etqw-sdk/source/renderer/Image.h

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2008-05-29 00:00:00 +00:00
// Copyright (C) 2007 Id Software, Inc.
//
#ifndef __IMAGE_H__
#define __IMAGE_H__
/*
====================================================================
IMAGE
idImage have a one to one correspondance with OpenGL textures.
No texture is ever used that does not have a corresponding idImage.
No code outside this unit should call any of these OpenGL functions:
qglGenTextures
qglDeleteTextures
qglBindTexture
qglTexParameter
qglTexImage
qglTexSubImage
qglCopyTexImage
qglCopyTexSubImage
qglEnable( GL_TEXTURE_* )
qglDisable( GL_TEXTURE_* )
====================================================================
*/
#include "../libs/qglLib/qgl.h"
#include "../framework/FileSystem.h"
#include "../renderer/RendererEnums.h"
class idCVar;
class idMegaTexture;
typedef enum {
IS_UNLOADED, // no gl texture number
IS_PARTIAL, // has a texture number and the low mip levels loaded
IS_LOADED // has a texture number and the full mip hierarchy
} imageState_t;
static const int MAX_TEXTURE_LEVELS = 14;
// surface description flags
const unsigned long DDSF_CAPS = 0x00000001l;
const unsigned long DDSF_HEIGHT = 0x00000002l;
const unsigned long DDSF_WIDTH = 0x00000004l;
const unsigned long DDSF_PITCH = 0x00000008l;
const unsigned long DDSF_PIXELFORMAT = 0x00001000l;
const unsigned long DDSF_MIPMAPCOUNT = 0x00020000l;
const unsigned long DDSF_LINEARSIZE = 0x00080000l;
const unsigned long DDSF_DEPTH = 0x00800000l;
// pixel format flags
const unsigned long DDSF_ALPHAPIXELS = 0x00000001l;
const unsigned long DDSF_FOURCC = 0x00000004l;
const unsigned long DDSF_RGB = 0x00000040l;
const unsigned long DDSF_RGBA = 0x00000041l;
// our extended flags
const unsigned long DDSF_ID_INDEXCOLOR = 0x10000000l;
const unsigned long DDSF_ID_MONOCHROME = 0x20000000l;
// dwCaps1 flags
const unsigned long DDSF_COMPLEX = 0x00000008l;
const unsigned long DDSF_TEXTURE = 0x00001000l;
const unsigned long DDSF_MIPMAP = 0x00400000l;
#define DDS_MAKEFOURCC( a, b, c, d ) ((a) | ((b) << 8) | ((c) << 16) | ((d) << 24))
typedef struct {
unsigned long dwSize;
unsigned long dwFlags;
unsigned long dwFourCC;
unsigned long dwRGBBitCount;
unsigned long dwRBitMask;
unsigned long dwGBitMask;
unsigned long dwBBitMask;
unsigned long dwABitMask;
} ddsFilePixelFormat_t;
typedef struct
{
unsigned long dwSize;
unsigned long dwFlags;
unsigned long dwHeight;
unsigned long dwWidth;
unsigned long dwPitchOrLinearSize;
unsigned long dwDepth;
unsigned long dwMipMapCount;
unsigned long dwReserved1[11];
ddsFilePixelFormat_t ddspf;
unsigned long dwCaps1;
unsigned long dwCaps2;
unsigned long dwReserved2[3];
} ddsFileHeader_t;
struct mipmapState_t {
enum colorType_e {
MT_NONE,
MT_DEFAULT,
MT_WATER,
MT_COLORLEVELS
};
bool operator == ( const mipmapState_t &a ) {
return !memcmp( this, &a, sizeof( mipmapState_t ) );
}
bool operator != ( const mipmapState_t &a ) {
return !operator ==( a );
}
float color[4]; // Color to blend to
float blend[4]; // Blend factor for every channel
colorType_e colorType;
};
static const mipmapState_t defaultMipmapState = { {0,0,0,0}, {0,0,0,0}, mipmapState_t::MT_NONE };
#define MAX_IMAGE_NAME 256
class idImageGeneratorFunctorBase {
public:
virtual ~idImageGeneratorFunctorBase( void ) { }
virtual void operator()( class idImage *image ) const = 0;
};
template <class T> class idImageGeneratorFunctor : public idImageGeneratorFunctorBase {
public:
typedef void( T::*func_t )( class idImage *image );
void Init( T* generatorClass, func_t imageGenerator ) {
this->generatorClass = generatorClass;
this->imageGenerator = imageGenerator;
}
virtual void operator()( class idImage *image ) const {
(*generatorClass.*imageGenerator)( image );
}
private:
T * generatorClass;
func_t imageGenerator;
};
class idImageGeneratorFunctorGlobal : public idImageGeneratorFunctorBase {
public:
typedef void( *func_t )( class idImage *image );
idImageGeneratorFunctorGlobal( func_t imageGenerator ) {
this->imageGenerator = imageGenerator;
}
virtual void operator()( class idImage *image ) const {
imageGenerator( image );
}
protected:
func_t imageGenerator;
};
class idImage {
public:
idImage();
// Makes this image active on the current GL texture unit.
// automatically enables or disables cube mapping or texture3D
virtual void Bind();
// for use with fragment programs, doesn't change any enable2D/3D/cube states
virtual void BindFragment();
virtual void BindFragment( const int imageUnit );
// deletes the texture object, but leaves the structure so it can be reloaded
virtual void Purge();
virtual bool IsLoaded() const;
virtual void SetMipmapLevel( byte *pixels, int width, int height, int level, mipmapState_t &state );
// used by callback functions to specify the actual data
// data goes from the bottom to the top line of the image, as OpenGL expects it
// These perform an implicit Bind() on the current texture unit
// FIXME: should we implement cinematics this way, instead of with explicit calls?
virtual void GenerateImage( const byte *pic, int width, int height,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t depth, mipmapState_t mipmapState = defaultMipmapState );
virtual void GenerateImageEx( const byte *pic, int width, int height,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t depth,
int internalFormatParm = 0, int numMipLevels = -1 );
virtual void Generate3DImage( const byte *pic, int width, int height, int depth,
textureFilter_t filter, bool allowDownSize,
textureRepeat_t repeat, textureDepth_t minDepth );
virtual void GenerateCubeImage( const byte *pic[6], int size,
textureFilter_t filter, bool allowDownSize,
textureDepth_t depth );
virtual void GenerateMipmaps(); // uses hardware manual mipmap generation
void CopyFramebuffer( int x, int y, int width, int height, bool useOversizedBuffer );
void CopyFramebufferCube( int x, int y, int imageWidth, int imageHeight, int faceNum );
void CopyDepthbuffer( int x, int y, int width, int height );
void UploadScratch( const byte *pic, int width, int height );
// Copy data from one image over to the other
void CopyFromImage( idImage *img );
void CopyFromImageCube( idImage *img );
void Download( byte **pixels, int *width, int *height );
// just for resource tracking
void SetClassification( int tag );
// estimates size of the GL image based on dimensions and storage type
int StorageSize() const;
// print a one line summary of the image
void Print( bool csv ) const;
// check for changed timestamp on disk and reload if necessary
virtual void Reload( bool checkPrecompressed, bool force );
//==========================================================
void GetDownsize( int &scaled_width, int &scaled_height ) const;
virtual void MakeDefault(); // fill with a grid pattern
#if defined( _XENON )
void FromParameters( int width, int height, int internalFormat, textureType_t type, textureFilter_t filter, textureRepeat_t repeat, bool linearTexture = true );
#else
void FromParameters( int width, int height, int internalFormat, textureType_t type, textureFilter_t filter, textureRepeat_t repeat );
#endif
void SetImageFilterAndRepeat() const;
bool CanBePartialLoaded();
void WritePrecompressedImage();
bool CheckPrecompressedImage( bool fullLoad );
void UploadPrecompressedImage( byte *data, int len );
void ActuallyLoadImage( bool checkForPrecompressed );
bool StartBackgroundImageLoad();
int BitsForInternalFormat( int internalFormat ) const;
void UploadCompressedNormalMap( int width, int height, const byte *rgba, int mipLevel );
GLenum SelectInternalFormat( const byte **dataPtrs, int numDataPtrs, int width, int height, textureDepth_t minimumDepth ) const;
void ImageProgramStringToCompressedFileName( const char *imageProg, char *fileName ) const;
static int NumLevelsForImageSize( int width, int height );
static int NumLevelsForImageSize( int width, int height, int internalFormat );
static int DataSizeForImageSize( int width, int height, int internalFormat );
void SetLodDistance( float distance );
private:
void VerifyInternalFormat( GLenum target ) const;
public:
// data commonly accessed is grouped here
static const int TEXTURE_NOT_LOADED = 0;
GLuint texnum; // gl texture binding, will be TEXTURE_NOT_LOADED if not loaded
textureType_t type;
int frameUsed; // for texture usage in frame statistics
int bindCount; // incremented each bind
// background loading information
idImage* partialImage; // shrunken, space-saving version
bool isPartialImage; // true if this is pointed to by another image
bool backgroundLoadInProgress; // true if another thread is reading the complete d3t file
backgroundDownload_t bgl;
idImage* bglNext; // linked from tr.backgroundImageLoads
//lodding information
bool distanceLod; // we are to far away, a lower res version can be used just fine
float smallestDistanceSeen; // The smallest distance seen so far for the lod parameter
int frameOfDistance; // The frame the lod was last set
// parameters that define this image
idStr imgName; // game path, including extension (except for cube maps), may be an image program
const idImageGeneratorFunctorBase * generatorFunction; // NULL for files
bool fromParams;
bool allowDownSize; // this also doubles as a don't-partially-load flag
mutable bool isMonochrome;
int picMipOfs;
int picMipMin;
float anisotropy;
textureFilter_t filter;
textureRepeat_t repeat;
textureDepth_t depth;
cubeFiles_t cubeFiles; // determines the naming and flipping conventions for the six images
mipmapState_t mipmapState; // Mipmap level coloring
int numMipLevels;
float minLod;
float maxLod;
bool referencedOutsideLevelLoad;
bool levelLoadReferenced; // for determining if it needs to be purged
bool precompressedFile; // true when it was loaded from a .d3t file
bool defaulted; // true if the default image was generated because a file couldn't be loaded
unsigned timestamp; // the most recent of all images used in creation, for reloadImages command
int imageHash; // for identical-image checking
int classification; // just for resource profiling
int sourceWidth, sourceHeight; // after power of two, before downsample
// data for listImages
int uploadWidth, uploadHeight, uploadDepth; // after power of two, downsample, and MAX_TEXTURE_SIZE
int internalFormat;
// idImage *cacheUsagePrev, *cacheUsageNext; // for dynamic cache purging of old images
idImage * hashNext; // for hash chains to speed lookup
};
ID_INLINE idImage::idImage() {
texnum = TEXTURE_NOT_LOADED;
partialImage = NULL;
type = TT_DISABLED;
isPartialImage = false;
frameUsed = 0;
classification = 0;
backgroundLoadInProgress = false;
bgl.opcode = DLTYPE_FILE;
bgl.fh = NULL;
bglNext = NULL;
imgName[0] = '\0';
generatorFunction = NULL;
fromParams = false;
allowDownSize = false;
picMipOfs = 0;
picMipMin = -10;
anisotropy = -1.f;
filter = TF_DEFAULT;
repeat = TR_REPEAT;
depth = TD_DEFAULT;
cubeFiles = CF_2D;
mipmapState = defaultMipmapState;
numMipLevels = 0;
referencedOutsideLevelLoad = false;
levelLoadReferenced = false;
precompressedFile = false;
defaulted = false;
timestamp = 0;
bindCount = 0;
sourceWidth = sourceHeight = 0;
uploadWidth = uploadHeight = uploadDepth = 0;
internalFormat = 0;
hashNext = NULL;
distanceLod = false;
frameOfDistance = 0;
smallestDistanceSeen = 0.0f;
isMonochrome = false;
minLod = 0.f;
maxLod = 1000.f;
}
/*
==================
idImage::NumLevelsForImageSize
FIXME: the switch statement is far from complete
==================
*/
ID_INLINE int idImage::NumLevelsForImageSize( int width, int height, int internalFormat ) {
int numLevels = 1;
int minSize;
switch( internalFormat ) {
case GL_RGBA8:
minSize = 1;
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
minSize = 4;
break;
}
while ( width > minSize || height > minSize ) {
numLevels++;
width >>= 1;
height >>= 1;
}
return numLevels;
}
/*
==================
idImage::DataSizeForImageSize
FIXME: the switch statement is far from complete
==================
*/
ID_INLINE int idImage::DataSizeForImageSize( int width, int height, int internalFormat ) {
int numLevels = NumLevelsForImageSize( width, height, internalFormat );
int dataSize = 0;
for ( int i = 0; i < numLevels; i++ ) {
switch( internalFormat ) {
case GL_RGBA8:
dataSize += width * height * 4;
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
assert( width == height );
dataSize += ( ( width + 3 ) / 4 ) * ( ( height + 3 ) / 4 ) * 8;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
assert( width == height );
dataSize += ( ( width + 3 ) / 4 ) * ( ( height + 3 ) / 4 ) * 16;
break;
default:
dataSize = -1;
}
width >>= 1;
height >>= 1;
}
return dataSize;
}
class idImageCopyFunctorGlobal : public idImageGeneratorFunctorGlobal {
public:
idImageCopyFunctorGlobal( func_t defaultGenerator ) :
idImageGeneratorFunctorGlobal( defaultGenerator ),
srcImage( NULL ),
dstImage( NULL ) { ; }
virtual void operator()( idImage *image ) const {
dstImage = image;
if ( !srcImage ) {
imageGenerator( dstImage );
} else {
// Set source to NULL, when we do a reloadimages this causes
// the (!source) case to be executed recusively first, so
// a new image is created and infinite recursion is avoided.
idImage *tempSource = srcImage;
srcImage = NULL;
dstImage->CopyFromImage( tempSource );
//tempSource->Purge();
srcImage = tempSource;
}
}
virtual void SetSource( idImage *image ) {
srcImage = image;
if ( dstImage ) {
dstImage->CopyFromImage( srcImage );
//Do a purge since the source image is probably not going to be used directly ever
//source->Purge();
}
}
protected:
mutable idImage * srcImage;
mutable idImage * dstImage;
};
struct imageParams_t {
textureFilter_t tf;
textureRepeat_t trp;
textureDepth_t td;
cubeFiles_t cubeMap;
mipmapState_t mipState;
bool allowPicmip;
int picmipofs;
int picMipMin;
float anisotropy;
bool partialLoad;
float minLod;
float maxLod;
imageParams_t::imageParams_t() {
Clear();
}
imageParams_t::imageParams_t( textureFilter_t _filter, bool _allowDownSize, int _picmipofs, float _anisotropy,
textureRepeat_t _repeat, textureDepth_t _depth, cubeFiles_t _cubeMap = CF_2D, mipmapState_t _mipmapState = defaultMipmapState ) {
Clear();
tf = _filter;
allowPicmip = _allowDownSize;
picmipofs = _picmipofs;
anisotropy = _anisotropy;
trp = _repeat;
td = _depth;
cubeMap = _cubeMap;
mipState = _mipmapState;
}
void Clear() {
tf = TF_DEFAULT;
trp = TR_REPEAT;
td = TD_DEFAULT;
cubeMap = CF_2D;
mipState = defaultMipmapState;
allowPicmip = true;
picmipofs = 0;
partialLoad = false;
anisotropy = -1.f;
minLod = 0.f;
maxLod = 1000.f;
picMipMin = -10;
}
};
static const imageParams_t defaultImageParms;
class idImageManager {
public:
void Init();
void PreSys3DShutdown();
void Shutdown();
bool IsInitialized() const { return ( images.Num() != 0 ); }
static idImage* ParseImage( idParser& src, const imageParams_t& defaultParms = defaultImageParms );
// If the exact combination of parameters has been asked for already, an existing
// image will be returned, otherwise a new image will be created.
// Be careful not to use the same image file with different filter / repeat / etc parameters
// if possible, because it will cause a second copy to be loaded.
// If the load fails for any reason, the image will be filled in with the default
// grid pattern.
// Will automatically resample non-power-of-two images and execute image programs if needed.
virtual idImage * ImageFromFile( const char *name, imageParams_t params );
//textureFilter_t filter, bool allowDownSize, int picmipofs, float anisotropy,
//textureRepeat_t repeat, textureDepth_t depth, cubeFiles_t cubeMap = CF_2D, mipmapState_t mipmapState = defaultMipmapState,
//bool partialLoad = false );
// look for a loaded image, whatever the parameters
idImage* GetImage( const char* name ) const;
// The callback will be issued immediately, and later if images are reloaded or vid_restart
// The callback function should call one of the idImage::Generate* functions to fill in the data
virtual idImage * ImageFromFunction( const char *name, const idImageGeneratorFunctorBase & generatorFunction );
// called once a frame to allow any background loads that have been completed
// to turn into textures.
void CompleteBackgroundImageLoads();
#if defined( _XENON )
virtual idImage* ImageFromParameters( const char* name, int width, int height, int internalFormat, textureType_t type, textureFilter_t filter, textureRepeat_t repeat, bool linearTexture = true );
#else
virtual idImage* ImageFromParameters( const char* name, int width, int height, int internalFormat, textureType_t type, textureFilter_t filter, textureRepeat_t repeat );
#endif
virtual idMegaTexture* MegaTextureFromFile( const char *name );
// returns the number of bytes of image data bound in the previous frame
int SumOfUsedImages();
// called each frame to allow some cvars to automatically force changes
void CheckCvars();
void PurgeAllMegaTextures();
// purges all the images before a vid_restart
void PurgeAllImages();
// reloads all apropriate images after a vid_restart
void ReloadAllImages();
// disable the active texture unit
virtual void BindNull();
// Mark all file based images as currently unused,
// but don't free anything. Calls to ImageFromFile() will
// either mark the image as used, or create a new image without
// loading the actual data.
// Called only by renderSystem::BeginLevelLoad
void BeginLevelLoad();
// Free all images marked as unused, and load all images that are necessary.
// This architecture prevents us from having the union of two level's
// worth of data present at one time.
// Called only by renderSystem::EndLevelLoad
void EndLevelLoad();
void SetInsideLevelLoad( bool value ) { insideLevelLoad = value; }
void LevelStart();
// During level load, there is the requirement to load textures at two points. Once
// after the level loading GUI has been loaded, and once in EndLevelLoad.
int LoadPendingImages( bool updatePacifier = true );
// used to clear and then write the dds conversion batch file
void StartBuild();
void FinishBuild();
void AddDDSCommand( const char* sourceFile, const char* destFile, const char* codec, const char* params );
virtual void LoadImage( const char* fileName, byte **pic, int *width, int *height, unsigned *timestamp, bool makePowerOf2 );
virtual void FreeImageBuffer( byte*& buffer );
// data is RGB or RGBA
virtual void WriteTGA( const char* fileName, const byte* data, int width, int height, int depth = 4, bool swapBGR = true, bool flipVertical = false );
virtual int WriteTGABuffer( byte*& outBuffer, const byte* data, int width, int height, int depth = 4, bool swapBGR = true, bool flipVertical = false );
// data is RGB or RGBA
virtual void WriteBMP( const char* fileName, const byte* data, int width, int height, int depth = 4 );
virtual int WriteBMPBuffer( byte*& outBuffer, const byte* data, int width, int height, int depth = 4 );
// data is an 8 bit index into palette, which is RGB (no A)
virtual void WritePalTGA( const char *filename, const byte *data, const byte *palette, int width, int height, bool flipVertical = false );
void GetPureServerChecksum( unsigned int& checksum );
// cvars
static idCVar image_roundDown; // round bad sizes down to nearest power of two
static idCVar image_colorMipLevels; // development aid to see texture mip usage
static idCVar image_useCompression; // 0 = force everything to high quality
static idCVar image_filter; // changes texture filtering on mipmapped images
static idCVar image_anisotropy; // set the maximum texture anisotropy if available
static idCVar image_lodbias; // change lod bias on mipmapped images
static idCVar image_useAllFormats; // allow alpha/intensity/luminance/luminance+alpha
#ifdef ID_ALLOW_TOOLS
static idCVar image_usePrecompressedTextures; // use .dds files if present
static idCVar image_writePrecompressedTextures; // write .dds files if necessary
#endif
static idCVar image_writeNormalTGA; // debug tool to write out .tgas of the final normal maps
static idCVar image_writeNormalTGAPalletized; // debug tool to write out palletized versions of the final normal maps
static idCVar image_writeTGA; // debug tool to write out .tgas of the non normal maps
static idCVar image_useNormalCompression; // 1 = use 256 color compression for normal maps if available, 2 = use rxgb compression
static idCVar image_useOffLineCompression; // will write a batch file with commands for the offline compression
static idCVar image_skipUpload; // used during the build process, will skip uploads
static idCVar image_useBackgroundLoads; // 1 = enable background loading of images
static idCVar image_showBackgroundLoads; // 1 = print number of outstanding background loads
static idCVar image_ignoreHighQuality; // ignore high quality on materials
static idCVar image_detailPower; // controls how fast the detail textures fade out
static idCVar image_picMipEnable; // Controls texture miplevel downscale
static idCVar image_picMip; // Controls texture miplevel downscale
static idCVar image_editorPicMip; // Controls texture miplevel downscale
#if !defined( SD_PUBLIC_BUILD )
static idCVar image_globalPicMip; // Controls texture miplevel downscale
#endif // !SD_PUBLIC_BUILD
static idCVar image_bumpPicMip; // Controls texture miplevel downscale
static idCVar image_diffusePicMip; // Controls texture miplevel downscale
static idCVar image_specularPicMip; // Controls texture miplevel downscale
// built-in images
idImage * defaultImage;
idImage * defaultMaterialImage;
idImage * flatNormalMap; // 128 128 255 in all pixels
idImage * rampImage; // 0-255 in RGBA in S
idImage * alphaRampImage; // 0-255 in alpha, 255 in RGB
idImage * alphaNotchImage; // 2x1 texture with just 1110 and 1111 with point sampling
idImage * whiteImage; // full of 0xff
idImage * grayImage; // full of 0x77
idImage * blackImage; // full of 0x00
idImage * normalCubeMapImage; // cube map to normalize STR into RGB
idImage * blackCubeMapImage; // just all black
idImage * noFalloffImage; // all 255, but zero clamped
idImage * fogImage; // increasing alpha is denser fog
idImage * fogEnterImage; // adjust fogImage alpha based on terminator plane
idImage * cinematicImage;
idImage * cinematicYImage;
idImage * cinematicUImage;
idImage * cinematicVImage;
idImage * scratchImage;
idImage * currentRenderImage; // for SS_POST_PROCESS shaders
idImage * currentDepthImage;
idImage * postProcessBuffer[2];
#if 0
GLuint postProcessBufferFBO[2];
#endif
idImage * scratchCubeMapImage;
idImage * scratchImage2; // PENTA: TEST
idImage * noise; // 32x32x32x8bit noise image
idImage * specularTableImage; // 1D intensity texture with our specular function
idImage * specular2DTableImage; // 2D intensity texture with our specular function with variable specularity
idImage * borderClampImage; // white inside, black outside
idImage * dither[16];
idImage * defaultDetailMaskImage;
idImage * diffusionMask;
//--------------------------------------------------------
virtual idImage * AllocImage( const char *name );
void SetNormalPalette();
void ChangeTextureFilter();
idList<idImage*> images;
idStrList ddsSourceFileList;
idStrList ddsDestFileList;
idStrList ddsCodecList;
idStrList ddsParamList;
idHashIndex ddsHash;
idList<idMegaTexture*> megaTextures;
bool insideLevelLoad; // don't actually load images now
byte originalToCompressed[256]; // maps normal maps to 8 bit textures
byte compressedPalette[768]; // the palette that normal maps use
// default filter modes for images
GLenum textureMinFilter;
GLenum textureMaxFilter;
float textureAnisotropy;
float textureLODBias;
idImage * imageHashTable[FILE_HASH_SIZE];
idImage * backgroundImageLoads; // chain of images that have background file loads active
int numActiveBackgroundImageLoads;
static const int MAX_BACKGROUND_IMAGE_LOADS = 8;
};
extern idImageManager *globalImages; // pointer to global list for the rest of the system
/*
====================================================================
IMAGEPROCESS
FIXME: make an "imageBlock" type to hold byte*,width,height?
====================================================================
*/
byte *R_Dropsample( const byte *in, int inwidth, int inheight,
int outwidth, int outheight );
byte *R_ResampleTexture( const byte *in, int inwidth, int inheight,
int outwidth, int outheight );
byte *R_MipMapWithAlphaSpecularity( const byte *in, int width, int height );
byte *R_MipMap( const byte *in, int width, int height, bool preserveBorder );
byte *R_MipMap3D( const byte *in, int width, int height, int depth, bool preserveBorder );
// these operate in-place on the provided pixels
void R_SetBorderTexels( byte *inBase, int width, int height, const byte border[4] );
void R_SetBorderTexels3D( byte *inBase, int width, int height, int depth, const byte border[4] );
void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4], byte amount );
void R_BlendOverTexture( byte *data, int pixelCount, const byte blend[4], byte amount[4] );
void R_HorizontalFlip( byte *data, int width, int height );
void R_VerticalFlip( byte *data, int width, int height );
void R_RotatePic( byte *data, int width );
void R_SetAlphaChannel( byte *data, int pixelCount, byte alpha );
void R_MakeVirtualTexture( const char *out, int tileSize, int pad, byte *data, int w, int h, bool preserveBorder );
/*
====================================================================
IMAGEFILES
====================================================================
*/
void LoadBMP( const char *name, byte **pic, int *width, int *height, unsigned *timestamp, bool markPaksReferenced = true );
void LoadTGA( const char *name, byte **pic, int *width, int *height, unsigned *timestamp, bool markPaksReferenced = true );
void R_LoadImage( const char *name, byte **pic, int *width, int *height, unsigned *timestamp, bool makePowerOf2 );
// pic is in top to bottom raster format
bool R_LoadCubeImages( const char *cname, cubeFiles_t extensions, byte *pic[6], int *size, unsigned *timestamp );
/*
====================================================================
IMAGEPROGRAM
====================================================================
*/
void R_LoadImageProgram( const char *name, byte **pic, int *width, int *height, unsigned *timestamp, textureDepth_t *depth = NULL );
const char *R_ParsePastImageProgram( idParser &src );
typedef struct {
float percent;
idStr name;
idVec4 color;
} imageClassUsage_t;
float R_GetImageUsageData( idList< imageClassUsage_t > &target );
/*
==============
sdImageSequence
==============
*/
class sdImageSequence {
idList<idImage*> images;
float rate;
public:
sdImageSequence();
~sdImageSequence();
void Cleanup( void );
void SetRate( float r );
void AddImage( idImage *img );
void UpdateBindings( void );
};
#endif /* !__IMAGE_H__ */