// //--------------------------------------------------------------------------- // // Copyright(C) 2004-2016 Christoph Oelckers // All rights reserved. // // This program is free software: you can redistribute it and/or modify // it under the terms of the GNU Lesser General Public License as published by // the Free Software Foundation, either version 3 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 Lesser General Public License for more details. // // You should have received a copy of the GNU Lesser General Public License // along with this program. If not, see http://www.gnu.org/licenses/ // //-------------------------------------------------------------------------- // /* ** gltexture.cpp ** Low level OpenGL texture handling. These classes are also ** containers for the various translations a texture can have. ** */ #include "gl/system/gl_system.h" #include "templates.h" #include "m_crc32.h" #include "c_cvars.h" #include "c_dispatch.h" #include "v_palette.h" #include "gl/system/gl_interface.h" #include "gl/system/gl_cvars.h" #include "gl/system/gl_debug.h" #include "gl/renderer/gl_renderer.h" #include "gl/textures/gl_material.h" extern TexFilter_s TexFilter[]; extern int TexFormat[]; //=========================================================================== // // Static texture data // //=========================================================================== unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES]; //=========================================================================== // // Quick'n dirty image rescaling. // // This will only be used when the source texture is larger than // what the hardware can manage (extremely rare in Doom) // // Code taken from wxWidgets // //=========================================================================== struct BoxPrecalc { int boxStart; int boxEnd; }; static void ResampleBoxPrecalc(TArray& boxes, int oldDim) { int newDim = boxes.Size(); const double scale_factor_1 = double(oldDim) / newDim; const int scale_factor_2 = (int)(scale_factor_1 / 2); for (int dst = 0; dst < newDim; ++dst) { // Source pixel in the Y direction const int src_p = int(dst * scale_factor_1); BoxPrecalc& precalc = boxes[dst]; precalc.boxStart = clamp(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1); precalc.boxEnd = clamp(MAX(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1); } } void FHardwareTexture::Resize(int width, int height, unsigned char *src_data, unsigned char *dst_data) { // This function implements a simple pre-blur/box averaging method for // downsampling that gives reasonably smooth results To scale the image // down we will need to gather a grid of pixels of the size of the scale // factor in each direction and then do an averaging of the pixels. TArray vPrecalcs(height); TArray hPrecalcs(width); ResampleBoxPrecalc(vPrecalcs, texheight); ResampleBoxPrecalc(hPrecalcs, texwidth); int averaged_pixels, averaged_alpha, src_pixel_index; double sum_r, sum_g, sum_b, sum_a; for (int y = 0; y < height; y++) // Destination image - Y direction { // Source pixel in the Y direction const BoxPrecalc& vPrecalc = vPrecalcs[y]; for (int x = 0; x < width; x++) // Destination image - X direction { // Source pixel in the X direction const BoxPrecalc& hPrecalc = hPrecalcs[x]; // Box of pixels to average averaged_pixels = 0; averaged_alpha = 0; sum_r = sum_g = sum_b = sum_a = 0.0; for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j) { for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i) { // Calculate the actual index in our source pixels src_pixel_index = j * texwidth + i; int a = src_data[src_pixel_index * 4 + 3]; if (a > 0) // do not use color from fully transparent pixels { sum_r += src_data[src_pixel_index * 4 + 0]; sum_g += src_data[src_pixel_index * 4 + 1]; sum_b += src_data[src_pixel_index * 4 + 2]; sum_a += a; averaged_pixels++; } averaged_alpha++; } } // Calculate the average from the sum and number of averaged pixels dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels); dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels); dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels); dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha); dst_data += 4; } } } //=========================================================================== // // Loads the texture image into the hardware // // NOTE: For some strange reason I was unable to find the source buffer // should be one line higher than the actual texture. I got extremely // strange crashes deep inside the GL driver when I didn't do it! // //=========================================================================== unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation, const FString &name) { int rh,rw; int texformat=TexFormat[gl_texture_format]; bool deletebuffer=false; if (forcenocompression) { texformat = GL_RGBA8; } TranslatedTexture * glTex=GetTexID(translation); if (glTex->glTexID==0) glGenTextures(1,&glTex->glTexID); if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit); glBindTexture(GL_TEXTURE_2D, glTex->glTexID); FGLDebug::LabelObject(GL_TEXTURE, glTex->glTexID, name); lastbound[texunit] = glTex->glTexID; if (!buffer) { w=texwidth; h=abs(texheight); rw = GetTexDimension (w); rh = GetTexDimension (h); // The texture must at least be initialized if no data is present. glTex->mipmapped = false; buffer=(unsigned char *)calloc(4,rw * (rh+1)); deletebuffer=true; //texheight=-h; } else { rw = GetTexDimension (w); rh = GetTexDimension (h); if (rw < w || rh < h) { // The texture is larger than what the hardware can handle so scale it down. unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1)); if (scaledbuffer) { Resize(rw, rh, buffer, scaledbuffer); deletebuffer=true; buffer=scaledbuffer; } } } glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer); if (deletebuffer) free(buffer); if (mipmap && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); glTex->mipmapped = true; } if (texunit != 0) glActiveTexture(GL_TEXTURE0); return glTex->glTexID; } //=========================================================================== // // Creates a texture // //=========================================================================== FHardwareTexture::FHardwareTexture(int _width, int _height, bool nocompression) { forcenocompression = nocompression; texwidth=_width; texheight=_height; glDefTex.glTexID = 0; glDefTex.translation = 0; glDefTex.mipmapped = false; glDepthID = 0; } //=========================================================================== // // Deletes a texture id and unbinds it from the texture units // //=========================================================================== void FHardwareTexture::TranslatedTexture::Delete() { if (glTexID != 0) { for(int i = 0; i < MAX_TEXTURES; i++) { if (lastbound[i] == glTexID) { lastbound[i] = 0; } } glDeleteTextures(1, &glTexID); glTexID = 0; mipmapped = false; } } //=========================================================================== // // Frees all associated resources // //=========================================================================== void FHardwareTexture::Clean(bool all) { int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size(); if (all) { glDefTex.Delete(); } for(unsigned int i=0;i= 0; i--) { if (usedtranslations.CheckKey(glTex_Translated[i].translation) == nullptr) { glTex_Translated[i].Delete(); glTex_Translated.Delete(i); } } } //=========================================================================== // // Destroys the texture // //=========================================================================== FHardwareTexture::~FHardwareTexture() { Clean(true); } //=========================================================================== // // Gets a texture ID address and validates all required data // //=========================================================================== FHardwareTexture::TranslatedTexture *FHardwareTexture::GetTexID(int translation) { if (translation == 0) { return &glDefTex; } // normally there aren't more than very few different // translations here so this isn't performance critical. for (unsigned int i = 0; i < glTex_Translated.Size(); i++) { if (glTex_Translated[i].translation == translation) { return &glTex_Translated[i]; } } int add = glTex_Translated.Reserve(1); glTex_Translated[add].translation = translation; glTex_Translated[add].glTexID = 0; glTex_Translated[add].mipmapped = false; return &glTex_Translated[add]; } //=========================================================================== // // Binds this patch // //=========================================================================== unsigned int FHardwareTexture::Bind(int texunit, int translation, bool needmipmap) { TranslatedTexture *pTex = GetTexID(translation); if (pTex->glTexID != 0) { if (lastbound[texunit] == pTex->glTexID) return pTex->glTexID; lastbound[texunit] = pTex->glTexID; if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit); glBindTexture(GL_TEXTURE_2D, pTex->glTexID); // Check if we need mipmaps on a texture that was creted without them. if (needmipmap && !pTex->mipmapped && TexFilter[gl_texture_filter].mipmapping) { glGenerateMipmap(GL_TEXTURE_2D); pTex->mipmapped = true; } if (texunit != 0) glActiveTexture(GL_TEXTURE0); return pTex->glTexID; } return 0; } unsigned int FHardwareTexture::GetTextureHandle(int translation) { TranslatedTexture *pTex = GetTexID(translation); return pTex->glTexID; } void FHardwareTexture::Unbind(int texunit) { if (lastbound[texunit] != 0) { if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit); glBindTexture(GL_TEXTURE_2D, 0); if (texunit != 0) glActiveTexture(GL_TEXTURE0); lastbound[texunit] = 0; } } void FHardwareTexture::UnbindAll() { for(int texunit = 0; texunit < 16; texunit++) { Unbind(texunit); } FMaterial::ClearLastTexture(); } //=========================================================================== // // Creates a depth buffer for this texture // //=========================================================================== int FHardwareTexture::GetDepthBuffer() { if (glDepthID == 0) { glGenRenderbuffers(1, &glDepthID); glBindRenderbuffer(GL_RENDERBUFFER, glDepthID); glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8, GetTexDimension(texwidth), GetTexDimension(texheight)); glBindRenderbuffer(GL_RENDERBUFFER, 0); } return glDepthID; } //=========================================================================== // // Binds this texture's surfaces to the current framrbuffer // //=========================================================================== void FHardwareTexture::BindToFrameBuffer() { glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer()); glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer()); }