OpenGL2: Some tr_image refactoring/cleanup.

This commit is contained in:
SmileTheory 2016-09-22 23:04:13 -07:00
parent 8417c184b4
commit 1cfa16674c

View file

@ -1461,7 +1461,7 @@ static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inou
qboolean picmip = flags & IMGFLAG_PICMIP;
qboolean mipmap = flags & IMGFLAG_MIPMAP;
qboolean clampToEdge = flags & IMGFLAG_CLAMPTOEDGE;
qboolean notScaled;
qboolean scaled;
//
// convert to exact power of 2 sizes
@ -1572,7 +1572,7 @@ static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inou
scaled_width = MAX(1, scaled_width);
scaled_height = MAX(1, scaled_height);
notScaled = (width == scaled_width) && (height == scaled_height);
scaled = (width != scaled_width) || (height != scaled_height);
//
// rescale texture to new size using existing mipmap functions
@ -1594,7 +1594,7 @@ static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inou
*inout_width = width;
*inout_height = height;
return notScaled;
return scaled;
}
@ -1628,7 +1628,7 @@ static GLenum RawImage_GetFormat(const byte *data, int numPixels, GLenum picForm
if(normalmap)
{
if ((type == IMGTYPE_NORMALHEIGHT) && RawImage_HasAlpha(data, numPixels))
if ((type == IMGTYPE_NORMALHEIGHT) && RawImage_HasAlpha(data, numPixels) && r_parallaxMapping->integer)
{
if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC)
{
@ -1818,9 +1818,9 @@ static void CompressMonoBlock(byte outdata[8], const byte indata[16])
}
}
static void RawImage_UploadToRgtc2Texture(GLuint texture, byte *data, int width, int height, int mip)
static void RawImage_UploadToRgtc2Texture(GLuint texture, int miplevel, int x, int y, int width, int height, byte *data)
{
int wBlocks, hBlocks, y, x, size;
int wBlocks, hBlocks, iy, ix, size;
byte *compressedData, *p;
wBlocks = (width + 3) / 4;
@ -1828,16 +1828,16 @@ static void RawImage_UploadToRgtc2Texture(GLuint texture, byte *data, int width,
size = wBlocks * hBlocks * 16;
p = compressedData = ri.Hunk_AllocateTempMemory(size);
for (y = 0; y < height; y += 4)
for (iy = 0; iy < height; iy += 4)
{
int oh = MIN(4, height - y);
int oh = MIN(4, height - iy);
for (x = 0; x < width; x += 4)
for (ix = 0; ix < width; ix += 4)
{
byte workingData[16];
int component;
int ow = MIN(4, width - x);
int ow = MIN(4, width - ix);
for (component = 0; component < 2; component++)
{
@ -1845,7 +1845,7 @@ static void RawImage_UploadToRgtc2Texture(GLuint texture, byte *data, int width,
for (oy = 0; oy < oh; oy++)
for (ox = 0; ox < ow; ox++)
workingData[oy * 4 + ox] = data[((y + oy) * width + x + ox) * 4 + component];
workingData[oy * 4 + ox] = data[((iy + oy) * width + ix + ox) * 4 + component];
// dupe data to fill
for (oy = 0; oy < 4; oy++)
@ -1858,7 +1858,8 @@ static void RawImage_UploadToRgtc2Texture(GLuint texture, byte *data, int width,
}
}
qglCompressedTextureImage2DEXT(texture, GL_TEXTURE_2D, mip, GL_COMPRESSED_RG_RGTC2, width, height, 0, size, compressedData);
// FIXME: Won't work for x/y that aren't multiples of 4.
qglCompressedTextureSubImage2DEXT(texture, GL_TEXTURE_2D, miplevel, x, y, width, height, GL_COMPRESSED_RG_RGTC2, size, compressedData);
ri.Hunk_FreeTempMemory(compressedData);
}
@ -1903,64 +1904,34 @@ static int CalculateMipSize(int width, int height, GLenum picFormat)
}
static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int width, int height, GLenum target, GLenum picFormat, int numMips, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
static GLenum PixelDataFormatFromInternalFormat(GLenum internalFormat)
{
int dataFormat, dataType;
qboolean rgtc = (internalFormat == GL_COMPRESSED_RG_RGTC2);
qboolean compressed = (!(picFormat == GL_RGBA8) || (picFormat == GL_SRGB8_ALPHA8_EXT));
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
qboolean picmip = !!(flags & IMGFLAG_PICMIP);
int size, miplevel;
qboolean lastMip = qfalse;
switch (internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_BYTE;
break;
case GL_RGBA16F_ARB:
dataFormat = GL_RGBA;
dataType = GL_HALF_FLOAT_ARB;
break;
return GL_DEPTH_COMPONENT;
default:
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
return GL_RGBA;
break;
}
}
if (!data)
{
miplevel = 0;
do
{
lastMip = (width == 1 && height == 1) || !mipmap;
qglTextureImage2DEXT(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, NULL);
static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int width, int height, GLenum target, GLenum picFormat, int numMips, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
{
GLenum dataFormat, dataType;
qboolean rgtc = (internalFormat == GL_COMPRESSED_RG_RGTC2);
qboolean compressed = (!(picFormat == GL_RGBA8) || (picFormat == GL_SRGB8_ALPHA8_EXT));
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
int size, miplevel;
qboolean lastMip = qfalse;
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
miplevel++;
}
while (!lastMip);
dataFormat = PixelDataFormatFromInternalFormat(internalFormat);
return;
}
if (compressed && picmip)
{
for (miplevel = r_picmip->integer; miplevel > 0 && numMips > 1; miplevel--, numMips--)
{
size = CalculateMipSize(width, height, picFormat);
x >>= 1;
y >>= 1;
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
data += size;
}
}
// FIXME: This is an old hack to use half floats with lightmaps, use picFormat to determine this instead.
dataType = (internalFormat == GL_RGBA16F_ARB) ? GL_HALF_FLOAT_ARB : GL_UNSIGNED_BYTE;
miplevel = 0;
do
@ -1970,10 +1941,7 @@ static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int
if (compressed)
{
if (subtexture)
qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data);
else
qglCompressedTextureImage2DEXT(texture, target, miplevel, picFormat, width, height, 0, size, data);
qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data);
}
else
{
@ -1981,11 +1949,9 @@ static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int
R_BlendOverTexture((byte *)data, width * height, mipBlendColors[miplevel]);
if (rgtc)
RawImage_UploadToRgtc2Texture(texture, data, width, height, miplevel);
else if (subtexture)
qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
RawImage_UploadToRgtc2Texture(texture, miplevel, x, y, width, height, data);
else
qglTextureImage2DEXT(texture, target, miplevel, internalFormat, width, height, 0, dataFormat, dataType, data);
qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
if (!lastMip && numMips < 2)
{
@ -2018,135 +1984,76 @@ Upload32
===============
*/
static void Upload32(byte *data, int x, int y, int width, int height, GLenum picFormat, int numMips, image_t *image)
static void Upload32(byte *data, int x, int y, int width, int height, GLenum picFormat, int numMips, image_t *image, qboolean scaled)
{
byte *resampledBuffer = NULL;
int i, c;
byte *scan;
imgType_t type = image->type;
imgFlags_t flags = image->flags;
GLenum internalFormat = image->internalFormat;
qboolean subtexture = (x != 0) || (y != 0) || (width != image->width) || (height != image->height);
qboolean notScaled = qtrue;
qboolean compressed = (picFormat != GL_RGBA8 && picFormat != GL_SRGB8_ALPHA8_EXT);
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP) && (!compressed || numMips > 1);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
GLenum uploadTarget = cubemap ? GL_TEXTURE_CUBE_MAP_POSITIVE_X : GL_TEXTURE_2D;
GLenum textureTarget = cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
int depth = cubemap ? 6 : 1;
if (!data)
// These operations cannot be performed on pre-compressed images.
if (!compressed && !cubemap)
{
RawImage_ScaleToPower2(NULL, &width, &height, type, flags, NULL);
for (i = 0; i < depth; i++)
RawImage_UploadTexture(image->texnum, NULL, 0, 0, width, height, uploadTarget + i, GL_RGBA8, 0, internalFormat, type, flags, qfalse);
goto done;
}
else if (!subtexture)
{
if (compressed || cubemap)
c = width*height;
scan = data;
if (type == IMGTYPE_COLORALPHA)
{
for (i = 0; i < depth; i++)
if( r_greyscale->integer )
{
int w2 = width, h2 = height;
RawImage_UploadTexture(image->texnum, data, 0, 0, width, height, uploadTarget + i, picFormat, numMips, internalFormat, type, flags, qfalse);
for (c = numMips; c; c--)
for ( i = 0; i < c; i++ )
{
data += CalculateMipSize(w2, h2, picFormat);
w2 = MAX(1, w2 >> 1);
h2 = MAX(1, h2 >> 1);
byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = luma;
scan[i*4 + 1] = luma;
scan[i*4 + 2] = luma;
}
}
goto done;
else if( r_greyscale->value )
{
for ( i = 0; i < c; i++ )
{
float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
}
}
// This corresponds to what the OpenGL1 renderer does.
if (!(flags & IMGFLAG_NOLIGHTSCALE) && (scaled || mipmap))
R_LightScaleTexture(data, width, height, !mipmap);
}
notScaled = RawImage_ScaleToPower2(&data, &width, &height, type, flags, &resampledBuffer);
if (glRefConfig.swizzleNormalmap && (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT))
RawImage_SwizzleRA(data, width, height);
}
c = width*height;
scan = data;
if( r_greyscale->integer )
if (cubemap)
{
for ( i = 0; i < c; i++ )
for (i = 0; i < 6; i++)
{
byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = luma;
scan[i*4 + 1] = luma;
scan[i*4 + 2] = luma;
int w2 = width, h2 = height;
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, picFormat, numMips, internalFormat, type, flags, qfalse);
for (c = numMips; c; c--)
{
data += CalculateMipSize(w2, h2, picFormat);
w2 = MAX(1, w2 >> 1);
h2 = MAX(1, h2 >> 1);
}
}
}
else if( r_greyscale->value )
{
for ( i = 0; i < c; i++ )
{
float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
}
}
if (glRefConfig.swizzleNormalmap && (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT))
RawImage_SwizzleRA(data, width, height);
// This corresponds to what the OpenGL1 renderer does
if (!(flags & IMGFLAG_NOLIGHTSCALE) && (!notScaled || mipmap))
R_LightScaleTexture(data, width, height, !mipmap);
if (subtexture)
{
// FIXME: Incorrect if original texture was not a power of 2 texture or picmipped
RawImage_UploadTexture(image->texnum, data, x, y, width, height, uploadTarget, GL_RGBA8, 0, internalFormat, type, flags, qtrue);
GL_CheckErrors();
return;
}
RawImage_UploadTexture(image->texnum, data, 0, 0, width, height, uploadTarget, GL_RGBA8, 0, internalFormat, type, flags, qfalse);
done:
image->uploadWidth = width;
image->uploadHeight = height;
if (mipmap)
{
if (textureFilterAnisotropic && !cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
(GLint)Com_Clamp(1, maxAnisotropy, r_ext_max_anisotropy->integer));
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
if (textureFilterAnisotropic && !cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
// Fix for sampling depth buffer on old nVidia cards
// from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
switch(internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
break;
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_2D, picFormat, numMips, internalFormat, type, flags, qfalse);
}
GL_CheckErrors();
if ( resampledBuffer != NULL )
ri.Hunk_FreeTempMemory( resampledBuffer );
}
@ -2158,10 +2065,18 @@ This is the only way any image_t are created
================
*/
image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLenum picFormat, int numMips, imgType_t type, imgFlags_t flags, int internalFormat ) {
image_t *image;
qboolean isLightmap = qfalse;
long hash;
int glWrapClampMode;
byte *resampledBuffer = NULL;
image_t *image;
qboolean isLightmap = qfalse, scaled = qfalse;
long hash;
int glWrapClampMode, mipWidth, mipHeight, miplevel;
qboolean compressed = (!(picFormat == GL_RGBA8) || (picFormat == GL_SRGB8_ALPHA8_EXT));
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
qboolean picmip = !!(flags & IMGFLAG_PICMIP);
qboolean lastMip;
GLenum textureTarget = cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
GLenum dataFormat;
if (strlen(name) >= MAX_QPATH ) {
ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name);
@ -2194,20 +2109,91 @@ image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLe
internalFormat = RawImage_GetFormat(pic, width * height, picFormat, isLightmap, image->type, image->flags);
image->internalFormat = internalFormat;
Upload32(pic, 0, 0, image->width, image->height, picFormat, numMips, image);
if (image->flags & IMGFLAG_CUBEMAP)
// Possibly scale image before uploading.
// if compressed and uploading an image, skip picmips.
if (!cubemap)
{
qglTextureParameterfEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, glWrapClampMode);
qglTextureParameterfEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, glWrapClampMode);
qglTextureParameteriEXT(image->texnum, GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, glWrapClampMode);
if (!compressed)
scaled = RawImage_ScaleToPower2(&pic, &width, &height, type, flags, &resampledBuffer);
else if (pic && picmip)
{
for (miplevel = r_picmip->integer; miplevel > 0 && numMips > 1; miplevel--, numMips--)
{
int size = CalculateMipSize(width, height, picFormat);
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
pic += size;
}
}
}
else
image->uploadWidth = width;
image->uploadHeight = height;
// Allocate texture storage so we don't have to worry about it later.
dataFormat = PixelDataFormatFromInternalFormat(internalFormat);
mipWidth = width;
mipHeight = height;
miplevel = 0;
do
{
qglTextureParameterfEXT(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode);
qglTextureParameterfEXT(image->texnum, GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode);
lastMip = !mipmap || (mipWidth == 1 && mipHeight == 1);
if (cubemap)
{
int i;
for (i = 0; i < 6; i++)
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL);
}
else
{
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_2D, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, GL_UNSIGNED_BYTE, NULL);
}
mipWidth = MAX(1, mipWidth >> 1);
mipHeight = MAX(1, mipHeight >> 1);
miplevel++;
}
while (!lastMip);
// Upload data.
if (pic)
Upload32(pic, 0, 0, width, height, picFormat, numMips, image, scaled);
if (resampledBuffer != NULL)
ri.Hunk_FreeTempMemory(resampledBuffer);
// Set all necessary texture parameters.
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_S, glWrapClampMode);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_T, glWrapClampMode);
if (cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_R, glWrapClampMode);
if (textureFilterAnisotropic && !cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
mipmap ? (GLint)Com_Clamp(1, maxAnisotropy, r_ext_max_anisotropy->integer) : 1);
switch(internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
// Fix for sampling depth buffer on old nVidia cards.
// from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, mipmap ? gl_filter_min : GL_LINEAR);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, mipmap ? gl_filter_max : GL_LINEAR);
break;
}
GL_CheckErrors();
hash = generateHashValue(name);
image->next = hashTable[hash];
@ -2232,7 +2218,7 @@ image_t *R_CreateImage(const char *name, byte *pic, int width, int height, imgTy
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height )
{
Upload32(pic, x, y, width, height, GL_RGBA8, 0, image);
Upload32(pic, x, y, width, height, GL_RGBA8, 0, image, qfalse);
}
//===================================================================