/* 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 #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cmd.h" #include "QF/crc.h" #include "QF/cvar.h" #include "QF/draw.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 "compat.h" #include "r_internal.h" #include "sbar.h" #include "vid_internal.h" typedef struct { GLuint texnum; char identifier[64]; int width, height; int bytesperpixel; // int texelformat; // eventually replace bytesperpixel qboolean 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 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 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, qboolean mipmap, qboolean 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, qboolean mipmap, qboolean 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, qboolean mipmap, qboolean alpha) { int i, s, p; unsigned int *trans; s = width * height; trans = malloc (s * sizeof (unsigned int)); 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 { unsigned int *out = trans; const byte *in = data; for (i = 0; i < s; i++) { *out++ = d_8to24table[*in++]; } } if (vid.is8bit && !alpha) { GL_Upload8_EXT (data, width, height, mipmap, alpha); } else { GL_Upload32 (trans, width, height, mipmap, alpha); } free (trans); } int GL_LoadTexture (const char *identifier, int width, int height, const byte *data, qboolean mipmap, qboolean 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; }