quakeforge/libs/video/renderer/glsl/glsl_textures.c
Bill Currie ef37ed39a9 Clean up global symbols for the glsl renderer.
Where possible, symbols have been made static, prefixed with glsl_/GLSL_ or
moved into the code shared by all renderers. This will make doing plugins
easier but done now for link testing. The moving was done via the gl
commit.
2012-02-18 11:48:52 +09:00

473 lines
12 KiB
C

/*
glsl_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
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdlib.h>
#include "QF/cmd.h"
#include "QF/mathlib.h"
#include "QF/model.h"
#include "QF/sys.h"
#include "QF/vrect.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_textures.h"
struct scrap_s {
GLuint tnum;
int size; // in pixels, for now, always square, power of 2
int format;
int bpp;
vrect_t *free_rects;
vrect_t *rects;
subpic_t *subpics;
struct scrap_s *next;
};
static scrap_t *scrap_list;
static int max_tex_size;
int
GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
byte *data)
{
GLuint tnum;
qfglGenTextures (1, &tnum);
qfglBindTexture (GL_TEXTURE_2D, tnum);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 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);
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 tnum;
}
static void
GLSL_Resample8BitTexture (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
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;
}
}
}
static void
GLSL_Mipmap8BitTexture (const byte *src, unsigned width, unsigned height,
byte *mip)
{
unsigned mw = width >> 1;
unsigned mh = height >> 1;
unsigned i, j;
mw = max (mw, 1);
mh = max (mh, 1);
for (j = 0; j < mh; j++) {
for (i = 0; i < mw; i++) {
*mip++ = src [j * 2 * width + i * 2];
}
}
}
int
GLSL_LoadQuakeMipTex (const texture_t *tex)
{
unsigned swidth, sheight;
GLuint tnum;
byte *data = (byte *) tex;
byte *buffer = 0;
byte *scaled;
int lod;
for (swidth = 1; swidth < tex->width; swidth <<= 1);
for (sheight = 1; sheight < tex->height; sheight <<= 1);
qfglGenTextures (1, &tnum);
qfglBindTexture (GL_TEXTURE_2D, tnum);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
if (swidth != tex->width || sheight != tex->height)
buffer = malloc (swidth * sheight);
// preshift so swidth and sheight are the correct sizes end the end of
// the loop
swidth <<= 1;
sheight <<= 1;
for (lod = 0; lod < MIPLEVELS; lod++) {
// preshift so swidth and sheight are the correct sizes end the end of
// the loop
swidth >>= 1;
sheight >>= 1;
swidth = max (swidth, 1);
sheight = max (sheight, 1);
if (buffer) {
unsigned w = tex->width;
unsigned h = tex->height;
w = max (w >> lod, 1);
h = max (h >> lod, 1);
GLSL_Resample8BitTexture (data + tex->offsets[lod], w, h,
buffer, swidth, sheight);
scaled = buffer;
} else {
scaled = data + tex->offsets[lod];
}
qfglTexImage2D (GL_TEXTURE_2D, lod, GL_LUMINANCE, swidth, sheight,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
}
if (swidth > 1 || sheight > 1) {
// mipmap will hold the reduced image, so this is more than enough
byte *mipmap = malloc (swidth * sheight);
byte *mip = mipmap;
while (swidth > 1 || sheight > 1) {
// scaled holds the source of the last lod uploaded
GLSL_Mipmap8BitTexture (scaled, swidth, sheight, mip);
swidth >>= 1;
sheight >>= 1;
swidth = max (swidth, 1);
sheight = max (sheight, 1);
qfglTexImage2D (GL_TEXTURE_2D, lod, GL_LUMINANCE, swidth, sheight,
0, GL_LUMINANCE, GL_UNSIGNED_BYTE, mip);
scaled = mip;
mip += swidth * sheight;
lod++;
}
free (mipmap);
}
if (buffer)
free (buffer);
return tnum;
}
int
GLSL_LoadRGBTexture (const char *identifier, int width, int height, byte *data)
{
GLuint tnum;
qfglGenTextures (1, &tnum);
qfglBindTexture (GL_TEXTURE_2D, tnum);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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);
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 tnum;
}
void
GLSL_ReleaseTexture (int tex)
{
GLuint tnum = tex;
qfglDeleteTextures (1, &tnum);
}
static void
glsl_scraps_f (void)
{
scrap_t *scrap;
vrect_t *rect;
int area;
if (!scrap_list) {
Sys_Printf ("No scraps\n");
return;
}
for (scrap = scrap_list; scrap; scrap = scrap->next) {
for (rect = scrap->free_rects, area = 0; rect; rect = rect->next)
area += rect->width * rect->height;
Sys_Printf ("tnum=%u size=%d format=%04x bpp=%d free=%d%%\n",
scrap->tnum, scrap->size, scrap->format, scrap->bpp,
area * 100 / (scrap->size * scrap->size));
if (Cmd_Argc () > 1) {
for (rect = scrap->rects, area = 0; rect; rect = rect->next)
Sys_Printf ("%d %d %d %d\n", rect->x, rect->y,
rect->width, rect->height);
}
}
}
void
GLSL_TextureInit (void)
{
qfglGetIntegerv (GL_MAX_TEXTURE_SIZE, &max_tex_size);
Sys_MaskPrintf (SYS_GLSL, "max texture size: %d\n", max_tex_size);
Cmd_AddCommand ("glsl_scraps", glsl_scraps_f, "Dump GLSL scrap stats");
}
scrap_t *
GLSL_CreateScrap (int size, int format)
{
int i;
int bpp;
scrap_t *scrap;
byte *data;
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);
scrap->size = size;
scrap->format = format;
scrap->bpp = bpp;
scrap->free_rects = VRect_New (0, 0, size, size);
scrap->rects = 0;
scrap->subpics = 0;
scrap->next = scrap_list;
scrap_list = scrap;
data = calloc (1, size * size * bpp);
qfglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfglTexImage2D (GL_TEXTURE_2D, 0, format,
size, size, 0, format, GL_UNSIGNED_BYTE, 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);
//FIXME parameterize (linear for lightmaps)
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglGenerateMipmap (GL_TEXTURE_2D);
free (data);
return scrap;
}
void
GLSL_ScrapClear (scrap_t *scrap)
{
vrect_t *t;
subpic_t *sp;
while (scrap->free_rects) {
t = scrap->free_rects;
scrap->free_rects = t->next;
VRect_Delete (t);
}
while (scrap->rects) {
t = scrap->rects;
scrap->rects = t->next;
VRect_Delete (t);
}
while (scrap->subpics) {
sp = scrap->subpics;
scrap->subpics = (subpic_t *) sp->next;
free (sp);
}
scrap->free_rects = VRect_New (0, 0, scrap->size, scrap->size);
}
void
GLSL_DestroyScrap (scrap_t *scrap)
{
scrap_t **s;
for (s = &scrap_list; *s; s = &(*s)->next) {
if (*s == scrap) {
*s = scrap->next;
break;
}
}
GLSL_ScrapClear (scrap);
VRect_Delete (scrap->free_rects);
GLSL_ReleaseTexture (scrap->tnum);
free (scrap);
}
int
GLSL_ScrapTexture (scrap_t *scrap)
{
return scrap->tnum;
}
subpic_t *
GLSL_ScrapSubpic (scrap_t *scrap, int width, int height)
{
int i, w, h;
vrect_t **t, **best;
vrect_t *old, *frags, *rect;
subpic_t *subpic;
for (i = 0; i < 16; i++)
if (width <= (1 << i))
break;
w = 1 << i;
for (i = 0; i < 16; i++)
if (height <= (1 << i))
break;
h = 1 << i;
best = 0;
for (t = &scrap->free_rects; *t; t = &(*t)->next) {
if ((*t)->width < w || (*t)->height < h)
continue; // won't fit
if (!best) {
best = t;
continue;
}
if ((*t)->width <= (*best)->width || (*t)->height <= (*best)->height)
best = t;
}
if (!best)
return 0; // couldn't find a spot
old = *best;
*best = old->next;
rect = VRect_New (old->x, old->y, w, h);
frags = VRect_Difference (old, rect);
VRect_Delete (old);
if (frags) {
// old was bigger than the requested size
for (old = frags; old->next; old = old->next)
;
old->next = scrap->free_rects;
scrap->free_rects = frags;
}
rect->next = scrap->rects;
scrap->rects = rect;
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->tnum) = scrap->tnum;
*((int *) &subpic->width) = width;
*((int *) &subpic->height) = height;
*((float *) &subpic->size) = 1.0 / scrap->size;
return subpic;
}
void
GLSL_SubpicDelete (subpic_t *subpic)
{
scrap_t *scrap = (scrap_t *) subpic->scrap;
vrect_t *rect = (vrect_t *) subpic->rect;
vrect_t *old, *merge;
vrect_t **t;
subpic_t **sp;
for (sp = &scrap->subpics; *sp; sp = (subpic_t **) &(*sp)->next)
if (*sp == subpic)
break;
if (*sp != subpic)
Sys_Error ("GLSL_ScrapDelSubpic: broken subpic");
*sp = (subpic_t *) subpic->next;
free (subpic);
for (t = &scrap->rects; *t; t = &(*t)->next)
if (*t == rect)
break;
if (*t != rect)
Sys_Error ("GLSL_ScrapDelSubpic: broken subpic");
*t = rect->next;
do {
merge = 0;
for (t = &scrap->free_rects; *t; t = &(*t)->next) {
merge = VRect_Merge (*t, rect);
if (merge) {
old = *t;
*t = (*t)->next;
VRect_Delete (old);
VRect_Delete (rect);
rect = merge;
break;
}
}
} while (merge);
rect->next = scrap->free_rects;
scrap->free_rects = rect;
}
void
GLSL_SubpicUpdate (subpic_t *subpic, byte *data)
{
scrap_t *scrap = (scrap_t *) subpic->scrap;
vrect_t *rect = (vrect_t *) subpic->rect;
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);
}