quakeforge/libs/video/renderer/glsl/glsl_textures.c
Bill Currie 56c39c34ba [renderer] Remove namehack.h
Finally. I never liked it (felt bad adding it in the first place), and
it has caused confusion with function and global variable names, but it
did let me get the render plugins working.
2022-03-14 14:31:23 +09:00

462 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
#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/render.h"
#include "QF/sys.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_textures.h"
#include "QF/ui/vrect.h"
#include "r_scrap.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;
int
GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
const byte *data)
{
GLuint tnum;
qfeglGenTextures (1, &tnum);
qfeglBindTexture (GL_TEXTURE_2D, tnum);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qfeglGenerateMipmap (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);
qfeglGenTextures (1, &tnum);
qfeglBindTexture (GL_TEXTURE_2D, tnum);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
GL_NEAREST_MIPMAP_NEAREST);
qfeglTexParameteri (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];
}
qfeglTexImage2D (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);
qfeglTexImage2D (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,
const byte *data)
{
GLuint tnum;
qfeglGenTextures (1, &tnum);
qfeglBindTexture (GL_TEXTURE_2D, tnum);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qfeglGenerateMipmap (GL_TEXTURE_2D);
return tnum;
}
int
GLSL_LoadRGBATexture (const char *identifier, int width, int height,
const byte *data)
{
GLuint tnum;
qfeglGenTextures (1, &tnum);
qfeglBindTexture (GL_TEXTURE_2D, tnum);
qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfeglGenerateMipmap (GL_TEXTURE_2D);
return tnum;
}
void
GLSL_ReleaseTexture (int tex)
{
GLuint tnum = tex;
qfeglDeleteTextures (1, &tnum);
}
static void
glsl_scraps_f (void)
{
scrap_t *scrap;
int area;
int size;
if (!scrap_list) {
Sys_Printf ("No scraps\n");
return;
}
for (scrap = scrap_list; scrap; scrap = scrap->next) {
area = R_ScrapArea (&scrap->rscrap);
// always square
size = scrap->rscrap.width;
Sys_Printf ("tnum=%u size=%d format=%04x bpp=%d free=%d%%\n",
scrap->tnum, size, scrap->format, scrap->bpp,
area * 100 / (size * size));
if (Cmd_Argc () > 1) {
R_ScrapDump (&scrap->rscrap);
}
}
}
void
GLSL_TextureInit (void)
{
qfeglGetIntegerv (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 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));
qfeglGenTextures (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;
qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfeglTexImage2D (GL_TEXTURE_2D, 0, format,
size, size, 0, format, GL_UNSIGNED_BYTE, scrap->data);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (linear) {
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
} else {
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
qfeglGenerateMipmap (GL_TEXTURE_2D);
return scrap;
}
void
GLSL_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
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);
R_ScrapDelete (&scrap->rscrap);
GLSL_ReleaseTexture (scrap->tnum);
free (scrap->data);
free (scrap);
}
int
GLSL_ScrapTexture (scrap_t *scrap)
{
return scrap->tnum;
}
subpic_t *
GLSL_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
GLSL_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 ("GLSL_ScrapDelSubpic: broken subpic");
*sp = (subpic_t *) subpic->next;
free (subpic);
R_ScrapFree (&scrap->rscrap, rect);
}
void
GLSL_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);
}
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 {
qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, rect->y,
subpic->width, subpic->height, scrap->format,
GL_UNSIGNED_BYTE, data);
}
}
void
GLSL_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
qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, rect->y,
size, rect->height, scrap->format,
GL_UNSIGNED_BYTE,
scrap->data + rect->y * size * scrap->bpp);
VRect_Delete (rect);
scrap->batch = 0;
}