yquake2remaster/src/client/refresh/gl3/gl3_image.c

912 lines
19 KiB
C

/*
* Copyright (C) 1997-2001 Id Software, Inc.
* Copyright (C) 2016-2017 Daniel Gibson
*
* 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Texture handling for OpenGL3
*
* =======================================================================
*/
#include "header/local.h"
typedef struct
{
char *name;
int minimize, maximize;
} glmode_t;
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_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
gl3image_t gl3textures[MAX_GL3TEXTURES];
int numgl3textures;
void
GL3_TextureMode(char *string)
{
const int num_modes = sizeof(modes)/sizeof(modes[0]);
int i;
for (i = 0; i < num_modes; i++)
{
if (!Q_stricmp(modes[i].name, string))
{
break;
}
}
if (i == num_modes)
{
R_Printf(PRINT_ALL, "bad filter name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
/* clamp selected anisotropy */
if (gl3config.anisotropic)
{
if (gl_anisotropic->value > gl3config.max_anisotropy)
{
ri.Cvar_SetValue("gl_anisotropic", gl3config.max_anisotropy);
}
else if (gl_anisotropic->value < 1.0)
{
ri.Cvar_SetValue("gl_anisotropic", 1.0);
}
}
else
{
ri.Cvar_SetValue("gl_anisotropic", 0.0);
}
gl3image_t *glt;
/* change all the existing mipmap texture objects */
for (i = 0, glt = gl3textures; i < numgl3textures; i++, glt++)
{
if ((glt->type != it_pic) && (glt->type != it_sky))
{
GL3_SelectTMU(GL_TEXTURE0);
GL3_Bind(glt->texnum);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
/* Set anisotropic filter if supported and enabled */
if (gl3config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
}
}
}
}
void
GL3_Bind(GLuint texnum)
{
extern gl3image_t *draw_chars;
if (gl_nobind->value && draw_chars) /* performance evaluation option */
{
texnum = draw_chars->texnum;
}
if (gl3state.currenttexture == texnum)
{
return;
}
gl3state.currenttexture = texnum;
GL3_SelectTMU(GL_TEXTURE0);
glBindTexture(GL_TEXTURE_2D, texnum);
}
void
GL3_BindLightmap(int lightmapnum)
{
int i=0;
if(lightmapnum < 0 || lightmapnum >= MAX_LIGHTMAPS)
{
R_Printf(PRINT_ALL, "WARNING: Invalid lightmapnum %i used!\n", lightmapnum);
return;
}
if (gl3state.currentlightmap == lightmapnum)
{
return;
}
gl3state.currentlightmap = lightmapnum;
for(i=0; i<MAX_LIGHTMAPS_PER_SURFACE; ++i)
{
// this assumes that GL_TEXTURE<i+1> = GL_TEXTURE<i> + 1
// at least for GL_TEXTURE0 .. GL_TEXTURE31 that's true
GL3_SelectTMU(GL_TEXTURE1+i);
glBindTexture(GL_TEXTURE_2D, gl3state.lightmap_textureIDs[lightmapnum][i]);
}
}
/*
* Returns has_alpha
*/
qboolean
GL3_Upload32(unsigned *data, int width, int height, qboolean mipmap)
{
qboolean res;
int samples;
int i, c;
byte *scan;
int comp;
c = width * height;
scan = ((byte *)data) + 3;
samples = gl3_solid_format;
comp = gl3_tex_solid_format;
for (i = 0; i < c; i++, scan += 4)
{
if (*scan != 255)
{
samples = gl3_alpha_format;
comp = gl3_tex_alpha_format;
break;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, comp, width, height,
0, GL_RGBA, GL_UNSIGNED_BYTE, data);
res = (samples == gl3_alpha_format);
if (mipmap)
{
// TODO: some hardware may require mipmapping disabled for NPOT textures!
glGenerateMipmap(GL_TEXTURE_2D);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (mipmap && gl3config.anisotropic && gl_anisotropic->value)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropic->value);
}
return res;
}
/*
* Returns has_alpha
*/
qboolean
GL3_Upload8(byte *data, int width, int height, qboolean mipmap, qboolean is_sky)
{
unsigned trans[512 * 256];
int i, s;
int p;
s = width * height;
if (s > sizeof(trans) / 4)
{
ri.Sys_Error(ERR_DROP, "GL3_Upload8: too large");
}
for (i = 0; i < s; i++)
{
p = data[i];
trans[i] = d_8to24table[p];
/* transparent, so scan around for
another color to avoid alpha fringes */
if (p == 255)
{
if ((i > width) && (data[i - width] != 255))
{
p = data[i - width];
}
else if ((i < s - width) && (data[i + width] != 255))
{
p = data[i + width];
}
else if ((i > 0) && (data[i - 1] != 255))
{
p = data[i - 1];
}
else if ((i < s - 1) && (data[i + 1] != 255))
{
p = data[i + 1];
}
else
{
p = 0;
}
/* copy rgb components */
((byte *)&trans[i])[0] = ((byte *)&d_8to24table[p])[0];
((byte *)&trans[i])[1] = ((byte *)&d_8to24table[p])[1];
((byte *)&trans[i])[2] = ((byte *)&d_8to24table[p])[2];
}
}
return GL3_Upload32(trans, width, height, mipmap);
}
typedef struct
{
short x, y;
} floodfill_t;
/* must be a power of 2 */
#define FLOODFILL_FIFO_SIZE 0x1000
#define FLOODFILL_FIFO_MASK (FLOODFILL_FIFO_SIZE - 1)
#define FLOODFILL_STEP(off, dx, dy) \
{ \
if (pos[off] == fillcolor) \
{ \
pos[off] = 255; \
fifo[inpt].x = x + (dx), fifo[inpt].y = y + (dy); \
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK; \
} \
else if (pos[off] != 255) \
{ \
fdc = pos[off]; \
} \
}
/*
* Fill background pixels so mipmapping doesn't have haloes
*/
static void
FloodFillSkin(byte *skin, int skinwidth, int skinheight)
{
byte fillcolor = *skin; /* assume this is the pixel to fill */
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = -1;
int i;
if (filledcolor == -1)
{
filledcolor = 0;
/* attempt to find opaque black */
for (i = 0; i < 256; ++i)
{
if (LittleLong(d_8to24table[i]) == (255 << 0)) /* alpha 1.0 */
{
filledcolor = i;
break;
}
}
}
/* can't fill to filled color or to transparent color (used as visited marker) */
if ((fillcolor == filledcolor) || (fillcolor == 255))
{
return;
}
fifo[inpt].x = 0, fifo[inpt].y = 0;
inpt = (inpt + 1) & FLOODFILL_FIFO_MASK;
while (outpt != inpt)
{
int x = fifo[outpt].x, y = fifo[outpt].y;
int fdc = filledcolor;
byte *pos = &skin[x + skinwidth * y];
outpt = (outpt + 1) & FLOODFILL_FIFO_MASK;
if (x > 0)
{
FLOODFILL_STEP(-1, -1, 0);
}
if (x < skinwidth - 1)
{
FLOODFILL_STEP(1, 1, 0);
}
if (y > 0)
{
FLOODFILL_STEP(-skinwidth, 0, -1);
}
if (y < skinheight - 1)
{
FLOODFILL_STEP(skinwidth, 0, 1);
}
skin[x + skinwidth * y] = fdc;
}
}
/*
* This is also used as an entry point for the generated r_notexture
*/
gl3image_t *
GL3_LoadPic(char *name, byte *pic, int width, int realwidth,
int height, int realheight, imagetype_t type, int bits)
{
gl3image_t *image = NULL;
GLuint texNum=0;
int i;
qboolean nolerp = false;
if (gl_nolerp_list != NULL && gl_nolerp_list->string != NULL)
{
nolerp = strstr(gl_nolerp_list->string, name) != NULL;
}
/* find a free gl3image_t */
for (i = 0, image = gl3textures; i < numgl3textures; i++, image++)
{
if (image->texnum == 0)
{
break;
}
}
if (i == numgl3textures)
{
if (numgl3textures == MAX_GL3TEXTURES)
{
ri.Sys_Error(ERR_DROP, "MAX_GLTEXTURES");
}
numgl3textures++;
}
image = &gl3textures[i];
if (strlen(name) >= sizeof(image->name))
{
ri.Sys_Error(ERR_DROP, "GL3_LoadPic: \"%s\" is too long", name);
}
strcpy(image->name, name);
image->registration_sequence = registration_sequence;
image->width = width;
image->height = height;
image->type = type;
if ((type == it_skin) && (bits == 8))
{
FloodFillSkin(pic, width, height);
}
// image->scrap = false; // TODO: reintroduce scrap? would allow optimizations in 2D rendering..
glGenTextures(1, &texNum);
image->texnum = texNum;
GL3_SelectTMU(GL_TEXTURE0);
GL3_Bind(texNum);
if (bits == 8)
{
image->has_alpha = GL3_Upload8(pic, width, height,
(image->type != it_pic && image->type != it_sky),
image->type == it_sky);
}
else
{
image->has_alpha = GL3_Upload32((unsigned *)pic, width, height,
(image->type != it_pic && image->type != it_sky));
}
if (realwidth && realheight)
{
if ((realwidth <= image->width) && (realheight <= image->height))
{
image->width = realwidth;
image->height = realheight;
}
else
{
R_Printf(PRINT_DEVELOPER,
"Warning, image '%s' has hi-res replacement smaller than the original! (%d x %d) < (%d x %d)\n",
name, image->width, image->height, realwidth, realheight);
}
}
image->sl = 0;
image->sh = 1;
image->tl = 0;
image->th = 1;
if (nolerp)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
#if 0 // TODO: the scrap could allow batch rendering 2D stuff? not sure it's worth the hassle..
/* load little pics into the scrap */
if (!nolerp && (image->type == it_pic) && (bits == 8) &&
(image->width < 64) && (image->height < 64))
{
int x, y;
int i, j, k;
int texnum;
texnum = Scrap_AllocBlock(image->width, image->height, &x, &y);
if (texnum == -1)
{
goto nonscrap;
}
scrap_dirty = true;
/* copy the texels into the scrap block */
k = 0;
for (i = 0; i < image->height; i++)
{
for (j = 0; j < image->width; j++, k++)
{
scrap_texels[texnum][(y + i) * BLOCK_WIDTH + x + j] = pic[k];
}
}
image->texnum = TEXNUM_SCRAPS + texnum;
image->scrap = true;
image->has_alpha = true;
image->sl = (x + 0.01) / (float)BLOCK_WIDTH;
image->sh = (x + image->width - 0.01) / (float)BLOCK_WIDTH;
image->tl = (y + 0.01) / (float)BLOCK_WIDTH;
image->th = (y + image->height - 0.01) / (float)BLOCK_WIDTH;
}
else
{
nonscrap:
image->scrap = false;
image->texnum = TEXNUM_IMAGES + (image - gltextures);
R_Bind(image->texnum);
if (bits == 8)
{
image->has_alpha = R_Upload8(pic, width, height,
(image->type != it_pic && image->type != it_sky),
image->type == it_sky);
}
else
{
image->has_alpha = R_Upload32((unsigned *)pic, width, height,
(image->type != it_pic && image->type != it_sky));
}
image->upload_width = upload_width; /* after power of 2 and scales */
image->upload_height = upload_height;
image->paletted = uploaded_paletted;
if (realwidth && realheight)
{
if ((realwidth <= image->width) && (realheight <= image->height))
{
image->width = realwidth;
image->height = realheight;
}
else
{
R_Printf(PRINT_DEVELOPER,
"Warning, image '%s' has hi-res replacement smaller than the original! (%d x %d) < (%d x %d)\n",
name, image->width, image->height, realwidth, realheight);
}
}
image->sl = 0;
image->sh = 1;
image->tl = 0;
image->th = 1;
if (nolerp)
{
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
#endif // 0
return image;
}
static gl3image_t *
LoadWal(char *origname)
{
miptex_t *mt;
int width, height, ofs;
gl3image_t *image;
char name[256];
Q_strlcpy(name, origname, sizeof(name));
/* Add the extension */
if (strcmp(COM_FileExtension(name), "wal"))
{
Q_strlcat(name, ".wal", sizeof(name));
}
ri.FS_LoadFile(name, (void **)&mt);
if (!mt)
{
R_Printf(PRINT_ALL, "LoadWal: can't load %s\n", name);
return gl3_notexture;
}
width = LittleLong(mt->width);
height = LittleLong(mt->height);
ofs = LittleLong(mt->offsets[0]);
image = GL3_LoadPic(name, (byte *)mt + ofs, width, 0, height, 0, it_wall, 8);
ri.FS_FreeFile((void *)mt);
return image;
}
/*
* Finds or loads the given image
*/
gl3image_t *
GL3_FindImage(char *name, imagetype_t type)
{
gl3image_t *image;
int i, len;
byte *pic;
int width, height;
char *ptr;
char namewe[256];
int realwidth = 0, realheight = 0;
const char* ext;
if (!name)
{
return NULL;
}
ext = COM_FileExtension(name);
if(!ext[0])
{
/* file has no extension */
return NULL;
}
len = strlen(name);
/* Remove the extension */
memset(namewe, 0, 256);
memcpy(namewe, name, len - 4);
if (len < 5)
{
return NULL;
}
/* fix backslashes */
while ((ptr = strchr(name, '\\')))
{
*ptr = '/';
}
/* look for it */
for (i = 0, image = gl3textures; i < numgl3textures; i++, image++)
{
if (!strcmp(name, image->name))
{
image->registration_sequence = registration_sequence;
return image;
}
}
/* load the pic from disk */
pic = NULL;
if (strcmp(ext, "pcx") == 0)
{
if (gl_retexturing->value)
{
GetPCXInfo(name, &realwidth, &realheight);
if(realwidth == 0)
{
/* No texture found */
return NULL;
}
/* try to load a tga, png or jpg (in that order/priority) */
if ( LoadSTB(namewe, "tga", &pic, &width, &height)
|| LoadSTB(namewe, "png", &pic, &width, &height)
|| LoadSTB(namewe, "jpg", &pic, &width, &height) )
{
/* upload tga or png or jpg */
image = GL3_LoadPic(name, pic, width, realwidth, height,
realheight, type, 32);
}
else
{
/* PCX if no TGA/PNG/JPEG available (exists always) */
LoadPCX(name, &pic, NULL, &width, &height);
if (!pic)
{
/* No texture found */
return NULL;
}
/* Upload the PCX */
image = GL3_LoadPic(name, pic, width, 0, height, 0, type, 8);
}
}
else /* gl_retexture is not set */
{
LoadPCX(name, &pic, NULL, &width, &height);
if (!pic)
{
return NULL;
}
image = GL3_LoadPic(name, pic, width, 0, height, 0, type, 8);
}
}
else if (strcmp(ext, "wal") == 0)
{
if (gl_retexturing->value)
{
/* Get size of the original texture */
GetWalInfo(name, &realwidth, &realheight);
if(realwidth == 0)
{
/* No texture found */
return NULL;
}
/* try to load a tga, png or jpg (in that order/priority) */
if ( LoadSTB(namewe, "tga", &pic, &width, &height)
|| LoadSTB(namewe, "png", &pic, &width, &height)
|| LoadSTB(namewe, "jpg", &pic, &width, &height) )
{
/* upload tga or png or jpg */
image = GL3_LoadPic(name, pic, width, realwidth, height, realheight, type, 32);
}
else
{
/* WAL if no TGA/PNG/JPEG available (exists always) */
image = LoadWal(namewe);
}
if (!image)
{
/* No texture found */
return NULL;
}
}
else /* gl_retexture is not set */
{
image = LoadWal(name);
if (!image)
{
/* No texture found */
return NULL;
}
}
}
else if (strcmp(ext, "tga") == 0 || strcmp(ext, "png") == 0 || strcmp(ext, "jpg") == 0)
{
char tmp_name[256];
realwidth = 0;
realheight = 0;
strcpy(tmp_name, namewe);
strcat(tmp_name, ".wal");
GetWalInfo(tmp_name, &realwidth, &realheight);
if (realwidth == 0 || realheight == 0) {
/* It's a sky or model skin. */
strcpy(tmp_name, namewe);
strcat(tmp_name, ".pcx");
GetPCXInfo(tmp_name, &realwidth, &realheight);
}
/* TODO: not sure if not having realwidth/heigth is bad - a tga/png/jpg
* was requested, after all, so there might be no corresponding wal/pcx?
* if (realwidth == 0 || realheight == 0) return NULL;
*/
if(LoadSTB(name, ext, &pic, &width, &height))
{
image = GL3_LoadPic(name, pic, width, realwidth, height, realheight, type, 32);
}
}
else
{
return NULL;
}
if (pic)
{
free(pic);
}
return image;
}
gl3image_t *
GL3_RegisterSkin(char *name)
{
return GL3_FindImage(name, it_skin);
}
/*
* Any image that was not touched on
* this registration sequence
* will be freed.
*/
void
GL3_FreeUnusedImages(void)
{
int i;
gl3image_t *image;
/* never free r_notexture or particle texture */
gl3_notexture->registration_sequence = registration_sequence;
gl3_particletexture->registration_sequence = registration_sequence;
for (i = 0, image = gl3textures; i < numgl3textures; i++, image++)
{
if (image->registration_sequence == registration_sequence)
{
continue; /* used this sequence */
}
if (!image->registration_sequence)
{
continue; /* free image_t slot */
}
if (image->type == it_pic)
{
continue; /* don't free pics */
}
/* free it */
glDeleteTextures(1, &image->texnum);
memset(image, 0, sizeof(*image));
}
}
void
GL3_ShutdownImages(void)
{
int i;
gl3image_t *image;
for (i = 0, image = gl3textures; i < numgl3textures; i++, image++)
{
if (!image->registration_sequence)
{
continue; /* free image_t slot */
}
/* free it */
glDeleteTextures(1, &image->texnum);
memset(image, 0, sizeof(*image));
}
}
static qboolean IsNPOT(int v)
{
unsigned int uv = v;
// just try all the power of two values between 1 and 1 << 15 (32k)
for(unsigned int i=0; i<16; ++i)
{
unsigned int pot = (1u << i);
if(uv & pot)
{
return uv != pot;
}
}
return true;
}
void
GL3_ImageList_f(void)
{
int i, texels=0;
gl3image_t *image;
const char *formatstrings[2] = {
"RGB ",
"RGBA"
};
const char* potstrings[2] = {
" POT", "NPOT"
};
R_Printf(PRINT_ALL, "------------------\n");
for (i = 0, image = gl3textures; i < numgl3textures; i++, image++)
{
int w, h;
qboolean isNPOT = false;
if (image->texnum == 0)
{
continue;
}
w = image->width;
h = image->height;
isNPOT = IsNPOT(w) || IsNPOT(h);
texels += w*h;
switch (image->type)
{
case it_skin:
R_Printf(PRINT_ALL, "M");
break;
case it_sprite:
R_Printf(PRINT_ALL, "S");
break;
case it_wall:
R_Printf(PRINT_ALL, "W");
break;
case it_pic:
R_Printf(PRINT_ALL, "P");
break;
case it_sky:
R_Printf(PRINT_ALL, "Y");
break;
default:
R_Printf(PRINT_ALL, "?");
break;
}
R_Printf(PRINT_ALL, " %3i %3i %s %s: %s\n", w, h,
formatstrings[image->has_alpha], potstrings[isNPOT], image->name);
}
R_Printf(PRINT_ALL, "Total texel count (not counting mipmaps): %i\n", texels);
}