quakeforge/libs/video/renderer/gl/gl_textures.c
Bill Currie 12c84046f3 [cvar] Make cvars properly typed
This is an extremely extensive patch as it hits every cvar, and every
usage of the cvars. Cvars no longer store the value they control,
instead, they use a cexpr value object to reference the value and
specify the value's type (currently, a null type is used for strings).
Non-string cvars are passed through cexpr, allowing expressions in the
cvars' settings. Also, cvars have returned to an enhanced version of the
original (id quake) registration scheme.

As a minor benefit, relevant code having direct access to the
cvar-controlled variables is probably a slight optimization as it
removed a pointer dereference, and the variables can be located for data
locality.

The static cvar descriptors are made private as an additional safety
layer, though there's nothing stopping external modification via
Cvar_FindVar (which is needed for adding listeners).

While not used yet (partly due to working out the design), cvars can
have a validation function.

Registering a cvar allows a primary listener (and its data) to be
specified: it will always be called first when the cvar is modified. The
combination of proper listeners and direct access to the controlled
variable greatly simplifies the more complex cvar interactions as much
less null checking is required, and there's no need for one cvar's
callback to call another's.

nq-x11 is known to work at least well enough for the demos. More testing
will come.
2022-04-24 19:15:22 +09:00

627 lines
16 KiB
C

/*
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"
#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;
}