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https://git.code.sf.net/p/quake/quakeforge
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813497a1aa
Currently this has text buffer, input line, vrect and view code.
463 lines
12 KiB
C
463 lines
12 KiB
C
/*
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glsl_textures.c
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Texture format setup.
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2001 Ragnvald Maartmann-Moe IV
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#define NH_DEFINE
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#include "namehack.h"
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "QF/render.h"
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#include "QF/sys.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/ui/vrect.h"
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#include "r_scrap.h"
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struct scrap_s {
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rscrap_t rscrap;
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GLuint tnum;
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int format;
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int bpp;
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byte *data; // local copy of the texture so updates can be batched
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vrect_t *batch;
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subpic_t *subpics;
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struct scrap_s *next;
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};
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static scrap_t *scrap_list;
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static int max_tex_size;
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int
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GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
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byte *data)
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{
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GLuint tnum;
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qfeglGenTextures (1, &tnum);
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qfeglBindTexture (GL_TEXTURE_2D, tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
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width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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return tnum;
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}
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static void
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GLSL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight,
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unsigned char *out, int outwidth, int outheight)
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{
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// Improvements here should be mirrored in build_skin_8 in gl_skin.c
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unsigned char *inrow;
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int i, j;
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unsigned int frac, fracstep;
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if (!outwidth || !outheight)
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return;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j ++) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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static void
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GLSL_Mipmap8BitTexture (const byte *src, unsigned width, unsigned height,
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byte *mip)
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{
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unsigned mw = width >> 1;
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unsigned mh = height >> 1;
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unsigned i, j;
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mw = max (mw, 1);
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mh = max (mh, 1);
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for (j = 0; j < mh; j++) {
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for (i = 0; i < mw; i++) {
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*mip++ = src [j * 2 * width + i * 2];
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}
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}
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}
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int
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GLSL_LoadQuakeMipTex (const texture_t *tex)
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{
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unsigned swidth, sheight;
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GLuint tnum;
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byte *data = (byte *) tex;
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byte *buffer = 0;
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byte *scaled;
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int lod;
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for (swidth = 1; swidth < tex->width; swidth <<= 1);
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for (sheight = 1; sheight < tex->height; sheight <<= 1);
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qfeglGenTextures (1, &tnum);
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qfeglBindTexture (GL_TEXTURE_2D, tnum);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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GL_NEAREST_MIPMAP_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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if (swidth != tex->width || sheight != tex->height)
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buffer = malloc (swidth * sheight);
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// preshift so swidth and sheight are the correct sizes end the end of
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// the loop
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swidth <<= 1;
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sheight <<= 1;
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for (lod = 0; lod < MIPLEVELS; lod++) {
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// preshift so swidth and sheight are the correct sizes end the end of
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// the loop
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swidth >>= 1;
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sheight >>= 1;
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swidth = max (swidth, 1);
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sheight = max (sheight, 1);
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if (buffer) {
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unsigned w = tex->width;
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unsigned h = tex->height;
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w = max (w >> lod, 1);
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h = max (h >> lod, 1);
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GLSL_Resample8BitTexture (data + tex->offsets[lod], w, h,
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buffer, swidth, sheight);
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scaled = buffer;
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} else {
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scaled = data + tex->offsets[lod];
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}
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qfeglTexImage2D (GL_TEXTURE_2D, lod, GL_LUMINANCE, swidth, sheight,
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0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
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}
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if (swidth > 1 || sheight > 1) {
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// mipmap will hold the reduced image, so this is more than enough
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byte *mipmap = malloc (swidth * sheight);
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byte *mip = mipmap;
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while (swidth > 1 || sheight > 1) {
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// scaled holds the source of the last lod uploaded
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GLSL_Mipmap8BitTexture (scaled, swidth, sheight, mip);
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swidth >>= 1;
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sheight >>= 1;
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swidth = max (swidth, 1);
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sheight = max (sheight, 1);
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qfeglTexImage2D (GL_TEXTURE_2D, lod, GL_LUMINANCE, swidth, sheight,
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0, GL_LUMINANCE, GL_UNSIGNED_BYTE, mip);
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scaled = mip;
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mip += swidth * sheight;
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lod++;
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}
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free (mipmap);
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}
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if (buffer)
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free (buffer);
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return tnum;
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}
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int
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GLSL_LoadRGBTexture (const char *identifier, int width, int height, byte *data)
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{
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GLuint tnum;
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qfeglGenTextures (1, &tnum);
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qfeglBindTexture (GL_TEXTURE_2D, tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
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width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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return tnum;
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}
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int
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GLSL_LoadRGBATexture (const char *identifier, int width, int height, byte *data)
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{
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GLuint tnum;
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qfeglGenTextures (1, &tnum);
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qfeglBindTexture (GL_TEXTURE_2D, tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA,
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width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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return tnum;
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}
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void
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GLSL_ReleaseTexture (int tex)
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{
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GLuint tnum = tex;
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qfeglDeleteTextures (1, &tnum);
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}
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static void
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glsl_scraps_f (void)
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{
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scrap_t *scrap;
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int area;
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int size;
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if (!scrap_list) {
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Sys_Printf ("No scraps\n");
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return;
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}
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for (scrap = scrap_list; scrap; scrap = scrap->next) {
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area = R_ScrapArea (&scrap->rscrap);
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// always square
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size = scrap->rscrap.width;
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Sys_Printf ("tnum=%u size=%d format=%04x bpp=%d free=%d%%\n",
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scrap->tnum, size, scrap->format, scrap->bpp,
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area * 100 / (size * size));
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if (Cmd_Argc () > 1) {
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R_ScrapDump (&scrap->rscrap);
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}
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}
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}
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void
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GLSL_TextureInit (void)
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{
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qfeglGetIntegerv (GL_MAX_TEXTURE_SIZE, &max_tex_size);
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Sys_MaskPrintf (SYS_glsl, "max texture size: %d\n", max_tex_size);
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Cmd_AddCommand ("glsl_scraps", glsl_scraps_f, "Dump GLSL scrap stats");
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}
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scrap_t *
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GLSL_CreateScrap (int size, int format, int linear)
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{
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int i;
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int bpp;
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scrap_t *scrap;
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for (i = 0; i < 16; i++)
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if (size <= 1 << i)
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break;
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size = 1 << i;
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size = min (size, max_tex_size);
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switch (format) {
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case GL_ALPHA:
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case GL_LUMINANCE:
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bpp = 1;
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break;
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case GL_LUMINANCE_ALPHA:
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bpp = 2;
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break;
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case GL_RGB:
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bpp = 3;
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break;
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case GL_RGBA:
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bpp = 4;
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break;
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default:
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Sys_Error ("GL_CreateScrap: Invalid texture format");
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}
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scrap = malloc (sizeof (scrap_t));
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qfeglGenTextures (1, &scrap->tnum);
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R_ScrapInit (&scrap->rscrap, size, size);
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scrap->format = format;
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scrap->bpp = bpp;
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scrap->subpics = 0;
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scrap->next = scrap_list;
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scrap_list = scrap;
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scrap->data = calloc (1, size * size * bpp);
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scrap->batch = 0;
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, format,
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size, size, 0, format, GL_UNSIGNED_BYTE, scrap->data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (linear) {
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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return scrap;
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}
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void
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GLSL_ScrapClear (scrap_t *scrap)
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{
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subpic_t *sp;
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while (scrap->subpics) {
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sp = scrap->subpics;
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scrap->subpics = (subpic_t *) sp->next;
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free (sp);
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}
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R_ScrapClear (&scrap->rscrap);
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}
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void
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GLSL_DestroyScrap (scrap_t *scrap)
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{
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scrap_t **s;
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for (s = &scrap_list; *s; s = &(*s)->next) {
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if (*s == scrap) {
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*s = scrap->next;
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break;
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}
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}
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GLSL_ScrapClear (scrap);
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R_ScrapDelete (&scrap->rscrap);
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GLSL_ReleaseTexture (scrap->tnum);
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free (scrap->data);
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free (scrap);
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}
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int
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GLSL_ScrapTexture (scrap_t *scrap)
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{
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return scrap->tnum;
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}
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subpic_t *
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GLSL_ScrapSubpic (scrap_t *scrap, int width, int height)
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{
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vrect_t *rect;
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subpic_t *subpic;
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rect = R_ScrapAlloc (&scrap->rscrap, width, height);
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if (!rect) {
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return 0;
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}
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subpic = malloc (sizeof (subpic_t));
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*((subpic_t **) &subpic->next) = scrap->subpics;
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scrap->subpics = subpic;
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*((scrap_t **) &subpic->scrap) = scrap;
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*((vrect_t **) &subpic->rect) = rect;
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*((int *) &subpic->width) = width;
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*((int *) &subpic->height) = height;
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*((float *) &subpic->size) = 1.0 / scrap->rscrap.width;
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return subpic;
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}
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void
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GLSL_SubpicDelete (subpic_t *subpic)
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{
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scrap_t *scrap = (scrap_t *) subpic->scrap;
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vrect_t *rect = (vrect_t *) subpic->rect;
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subpic_t **sp;
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for (sp = &scrap->subpics; *sp; sp = (subpic_t **) &(*sp)->next)
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if (*sp == subpic)
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break;
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if (*sp != subpic)
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Sys_Error ("GLSL_ScrapDelSubpic: broken subpic");
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*sp = (subpic_t *) subpic->next;
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free (subpic);
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R_ScrapFree (&scrap->rscrap, rect);
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}
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void
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GLSL_SubpicUpdate (subpic_t *subpic, byte *data, int batch)
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{
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scrap_t *scrap = (scrap_t *) subpic->scrap;
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vrect_t *rect = (vrect_t *) subpic->rect;
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byte *dest;
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int step, sbytes;
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int i;
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if (batch) {
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if (scrap->batch) {
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vrect_t *r = scrap->batch;
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scrap->batch = VRect_Union (r, rect);
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VRect_Delete (r);
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} else {
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scrap->batch = VRect_New (rect->x, rect->y,
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rect->width, rect->height);
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}
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step = scrap->rscrap.width * scrap->bpp;
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sbytes = subpic->width * scrap->bpp;
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dest = scrap->data + rect->y * step + rect->x * scrap->bpp;
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for (i = 0; i < subpic->height; i++, dest += step, data += sbytes)
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memcpy (dest, data, sbytes);
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} else {
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, rect->x, rect->y,
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subpic->width, subpic->height, scrap->format,
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GL_UNSIGNED_BYTE, data);
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}
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}
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void
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GLSL_ScrapFlush (scrap_t *scrap)
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{
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vrect_t *rect = scrap->batch;
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int size = scrap->rscrap.width;
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if (!rect)
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return;
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//FIXME: it seems gl (as opposed to egl) allows row step to be specified.
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//should update to not update the entire horizontal block
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qfeglBindTexture (GL_TEXTURE_2D, scrap->tnum);
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qfeglTexSubImage2D (GL_TEXTURE_2D, 0, 0, rect->y,
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size, rect->height, scrap->format,
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GL_UNSIGNED_BYTE,
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scrap->data + rect->y * size * scrap->bpp);
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VRect_Delete (rect);
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scrap->batch = 0;
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}
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