
}
// level out heights
if (max < 255)
{
for (y = 0; y < height; y++)
{
byte *outbyte = out + y * width * 4 + 3;
for (x = 0; x < width; x++)
{
*outbyte = *outbyte + (255 - max);
outbyte += 4;
}
}
}
// now run sobel filter over height values to generate X and Y
// then normalize
for (y = 0; y < height; y++)
{
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
// 0 1 2
// 3 4 5
// 6 7 8
byte s[9];
int x2, y2, i;
vec3_t normal;
i = 0;
for (y2 = -1; y2 <= 1; y2++)
{
int src_y = y + y2;
if (clampToEdge)
{
src_y = CLAMP(src_y, 0, height - 1);
}
else
{
src_y = (src_y + height) % height;
}
for (x2 = -1; x2 <= 1; x2++)
{
int src_x = x + x2;
if (clampToEdge)
{
src_x = CLAMP(src_x, 0, width - 1);
}
else
{
src_x = (src_x + width) % width;
}
s[i++] = *(out + (src_y * width + src_x) * 4 + 3);
}
}
normal[0] = s[0] - s[2]
+ 2 * s[3] - 2 * s[5]
+ s[6] - s[8];
normal[1] = s[0] + 2 * s[1] + s[2]
- s[6] - 2 * s[7] - s[8];
normal[2] = s[4] * 4;
if (!VectorNormalize2(normal, normal))
{
VectorSet(normal, 0, 0, 1);
}
*outbyte++ = FloatToOffsetByte(normal[0]);
*outbyte++ = FloatToOffsetByte(normal[1]);
*outbyte++ = FloatToOffsetByte(normal[2]);
outbyte++;
}
}
}
#define COPYSAMPLE(a,b) *(unsigned int *)(a) = *(unsigned int *)(b)
// based on Fast Curve Based Interpolation
// from Fast Artifacts-Free Image Interpolation (http://www.andreagiachetti.it/icbi/)
// assumes data has a 2 pixel thick border of clamped or wrapped data
// expects data to be a grid with even (0, 0), (2, 0), (0, 2), (2, 2) etc pixels filled
// only performs FCBI on specified component
static void DoFCBI(byte *in, byte *out, int width, int height, int component)
{
int x, y;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
inbyte = in + (y * width + 2) * 4 + component;
outbyte = out + (y * width + 2) * 4 + component;
for (x = 2; x < width - 2; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 3; y < height - 3; y += 2)
{
// diagonals
//
// NWp - northwest interpolated pixel
// NEp - northeast interpolated pixel
// NWd - northwest first derivative
// NEd - northeast first derivative
// NWdd - northwest second derivative
// NEdd - northeast second derivative
//
// Uses these samples:
//
// 0
// - - a - b - -
// - - - - - - -
// c - d - e - f
// 0 - - - - - - -
// g - h - i - j
// - - - - - - -
// - - k - l - -
//
// x+2 uses these samples:
//
// 0
// - - - - a - b - -
// - - - - - - - - -
// - - c - d - e - f
// 0 - - - - - - - - -
// - - g - h - i - j
// - - - - - - - - -
// - - - - k - l - -
//
// so we can reuse 8 of them on next iteration
//
// a=b, c=d, d=e, e=f, g=h, h=i, i=j, k=l
//
// only b, f, j, and l need to be sampled on next iteration
byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
byte *line1, *line2, *line3, *line4;
x = 3;
// optimization one
// SAMPLE2(sa, x-1, y-3);
//SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1);
//SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1);
// SAMPLE2(sk, x-1, y+3);
// optimization two
line1 = in + ((y - 3) * width + (x - 1)) * 4 + component;
line2 = in + ((y - 1) * width + (x - 3)) * 4 + component;
line3 = in + ((y + 1) * width + (x - 3)) * 4 + component;
line4 = in + ((y + 3) * width + (x - 1)) * 4 + component;
// COPYSAMPLE(sa, line1); line1 += 8;
//COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8; COPYSAMPLE(se, line2); line2 += 8;
//COPYSAMPLE(sg, line3); line3 += 8; COPYSAMPLE(sh, line3); line3 += 8; COPYSAMPLE(si, line3); line3 += 8;
// COPYSAMPLE(sk, line4); line4 += 8;
sa = *line1; line1 += 8;
sc = *line2; line2 += 8; sd = *line2; line2 += 8; se = *line2; line2 += 8;
sg = *line3; line3 += 8; sh = *line3; line3 += 8; si = *line3; line3 += 8;
sk = *line4; line4 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 3; x += 2)
{
int NWd, NEd, NWp, NEp;
// original
// SAMPLE2(sa, x-1, y-3); SAMPLE2(sb, x+1, y-3);
//SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1); SAMPLE2(sf, x+3, y-1);
//SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1); SAMPLE2(sj, x+3, y+1);
// SAMPLE2(sk, x-1, y+3); SAMPLE2(sl, x+1, y+3);
// optimization one
//SAMPLE2(sb, x+1, y-3);
//SAMPLE2(sf, x+3, y-1);
//SAMPLE2(sj, x+3, y+1);
//SAMPLE2(sl, x+1, y+3);
// optimization two
//COPYSAMPLE(sb, line1); line1 += 8;
//COPYSAMPLE(sf, line2); line2 += 8;
//COPYSAMPLE(sj, line3); line3 += 8;
//COPYSAMPLE(sl, line4); line4 += 8;
sb = *line1; line1 += 8;
sf = *line2; line2 += 8;
sj = *line3; line3 += 8;
sl = *line4; line4 += 8;
NWp = sd + si;
NEp = se + sh;
NWd = abs(sd - si);
NEd = abs(se - sh);
if (NWd > 100 || NEd > 100 || abs(NWp-NEp) > 200)
{
if (NWd < NEd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
}
else
{
int NWdd, NEdd;
//NEdd = abs(sg + sd + sb - 3 * (se + sh) + sk + si + sf);
//NWdd = abs(sa + se + sj - 3 * (sd + si) + sc + sh + sl);
NEdd = abs(sg + sb - 3 * NEp + sk + sf + NWp);
NWdd = abs(sa + sj - 3 * NWp + sc + sl + NEp);
if (NWdd > NEdd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
}
outbyte += 8;
// COPYSAMPLE(sa, sb);
//COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se); COPYSAMPLE(se, sf);
//COPYSAMPLE(sg, sh); COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
// COPYSAMPLE(sk, sl);
sa = sb;
sc = sd; sd = se; se = sf;
sg = sh; sh = si; si = sj;
sk = sl;
}
}
// hack: copy out to in again
for (y = 3; y < height - 3; y += 2)
{
inbyte = out + (y * width + 3) * 4 + component;
outbyte = in + (y * width + 3) * 4 + component;
for (x = 3; x < width - 3; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 2; y < height - 3; y++)
{
// horizontal & vertical
//
// hp - horizontally interpolated pixel
// vp - vertically interpolated pixel
// hd - horizontal first derivative
// vd - vertical first derivative
// hdd - horizontal second derivative
// vdd - vertical second derivative
// Uses these samples:
//
// 0
// - a - b -
// c - d - e
// 0 - f - g -
// h - i - j
// - k - l -
//
// x+2 uses these samples:
//
// 0
// - - - a - b -
// - - c - d - e
// 0 - - - f - g -
// - - h - i - j
// - - - k - l -
//
// so we can reuse 7 of them on next iteration
//
// a=b, c=d, d=e, f=g, h=i, i=j, k=l
//
// only b, e, g, j, and l need to be sampled on next iteration
byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
byte *line1, *line2, *line3, *line4, *line5;
//x = (y + 1) % 2;
x = (y + 1) % 2 + 2;
// optimization one
// SAMPLE2(sa, x-1, y-2);
//SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1);
// SAMPLE2(sf, x-1, y );
//SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1);
// SAMPLE2(sk, x-1, y+2);
line1 = in + ((y - 2) * width + (x - 1)) * 4 + component;
line2 = in + ((y - 1) * width + (x - 2)) * 4 + component;
line3 = in + ((y ) * width + (x - 1)) * 4 + component;
line4 = in + ((y + 1) * width + (x - 2)) * 4 + component;
line5 = in + ((y + 2) * width + (x - 1)) * 4 + component;
// COPYSAMPLE(sa, line1); line1 += 8;
//COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8;
// COPYSAMPLE(sf, line3); line3 += 8;
//COPYSAMPLE(sh, line4); line4 += 8; COPYSAMPLE(si, line4); line4 += 8;
// COPYSAMPLE(sk, line5); line5 += 8;
sa = *line1; line1 += 8;
sc = *line2; line2 += 8; sd = *line2; line2 += 8;
sf = *line3; line3 += 8;
sh = *line4; line4 += 8; si = *line4; line4 += 8;
sk = *line5; line5 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 3; x+=2)
{
int hd, vd, hp, vp;
// SAMPLE2(sa, x-1, y-2); SAMPLE2(sb, x+1, y-2);
//SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1); SAMPLE2(se, x+2, y-1);
// SAMPLE2(sf, x-1, y ); SAMPLE2(sg, x+1, y );
//SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1); SAMPLE2(sj, x+2, y+1);
// SAMPLE2(sk, x-1, y+2); SAMPLE2(sl, x+1, y+2);
// optimization one
//SAMPLE2(sb, x+1, y-2);
//SAMPLE2(se, x+2, y-1);
//SAMPLE2(sg, x+1, y );
//SAMPLE2(sj, x+2, y+1);
//SAMPLE2(sl, x+1, y+2);
//COPYSAMPLE(sb, line1); line1 += 8;
//COPYSAMPLE(se, line2); line2 += 8;
//COPYSAMPLE(sg, line3); line3 += 8;
//COPYSAMPLE(sj, line4); line4 += 8;
//COPYSAMPLE(sl, line5); line5 += 8;
sb = *line1; line1 += 8;
se = *line2; line2 += 8;
sg = *line3; line3 += 8;
sj = *line4; line4 += 8;
sl = *line5; line5 += 8;
hp = sf + sg;
vp = sd + si;
hd = abs(sf - sg);
vd = abs(sd - si);
if (hd > 100 || vd > 100 || abs(hp-vp) > 200)
{
if (hd < vd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
}
else
{
int hdd, vdd;
//hdd = abs(sc[i] + sd[i] + se[i] - 3 * (sf[i] + sg[i]) + sh[i] + si[i] + sj[i]);
//vdd = abs(sa[i] + sf[i] + sk[i] - 3 * (sd[i] + si[i]) + sb[i] + sg[i] + sl[i]);
hdd = abs(sc + se - 3 * hp + sh + sj + vp);
vdd = abs(sa + sk - 3 * vp + sb + sl + hp);
if (hdd > vdd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
}
outbyte += 8;
// COPYSAMPLE(sa, sb);
//COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se);
// COPYSAMPLE(sf, sg);
//COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
// COPYSAMPLE(sk, sl);
sa = sb;
sc = sd; sd = se;
sf = sg;
sh = si; si = sj;
sk = sl;
}
}
}
// Similar to FCBI, but throws out the second order derivatives for speed
static void DoFCBIQuick(byte *in, byte *out, int width, int height, int component)
{
int x, y;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
inbyte = in + (y * width + 2) * 4 + component;
outbyte = out + (y * width + 2) * 4 + component;
for (x = 2; x < width - 2; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 3; y < height - 4; y += 2)
{
byte sd, se, sh, si;
byte *line2, *line3;
x = 3;
line2 = in + ((y - 1) * width + (x - 1)) * 4 + component;
line3 = in + ((y + 1) * width + (x - 1)) * 4 + component;
sd = *line2; line2 += 8;
sh = *line3; line3 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 4; x += 2)
{
int NWd, NEd, NWp, NEp;
se = *line2; line2 += 8;
si = *line3; line3 += 8;
NWp = sd + si;
NEp = se + sh;
NWd = abs(sd - si);
NEd = abs(se - sh);
if (NWd < NEd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
outbyte += 8;
sd = se;
sh = si;
}
}
// hack: copy out to in again
for (y = 3; y < height - 3; y += 2)
{
inbyte = out + (y * width + 3) * 4 + component;
outbyte = in + (y * width + 3) * 4 + component;
for (x = 3; x < width - 3; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 2; y < height - 3; y++)
{
byte sd, sf, sg, si;
byte *line2, *line3, *line4;
x = (y + 1) % 2 + 2;
line2 = in + ((y - 1) * width + (x )) * 4 + component;
line3 = in + ((y ) * width + (x - 1)) * 4 + component;
line4 = in + ((y + 1) * width + (x )) * 4 + component;
outbyte = out + (y * width + x) * 4 + component;
sf = *line3; line3 += 8;
for ( ; x < width - 3; x+=2)
{
int hd, vd, hp, vp;
sd = *line2; line2 += 8;
sg = *line3; line3 += 8;
si = *line4; line4 += 8;
hp = sf + sg;
vp = sd + si;
hd = abs(sf - sg);
vd = abs(sd - si);
if (hd < vd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
outbyte += 8;
sf = sg;
}
}
}
// Similar to DoFCBIQuick, but just takes the average instead of checking derivatives
// as well, this operates on all four components
static void DoLinear(byte *in, byte *out, int width, int height)
{
int x, y, i;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
x = 2;
inbyte = in + (y * width + x) * 4;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 2; x += 2)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 8;
inbyte += 8;
}
}
for (y = 1; y < height - 1; y += 2)
{
byte sd[4] = {0}, se[4] = {0}, sh[4] = {0}, si[4] = {0};
byte *line2, *line3;
x = 1;
line2 = in + ((y - 1) * width + (x - 1)) * 4;
line3 = in + ((y + 1) * width + (x - 1)) * 4;
COPYSAMPLE(sd, line2); line2 += 8;
COPYSAMPLE(sh, line3); line3 += 8;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(se, line2); line2 += 8;
COPYSAMPLE(si, line3); line3 += 8;
for (i = 0; i < 4; i++)
{
*outbyte++ = (sd[i] + si[i] + se[i] + sh[i]) >> 2;
}
outbyte += 4;
COPYSAMPLE(sd, se);
COPYSAMPLE(sh, si);
}
}
// hack: copy out to in again
for (y = 1; y < height - 1; y += 2)
{
x = 1;
inbyte = out + (y * width + x) * 4;
outbyte = in + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 8;
inbyte += 8;
}
}
for (y = 1; y < height - 1; y++)
{
byte sd[4], sf[4], sg[4], si[4];
byte *line2, *line3, *line4;
x = y % 2 + 1;
line2 = in + ((y - 1) * width + (x )) * 4;
line3 = in + ((y ) * width + (x - 1)) * 4;
line4 = in + ((y + 1) * width + (x )) * 4;
COPYSAMPLE(sf, line3); line3 += 8;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(sd, line2); line2 += 8;
COPYSAMPLE(sg, line3); line3 += 8;
COPYSAMPLE(si, line4); line4 += 8;
for (i = 0; i < 4; i++)
{
*outbyte++ = (sf[i] + sg[i] + sd[i] + si[i]) >> 2;
}
outbyte += 4;
COPYSAMPLE(sf, sg);
}
}
}
static void ExpandHalfTextureToGrid( byte *data, int width, int height)
{
int x, y;
for (y = height / 2; y > 0; y--)
{
byte *outbyte = data + ((y * 2 - 1) * (width) - 2) * 4;
byte *inbyte = data + (y * (width / 2) - 1) * 4;
for (x = width / 2; x > 0; x--)
{
COPYSAMPLE(outbyte, inbyte);
outbyte -= 8;
inbyte -= 4;
}
}
}
static void FillInNormalizedZ(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte nx, ny, nz, h;
float fnx, fny, fll, fnz;
nx = *inbyte++;
ny = *inbyte++;
inbyte++;
h = *inbyte++;
fnx = OffsetByteToFloat(nx);
fny = OffsetByteToFloat(ny);
fll = 1.0f - fnx * fnx - fny * fny;
if (fll >= 0.0f)
fnz = (float)sqrt(fll);
else
fnz = 0.0f;
nz = FloatToOffsetByte(fnz);
*outbyte++ = nx;
*outbyte++ = ny;
*outbyte++ = nz;
*outbyte++ = h;
}
}
}
// size must be even
#define WORKBLOCK_SIZE 128
#define WORKBLOCK_BORDER 4
#define WORKBLOCK_REALSIZE (WORKBLOCK_SIZE + WORKBLOCK_BORDER * 2)
// assumes that data has already been expanded into a 2x2 grid
static void FCBIByBlock(byte *data, int width, int height, qboolean clampToEdge, qboolean normalized)
{
byte workdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
byte outdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
byte *inbyte, *outbyte;
int x, y;
int srcx, srcy;
ExpandHalfTextureToGrid(data, width, height);
for (y = 0; y < height; y += WORKBLOCK_SIZE)
{
for (x = 0; x < width; x += WORKBLOCK_SIZE)
{
int x2, y2;
int workwidth, workheight, fullworkwidth, fullworkheight;
workwidth = MIN(WORKBLOCK_SIZE, width - x);
workheight = MIN(WORKBLOCK_SIZE, height - y);
fullworkwidth = workwidth + WORKBLOCK_BORDER * 2;
fullworkheight = workheight + WORKBLOCK_BORDER * 2;
//memset(workdata, 0, WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4);
// fill in work block
for (y2 = 0; y2 < fullworkheight; y2 += 2)
{
srcy = y + y2 - WORKBLOCK_BORDER;
if (clampToEdge)
{
srcy = CLAMP(srcy, 0, height - 2);
}
else
{
srcy = (srcy + height) % height;
}
outbyte = workdata + y2 * fullworkwidth * 4;
inbyte = data + srcy * width * 4;
for (x2 = 0; x2 < fullworkwidth; x2 += 2)
{
srcx = x + x2 - WORKBLOCK_BORDER;
if (clampToEdge)
{
srcx = CLAMP(srcx, 0, width - 2);
}
else
{
srcx = (srcx + width) % width;
}
COPYSAMPLE(outbyte, inbyte + srcx * 4);
outbyte += 8;
}
}
// submit work block
DoLinear(workdata, outdata, fullworkwidth, fullworkheight);
if (!normalized)
{
switch (r_imageUpsampleType->integer)
{
case 0:
break;
case 1:
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
break;
case 2:
default:
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
break;
}
}
else
{
switch (r_imageUpsampleType->integer)
{
case 0:
break;
case 1:
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 1);
break;
case 2:
default:
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 1);
break;
}
}
// copy back work block
for (y2 = 0; y2 < workheight; y2++)
{
inbyte = outdata + ((y2 + WORKBLOCK_BORDER) * fullworkwidth + WORKBLOCK_BORDER) * 4;
outbyte = data + ((y + y2) * width + x) * 4;
for (x2 = 0; x2 < workwidth; x2++)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 4;
inbyte += 4;
}
}
}
}
}
#undef COPYSAMPLE
/*
================
R_LightScaleTexture
Scale up the pixel values in a texture to increase the
lighting range
================
*/
void R_LightScaleTexture (byte *in, int inwidth, int inheight, qboolean only_gamma )
{
if ( only_gamma )
{
if ( !glConfig.deviceSupportsGamma )
{
int i, c;
byte *p;
p = in;
c = inwidth*inheight;
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_gammatable[p[0]];
p[1] = s_gammatable[p[1]];
p[2] = s_gammatable[p[2]];
}
}
}
else
{
int i, c;
byte *p;
p = in;
c = inwidth*inheight;
if ( glConfig.deviceSupportsGamma )
{
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_intensitytable[p[0]];
p[1] = s_intensitytable[p[1]];
p[2] = s_intensitytable[p[2]];
}
}
else
{
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_gammatable[s_intensitytable[p[0]]];
p[1] = s_gammatable[s_intensitytable[p[1]]];
p[2] = s_gammatable[s_intensitytable[p[2]]];
}
}
}
}
/*
================
R_MipMapsRGB
Operates in place, quartering the size of the texture
Colors are gamma correct
================
*/
static void R_MipMapsRGB( byte *in, int inWidth, int inHeight)
{
int x, y, c, stride;
const byte *in2;
float total;
static float downmipSrgbLookup[256];
static int downmipSrgbLookupSet = 0;
byte *out = in;
if (!downmipSrgbLookupSet) {
for (x = 0; x < 256; x++)
downmipSrgbLookup[x] = powf(x / 255.0f, 2.2f) * 0.25f;
downmipSrgbLookupSet = 1;
}
if (inWidth == 1 && inHeight == 1)
return;
if (inWidth == 1 || inHeight == 1) {
for (x = (inWidth * inHeight) >> 1; x; x--) {
for (c = 3; c; c--, in++) {
total = (downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)]) * 2.0f;
*out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f);
}
*out++ = (*(in) + *(in + 4)) >> 1; in += 5;
}
return;
}
stride = inWidth * 4;
inWidth >>= 1; inHeight >>= 1;
in2 = in + stride;
for (y = inHeight; y; y--, in += stride, in2 += stride) {
for (x = inWidth; x; x--) {
for (c = 3; c; c--, in++, in2++) {
total = downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)]
+ downmipSrgbLookup[*(in2)] + downmipSrgbLookup[*(in2 + 4)];
*out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f);
}
*out++ = (*(in) + *(in + 4) + *(in2) + *(in2 + 4)) >> 2; in += 5, in2 += 5;
}
}
}
static void R_MipMapNormalHeight (const byte *in, byte *out, int width, int height, qboolean swizzle)
{
int i, j;
int row;
int sx = swizzle ? 3 : 0;
int sa = swizzle ? 0 : 3;
if ( width == 1 && height == 1 ) {
return;
}
row = width * 4;
width >>= 1;
height >>= 1;
for (i=0 ; i<height ; i++, in+=row) {
for (j=0 ; j<width ; j++, out+=4, in+=8) {
vec3_t v;
v[0] = OffsetByteToFloat(in[sx ]);
v[1] = OffsetByteToFloat(in[ 1]);
v[2] = OffsetByteToFloat(in[ 2]);
v[0] += OffsetByteToFloat(in[sx +4]);
v[1] += OffsetByteToFloat(in[ 5]);
v[2] += OffsetByteToFloat(in[ 6]);
v[0] += OffsetByteToFloat(in[sx+row ]);
v[1] += OffsetByteToFloat(in[ row+1]);
v[2] += OffsetByteToFloat(in[ row+2]);
v[0] += OffsetByteToFloat(in[sx+row+4]);
v[1] += OffsetByteToFloat(in[ row+5]);
v[2] += OffsetByteToFloat(in[ row+6]);
VectorNormalizeFast(v);
//v[0] *= 0.25f;
//v[1] *= 0.25f;
//v[2] = 1.0f - v[0] * v[0] - v[1] * v[1];
//v[2] = sqrt(MAX(v[2], 0.0f));
out[sx] = FloatToOffsetByte(v[0]);
out[1 ] = FloatToOffsetByte(v[1]);
out[2 ] = FloatToOffsetByte(v[2]);
out[sa] = MAX(MAX(in[sa], in[sa+4]), MAX(in[sa+row], in[sa+row+4]));
}
}
}
/*
==================
R_BlendOverTexture
Apply a color blend over a set of pixels
==================
*/
static void R_BlendOverTexture( byte *data, int pixelCount, byte blend[4] ) {
int i;
int inverseAlpha;
int premult[3];
inverseAlpha = 255 - blend[3];
premult[0] = blend[0] * blend[3];
premult[1] = blend[1] * blend[3];
premult[2] = blend[2] * blend[3];
for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
}
}
byte mipBlendColors[16][4] = {
{0,0,0,0},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
};
static void RawImage_SwizzleRA( byte *data, int width, int height )
{
int i;
byte *ptr = data, swap;
for (i=0; i<width*height; i++, ptr+=4)
{
// swap red and alpha
swap = ptr[0];
ptr[0] = ptr[3];
ptr[3] = swap;
}
}
/*
===============
RawImage_ScaleToPower2
===============
*/
static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inout_height, imgType_t type, imgFlags_t flags, byte **resampledBuffer)
{
int width = *inout_width;
int height = *inout_height;
int scaled_width;
int scaled_height;
qboolean picmip = flags & IMGFLAG_PICMIP;
qboolean mipmap = flags & IMGFLAG_MIPMAP;
qboolean clampToEdge = flags & IMGFLAG_CLAMPTOEDGE;
qboolean scaled;
//
// convert to exact power of 2 sizes
//
if (!mipmap)
{
scaled_width = width;
scaled_height = height;
}
else
{
scaled_width = NextPowerOfTwo(width);
scaled_height = NextPowerOfTwo(height);
}
if ( r_roundImagesDown->integer && scaled_width > width )
scaled_width >>= 1;
if ( r_roundImagesDown->integer && scaled_height > height )
scaled_height >>= 1;
if ( picmip && data && resampledBuffer && r_imageUpsample->integer &&
scaled_width < r_imageUpsampleMaxSize->integer && scaled_height < r_imageUpsampleMaxSize->integer)
{
int finalwidth, finalheight;
//int startTime, endTime;
//startTime = ri.Milliseconds();
finalwidth = scaled_width << r_imageUpsample->integer;
finalheight = scaled_height << r_imageUpsample->integer;
while ( finalwidth > r_imageUpsampleMaxSize->integer
|| finalheight > r_imageUpsampleMaxSize->integer ) {
finalwidth >>= 1;
finalheight >>= 1;
}
while ( finalwidth > glConfig.maxTextureSize
|| finalheight > glConfig.maxTextureSize ) {
finalwidth >>= 1;
finalheight >>= 1;
}
*resampledBuffer = ri.Hunk_AllocateTempMemory( finalwidth * finalheight * 4 );
if (scaled_width != width || scaled_height != height)
ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
else
Com_Memcpy(*resampledBuffer, *data, width * height * 4);
if (type == IMGTYPE_COLORALPHA)
RGBAtoYCoCgA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
while (scaled_width < finalwidth || scaled_height < finalheight)
{
scaled_width <<= 1;
scaled_height <<= 1;
FCBIByBlock(*resampledBuffer, scaled_width, scaled_height, clampToEdge, (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT));
}
if (type == IMGTYPE_COLORALPHA)
YCoCgAtoRGBA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
else if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
FillInNormalizedZ(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
//endTime = ri.Milliseconds();
//ri.Printf(PRINT_ALL, "upsampled %dx%d to %dx%d in %dms\n", width, height, scaled_width, scaled_height, endTime - startTime);
*data = *resampledBuffer;
}
else if ( scaled_width != width || scaled_height != height )
{
if (data && resampledBuffer)
{
*resampledBuffer = ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 );
ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
*data = *resampledBuffer;
}
}
width = scaled_width;
height = scaled_height;
//
// perform optional picmip operation
//
if ( picmip ) {
scaled_width >>= r_picmip->integer;
scaled_height >>= r_picmip->integer;
}
//
// clamp to the current upper OpenGL limit
// scale both axis down equally so we don't have to
// deal with a half mip resampling
//
while ( scaled_width > glConfig.maxTextureSize
|| scaled_height > glConfig.maxTextureSize ) {
scaled_width >>= 1;
scaled_height >>= 1;
}
//
// clamp to minimum size
//
scaled_width = MAX(1, scaled_width);
scaled_height = MAX(1, scaled_height);
scaled = (width != scaled_width) || (height != scaled_height);
//
// rescale texture to new size using existing mipmap functions
//
if (data)
{
while (width > scaled_width || height > scaled_height)
{
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
R_MipMapNormalHeight(*data, *data, width, height, qfalse);
else
R_MipMapsRGB(*data, width, height);
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
}
}
*inout_width = width;
*inout_height = height;
return scaled;
}
static qboolean RawImage_HasAlpha(const byte *scan, int numPixels)
{
int i;
if (!scan)
return qtrue;
for ( i = 0; i < numPixels; i++ )
{
if ( scan[i*4 + 3] != 255 )
{
return qtrue;
}
}
return qfalse;
}
static GLenum RawImage_GetFormat(const byte *data, int numPixels, GLenum picFormat, qboolean lightMap, imgType_t type, imgFlags_t flags)
{
int samples = 3;
GLenum internalFormat = GL_RGB;
qboolean forceNoCompression = (flags & IMGFLAG_NO_COMPRESSION);
qboolean normalmap = (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT);
if (picFormat != GL_RGBA8)
return picFormat;
if(normalmap)
{
if ((type == IMGTYPE_NORMALHEIGHT) && RawImage_HasAlpha(data, numPixels) && r_parallaxMapping->integer)
{
if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC)
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB)
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGBA4;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGBA8;
}
else
{
internalFormat = GL_RGBA;
}
}
else
{
if (!forceNoCompression && glRefConfig.textureCompression & TCR_RGTC)
{
internalFormat = GL_COMPRESSED_RG_RGTC2;
}
else if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC)
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB)
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if (r_texturebits->integer == 16)
{
internalFormat = GL_RGB5;
}
else if (r_texturebits->integer == 32)
{
internalFormat = GL_RGB8;
}
else
{
internalFormat = GL_RGB;
}
}
}
else if(lightMap)
{
if(r_greyscale->integer)
internalFormat = GL_LUMINANCE;
else
internalFormat = GL_RGBA;
}
else
{
if (RawImage_HasAlpha(data, numPixels))
{
samples = 4;
}
// select proper internal format
if ( samples == 3 )
{
if(r_greyscale->integer)
{
if(r_texturebits->integer == 16)
internalFormat = GL_LUMINANCE8;
else if(r_texturebits->integer == 32)
internalFormat = GL_LUMINANCE16;
else
internalFormat = GL_LUMINANCE;
}
else
{
if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC )
{
internalFormat = GL_RGB4_S3TC;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGB5;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGB8;
}
else
{
internalFormat = GL_RGB;
}
}
}
else if ( samples == 4 )
{
if(r_greyscale->integer)
{
if(r_texturebits->integer == 16)
internalFormat = GL_LUMINANCE8_ALPHA8;
else if(r_texturebits->integer == 32)
internalFormat = GL_LUMINANCE16_ALPHA16;
else
internalFormat = GL_LUMINANCE_ALPHA;
}
else
{
if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGBA4;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGBA8;
}
else
{
internalFormat = GL_RGBA;
}
}
}
}
return internalFormat;
}
static void CompressMonoBlock(byte outdata[8], const byte indata[16])
{
int hi, lo, diff, bias, outbyte, shift, i;
byte *p = outdata;
hi = lo = indata[0];
for (i = 1; i < 16; i++)
{
hi = MAX(indata[i], hi);
lo = MIN(indata[i], lo);
}
*p++ = hi;
*p++ = lo;
diff = hi - lo;
if (diff == 0)
{
outbyte = (hi == 255) ? 255 : 0;
for (i = 0; i < 6; i++)
*p++ = outbyte;
return;
}
bias = diff / 2 - lo * 7;
outbyte = shift = 0;
for (i = 0; i < 16; i++)
{
const byte fixIndex[8] = { 1, 7, 6, 5, 4, 3, 2, 0 };
byte index = fixIndex[(indata[i] * 7 + bias) / diff];
outbyte |= index << shift;
shift += 3;
if (shift >= 8)
{
*p++ = outbyte & 0xff;
shift -= 8;
outbyte >>= 8;
}
}
}
static void RawImage_UploadToRgtc2Texture(GLuint texture, int miplevel, int x, int y, int width, int height, byte *data)
{
int wBlocks, hBlocks, iy, ix, size;
byte *compressedData, *p;
wBlocks = (width + 3) / 4;
hBlocks = (height + 3) / 4;
size = wBlocks * hBlocks * 16;
p = compressedData = ri.Hunk_AllocateTempMemory(size);
for (iy = 0; iy < height; iy += 4)
{
int oh = MIN(4, height - iy);
for (ix = 0; ix < width; ix += 4)
{
byte workingData[16];
int component;
int ow = MIN(4, width - ix);
for (component = 0; component < 2; component++)
{
int ox, oy;
for (oy = 0; oy < oh; oy++)
for (ox = 0; ox < ow; ox++)
workingData[oy * 4 + ox] = data[((iy + oy) * width + ix + ox) * 4 + component];
// dupe data to fill
for (oy = 0; oy < 4; oy++)
for (ox = (oy < oh) ? ow : 0; ox < 4; ox++)
workingData[oy * 4 + ox] = workingData[(oy % oh) * 4 + ox % ow];
CompressMonoBlock(p, workingData);
p += 8;
}
}
}
// FIXME: Won't work for x/y that aren't multiples of 4.
qglCompressedTextureSubImage2DEXT(texture, GL_TEXTURE_2D, miplevel, x, y, width, height, GL_COMPRESSED_RG_RGTC2, size, compressedData);
ri.Hunk_FreeTempMemory(compressedData);
}
static int CalculateMipSize(int width, int height, GLenum picFormat)
{
int numBlocks = ((width + 3) / 4) * ((height + 3) / 4);
int numPixels = width * height;
switch (picFormat)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RED_RGTC1:
case GL_COMPRESSED_SIGNED_RED_RGTC1:
return numBlocks * 8;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
case GL_COMPRESSED_RG_RGTC2:
case GL_COMPRESSED_SIGNED_RG_RGTC2:
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB:
case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB:
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
return numBlocks * 16;
case GL_RGBA8:
case GL_SRGB8_ALPHA8_EXT:
return numPixels * 4;
case GL_RGBA16:
return numPixels * 8;
default:
ri.Printf(PRINT_ALL, "Unsupported texture format %08x\n", picFormat);
return 0;
}
return 0;
}
static GLenum PixelDataFormatFromInternalFormat(GLenum internalFormat)
{
switch (internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
return GL_DEPTH_COMPONENT;
default:
return GL_RGBA;
break;
}
}
static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int width, int height, GLenum target, GLenum picFormat, int numMips, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
{
GLenum dataFormat, dataType;
qboolean rgtc = internalFormat == GL_COMPRESSED_RG_RGTC2;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean rgba = rgba8 || picFormat == GL_RGBA16;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
int size, miplevel;
qboolean lastMip = qfalse;
dataFormat = PixelDataFormatFromInternalFormat(internalFormat);
dataType = picFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
miplevel = 0;
do
{
lastMip = (width == 1 && height == 1) || !mipmap;
size = CalculateMipSize(width, height, picFormat);
if (!rgba)
{
qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data);
}
else
{
if (rgba8 && miplevel != 0 && r_colorMipLevels->integer)
R_BlendOverTexture((byte *)data, width * height, mipBlendColors[miplevel]);
if (rgba8 && rgtc)
RawImage_UploadToRgtc2Texture(texture, miplevel, x, y, width, height, data);
else
qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
}
if (!lastMip && numMips < 2)
{
if (glRefConfig.framebufferObject)
{
qglGenerateTextureMipmapEXT(texture, target);
break;
}
else if (rgba8)
{
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
R_MipMapNormalHeight(data, data, width, height, glRefConfig.swizzleNormalmap);
else
R_MipMapsRGB(data, width, height);
}
}
x >>= 1;
y >>= 1;
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
miplevel++;
if (numMips > 1)
{
data += size;
numMips--;
}
}
while (!lastMip);
}
/*
===============
Upload32
===============
*/
static void Upload32(byte *data, int x, int y, int width, int height, GLenum picFormat, int numMips, image_t *image, qboolean scaled)
{
int i, c;
byte *scan;
imgType_t type = image->type;
imgFlags_t flags = image->flags;
GLenum internalFormat = image->internalFormat;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP) && (rgba8 || numMips > 1);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
// These operations cannot be performed on non-rgba8 images.
if (rgba8 && !cubemap)
{
c = width*height;
scan = data;
if (type == IMGTYPE_COLORALPHA)
{
if( r_greyscale->integer )
{
for ( i = 0; i < c; i++ )
{
byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = luma;
scan[i*4 + 1] = luma;
scan[i*4 + 2] = luma;
}
}
else if( r_greyscale->value )
{
for ( i = 0; i < c; i++ )
{
float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
}
}
// This corresponds to what the OpenGL1 renderer does.
if (!(flags & IMGFLAG_NOLIGHTSCALE) && (scaled || mipmap))
R_LightScaleTexture(data, width, height, !mipmap);
}
if (glRefConfig.swizzleNormalmap && (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT))
RawImage_SwizzleRA(data, width, height);
}
if (cubemap)
{
for (i = 0; i < 6; i++)
{
int w2 = width, h2 = height;
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, picFormat, numMips, internalFormat, type, flags, qfalse);
for (c = numMips; c; c--)
{
data += CalculateMipSize(w2, h2, picFormat);
w2 = MAX(1, w2 >> 1);
h2 = MAX(1, h2 >> 1);
}
}
}
else
{
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_2D, picFormat, numMips, internalFormat, type, flags, qfalse);
}
GL_CheckErrors();
}
/*
================
R_CreateImage2
This is the only way any image_t are created
================
*/
image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLenum picFormat, int numMips, imgType_t type, imgFlags_t flags, int internalFormat ) {
byte *resampledBuffer = NULL;
image_t *image;
qboolean isLightmap = qfalse, scaled = qfalse;
long hash;
int glWrapClampMode, mipWidth, mipHeight, miplevel;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
qboolean picmip = !!(flags & IMGFLAG_PICMIP);
qboolean lastMip;
GLenum textureTarget = cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
GLenum dataFormat;
if (strlen(name) >= MAX_QPATH ) {
ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name);
}
if ( !strncmp( name, "*lightmap", 9 ) ) {
isLightmap = qtrue;
}
if ( tr.numImages == MAX_DRAWIMAGES ) {
ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit");
}
image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
image->texnum = 1024 + tr.numImages;
tr.numImages++;
image->type = type;
image->flags = flags;
strcpy (image->imgName, name);
image->width = width;
image->height = height;
if (flags & IMGFLAG_CLAMPTOEDGE)
glWrapClampMode = GL_CLAMP_TO_EDGE;
else
glWrapClampMode = GL_REPEAT;
if (!internalFormat)
internalFormat = RawImage_GetFormat(pic, width * height, picFormat, isLightmap, image->type, image->flags);
image->internalFormat = internalFormat;
// Possibly scale image before uploading.
// if not rgba8 and uploading an image, skip picmips.
if (!cubemap)
{
if (rgba8)
scaled = RawImage_ScaleToPower2(&pic, &width, &height, type, flags, &resampledBuffer);
else if (pic && picmip)
{
for (miplevel = r_picmip->integer; miplevel > 0 && numMips > 1; miplevel--, numMips--)
{
int size = CalculateMipSize(width, height, picFormat);
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
pic += size;
}
}
}
image->uploadWidth = width;
image->uploadHeight = height;
// Allocate texture storage so we don't have to worry about it later.
dataFormat = PixelDataFormatFromInternalFormat(internalFormat);
mipWidth = width;
mipHeight = height;
miplevel = 0;
do
{
lastMip = !mipmap || (mipWidth == 1 && mipHeight == 1);
if (cubemap)
{
int i;
for (i = 0; i < 6; i++)
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL);
}
else
{
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_2D, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL);
}
mipWidth = MAX(1, mipWidth >> 1);
mipHeight = MAX(1, mipHeight >> 1);
miplevel++;
}
while (!lastMip);
// Upload data.
if (pic)
Upload32(pic, 0, 0, width, height, picFormat, numMips, image, scaled);
if (resampledBuffer != NULL)
ri.Hunk_FreeTempMemory(resampledBuffer);
// Set all necessary texture parameters.
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_S, glWrapClampMode);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_T, glWrapClampMode);
if (cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_R, glWrapClampMode);
if (textureFilterAnisotropic && !cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
mipmap ? (GLint)Com_Clamp(1, maxAnisotropy, r_ext_max_anisotropy->integer) : 1);
switch(internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
// Fix for sampling depth buffer on old nVidia cards.
// from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, mipmap ? gl_filter_min : GL_LINEAR);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, mipmap ? gl_filter_max : GL_LINEAR);
break;
}
GL_CheckErrors();
hash = generateHashValue(name);
image->next = hashTable[hash];
hashTable[hash] = image;
return image;
}
/*
================
R_CreateImage
Wrapper for R_CreateImage2(), for the old parameters.
================
*/
image_t *R_CreateImage(const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat)
{
return R_CreateImage2(name, pic, width, height, GL_RGBA8, 0, type, flags, internalFormat);
}
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat )
{
Upload32(pic, x, y, width, height, picFormat, 0, image, qfalse);
}
//===================================================================
// Prototype for dds loader function which isn't common to both renderers
void R_LoadDDS(const char *filename, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips);
typedef struct
{
char *ext;
void (*ImageLoader)( const char *, unsigned char **, int *, int * );
} imageExtToLoaderMap_t;
// Note that the ordering indicates the order of preference used
// when there are multiple images of different formats available
static imageExtToLoaderMap_t imageLoaders[ ] =
{
{ "png", R_LoadPNG },
{ "tga", R_LoadTGA },
{ "jpg", R_LoadJPG },
{ "jpeg", R_LoadJPG },
{ "pcx", R_LoadPCX },
{ "bmp", R_LoadBMP }
};
static int numImageLoaders = ARRAY_LEN( imageLoaders );
/*
=================
R_LoadImage
Loads any of the supported image types into a cannonical
32 bit format.
=================
*/
void R_LoadImage( const char *name, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips )
{
qboolean orgNameFailed = qfalse;
int orgLoader = -1;
int i;
char localName[ MAX_QPATH ];
const char *ext;
char *altName;
*pic = NULL;
*width = 0;
*height = 0;
*picFormat = GL_RGBA8;
*numMips = 0;
Q_strncpyz( localName, name, MAX_QPATH );
ext = COM_GetExtension( localName );
// If compressed textures are enabled, try loading a DDS first, it'll load fastest
if (r_ext_compressed_textures->integer)
{
char ddsName[MAX_QPATH];
COM_StripExtension(name, ddsName, MAX_QPATH);
Q_strcat(ddsName, MAX_QPATH, ".dds");
R_LoadDDS(ddsName, pic, width, height, picFormat, numMips);
// If loaded, we're done.
if (*pic)
return;
}
if( *ext )
{
// Look for the correct loader and use it
for( i = 0; i < numImageLoaders; i++ )
{
if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
{
// Load
imageLoaders[ i ].ImageLoader( localName, pic, width, height );
break;
}
}
// A loader was found
if( i < numImageLoaders )
{
if( *pic == NULL )
{
// Loader failed, most likely because the file isn't there;
// try again without the extension
orgNameFailed = qtrue;
orgLoader = i;
COM_StripExtension( name, localName, MAX_QPATH );
}
else
{
// Something loaded
return;
}
}
}
// Try and find a suitable match using all
// the image formats supported
for( i = 0; i < numImageLoaders; i++ )
{
if (i == orgLoader)
continue;
altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
// Load
imageLoaders[ i ].ImageLoader( altName, pic, width, height );
if( *pic )
{
if( orgNameFailed )
{
ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
name, altName );
}
break;
}
}
}
/*
===============
R_FindImageFile
Finds or loads the given image.
Returns NULL if it fails, not a default image.
==============
*/
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
{
image_t *image;
int width, height;
byte *pic;
GLenum picFormat;
int picNumMips;
long hash;
imgFlags_t checkFlagsTrue, checkFlagsFalse;
if (!name) {
return NULL;
}
hash = generateHashValue(name);
//
// see if the image is already loaded
//
for (image=hashTable[hash]; image; image=image->next) {
if ( !strcmp( name, image->imgName ) ) {
// the white image can be used with any set of parms, but other mismatches are errors
if ( strcmp( name, "*white" ) ) {
if ( image->flags != flags ) {
ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed flags (%i vs %i)\n", name, image->flags, flags );
}
}
return image;
}
}
//
// load the pic from disk
//
R_LoadImage( name, &pic, &width, &height, &picFormat, &picNumMips );
if ( pic == NULL ) {
return NULL;
}
checkFlagsTrue = IMGFLAG_PICMIP | IMGFLAG_MIPMAP | IMGFLAG_GENNORMALMAP;
checkFlagsFalse = IMGFLAG_CUBEMAP;
if (r_normalMapping->integer && (picFormat == GL_RGBA8) && (type == IMGTYPE_COLORALPHA) &&
((flags & checkFlagsTrue) == checkFlagsTrue) && !(flags & checkFlagsFalse))
{
char normalName[MAX_QPATH];
image_t *normalImage;
int normalWidth, normalHeight;
imgFlags_t normalFlags;
normalFlags = (flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE;
COM_StripExtension(name, normalName, MAX_QPATH);
Q_strcat(normalName, MAX_QPATH, "_n");
// find normalmap in case it's there
normalImage = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags);
// if not, generate it
if (normalImage == NULL)
{
byte *normalPic;
int x, y;
normalWidth = width;
normalHeight = height;
normalPic = ri.Malloc(width * height * 4);
RGBAtoNormal(pic, normalPic, width, height, flags & IMGFLAG_CLAMPTOEDGE);
#if 1
// Brighten up the original image to work with the normal map
RGBAtoYCoCgA(pic, pic, width, height);
for (y = 0; y < height; y++)
{
byte *picbyte = pic + y * width * 4;
byte *normbyte = normalPic + y * width * 4;
for (x = 0; x < width; x++)
{
int div = MAX(normbyte[2] - 127, 16);
picbyte[0] = CLAMP(picbyte[0] * 128 / div, 0, 255);
picbyte += 4;
normbyte += 4;
}
}
YCoCgAtoRGBA(pic, pic, width, height);
#else
// Blur original image's luma to work with the normal map
{
byte *blurPic;
RGBAtoYCoCgA(pic, pic, width, height);
blurPic = ri.Malloc(width * height);
for (y = 1; y < height - 1; y++)
{
byte *picbyte = pic + y * width * 4;
byte *blurbyte = blurPic + y * width;
picbyte += 4;
blurbyte += 1;
for (x = 1; x < width - 1; x++)
{
int result;
result = *(picbyte - (width + 1) * 4) + *(picbyte - width * 4) + *(picbyte - (width - 1) * 4) +
*(picbyte - 1 * 4) + *(picbyte ) + *(picbyte + 1 * 4) +
*(picbyte + (width - 1) * 4) + *(picbyte + width * 4) + *(picbyte + (width + 1) * 4);
result /= 9;
*blurbyte = result;
picbyte += 4;
blurbyte += 1;
}
}
// FIXME: do borders
for (y = 1; y < height - 1; y++)
{
byte *picbyte = pic + y * width * 4;
byte *blurbyte = blurPic + y * width;
picbyte += 4;
blurbyte += 1;
for (x = 1; x < width - 1; x++)
{
picbyte[0] = *blurbyte;
picbyte += 4;
blurbyte += 1;
}
}
ri.Free(blurPic);
YCoCgAtoRGBA(pic, pic, width, height);
}
#endif
R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 );
ri.Free( normalPic );
}
}
// force mipmaps off if image is compressed but doesn't have enough mips
if ((flags & IMGFLAG_MIPMAP) && picFormat != GL_RGBA8 && picFormat != GL_SRGB8_ALPHA8_EXT)
{
int wh = MAX(width, height);
int neededMips = 0;
while (wh)
{
neededMips++;
wh >>= 1;
}
if (neededMips > picNumMips)
flags &= ~IMGFLAG_MIPMAP;
}
image = R_CreateImage2( ( char * ) name, pic, width, height, picFormat, picNumMips, type, flags, 0 );
ri.Free( pic );
return image;
}
/*
================
R_CreateDlightImage
================
*/
#define DLIGHT_SIZE 16
static void R_CreateDlightImage( void ) {
int x,y;
byte data[DLIGHT_SIZE][DLIGHT_SIZE][4];
int b;
// make a centered inverse-square falloff blob for dynamic lighting
for (x=0 ; x<DLIGHT_SIZE ; x++) {
for (y=0 ; y<DLIGHT_SIZE ; y++) {
float d;
d = ( DLIGHT_SIZE/2 - 0.5f - x ) * ( DLIGHT_SIZE/2 - 0.5f - x ) +
( DLIGHT_SIZE/2 - 0.5f - y ) * ( DLIGHT_SIZE/2 - 0.5f - y );
b = 4000 / d;
if (b > 255) {
b = 255;
} else if ( b < 75 ) {
b = 0;
}
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = b;
data[y][x][3] = 255;
}
}
tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
}
/*
=================
R_InitFogTable
=================
*/
void R_InitFogTable( void ) {
int i;
float d;
float exp;
exp = 0.5;
for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) {
d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp );
tr.fogTable[i] = d;
}
}
/*
================
R_FogFactor
Returns a 0.0 to 1.0 fog density value
This is called for each texel of the fog texture on startup
and for each vertex of transparent shaders in fog dynamically
================
*/
float R_FogFactor( float s, float t ) {
float d;
s -= 1.0/512;
if ( s < 0 ) {
return 0;
}
if ( t < 1.0/32 ) {
return 0;
}
if ( t < 31.0/32 ) {
s *= (t - 1.0f/32.0f) / (30.0f/32.0f);
}
// we need to leave a lot of clamp range
s *= 8;
if ( s > 1.0 ) {
s = 1.0;
}
d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];
return d;
}
/*
================
R_CreateFogImage
================
*/
#define FOG_S 256
#define FOG_T 32
static void R_CreateFogImage( void ) {
int x,y;
byte *data;
float d;
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
// S is distance, T is depth
for (x=0 ; x<FOG_S ; x++) {
for (y=0 ; y<FOG_T ; y++) {
d = R_FogFactor( ( x + 0.5f ) / FOG_S, ( y + 0.5f ) / FOG_T );
data[(y*FOG_S+x)*4+0] =
data[(y*FOG_S+x)*4+1] =
data[(y*FOG_S+x)*4+2] = 255;
data[(y*FOG_S+x)*4+3] = 255*d;
}
}
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data );
}
/*
==================
R_CreateDefaultImage
==================
*/
#define DEFAULT_SIZE 16
static void R_CreateDefaultImage( void ) {
int x;
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
// the default image will be a box, to allow you to see the mapping coordinates
Com_Memset( data, 32, sizeof( data ) );
for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
data[0][x][0] =
data[0][x][1] =
data[0][x][2] =
data[0][x][3] = 255;
data[x][0][0] =
data[x][0][1] =
data[x][0][2] =
data[x][0][3] = 255;
data[DEFAULT_SIZE-1][x][0] =
data[DEFAULT_SIZE-1][x][1] =
data[DEFAULT_SIZE-1][x][2] =
data[DEFAULT_SIZE-1][x][3] = 255;
data[x][DEFAULT_SIZE-1][0] =
data[x][DEFAULT_SIZE-1][1] =
data[x][DEFAULT_SIZE-1][2] =
data[x][DEFAULT_SIZE-1][3] = 255;
}
tr.defaultImage = R_CreateImage("*default", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_MIPMAP, 0);
}
/*
==================
R_CreateBuiltinImages
==================
*/
void R_CreateBuiltinImages( void ) {
int x,y;
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
R_CreateDefaultImage();
// we use a solid white image instead of disabling texturing
Com_Memset( data, 255, sizeof( data ) );
tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
if (r_dlightMode->integer >= 2)
{
for( x = 0; x < MAX_DLIGHTS; x++)
{
tr.shadowCubemaps[x] = R_CreateImage(va("*shadowcubemap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE | IMGFLAG_CUBEMAP, 0);
}
}
// with overbright bits active, we need an image which is some fraction of full color,
// for default lightmaps, etc
for (x=0 ; x<DEFAULT_SIZE ; x++) {
for (y=0 ; y<DEFAULT_SIZE ; y++) {
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = tr.identityLightByte;
data[y][x][3] = 255;
}
}
tr.identityLightImage = R_CreateImage("*identityLight", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
for(x=0;x<32;x++) {
// scratchimage is usually used for cinematic drawing
tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_PICMIP | IMGFLAG_CLAMPTOEDGE, 0);
}
R_CreateDlightImage();
R_CreateFogImage();
if (glRefConfig.framebufferObject)
{
int width, height, hdrFormat, rgbFormat;
width = glConfig.vidWidth;
height = glConfig.vidHeight;
hdrFormat = GL_RGBA8;
if (r_hdr->integer && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
rgbFormat = GL_RGBA8;
tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
if (r_shadowBlur->integer)
tr.screenScratchImage = R_CreateImage("screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
if (r_shadowBlur->integer || r_ssao->integer)
tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
tr.textureDepthImage = R_CreateImage("*texturedepth", NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
{
void *p;
data[0][0][0] = 0;
data[0][0][1] = 0.45f * 255;
data[0][0][2] = 255;
data[0][0][3] = 255;
p = data;
tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.targetLevelsImage = R_CreateImage("*targetLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
}
for (x = 0; x < 2; x++)
{
tr.textureScratchImage[x] = R_CreateImage(va("*textureScratch%d", x), NULL, 256, 256, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
for (x = 0; x < 2; x++)
{
tr.quarterImage[x] = R_CreateImage(va("*quarter%d", x), NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
if (r_ssao->integer)
{
tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
if (r_shadows->integer == 4)
{
for( x = 0; x < MAX_DRAWN_PSHADOWS; x++)
{
tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
}
if (r_sunlightMode->integer)
{
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
if (r_cubeMapping->integer)
{
tr.renderCubeImage = R_CreateImage("*renderCube", NULL, r_cubemapSize->integer, r_cubemapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat);
}
}
}
/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings( void ) {
int i, j;
float g;
int inf;
// setup the overbright lighting
tr.overbrightBits = r_overBrightBits->integer;
// allow 2 overbright bits
if ( tr.overbrightBits > 2 ) {
tr.overbrightBits = 2;
} else if ( tr.overbrightBits < 0 ) {
tr.overbrightBits = 0;
}
// don't allow more overbright bits than map overbright bits
if ( tr.overbrightBits > r_mapOverBrightBits->integer ) {
tr.overbrightBits = r_mapOverBrightBits->integer;
}
tr.identityLight = 1.0f / ( 1 << tr.overbrightBits );
tr.identityLightByte = 255 * tr.identityLight;
if ( r_intensity->value <= 1 ) {
ri.Cvar_Set( "r_intensity", "1" );
}
if ( r_gamma->value < 0.5f ) {
ri.Cvar_Set( "r_gamma", "0.5" );
} else if ( r_gamma->value > 3.0f ) {
ri.Cvar_Set( "r_gamma", "3.0" );
}
g = r_gamma->value;
for ( i = 0; i < 256; i++ ) {
if ( g == 1 ) {
inf = i;
} else {
inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {
inf = 0;
}
if (inf > 255) {
inf = 255;
}
s_gammatable[i] = inf;
}
for (i=0 ; i<256 ; i++) {
j = i * r_intensity->value;
if (j > 255) {
j = 255;
}
s_intensitytable[i] = j;
}
if ( glConfig.deviceSupportsGamma )
{
GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable );
}
}
/*
===============
R_InitImages
===============
*/
void R_InitImages( void ) {
Com_Memset(hashTable, 0, sizeof(hashTable));
// build brightness translation tables
R_SetColorMappings();
// create default texture and white texture
R_CreateBuiltinImages();
}
/*
===============
R_DeleteTextures
===============
*/
void R_DeleteTextures( void ) {
int i;
for ( i=0; i<tr.numImages ; i++ ) {
qglDeleteTextures( 1, &tr.images[i]->texnum );
}
Com_Memset( tr.images, 0, sizeof( tr.images ) );
tr.numImages = 0;
GL_BindNullTextures();
}
/*
============================================================================
SKINS
============================================================================
*/
/*
==================
CommaParse
This is unfortunate, but the skin files aren't
compatable with our normal parsing rules.
==================
*/
static char *CommaParse( char **data_p ) {
int c = 0, len;
char *data;
static char com_token[MAX_TOKEN_CHARS];
data = *data_p;
len = 0;
com_token[0] = 0;
// make sure incoming data is valid
if ( !data ) {
*data_p = NULL;
return com_token;
}
while ( 1 ) {
// skip whitespace
while( (c = *data) <= ' ') {
if( !c ) {
break;
}
data++;
}
c = *data;
// skip double slash comments
if ( c == '/' && data[1] == '/' )
{
data += 2;
while (*data && *data != '\n') {
data++;
}
}
// skip /* */ comments
else if ( c=='/' && data[1] == '*' )
{
data += 2;
while ( *data && ( *data != '*' || data[1] != '/' ) )
{
data++;
}
if ( *data )
{
data += 2;
}
}
else
{
break;
}
}
if ( c == 0 ) {
return "";
}
// handle quoted strings
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = ( char * ) data;
return com_token;
}
if (len < MAX_TOKEN_CHARS - 1)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS - 1)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
} while (c>32 && c != ',' );
com_token[len] = 0;
*data_p = ( char * ) data;
return com_token;
}
/*
===============
RE_RegisterSkin
===============
*/
qhandle_t RE_RegisterSkin( const char *name ) {
skinSurface_t parseSurfaces[MAX_SKIN_SURFACES];
qhandle_t hSkin;
skin_t *skin;
skinSurface_t *surf;
union {
char *c;
void *v;
} text;
char *text_p;
char *token;
char surfName[MAX_QPATH];
if ( !name || !name[0] ) {
ri.Printf( PRINT_DEVELOPER, "Empty name passed to RE_RegisterSkin\n" );
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
ri.Printf( PRINT_DEVELOPER, "Skin name exceeds MAX_QPATH\n" );
return 0;
}
// see if the skin is already loaded
for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
skin = tr.skins[hSkin];
if ( !Q_stricmp( skin->name, name ) ) {
if( skin->numSurfaces == 0 ) {
return 0; // default skin
}
return hSkin;
}
}
// allocate a new skin
if ( tr.numSkins == MAX_SKINS ) {
ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
return 0;
}
tr.numSkins++;
skin = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
tr.skins[hSkin] = skin;
Q_strncpyz( skin->name, name, sizeof( skin->name ) );
skin->numSurfaces = 0;
R_IssuePendingRenderCommands();
// If not a .skin file, load as a single shader
if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
skin->numSurfaces = 1;
skin->surfaces = ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low );
skin->surfaces[0].shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
return hSkin;
}
// load and parse the skin file
ri.FS_ReadFile( name, &text.v );
if ( !text.c ) {
return 0;
}
text_p = text.c;
while ( text_p && *text_p ) {
// get surface name
token = CommaParse( &text_p );
Q_strncpyz( surfName, token, sizeof( surfName ) );
if ( !token[0] ) {
break;
}
// lowercase the surface name so skin compares are faster
Q_strlwr( surfName );
if ( *text_p == ',' ) {
text_p++;
}
if ( strstr( token, "tag_" ) ) {
continue;
}
// parse the shader name
token = CommaParse( &text_p );
if ( skin->numSurfaces >= MAX_SKIN_SURFACES ) {
ri.Printf( PRINT_WARNING, "WARNING: Ignoring surfaces in '%s', the max is %d surfaces!\n", name, MAX_SKIN_SURFACES );
break;
}
surf = &parseSurfaces[skin->numSurfaces];
Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
skin->numSurfaces++;
}
ri.FS_FreeFile( text.v );
// never let a skin have 0 shaders
if ( skin->numSurfaces == 0 ) {
return 0; // use default skin
}
// copy surfaces to skin
skin->surfaces = ri.Hunk_Alloc( skin->numSurfaces * sizeof( skinSurface_t ), h_low );
memcpy( skin->surfaces, parseSurfaces, skin->numSurfaces * sizeof( skinSurface_t ) );
return hSkin;
}
/*
===============
R_InitSkins
===============
*/
void R_InitSkins( void ) {
skin_t *skin;
tr.numSkins = 1;
// make the default skin have all default shaders
skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name ) );
skin->numSurfaces = 1;
skin->surfaces = ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low );
skin->surfaces[0].shader = tr.defaultShader;
}
/*
===============
R_GetSkinByHandle
===============
*/
skin_t *R_GetSkinByHandle( qhandle_t hSkin ) {
if ( hSkin < 1 || hSkin >= tr.numSkins ) {
return tr.skins[0];
}
return tr.skins[ hSkin ];
}
/*
===============
R_SkinList_f
===============
*/
void R_SkinList_f( void ) {
int i, j;
skin_t *skin;
ri.Printf (PRINT_ALL, "------------------\n");
for ( i = 0 ; i < tr.numSkins ; i++ ) {
skin = tr.skins[i];
ri.Printf( PRINT_ALL, "%3i:%s (%d surfaces)\n", i, skin->name, skin->numSurfaces );
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
ri.Printf( PRINT_ALL, " %s = %s\n",
skin->surfaces[j].name, skin->surfaces[j].shader->name );
}
}
ri.Printf (PRINT_ALL, "------------------\n");
}