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https://github.com/ZDoom/gzdoom.git
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429 lines
13 KiB
C++
429 lines
13 KiB
C++
/*
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** gltexture.cpp
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** Low level OpenGL texture handling. These classes are also
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** containers for the various translations a texture can have.
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**
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**---------------------------------------------------------------------------
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** Copyright 2004-2014 Christoph Oelckers
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** All rights reserved.
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**
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** Redistribution and use in source and binary forms, with or without
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** modification, are permitted provided that the following conditions
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** are met:
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**
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** 1. Redistributions of source code must retain the above copyright
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** notice, this list of conditions and the following disclaimer.
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** 2. Redistributions in binary form must reproduce the above copyright
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** notice, this list of conditions and the following disclaimer in the
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** documentation and/or other materials provided with the distribution.
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** 3. The name of the author may not be used to endorse or promote products
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** derived from this software without specific prior written permission.
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** 4. When not used as part of GZDoom or a GZDoom derivative, this code will be
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** covered by the terms of the GNU Lesser General Public License as published
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** by the Free Software Foundation; either version 2.1 of the License, or (at
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** your option) any later version.
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** 5. Full disclosure of the entire project's source code, except for third
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** party libraries is mandatory. (NOTE: This clause is non-negotiable!)
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**
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** THIS SOFTWARE IS PROVIDED BY THE AUTHOR ``AS IS'' AND ANY EXPRESS OR
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** IMPLIED WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES
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** OF MERCHANTABILITY AND FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED.
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** IN NO EVENT SHALL THE AUTHOR BE LIABLE FOR ANY DIRECT, INDIRECT,
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** INCIDENTAL, SPECIAL, EXEMPLARY, OR CONSEQUENTIAL DAMAGES (INCLUDING, BUT
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** NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR SERVICES; LOSS OF USE,
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** DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON ANY
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** THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT
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** (INCLUDING NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF
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** THIS SOFTWARE, EVEN IF ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.
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**---------------------------------------------------------------------------
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**
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*/
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#include "gl/system/gl_system.h"
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#include "templates.h"
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#include "m_crc32.h"
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#include "c_cvars.h"
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#include "c_dispatch.h"
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#include "v_palette.h"
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#include "gl/system/gl_interface.h"
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#include "gl/system/gl_cvars.h"
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#include "gl/renderer/gl_renderer.h"
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#include "gl/textures/gl_material.h"
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extern TexFilter_s TexFilter[];
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extern int TexFormat[];
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//===========================================================================
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//
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// Static texture data
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//
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//===========================================================================
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unsigned int FHardwareTexture::lastbound[FHardwareTexture::MAX_TEXTURES];
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//===========================================================================
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//
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// STATIC - Gets the maximum size of hardware textures
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//
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//===========================================================================
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int FHardwareTexture::GetTexDimension(int value)
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{
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if (value > gl.max_texturesize) return gl.max_texturesize;
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return value;
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}
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//===========================================================================
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//
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// Quick'n dirty image rescaling.
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//
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// This will only be used when the source texture is larger than
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// what the hardware can manage (extremely rare in Doom)
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//
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// Code taken from wxWidgets
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//
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//===========================================================================
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struct BoxPrecalc
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{
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int boxStart;
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int boxEnd;
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};
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static void ResampleBoxPrecalc(TArray<BoxPrecalc>& boxes, int oldDim)
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{
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int newDim = boxes.Size();
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const double scale_factor_1 = double(oldDim) / newDim;
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const int scale_factor_2 = (int)(scale_factor_1 / 2);
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for (int dst = 0; dst < newDim; ++dst)
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{
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// Source pixel in the Y direction
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const int src_p = int(dst * scale_factor_1);
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BoxPrecalc& precalc = boxes[dst];
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precalc.boxStart = clamp<int>(int(src_p - scale_factor_1 / 2.0 + 1), 0, oldDim - 1);
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precalc.boxEnd = clamp<int>(MAX<int>(precalc.boxStart + 1, int(src_p + scale_factor_2)), 0, oldDim - 1);
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}
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}
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void FHardwareTexture::Resize(int width, int height, unsigned char *src_data, unsigned char *dst_data)
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{
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// This function implements a simple pre-blur/box averaging method for
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// downsampling that gives reasonably smooth results To scale the image
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// down we will need to gather a grid of pixels of the size of the scale
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// factor in each direction and then do an averaging of the pixels.
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TArray<BoxPrecalc> vPrecalcs(height);
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TArray<BoxPrecalc> hPrecalcs(width);
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ResampleBoxPrecalc(vPrecalcs, texheight);
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ResampleBoxPrecalc(hPrecalcs, texwidth);
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int averaged_pixels, averaged_alpha, src_pixel_index;
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double sum_r, sum_g, sum_b, sum_a;
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for (int y = 0; y < height; y++) // Destination image - Y direction
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{
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// Source pixel in the Y direction
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const BoxPrecalc& vPrecalc = vPrecalcs[y];
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for (int x = 0; x < width; x++) // Destination image - X direction
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{
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// Source pixel in the X direction
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const BoxPrecalc& hPrecalc = hPrecalcs[x];
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// Box of pixels to average
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averaged_pixels = 0;
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averaged_alpha = 0;
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sum_r = sum_g = sum_b = sum_a = 0.0;
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for (int j = vPrecalc.boxStart; j <= vPrecalc.boxEnd; ++j)
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{
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for (int i = hPrecalc.boxStart; i <= hPrecalc.boxEnd; ++i)
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{
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// Calculate the actual index in our source pixels
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src_pixel_index = j * texwidth + i;
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int a = src_data[src_pixel_index * 4 + 3];
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if (a > 0) // do not use color from fully transparent pixels
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{
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sum_r += src_data[src_pixel_index * 4 + 0];
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sum_g += src_data[src_pixel_index * 4 + 1];
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sum_b += src_data[src_pixel_index * 4 + 2];
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sum_a += a;
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averaged_pixels++;
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}
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averaged_alpha++;
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}
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}
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// Calculate the average from the sum and number of averaged pixels
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dst_data[0] = (unsigned char)xs_CRoundToInt(sum_r / averaged_pixels);
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dst_data[1] = (unsigned char)xs_CRoundToInt(sum_g / averaged_pixels);
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dst_data[2] = (unsigned char)xs_CRoundToInt(sum_b / averaged_pixels);
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dst_data[3] = (unsigned char)xs_CRoundToInt(sum_a / averaged_alpha);
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dst_data += 4;
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}
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}
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}
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//===========================================================================
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//
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// Loads the texture image into the hardware
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//
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// NOTE: For some strange reason I was unable to find the source buffer
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// should be one line higher than the actual texture. I got extremely
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// strange crashes deep inside the GL driver when I didn't do it!
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//
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//===========================================================================
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unsigned int FHardwareTexture::CreateTexture(unsigned char * buffer, int w, int h, int texunit, bool mipmap, int translation)
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{
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int rh,rw;
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int texformat=TexFormat[gl_texture_format];
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bool deletebuffer=false;
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if (forcenocompression)
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{
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texformat = GL_RGBA8;
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}
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TranslatedTexture * glTex=GetTexID(translation);
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if (glTex->glTexID==0) glGenTextures(1,&glTex->glTexID);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, glTex->glTexID);
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lastbound[texunit] = glTex->glTexID;
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if (!buffer)
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{
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w=texwidth;
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h=abs(texheight);
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rw = GetTexDimension (w);
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rh = GetTexDimension (h);
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// The texture must at least be initialized if no data is present.
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glTex->mipmapped = false;
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buffer=(unsigned char *)calloc(4,rw * (rh+1));
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deletebuffer=true;
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//texheight=-h;
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}
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else
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{
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rw = GetTexDimension (w);
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rh = GetTexDimension (h);
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if (rw < w || rh < h)
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{
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// The texture is larger than what the hardware can handle so scale it down.
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unsigned char * scaledbuffer=(unsigned char *)calloc(4,rw * (rh+1));
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if (scaledbuffer)
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{
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Resize(rw, rh, buffer, scaledbuffer);
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deletebuffer=true;
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buffer=scaledbuffer;
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}
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, texformat, rw, rh, 0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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if (deletebuffer) free(buffer);
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if (mipmap && TexFilter[gl_texture_filter].mipmapping)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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glTex->mipmapped = true;
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}
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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return glTex->glTexID;
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}
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//===========================================================================
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//
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// Creates a texture
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//
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//===========================================================================
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FHardwareTexture::FHardwareTexture(int _width, int _height, bool nocompression)
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{
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forcenocompression = nocompression;
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texwidth=_width;
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texheight=_height;
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glDefTex.glTexID = 0;
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glDefTex.translation = 0;
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glDefTex.mipmapped = false;
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glDepthID = 0;
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}
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//===========================================================================
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//
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// Deletes a texture id and unbinds it from the texture units
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//
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//===========================================================================
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void FHardwareTexture::TranslatedTexture::Delete()
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{
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if (glTexID != 0)
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{
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for(int i = 0; i < MAX_TEXTURES; i++)
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{
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if (lastbound[i] == glTexID)
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{
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lastbound[i] = 0;
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}
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}
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glDeleteTextures(1, &glTexID);
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glTexID = 0;
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mipmapped = false;
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}
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}
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//===========================================================================
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//
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// Frees all associated resources
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//
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//===========================================================================
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void FHardwareTexture::Clean(bool all)
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{
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int cm_arraysize = CM_FIRSTSPECIALCOLORMAP + SpecialColormaps.Size();
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if (all)
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{
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glDefTex.Delete();
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}
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for(unsigned int i=0;i<glTex_Translated.Size();i++)
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{
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glTex_Translated[i].Delete();
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}
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glTex_Translated.Clear();
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if (glDepthID != 0) glDeleteRenderbuffers(1, &glDepthID);
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}
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//===========================================================================
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//
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// Destroys the texture
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//
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//===========================================================================
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FHardwareTexture::~FHardwareTexture()
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{
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Clean(true);
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}
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//===========================================================================
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//
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// Gets a texture ID address and validates all required data
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//
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//===========================================================================
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FHardwareTexture::TranslatedTexture *FHardwareTexture::GetTexID(int translation)
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{
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if (translation == 0)
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{
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return &glDefTex;
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}
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// normally there aren't more than very few different
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// translations here so this isn't performance critical.
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for (unsigned int i = 0; i < glTex_Translated.Size(); i++)
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{
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if (glTex_Translated[i].translation == translation)
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{
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return &glTex_Translated[i];
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}
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}
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int add = glTex_Translated.Reserve(1);
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glTex_Translated[add].translation = translation;
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glTex_Translated[add].glTexID = 0;
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glTex_Translated[add].mipmapped = false;
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return &glTex_Translated[add];
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}
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//===========================================================================
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//
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// Binds this patch
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//
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//===========================================================================
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unsigned int FHardwareTexture::Bind(int texunit, int translation, bool needmipmap)
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{
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TranslatedTexture *pTex = GetTexID(translation);
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if (pTex->glTexID != 0)
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{
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if (lastbound[texunit] == pTex->glTexID) return pTex->glTexID;
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lastbound[texunit] = pTex->glTexID;
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if (texunit != 0) glActiveTexture(GL_TEXTURE0 + texunit);
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glBindTexture(GL_TEXTURE_2D, pTex->glTexID);
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// Check if we need mipmaps on a texture that was creted without them.
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if (needmipmap && !pTex->mipmapped && TexFilter[gl_texture_filter].mipmapping)
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{
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glGenerateMipmap(GL_TEXTURE_2D);
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pTex->mipmapped = true;
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}
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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return pTex->glTexID;
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}
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return 0;
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}
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void FHardwareTexture::Unbind(int texunit)
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{
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if (lastbound[texunit] != 0)
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{
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if (texunit != 0) glActiveTexture(GL_TEXTURE0+texunit);
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glBindTexture(GL_TEXTURE_2D, 0);
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if (texunit != 0) glActiveTexture(GL_TEXTURE0);
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lastbound[texunit] = 0;
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}
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}
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void FHardwareTexture::UnbindAll()
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{
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for(int texunit = 0; texunit < 16; texunit++)
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{
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Unbind(texunit);
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}
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FMaterial::ClearLastTexture();
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}
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//===========================================================================
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//
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// Creates a depth buffer for this texture
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//
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//===========================================================================
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int FHardwareTexture::GetDepthBuffer()
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{
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if (glDepthID == 0)
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{
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glGenRenderbuffers(1, &glDepthID);
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glBindRenderbuffer(GL_RENDERBUFFER, glDepthID);
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glRenderbufferStorage(GL_RENDERBUFFER, GL_DEPTH24_STENCIL8,
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GetTexDimension(texwidth), GetTexDimension(texheight));
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glBindRenderbuffer(GL_RENDERBUFFER, 0);
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}
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return glDepthID;
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}
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//===========================================================================
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//
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// Binds this texture's surfaces to the current framrbuffer
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//
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//===========================================================================
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void FHardwareTexture::BindToFrameBuffer()
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{
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glFramebufferTexture2D(GL_FRAMEBUFFER, GL_COLOR_ATTACHMENT0, GL_TEXTURE_2D, glDefTex.glTexID, 0);
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glFramebufferRenderbuffer(GL_FRAMEBUFFER, GL_DEPTH_STENCIL_ATTACHMENT, GL_RENDERBUFFER, GetDepthBuffer());
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}
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