quakeforge/libs/video/renderer/gl/gl_textures.c

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/*
gl_textures.c
Texture format setup.
Copyright (C) 1996-1997 Id Software, Inc.
Copyright (C) 2001 Ragnvald Maartmann-Moe IV
This program 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.
This program 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 this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/crc.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
#include "QF/image.h"
#include "QF/mathlib.h"
#include "QF/sys.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/ui/vrect.h"
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#include "compat.h"
#include "r_internal.h"
#include "r_scrap.h"
#include "vid_internal.h"
struct scrap_s {
rscrap_t rscrap;
GLuint tnum;
int format;
int bpp;
byte *data; // local copy of the texture so updates can be batched
vrect_t *batch;
subpic_t *subpics;
struct scrap_s *next;
};
static scrap_t *scrap_list;
static int max_tex_size;
typedef struct {
GLuint texnum;
char identifier[64];
int width, height;
int bytesperpixel;
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// int texelformat; // eventually replace bytesperpixel
bool mipmap;
unsigned short crc; // LordHavoc: CRC for texure validation
} gltexture_t;
static gltexture_t gltextures[MAX_GLTEXTURES];
static int numgltextures = 0;
typedef struct {
const char *name;
int minimize, maximize;
} glmode_t;
static glmode_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_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
// Anisotropic...
};
typedef struct {
const char *name;
int format;
} glformat_t;
#if 0
static glformat_t formats[] = {
/*
1-4 are standardly supported formats by GL, not exactly the
evil magic numbers they appear to be. Provided mostly as a
way to avoid ugly code for supporting a shortcut, partly for
consistency. --Despair
*/
{"1", 1},
{"2", 2},
{"3", 3},
{"4", 4},
{"GL_ALPHA", GL_ALPHA},
{"GL_ALPHA4", GL_ALPHA4},
{"GL_ALPHA8", GL_ALPHA8},
{"GL_ALPHA12", GL_ALPHA12},
{"GL_ALPHA16", GL_ALPHA16},
/*
{"GL_DEPTH_COMPONENT", GL_DEPTH_COMPONENT},
{"GL_DEPTH_COMPONENT16", GL_DEPTH_COMPONENT16},
{"GL_DEPTH_COMPONENT24", GL_DEPTH_COMPONENT24},
{"GL_DEPTH_COMPONENT32", GL_DEPTH_COMPONENT32},
*/
{"GL_LUMINANCE", GL_LUMINANCE},
{"GL_LUMINANCE4", GL_LUMINANCE4},
{"GL_LUMINANCE8", GL_LUMINANCE8},
{"GL_LUMINANCE12", GL_LUMINANCE12},
{"GL_LUMINANCE16", GL_LUMINANCE16},
{"GL_LUMINANCE_ALPHA", GL_LUMINANCE_ALPHA},
{"GL_LUMINANCE4_ALPHA4", GL_LUMINANCE4_ALPHA4},
{"GL_LUMINANCE6_ALPHA2", GL_LUMINANCE6_ALPHA2},
{"GL_LUMINANCE8_ALPHA8", GL_LUMINANCE8_ALPHA8},
{"GL_LUMINANCE12_ALPHA4", GL_LUMINANCE12_ALPHA4},
{"GL_LUMINANCE12_ALPHA12", GL_LUMINANCE12_ALPHA12},
{"GL_LUMINANCE16_ALPHA16", GL_LUMINANCE16_ALPHA16},
{"GL_INTENSITY", GL_INTENSITY},
{"GL_INTENSITY4", GL_INTENSITY4},
{"GL_INTENSITY8", GL_INTENSITY8},
{"GL_INTENSITY12", GL_INTENSITY12},
{"GL_INTENSITY16", GL_INTENSITY16},
{"GL_R3_G3_B2", GL_R3_G3_B2},
{"GL_RGB", GL_RGB},
{"GL_RGB4", GL_RGB4},
{"GL_RGB5", GL_RGB5},
{"GL_RGB8", GL_RGB8},
{"GL_RGB10", GL_RGB10},
{"GL_RGB12", GL_RGB12},
{"GL_RGB16", GL_RGB16},
{"GL_RGBA", GL_RGBA},
{"GL_RGBA2", GL_RGBA2},
{"GL_RGBA4", GL_RGBA4},
{"GL_RGB5_A1", GL_RGB5_A1},
{"GL_RGBA8", GL_RGBA8},
{"GL_RGB10_A2", GL_RGB10_A2},
{"GL_RGBA12", GL_RGBA12},
{"GL_RGBA16", GL_RGBA16},
/* EXT_paletted_textures
{"COLOR_INDEX1_EXT", COLOR_INDEX1_EXT}.
{"COLOR_INDEX2_EXT", COLOR_INDEX2_EXT},
{"COLOR_INDEX4_EXT", COLOR_INDEX4_EXT},
{"COLOR_INDEX8_EXT", COLOR_INDEX8_EXT},
{"COLOR_INDEX12_EXT", COLOR_INDEX12_EXT},
{"COLOR_INDEX16_EXT", COLOR_INDEX16_EXT},
*/
/* EXT_cmyka
{"CMYK_EXT", CMYK_EXT},
{"CMYKA_EXT", CMYKA_EXT},
*/
/* EXT_422_pixels
{"422_EXT", 422_EXT},
{"422_REV_EXT", 422_REV_EXT},
{"422_AVERAGE_EXT", 422_AVERAGE_EXT},
{"422_REV_AVERAGE_EXT", 422_REV_AVERAGE_EXT},
*/
/* EXT_abgr
{"ABGR_EXT", ABGR_EXT},
*/
/* EXT_bgra
{"BGR_EXT", BGR_EXT},
{"BGRA_EXT", BGRA_EXT},
*/
/* 1.4 texture_compression -- Append _ARB for older ARB version.
* applicable only for CompressedTexImage and CompressedTexSubimage
* which will complicate upload paths. *ponder*
{"COMPRESSED_ALPHA", COMPRESSED_ALPHA},
{"COMPRESSED_LUMINANCE", COMPRESSED_LUMINANCE},
{"COMPRESSED_LUMINANCE_ALPHA", COMPRESSED_LUMINANCE_ALPHA},
{"COMPRESSED_INTENSITY", COMPRESSED_INTENSITY},
{"COMPRESSED_RGB", COMPRESSED_RGB_ARB},
{"COMPRESSED_RGBA", COMPRESSED_RGBA},
*/
{"NULL", 0}
};
#endif
int gl_alpha_format = 4, gl_lightmap_format = 4, gl_solid_format = 3;
void
GL_TextureMode_f (void)
{
int i;
gltexture_t *glt;
if (Cmd_Argc () == 1) {
for (i = 0; i < 6; i++)
if (gl_filter_min == modes[i].minimize) {
Sys_Printf ("%s\n", modes[i].name);
return;
}
Sys_Printf ("current filter is unknown?\n");
return;
}
for (i = 0; i < 6; i++) {
if (!strcasecmp (modes[i].name, Cmd_Argv (1)))
break;
}
if (i == 6) {
Sys_Printf ("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, glt = gltextures; i < numgltextures; i++, glt++) {
if (glt->mipmap) {
qfglBindTexture (GL_TEXTURE_2D, glt->texnum);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gl_filter_min);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gl_filter_max);
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D,
GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_aniso);
}
}
}
#if 0
static int
GL_TextureDepth_f (int format)
{
int i;
for (i = 0; i < 42; i++) {
if (format == formats[i].format) {
Sys_Printf ("%s\n", formats[i].name);
return GL_RGBA;
}
Sys_Printf ("Current texture format is unknown.\n");
return GL_RGBA;
}
for (i = 0; formats[i].format != 0; i++) {
if (!strcasecmp (formats[i].name, Cmd_Argv (1)))
break;
}
if (formats[i].format == 0) {
Sys_Printf ("bad texture format name\n");
return GL_RGBA;
}
return formats[i].format;
}
#endif
static void
GL_ResampleTexture (unsigned int *in, int inwidth, int inheight,
unsigned int *out, int outwidth, int outheight)
{
// Improvements here should be mirrored in build_skin_32 in gl_skin.c
int i, j;
unsigned int frac, fracstep;
unsigned int *inrow;
if (!outwidth || !outheight)
return;
fracstep = inwidth * 0x10000 / outwidth;
for (i = 0; i < outheight; i++, out += outwidth) {
inrow = in + inwidth * (i * inheight / outheight);
frac = fracstep >> 1;
for (j = 0; j < outwidth; j ++) {
out[j] = inrow[frac >> 16];
frac += fracstep;
}
}
}
static void
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GL_Resample8BitTexture (const unsigned char *in, int inwidth, int inheight,
unsigned char *out, int outwidth, int outheight)
{
// Improvements here should be mirrored in build_skin_8 in gl_skin.c
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const unsigned char *inrow;
int i, j;
unsigned int frac, fracstep;
if (!outwidth || !outheight)
return;
fracstep = inwidth * 0x10000 / outwidth;
for (i = 0; i < outheight; i++, out += outwidth) {
inrow = in + inwidth * (i * inheight / outheight);
frac = fracstep >> 1;
for (j = 0; j < outwidth; j ++) {
out[j] = inrow[frac >> 16];
frac += fracstep;
}
}
}
/*
GL_MipMap
Operates in place, quartering the size of the texture.
*/
static void
GL_MipMap (byte *in, int width, int height)
{
byte *out;
int i, j;
width <<= 2;
height >>= 1;
out = in;
for (i = 0; i < height; i++, in += width) {
for (j = 0; j < width; j += 8, out += 4, in += 8) {
out[0] = (in[0] + in[4] + in[width + 0] + in[width + 4]) >> 2;
out[1] = (in[1] + in[5] + in[width + 1] + in[width + 5]) >> 2;
out[2] = (in[2] + in[6] + in[width + 2] + in[width + 6]) >> 2;
out[3] = (in[3] + in[7] + in[width + 3] + in[width + 7]) >> 2;
}
}
}
/*
GL_MipMap8Bit
Mipping for 8 bit textures
*/
static void
GL_MipMap8Bit (byte *in, int width, int height)
{
byte *at1, *at2, *at3, *at4, *out;
int i, j;
unsigned short r, g, b;
height >>= 1;
out = in;
for (i = 0; i < height; i++, in += width)
for (j = 0; j < width; j += 2, out += 1, in += 2) {
at1 = (byte *) & d_8to24table[in[0]];
at2 = (byte *) & d_8to24table[in[1]];
at3 = (byte *) & d_8to24table[in[width + 0]];
at4 = (byte *) & d_8to24table[in[width + 1]];
r = (at1[0] + at2[0] + at3[0] + at4[0]);
r >>= 5;
g = (at1[1] + at2[1] + at3[1] + at4[1]);
g >>= 5;
b = (at1[2] + at2[2] + at3[2] + at4[2]);
b >>= 5;
out[0] = gl_15to8table[(r << 0) + (g << 5) + (b << 10)];
}
}
static void
GL_Upload32 (unsigned int *data, int width, int height, bool mipmap,
bool alpha)
{
int scaled_width, scaled_height, intformat;
unsigned int *scaled;
if (!width || !height)
return; // Null texture
// Snap the height and width to a power of 2.
for (scaled_width = 1; scaled_width < width; scaled_width <<= 1);
for (scaled_height = 1; scaled_height < height; scaled_height <<= 1);
scaled_width >>= gl_picmip;
scaled_height >>= gl_picmip;
scaled_width = min (scaled_width, gl_max_size);
scaled_height = min (scaled_height, gl_max_size);
if (!(scaled = malloc (scaled_width * scaled_height * sizeof (GLuint))))
Sys_Error ("GL_LoadTexture: too big");
intformat = alpha ? gl_alpha_format : gl_solid_format;
// If the real width/height and the 'scaled' width/height aren't
// identical, then we rescale it.
if (scaled_width == width && scaled_height == height) {
memcpy (scaled, data, width * height * sizeof (GLuint));
} else {
GL_ResampleTexture (data, width, height, scaled, scaled_width,
scaled_height);
}
qfglTexImage2D (GL_TEXTURE_2D, 0, intformat, scaled_width, scaled_height,
0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
if (mipmap) {
int miplevel = 0;
while (scaled_width > 1 || scaled_height > 1) {
GL_MipMap ((byte *) scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
scaled_width = max (scaled_width, 1);
scaled_height = max (scaled_height, 1);
miplevel++;
qfglTexImage2D (GL_TEXTURE_2D, miplevel, intformat, scaled_width,
scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
scaled);
}
}
if (mipmap) {
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gl_filter_min);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gl_filter_max);
} else {
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gl_filter_max);
if (gl_picmip)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
else
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gl_filter_max);
}
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
free (scaled);
}
/*
GL_Upload8_EXT
If we have shared or global palettes, upload an 8-bit texture.
If we don't, this function does nothing.
*/
void
GL_Upload8_EXT (const byte *data, int width, int height, bool mipmap,
bool alpha)
{
byte *scaled;
int scaled_width, scaled_height;
// Snap the height and width to a power of 2.
for (scaled_width = 1; scaled_width < width; scaled_width <<= 1);
for (scaled_height = 1; scaled_height < height; scaled_height <<= 1);
scaled_width >>= gl_picmip;
scaled_height >>= gl_picmip;
scaled_width = min (scaled_width, gl_max_size);
scaled_height = min (scaled_height, gl_max_size);
if (!(scaled = malloc (scaled_width * scaled_height)))
Sys_Error ("GL_LoadTexture: too big");
// If the real width/height and the 'scaled' width/height aren't
// identical then we rescale it.
if (scaled_width == width && scaled_height == height) {
memcpy (scaled, data, width * height);
} else {
GL_Resample8BitTexture (data, width, height, scaled, scaled_width,
scaled_height);
}
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width,
scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
scaled);
if (mipmap) {
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1) {
GL_MipMap8Bit ((byte *) scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
scaled_width = max (scaled_width, 1);
scaled_height = max (scaled_height, 1);
miplevel++;
qfglTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT,
scaled_width, scaled_height, 0, GL_COLOR_INDEX,
GL_UNSIGNED_BYTE, scaled);
}
}
if (mipmap) {
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gl_filter_min);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gl_filter_max);
} else {
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
gl_filter_max);
if (gl_picmip)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
GL_NEAREST);
else
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
gl_filter_max);
}
if (gl_Anisotropy)
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
gl_aniso);
free (scaled);
}
void
GL_Upload8 (const byte *data, int width, int height, bool mipmap,
bool alpha)
{
int i, s, p;
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unsigned int *trans;
s = width * height;
trans = malloc (s * sizeof (unsigned int));
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SYS_CHECKMEM (trans);
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (alpha) {
alpha = false;
for (i = 0; i < s; i++) {
p = data[i];
if (p == 255)
alpha = true;
trans[i] = d_8to24table[p];
}
} else {
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unsigned int *out = trans;
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const byte *in = data;
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for (i = 0; i < s; i++) {
*out++ = d_8to24table[*in++];
}
}
if (vid.is8bit && !alpha) {
GL_Upload8_EXT (data, width, height, mipmap, alpha);
} else {
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GL_Upload32 (trans, width, height, mipmap, alpha);
}
free (trans);
}
int
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GL_LoadTexture (const char *identifier, int width, int height, const byte *data,
bool mipmap, bool alpha, int bytesperpixel)
{
int crc, i;
gltexture_t *glt;
// LordHavoc: now just using a standard CRC for texture validation
crc = CRC_Block (data, width * height * bytesperpixel);
// see if the texture is already present
if (identifier[0]) {
for (i = 0, glt = gltextures; i < numgltextures; i++, glt++) {
if (strequal (identifier, glt->identifier)) {
if (crc != glt->crc
|| width != glt->width
|| height != glt->height
|| bytesperpixel != glt->bytesperpixel)
goto SetupTexture;
else
return gltextures[i].texnum;
}
}
}
if (numgltextures == MAX_GLTEXTURES)
Sys_Error ("numgltextures == MAX_GLTEXTURES");
glt = &gltextures[numgltextures];
numgltextures++;
strncpy (glt->identifier, identifier, sizeof (glt->identifier) - 1);
glt->identifier[sizeof (glt->identifier) - 1] = '\0';
qfglGenTextures (1, &glt->texnum);
SetupTexture:
glt->crc = crc;
glt->width = width;
glt->height = height;
glt->bytesperpixel = bytesperpixel;
glt->mipmap = mipmap;
qfglBindTexture (GL_TEXTURE_2D, glt->texnum);
switch (glt->bytesperpixel) {
case 1:
GL_Upload8 (data, width, height, mipmap, alpha);
break;
case 3:
{
int count = width * height;
byte *data32 = malloc (count * 4);
byte *d = data32;
while (count--) {
*d++ = *data++;
*d++ = *data++;
*d++ = *data++;
*d++ = 255; // alpha 1.0
}
GL_Upload32 ((GLuint *) data32, width, height, mipmap, 0);
free (data32);
}
break;
case 4:
GL_Upload32 ((GLuint *) data, width, height, mipmap, alpha);
break;
default:
Sys_Error ("SetupTexture: unknown bytesperpixel %i",
glt->bytesperpixel);
}
return glt->texnum;
}
int
GL_LoadTex (const char *identifier, int mips, tex_t *tex)
{
GLuint tnum;
qfglGenTextures (1, &tnum);
int format = GL_RGB;
switch (tex->format) {
case tex_l:
case tex_a:
format = tex->format;
break;
case tex_la:
format = GL_LUMINANCE_ALPHA;
break;
case tex_rgb:
format = GL_RGB;
break;
case tex_rgba:
format = GL_RGBA;
break;
default:
Sys_Error ("GL_CreateScrap: Invalid texture format");
}
qfglBindTexture (GL_TEXTURE_2D, tnum);
qfglTexImage2D (GL_TEXTURE_2D, 0, format, tex->width, tex->height,
0, format, GL_UNSIGNED_BYTE, tex->data);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (mips) {
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglGenerateMipmap (GL_TEXTURE_2D);
} else {
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
return tnum;
}
void
GL_ReleaseTexture (int tex)
{
GLuint tnum = tex;
qfglDeleteTextures (1, &tnum);
}
static void
gl_scraps_f (void)
{
scrap_t *scrap;
int area;
int size;
int count;
if (!scrap_list) {
Sys_Printf ("No scraps\n");
return;
}
for (scrap = scrap_list; scrap; scrap = scrap->next) {
area = R_ScrapArea (&scrap->rscrap, &count);
// always square
size = scrap->rscrap.width;
Sys_Printf ("tnum=%u size=%d format=%04x bpp=%d free=%d%% rects=%d\n",
scrap->tnum, size, scrap->format, scrap->bpp,
area * 100 / (size * size), count);
if (Cmd_Argc () > 1) {
R_ScrapDump (&scrap->rscrap);
}
}
}
void
GL_TextureInit (void)
{
qfglGetIntegerv (GL_MAX_TEXTURE_SIZE, &max_tex_size);
Sys_MaskPrintf (SYS_glt, "max texture size: %d\n", max_tex_size);
Cmd_AddCommand ("gl_scraps", gl_scraps_f, "Dump GL scrap stats");
}
scrap_t *
GL_CreateScrap (int size, int format, int linear)
{
int i;
int bpp;
scrap_t *scrap;
for (i = 0; i < 16; i++)
if (size <= 1 << i)
break;
size = 1 << i;
size = min (size, max_tex_size);
switch (format) {
case GL_ALPHA:
case GL_LUMINANCE:
bpp = 1;
break;
case GL_LUMINANCE_ALPHA:
bpp = 2;
break;
case GL_RGB:
bpp = 3;
break;
case GL_RGBA:
bpp = 4;
break;
default:
Sys_Error ("GL_CreateScrap: Invalid texture format");
}
scrap = malloc (sizeof (scrap_t));
qfglGenTextures (1, &scrap->tnum);
R_ScrapInit (&scrap->rscrap, size, size);
scrap->format = format;
scrap->bpp = bpp;
scrap->subpics = 0;
scrap->next = scrap_list;
scrap_list = scrap;
scrap->data = calloc (1, size * size * bpp);
scrap->batch = 0;
qfglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfglTexImage2D (GL_TEXTURE_2D, 0, format,
size, size, 0, format, GL_UNSIGNED_BYTE, scrap->data);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (linear) {
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
qfglGenerateMipmap (GL_TEXTURE_2D);
return scrap;
}
void
GL_ScrapClear (scrap_t *scrap)
{
subpic_t *sp;
while (scrap->subpics) {
sp = scrap->subpics;
scrap->subpics = (subpic_t *) sp->next;
free (sp);
}
R_ScrapClear (&scrap->rscrap);
}
void
GL_DestroyScrap (scrap_t *scrap)
{
scrap_t **s;
for (s = &scrap_list; *s; s = &(*s)->next) {
if (*s == scrap) {
*s = scrap->next;
break;
}
}
GL_ScrapClear (scrap);
R_ScrapDelete (&scrap->rscrap);
GL_ReleaseTexture (scrap->tnum);
free (scrap->data);
free (scrap);
}
int
GL_ScrapTexture (scrap_t *scrap)
{
return scrap->tnum;
}
subpic_t *
GL_ScrapSubpic (scrap_t *scrap, int width, int height)
{
vrect_t *rect;
subpic_t *subpic;
rect = R_ScrapAlloc (&scrap->rscrap, width, height);
if (!rect) {
return 0;
}
subpic = malloc (sizeof (subpic_t));
*((subpic_t **) &subpic->next) = scrap->subpics;
scrap->subpics = subpic;
*((scrap_t **) &subpic->scrap) = scrap;
*((vrect_t **) &subpic->rect) = rect;
*((int *) &subpic->width) = width;
*((int *) &subpic->height) = height;
*((float *) &subpic->size) = 1.0 / scrap->rscrap.width;
return subpic;
}
void
GL_SubpicDelete (subpic_t *subpic)
{
scrap_t *scrap = (scrap_t *) subpic->scrap;
vrect_t *rect = (vrect_t *) subpic->rect;
subpic_t **sp;
for (sp = &scrap->subpics; *sp; sp = (subpic_t **) &(*sp)->next)
if (*sp == subpic)
break;
if (*sp != subpic)
Sys_Error ("GL_ScrapDelSubpic: broken subpic");
*sp = (subpic_t *) subpic->next;
free (subpic);
R_ScrapFree (&scrap->rscrap, rect);
}
void
GL_SubpicUpdate (subpic_t *subpic, byte *data, int batch)
{
scrap_t *scrap = (scrap_t *) subpic->scrap;
vrect_t *rect = (vrect_t *) subpic->rect;
byte *dest;
int step, sbytes;
int i;
if (batch) {
/*if (scrap->batch) {
vrect_t *r = scrap->batch;
scrap->batch = VRect_Union (r, rect);
VRect_Delete (r);
} else {
scrap->batch = VRect_New (rect->x, rect->y,
rect->width, rect->height);
}*/
vrect_t *r = VRect_New (rect->x, rect->y,
rect->width, rect->height);
r->next = scrap->batch;
scrap->batch = r;
step = scrap->rscrap.width * scrap->bpp;
sbytes = subpic->width * scrap->bpp;
dest = scrap->data + rect->y * step + rect->x * scrap->bpp;
for (i = 0; i < subpic->height; i++, dest += step, data += sbytes)
memcpy (dest, data, sbytes);
} else {
qfglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, rect->y,
subpic->width, subpic->height, scrap->format,
GL_UNSIGNED_BYTE, data);
}
}
void
GL_ScrapFlush (scrap_t *scrap)
{
vrect_t *rect = scrap->batch;
int size = scrap->rscrap.width;
if (!rect)
return;
//FIXME: it seems gl (as opposed to egl) allows row step to be specified.
//should update to not update the entire horizontal block
qfglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfglPixelStorei(GL_UNPACK_ROW_LENGTH, size);
//qfglPixelStorei(GL_UNPACK_ALIGNMENT, 1);
while (rect) {
vrect_t *next = rect->next;
#if 1
int x = rect->x;
int y = rect->y;
int w = rect->width;
int h = rect->height;
qfglTexSubImage2D (GL_TEXTURE_2D, 0, x, y, w, h, scrap->format,
GL_UNSIGNED_BYTE,
scrap->data + (y * size + x) * scrap->bpp);
#else
for (int i = 0; i < rect->height; i++) {
int y = rect->y + i;
qfglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, y,
rect->width, 1, scrap->format,
GL_UNSIGNED_BYTE,
scrap->data + (y * size + rect->x) * scrap->bpp);
}
#endif
VRect_Delete (rect);
rect = next;
}
qfglPixelStorei(GL_UNPACK_ROW_LENGTH, 0);
//qfglPixelStorei(GL_UNPACK_ALIGNMENT, 4);
scrap->batch = 0;
}