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Xash3DArchive/engine/client/gl_image.c

1635 lines
40 KiB
C

/*
gl_image.c - texture uploading and processing
Copyright (C) 2010 Uncle Mike
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 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 General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#define TEXTURES_HASH_SIZE 64
static int r_textureMinFilter = GL_LINEAR_MIPMAP_LINEAR;
static int r_textureMagFilter = GL_LINEAR;
static gltexture_t r_textures[MAX_TEXTURES];
static gltexture_t *r_texturesHashTable[TEXTURES_HASH_SIZE];
static int r_numTextures;
static byte *scaledImage = NULL; // pointer to a scaled image
static byte data2D[256*256*4]; // intermediate texbuffer
static rgbdata_t r_image; // generic pixelbuffer used for internal textures
// internal tables
static vec3_t r_luminanceTable[256]; // RGB to luminance
static byte r_particleTexture[8][8] =
{
{0,0,0,0,0,0,0,0},
{0,0,0,1,1,0,0,0},
{0,0,0,1,1,0,0,0},
{0,1,1,1,1,1,1,0},
{0,1,1,1,1,1,1,0},
{0,0,0,1,1,0,0,0},
{0,0,0,1,1,0,0,0},
{0,0,0,0,0,0,0,0},
};
/*
=================
GL_Bind
=================
*/
void GL_Bind( GLenum tmu, GLenum texnum )
{
gltexture_t *texture;
// missed texture ?
if( texnum <= 0 ) texnum = tr.defaultTexture;
ASSERT( texnum > 0 && texnum < MAX_TEXTURES );
GL_SelectTexture( tmu );
texture = &r_textures[texnum];
if( glState.currentTextures[tmu] == texture->texnum )
return;
glState.currentTextures[tmu] = texture->texnum;
pglBindTexture( texture->target, texture->texnum );
}
/*
=================
GL_MBind
version for two units
=================
*/
void GL_MBind( GLenum texnum )
{
gltexture_t *texture;
int tmu = 0;
// missed texture ?
if( texnum <= 0 ) texnum = tr.defaultTexture;
ASSERT( texnum > 0 && texnum < MAX_TEXTURES );
if( glState.mtexEnabled )
tmu = 1;
texture = &r_textures[texnum];
if( glState.currentTextures[tmu] == texture->texnum )
return;
glState.currentTextures[tmu] = texture->texnum;
pglBindTexture( texture->target, texture->texnum );
}
/*
=================
R_GetTexture
=================
*/
gltexture_t *R_GetTexture( GLenum texnum )
{
ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
return &r_textures[texnum];
}
/*
=================
GL_SetTextureType
Just for debug (r_showtextures uses it)
=================
*/
void GL_SetTextureType( GLenum texnum, GLenum type )
{
if( texnum <= 0 ) return;
ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
r_textures[texnum].texType = type;
}
/*
=================
GL_TexFilter
=================
*/
void GL_TexFilter( gltexture_t *tex, qboolean update )
{
qboolean allowNearest;
switch( tex->texType )
{
case TEX_NOMIP:
case TEX_LIGHTMAP:
allowNearest = false;
break;
default:
allowNearest = true;
break;
}
// set texture filter
if( tex->flags & TF_DEPTHMAP )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
if( GL_Support( GL_ANISOTROPY_EXT ))
pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f );
}
else if( tex->flags & TF_NOMIPMAP )
{
if( tex->flags & TF_NEAREST )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
else
{
if( r_textureMagFilter == GL_NEAREST && allowNearest )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, r_textureMagFilter );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, r_textureMagFilter );
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
}
}
else
{
if( tex->flags & TF_NEAREST )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, r_textureMinFilter );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, r_textureMagFilter );
}
// set texture anisotropy if available
if( GL_Support( GL_ANISOTROPY_EXT ))
pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_anisotropy->value );
// set texture LOD bias if available
if( GL_Support( GL_TEXTURE_LODBIAS ))
pglTexParameterf( tex->target, GL_TEXTURE_LOD_BIAS_EXT, gl_texture_lodbias->value );
}
if( update ) return;
// set texture wrap
if( tex->flags & TF_CLAMP )
{
if(GL_Support( GL_CLAMPTOEDGE_EXT ))
{
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
if( tex->target == GL_TEXTURE_3D )
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP );
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP );
if( tex->target == GL_TEXTURE_3D )
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP );
}
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_REPEAT );
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_REPEAT );
if( tex->target == GL_TEXTURE_3D )
pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_REPEAT );
}
}
/*
=================
R_SetTextureParameters
=================
*/
void R_SetTextureParameters( void )
{
gltexture_t *texture;
int i;
if( !Q_stricmp( gl_texturemode->string, "GL_NEAREST" ))
{
r_textureMinFilter = GL_NEAREST;
r_textureMagFilter = GL_NEAREST;
}
else if( !Q_stricmp( gl_texturemode->string, "GL_LINEAR" ))
{
r_textureMinFilter = GL_LINEAR;
r_textureMagFilter = GL_LINEAR;
}
else if( !Q_stricmp( gl_texturemode->string, "GL_NEAREST_MIPMAP_NEAREST" ))
{
r_textureMinFilter = GL_NEAREST_MIPMAP_NEAREST;
r_textureMagFilter = GL_NEAREST;
}
else if( !Q_stricmp( gl_texturemode->string, "GL_LINEAR_MIPMAP_NEAREST" ))
{
r_textureMinFilter = GL_LINEAR_MIPMAP_NEAREST;
r_textureMagFilter = GL_LINEAR;
}
else if( !Q_stricmp( gl_texturemode->string, "GL_NEAREST_MIPMAP_LINEAR" ))
{
r_textureMinFilter = GL_NEAREST_MIPMAP_LINEAR;
r_textureMagFilter = GL_NEAREST;
}
else if( !Q_stricmp( gl_texturemode->string, "GL_LINEAR_MIPMAP_LINEAR" ))
{
r_textureMinFilter = GL_LINEAR_MIPMAP_LINEAR;
r_textureMagFilter = GL_LINEAR;
}
else
{
MsgDev( D_ERROR, "gl_texturemode invalid mode %s, defaulting to GL_LINEAR_MIPMAP_LINEAR\n", gl_texturemode->string );
Cvar_Set( "gl_texturemode", "GL_LINEAR_MIPMAP_LINEAR" );
r_textureMinFilter = GL_LINEAR_MIPMAP_LINEAR;
r_textureMagFilter = GL_LINEAR;
}
gl_texturemode->modified = false;
if( GL_Support( GL_ANISOTROPY_EXT ))
{
if( gl_texture_anisotropy->value > glConfig.max_texture_anisotropy )
Cvar_SetFloat( "r_anisotropy", glConfig.max_texture_anisotropy );
else if( gl_texture_anisotropy->value < 1.0f )
Cvar_SetFloat( "r_anisotropy", 1.0f );
}
gl_texture_anisotropy->modified = false;
if( GL_Support( GL_TEXTURE_LODBIAS ))
{
if( gl_texture_lodbias->value > glConfig.max_texture_lodbias )
Cvar_SetFloat( "r_texture_lodbias", glConfig.max_texture_lodbias );
else if( gl_texture_lodbias->value < -glConfig.max_texture_lodbias )
Cvar_SetFloat( "r_texture_lodbias", -glConfig.max_texture_lodbias );
}
gl_texture_lodbias->modified = false;
// change all the existing mipmapped texture objects
for( i = 0, texture = r_textures; i < r_numTextures; i++, texture++ )
{
if( !texture->texnum ) continue; // free slot
GL_MBind( i );
GL_TexFilter( texture, true );
}
}
/*
===============
R_TextureList_f
===============
*/
void R_TextureList_f( void )
{
gltexture_t *image;
int i, texCount, bytes = 0;
Msg( "\n" );
Msg(" -w-- -h-- -size- -fmt- type -filter -wrap-- -name--------\n" );
for( i = texCount = 0, image = r_textures; i < r_numTextures; i++, image++ )
{
if( !image->texnum ) continue;
bytes += image->size;
texCount++;
Msg( "%4i: ", i );
Msg( "%4i %4i ", image->width, image->height );
Msg( "%5ik ", image->size >> 10 );
switch( image->format )
{
case GL_COMPRESSED_RGBA_ARB:
Msg( "CRGBA " );
break;
case GL_COMPRESSED_RGB_ARB:
Msg( "CRGB " );
break;
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
Msg( "CLA " );
break;
case GL_COMPRESSED_LUMINANCE_ARB:
Msg( "CL " );
break;
case GL_COMPRESSED_ALPHA_ARB:
Msg( "CA " );
break;
case GL_COMPRESSED_INTENSITY_ARB:
Msg( "CI " );
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
Msg( "DXT1 " );
break;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
Msg( "DXT3 " );
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
Msg( "DXT5 " );
break;
case GL_RGBA:
Msg( "RGBA " );
break;
case GL_RGBA8:
Msg( "RGBA8 " );
break;
case GL_RGBA4:
Msg( "RGBA4 " );
break;
case GL_RGB:
Msg( "RGB " );
break;
case GL_RGB8:
Msg( "RGB8 " );
break;
case GL_RGB5:
Msg( "RGB5 " );
break;
case GL_LUMINANCE4_ALPHA4:
Msg( "L4A4 " );
break;
case GL_LUMINANCE_ALPHA:
case GL_LUMINANCE8_ALPHA8:
Msg( "L8A8 " );
break;
case GL_LUMINANCE4:
Msg( "L4 " );
break;
case GL_LUMINANCE:
case GL_LUMINANCE8:
Msg( "L8 " );
break;
case GL_ALPHA8:
Msg( "A8 " );
break;
case GL_INTENSITY8:
Msg( "I8 " );
break;
default:
Msg( "????? " );
break;
}
switch( image->target )
{
case GL_TEXTURE_2D:
Msg( " 2D " );
break;
case GL_TEXTURE_3D:
Msg( " 3D " );
break;
case GL_TEXTURE_CUBE_MAP_ARB:
Msg( "CUBE " );
break;
default:
Msg( "???? " );
break;
}
if( image->flags & TF_NOMIPMAP )
Msg( "linear " );
if( image->flags & TF_NEAREST )
Msg( "nearest" );
else Msg( "default" );
if( image->flags & TF_CLAMP )
Msg( " clamp " );
else Msg( " repeat " );
Msg( " %s\n", image->name );
}
Msg( "---------------------------------------------------------\n" );
Msg( "%i total textures\n", texCount );
Msg( "%s total memory used\n", Q_memprint( bytes ));
Msg( "\n" );
}
/*
================
GL_CalcTextureSamples
================
*/
int GL_CalcTextureSamples( int flags )
{
if( flags & IMAGE_HAS_COLOR )
return (flags & IMAGE_HAS_ALPHA) ? 4 : 3;
return (flags & IMAGE_HAS_ALPHA) ? 2 : 1;
}
/*
================
GL_RoundImageDimensions
================
*/
void GL_RoundImageDimensions( word *width, word *height, texFlags_t flags, qboolean force )
{
int scaledWidth, scaledHeight;
scaledWidth = *width;
scaledHeight = *height;
if( force || !GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
{
// find nearest power of two, rounding down if desired
scaledWidth = NearestPOW( scaledWidth, gl_round_down->integer );
scaledHeight = NearestPOW( scaledHeight, gl_round_down->integer );
}
if( flags & TF_SKYSIDE )
{
// let people sample down the sky textures for speed
scaledWidth >>= gl_skymip->integer;
scaledHeight >>= gl_skymip->integer;
}
else if(!( flags & TF_NOPICMIP ))
{
// let people sample down the world textures for speed
scaledWidth >>= gl_picmip->integer;
scaledHeight >>= gl_picmip->integer;
}
if( flags & TF_CUBEMAP )
{
while( scaledWidth > glConfig.max_cubemap_size || scaledHeight > glConfig.max_cubemap_size )
{
scaledWidth >>= 1;
scaledHeight >>= 1;
}
}
else
{
while( scaledWidth > glConfig.max_2d_texture_size || scaledHeight > glConfig.max_2d_texture_size )
{
scaledWidth >>= 1;
scaledHeight >>= 1;
}
}
if( scaledWidth < 1 ) scaledWidth = 1;
if( scaledHeight < 1 ) scaledHeight = 1;
*width = scaledWidth;
*height = scaledHeight;
}
/*
===============
GL_TextureFormat
===============
*/
static GLenum GL_TextureFormat( gltexture_t *tex, int *samples )
{
qboolean compress;
GLenum format;
// check if it should be compressed
if( !gl_compress_textures->integer || ( tex->flags & TF_UNCOMPRESSED ))
compress = false;
else compress = GL_Support( GL_TEXTURE_COMPRESSION_EXT );
// set texture format
if( tex->flags & TF_DEPTHMAP )
{
format = GL_DEPTH_COMPONENT;
tex->flags &= ~TF_INTENSITY;
}
else if( compress )
{
switch( *samples )
{
case 1: format = GL_COMPRESSED_LUMINANCE_ARB; break;
case 2: format = GL_COMPRESSED_LUMINANCE_ALPHA_ARB; break;
case 3: format = GL_COMPRESSED_RGB_ARB; break;
case 4: format = GL_COMPRESSED_RGBA_ARB; break;
}
if( tex->flags & TF_INTENSITY )
format = GL_COMPRESSED_INTENSITY_ARB;
tex->flags &= ~TF_INTENSITY;
}
else
{
int bits = glw_state.desktopBitsPixel;
switch( *samples )
{
case 1: format = GL_LUMINANCE8; break;
case 2: format = GL_LUMINANCE8_ALPHA8; break;
case 3:
if( gl_luminance_textures->integer )
{
switch( bits )
{
case 16: format = GL_LUMINANCE4; break;
case 32: format = GL_LUMINANCE8; break;
default: format = GL_LUMINANCE; break;
}
*samples = 1; // merge for right calc statistics
}
else
{
switch( bits )
{
case 16: format = GL_RGB5; break;
case 32: format = GL_RGB8; break;
default: format = GL_RGB; break;
}
}
break;
case 4:
default:
if( gl_luminance_textures->integer )
{
switch( bits )
{
case 16: format = GL_LUMINANCE4_ALPHA4; break;
case 32: format = GL_LUMINANCE8_ALPHA8; break;
default: format = GL_LUMINANCE_ALPHA; break;
}
*samples = 2; // merge for right calc statistics
}
else
{
switch( bits )
{
case 16: format = GL_RGBA4; break;
case 32: format = GL_RGBA8; break;
default: format = GL_RGBA; break;
}
}
break;
}
if( tex->flags & TF_INTENSITY )
format = GL_INTENSITY8;
tex->flags &= ~TF_INTENSITY;
}
return format;
}
/*
=================
GL_ResampleTexture
Assume input buffer is RGBA
=================
*/
byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
{
uint frac, fracStep;
uint *in = (uint *)source;
uint p1[0x1000], p2[0x1000];
byte *pix1, *pix2, *pix3, *pix4;
uint *out, *inRow1, *inRow2;
vec3_t normal;
int i, x, y;
if( !source ) return NULL;
scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
fracStep = inWidth * 0x10000 / outWidth;
out = (uint *)scaledImage;
frac = fracStep >> 2;
for( i = 0; i < outWidth; i++ )
{
p1[i] = 4 * (frac >> 16);
frac += fracStep;
}
frac = (fracStep >> 2) * 3;
for( i = 0; i < outWidth; i++ )
{
p2[i] = 4 * (frac >> 16);
frac += fracStep;
}
if( isNormalMap )
{
for( y = 0; y < outHeight; y++, out += outWidth )
{
inRow1 = in + inWidth * (int)(((float)y + 0.25) * inHeight/outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75) * inHeight/outHeight);
for( x = 0; x < outWidth; x++ )
{
pix1 = (byte *)inRow1 + p1[x];
pix2 = (byte *)inRow1 + p2[x];
pix3 = (byte *)inRow2 + p1[x];
pix4 = (byte *)inRow2 + p2[x];
normal[0] = (pix1[0] * (1.0/127) - 1.0) + (pix2[0] * (1.0/127) - 1.0) + (pix3[0] * (1.0/127) - 1.0) + (pix4[0] * (1.0/127) - 1.0);
normal[1] = (pix1[1] * (1.0/127) - 1.0) + (pix2[1] * (1.0/127) - 1.0) + (pix3[1] * (1.0/127) - 1.0) + (pix4[1] * (1.0/127) - 1.0);
normal[2] = (pix1[2] * (1.0/127) - 1.0) + (pix2[2] * (1.0/127) - 1.0) + (pix3[2] * (1.0/127) - 1.0) + (pix4[2] * (1.0/127) - 1.0);
if( !VectorNormalizeLength( normal )) VectorSet( normal, 0.0, 0.0, 1.0 );
((byte *)(out+x))[0] = (byte)(128 + 127 * normal[0]);
((byte *)(out+x))[1] = (byte)(128 + 127 * normal[1]);
((byte *)(out+x))[2] = (byte)(128 + 127 * normal[2]);
((byte *)(out+x))[3] = 255;
}
}
}
else
{
for( y = 0; y < outHeight; y++, out += outWidth )
{
inRow1 = in + inWidth * (int)(((float)y + 0.25) * inHeight/outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75) * inHeight/outHeight);
for( x = 0; x < outWidth; x++ )
{
pix1 = (byte *)inRow1 + p1[x];
pix2 = (byte *)inRow1 + p2[x];
pix3 = (byte *)inRow2 + p1[x];
pix4 = (byte *)inRow2 + p2[x];
((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
((byte *)(out+x))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
((byte *)(out+x))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3]) >> 2;
}
}
}
return scaledImage;
}
/*
=================
GL_ResampleTexture
Assume input buffer is RGBA
=================
*/
byte *GL_ApplyGamma( const byte *source, int pixels, qboolean isNormalMap )
{
byte *in = (byte *)source;
byte *out = (byte *)source;
int i;
if( isNormalMap )
{
}
else
{
for( i = 0; i < pixels; i++, in += 4 )
{
in[0] = TextureToGamma( in[0] );
in[1] = TextureToGamma( in[1] );
in[2] = TextureToGamma( in[2] );
}
}
return out;
}
/*
=================
GL_BuildMipMap
Operates in place, quartering the size of the texture
=================
*/
static void GL_BuildMipMap( byte *in, int width, int height, qboolean isNormalMap )
{
byte *out = in;
vec3_t normal;
int x, y;
width <<= 2;
height >>= 1;
if( isNormalMap )
{
for( y = 0; y < height; y++, in += width )
{
for( x = 0; x < width; x += 8, in += 8, out += 4 )
{
normal[0] = (in[0] * (1.0/127) - 1.0) + (in[4] * (1.0/127) - 1.0) + (in[width+0] * (1.0/127) - 1.0) + (in[width+4] * (1.0/127) - 1.0);
normal[1] = (in[1] * (1.0/127) - 1.0) + (in[5] * (1.0/127) - 1.0) + (in[width+1] * (1.0/127) - 1.0) + (in[width+5] * (1.0/127) - 1.0);
normal[2] = (in[2] * (1.0/127) - 1.0) + (in[6] * (1.0/127) - 1.0) + (in[width+2] * (1.0/127) - 1.0) + (in[width+6] * (1.0/127) - 1.0);
if( !VectorNormalizeLength( normal ))
VectorSet( normal, 0.0f, 0.0f, 1.0f );
out[0] = (byte)(128 + 127 * normal[0]);
out[1] = (byte)(128 + 127 * normal[1]);
out[2] = (byte)(128 + 127 * normal[2]);
out[3] = 255;
}
}
}
else
{
for( y = 0; y < height; y++, in += width )
{
for( x = 0; x < width; x += 8, in += 8, out += 4 )
{
out[0] = (in[0] + in[4] + in[width+0] + in[width+4]) >> 2;
out[1] = (in[1] + in[5] + in[width+1] + in[width+5]) >> 2;
out[2] = (in[2] + in[6] + in[width+2] + in[width+6]) >> 2;
out[3] = (in[3] + in[7] + in[width+3] + in[width+7]) >> 2;
}
}
}
}
/*
===============
GL_GenerateMipmaps
sgis generate mipmap
===============
*/
void GL_GenerateMipmaps( byte *buffer, rgbdata_t *pic, gltexture_t *tex, GLenum glTarget, GLenum inFormat, int side, qboolean subImage )
{
int mipLevel;
int w, h;
// not needs
if( tex->flags & TF_NOMIPMAP )
return;
if( GL_Support( GL_SGIS_MIPMAPS_EXT ))
{
pglHint( GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST );
pglTexParameteri( glTarget, GL_GENERATE_MIPMAP_SGIS, GL_TRUE );
pglGetError(); // clear error queue on mips generate
return;
}
mipLevel = 0;
w = tex->width;
h = tex->height;
// software mipmap generator
while( w > 1 || h > 1 )
{
// build the mipmap
GL_BuildMipMap( buffer, w, h, ( tex->flags & TF_NORMALMAP ));
w = (w+1)>>1;
h = (h+1)>>1;
mipLevel++;
if( subImage ) pglTexSubImage2D( tex->target + side, mipLevel, 0, 0, w, h, inFormat, GL_UNSIGNED_BYTE, buffer );
else pglTexImage2D( tex->target + side, mipLevel, tex->format, w, h, 0, inFormat, GL_UNSIGNED_BYTE, buffer );
if( pglGetError( )) break; // can't create mip levels
}
}
/*
=================
GL_MakeLuminance
Converts the given image to luminance
=================
*/
void GL_MakeLuminance( rgbdata_t *in )
{
byte luminance;
float r, g, b;
int x, y;
for( y = 0; y < in->height; y++ )
{
for( x = 0; x < in->width; x++ )
{
r = r_luminanceTable[in->buffer[4*(y*in->width+x)+0]][0];
g = r_luminanceTable[in->buffer[4*(y*in->width+x)+1]][1];
b = r_luminanceTable[in->buffer[4*(y*in->width+x)+2]][2];
luminance = (byte)(r + g + b);
in->buffer[4*(y*in->width+x)+0] = luminance;
in->buffer[4*(y*in->width+x)+1] = luminance;
in->buffer[4*(y*in->width+x)+2] = luminance;
}
}
}
/*
===============
GL_UploadTexture
upload texture into video memory
===============
*/
static void GL_UploadTexture( rgbdata_t *pic, gltexture_t *tex, qboolean subImage )
{
byte *buf, *data;
const byte *bufend;
GLenum outFormat, inFormat, glTarget;
uint i, s, numSides, offset = 0;
int texsize = 0, img_flags = 0, samples;
ASSERT( pic != NULL && tex != NULL );
tex->srcWidth = tex->width = pic->width;
tex->srcHeight = tex->height = pic->height;
s = tex->srcWidth * tex->srcHeight;
tex->fogParams[0] = pic->fogParams[0];
tex->fogParams[1] = pic->fogParams[1];
tex->fogParams[2] = pic->fogParams[2];
tex->fogParams[3] = pic->fogParams[3];
GL_RoundImageDimensions( &tex->width, &tex->height, tex->flags, false );
if( s&3 )
{
// will be resample, just tell me for debug targets
MsgDev( D_NOTE, "GL_Upload: %s s&3 [%d x %d]\n", tex->name, tex->srcWidth, tex->srcHeight );
}
// copy flag about luma pixels
if( pic->flags & IMAGE_HAS_LUMA )
tex->flags |= TF_HAS_LUMA;
// create luma texture from quake texture
if( tex->flags & TF_MAKELUMA )
{
img_flags |= IMAGE_MAKE_LUMA;
tex->flags &= ~TF_MAKELUMA;
}
if( tex->flags & TF_KEEP_8BIT )
tex->original = FS_CopyImage( pic ); // because current pic will be expanded to rgba
if( tex->flags & TF_KEEP_RGBDATA )
tex->original = pic; // no need to copy
// we need to expand image into RGBA buffer
if( pic->type == PF_INDEXED_24 || pic->type == PF_INDEXED_32 )
img_flags |= IMAGE_FORCE_RGBA;
// processing image before uploading (force to rgba, make luma etc)
if( pic->buffer ) Image_Process( &pic, 0, 0, 0.0f, img_flags );
if( tex->flags & TF_LUMINANCE )
{
GL_MakeLuminance( pic );
tex->flags &= ~TF_LUMINANCE;
pic->flags &= ~IMAGE_HAS_COLOR;
}
samples = GL_CalcTextureSamples( pic->flags );
// determine format
inFormat = PFDesc[pic->type].glFormat;
outFormat = GL_TextureFormat( tex, &samples );
tex->format = outFormat;
// determine target
tex->target = glTarget = GL_TEXTURE_2D;
numSides = 1;
if( tex->flags & TF_DEPTHMAP )
{
inFormat = GL_DEPTH_COMPONENT;
}
else if( tex->flags & TF_CUBEMAP )
{
if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
{
if( pic->flags & IMAGE_CUBEMAP )
{
numSides = 6;
glTarget = GL_TEXTURE_CUBE_MAP_ARB;
tex->target = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
}
else
{
MsgDev( D_WARN, "GL_UploadTexture: %s it's not a cubemap image\n", tex->name );
tex->flags &= ~TF_CUBEMAP;
}
}
else
{
MsgDev( D_WARN, "GL_UploadTexture: cubemaps isn't supported, %s ignored\n", tex->name );
tex->flags &= ~TF_CUBEMAP;
}
}
pglBindTexture( tex->target, tex->texnum );
buf = pic->buffer;
bufend = pic->buffer + pic->size;
offset = pic->width * pic->height * PFDesc[pic->type].bpp;
// NOTE: probably this code relies when gl_compressed_textures is enabled
texsize = tex->width * tex->height * samples;
// determine some texTypes
if( tex->flags & TF_NOPICMIP )
tex->texType = TEX_NOMIP;
else if( tex->flags & TF_CUBEMAP )
tex->texType = TEX_CUBEMAP;
else if(( tex->flags & TF_DECAL ) == TF_DECAL )
tex->texType = TEX_DECAL;
// uploading texture into video memory
for( i = 0; i < numSides; i++ )
{
if( buf >= bufend )
Host_Error( "GL_UploadTexture: %s image buffer overflow\n", tex->name );
// copy or resample the texture
if( tex->width == tex->srcWidth && tex->height == tex->srcHeight )
{
data = buf;
}
else
{
data = GL_ResampleTexture( buf, tex->srcWidth, tex->srcHeight, tex->width, tex->height, ( tex->flags & TF_NORMALMAP ));
}
if( !glConfig.deviceSupportsGamma )
{
if(!( tex->flags & TF_NOMIPMAP ) && !( tex->flags & TF_SKYSIDE ))
data = GL_ApplyGamma( data, tex->width * tex->height, ( tex->flags & TF_NORMALMAP ));
}
if( GL_Support( GL_SGIS_MIPMAPS_EXT )) GL_GenerateMipmaps( data, pic, tex, glTarget, inFormat, i, subImage );
if( subImage ) pglTexSubImage2D( tex->target + i, 0, 0, 0, tex->width, tex->height, inFormat, GL_UNSIGNED_BYTE, data );
else pglTexImage2D( tex->target + i, 0, outFormat, tex->width, tex->height, 0, inFormat, GL_UNSIGNED_BYTE, data );
if( !GL_Support( GL_SGIS_MIPMAPS_EXT )) GL_GenerateMipmaps( data, pic, tex, glTarget, inFormat, i, subImage );
if( numSides > 1 ) buf += offset;
tex->size += texsize;
// clear gl error
while( pglGetError() != GL_NO_ERROR );
}
}
/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
{
gltexture_t *tex;
rgbdata_t *pic;
uint i, hash;
uint picFlags = 0;
if( !name || !name[0] || !glw_state.initialized )
return 0;
if( Q_strlen( name ) >= sizeof( r_textures->name ))
{
MsgDev( D_ERROR, "GL_LoadTexture: too long name %s\n", name );
return 0;
}
// get rid of black vertical line on a 'BlackMesa map'
if( !Q_strcmp( name, "#lab1_map1.mip" ) || !Q_strcmp( name, "#lab1_map2.mip" ))
{
flags |= TF_NEAREST;
}
// see if already loaded
hash = Com_HashKey( name, TEXTURES_HASH_SIZE );
for( tex = r_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
{
if( tex->flags & TF_CUBEMAP )
continue;
if( !Q_stricmp( tex->name, name ))
return tex->texnum;
}
if( flags & TF_NOFLIP_TGA )
picFlags |= IL_DONTFLIP_TGA;
if( flags & TF_KEEP_8BIT )
picFlags |= IL_KEEP_8BIT;
// set some image flags
Image_SetForceFlags( picFlags );
pic = FS_LoadImage( name, buf, size );
if( !pic ) return 0; // couldn't loading image
// force upload texture as RGB or RGBA (detail textures requires this)
if( flags & TF_FORCE_COLOR ) pic->flags |= IMAGE_HAS_COLOR;
// find a free texture slot
if( r_numTextures == MAX_TEXTURES )
Host_Error( "GL_LoadTexture: MAX_TEXTURES limit exceeds\n" );
// find a free texture_t slot
for( i = 0, tex = r_textures; i < r_numTextures; i++, tex++ )
if( !tex->name[0] ) break;
if( i == r_numTextures )
{
if( r_numTextures == MAX_TEXTURES )
Host_Error( "GL_LoadTexture: MAX_TEXTURES limit exceeds\n" );
r_numTextures++;
}
tex = &r_textures[i];
Q_strncpy( tex->name, name, sizeof( tex->name ));
tex->flags = flags;
if( flags & TF_SKYSIDE )
tex->texnum = tr.skyboxbasenum++;
else tex->texnum = i; // texnum is used for fast acess into r_textures array too
GL_UploadTexture( pic, tex, false );
GL_TexFilter( tex, false ); // update texture filter, wrap etc
if(!( flags & (TF_KEEP_8BIT|TF_KEEP_RGBDATA)))
FS_FreeImage( pic ); // release source texture
// add to hash table
hash = Com_HashKey( tex->name, TEXTURES_HASH_SIZE );
tex->nextHash = r_texturesHashTable[hash];
r_texturesHashTable[hash] = tex;
// NOTE: always return texnum as index in array or engine will stop work !!!
return i;
}
/*
================
GL_LoadTextureInternal
================
*/
int GL_LoadTextureInternal( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
{
gltexture_t *tex;
uint i, hash;
if( !name || !name[0] || !glw_state.initialized )
return 0;
if( Q_strlen( name ) >= sizeof( r_textures->name ))
{
MsgDev( D_ERROR, "GL_LoadTexture: too long name %s\n", name );
return 0;
}
// see if already loaded
hash = Com_HashKey( name, TEXTURES_HASH_SIZE );
for( tex = r_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
{
if( tex->flags & TF_CUBEMAP )
continue;
if( !Q_stricmp( tex->name, name ))
{
if( update ) break;
return tex->texnum;
}
}
if( !pic ) return 0; // couldn't loading image
if( update && !tex )
{
Host_Error( "Couldn't find texture %s for update\n", name );
}
// force upload texture as RGB or RGBA (detail textures requires this)
if( flags & TF_FORCE_COLOR ) pic->flags |= IMAGE_HAS_COLOR;
// find a free texture slot
if( r_numTextures == MAX_TEXTURES )
Host_Error( "GL_LoadTexture: MAX_TEXTURES limit exceeds\n" );
if( !update )
{
// find a free texture_t slot
for( i = 0, tex = r_textures; i < r_numTextures; i++, tex++ )
if( !tex->name[0] ) break;
if( i == r_numTextures )
{
if( r_numTextures == MAX_TEXTURES )
Host_Error( "GL_LoadTexture: MAX_TEXTURES limit exceeds\n" );
r_numTextures++;
}
tex = &r_textures[i];
hash = Com_HashKey( name, TEXTURES_HASH_SIZE );
Q_strncpy( tex->name, name, sizeof( tex->name ));
tex->texnum = i; // texnum is used for fast acess into r_textures array too
tex->flags = flags;
}
else
{
tex->flags |= flags;
}
GL_UploadTexture( pic, tex, update );
GL_TexFilter( tex, update ); // update texture filter, wrap etc
if( !update )
{
// add to hash table
hash = Com_HashKey( tex->name, TEXTURES_HASH_SIZE );
tex->nextHash = r_texturesHashTable[hash];
r_texturesHashTable[hash] = tex;
}
return tex->texnum;
}
/*
================
GL_ProcessTexture
================
*/
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
{
gltexture_t *image;
rgbdata_t *pic;
byte *buf;
ASSERT( texnum > 0 && texnum < MAX_TEXTURES );
image = &r_textures[texnum];
if(!( image->flags & (TF_KEEP_RGBDATA|TF_KEEP_8BIT)) || !image->original )
{
MsgDev( D_ERROR, "GL_ProcessTexture: no input data for %s\n", image->name );
return;
}
pic = image->original;
buf = Mem_Alloc( r_temppool, pic->size );
Q_memcpy( buf, pic->buffer, pic->size );
// UNDONE: topColor and bottomColor just for future expansions
Image_Process( &pic, topColor, bottomColor, gamma, IMAGE_LIGHTGAMMA );
GL_UploadTexture( pic, image, true );
GL_TexFilter( image, true ); // update texture filter, wrap etc
// restore original image
Q_memcpy( pic->buffer, buf, pic->size );
Mem_Free( buf );
}
/*
================
GL_LoadTexture
================
*/
int GL_FindTexture( const char *name )
{
gltexture_t *tex;
uint hash;
if( !name || !name[0] || !glw_state.initialized )
return 0;
if( Q_strlen( name ) >= sizeof( r_textures->name ))
{
MsgDev( D_ERROR, "GL_FindTexture: too long name %s\n", name );
return 0;
}
// see if already loaded
hash = Com_HashKey( name, TEXTURES_HASH_SIZE );
for( tex = r_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
{
if( tex->flags & TF_CUBEMAP )
continue;
if( !Q_stricmp( tex->name, name ))
return tex->texnum;
}
return 0;
}
/*
================
GL_FreeImage
Frees image by name
================
*/
void GL_FreeImage( const char *name )
{
gltexture_t *tex;
uint hash;
if( !name || !name[0] || !glw_state.initialized )
return;
if( Q_strlen( name ) >= sizeof( r_textures->name ))
{
MsgDev( D_ERROR, "GL_FreeImage: too long name %s\n", name, sizeof( r_textures->name ));
return;
}
// see if already loaded
hash = Com_HashKey( name, TEXTURES_HASH_SIZE );
for( tex = r_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
{
if( tex->flags & TF_CUBEMAP )
continue;
if( !Q_stricmp( tex->name, name ))
{
GL_FreeTexture( tex - r_textures );
return;
}
}
}
/*
================
GL_FreeTexture
================
*/
void GL_FreeTexture( GLenum texnum )
{
uint hash;
gltexture_t *image;
gltexture_t *cur;
gltexture_t **prev;
// number 0 it's already freed
if( texnum <= 0 || !glw_state.initialized )
return;
ASSERT( texnum > 0 && texnum < MAX_TEXTURES );
image = &r_textures[texnum];
if( !image->name[0] )
{
Msg( "Trying to free unnamed texture with texnum %i\n", image->texnum );
return;
}
// remove from hash table
hash = Com_HashKey( image->name, TEXTURES_HASH_SIZE );
prev = &r_texturesHashTable[hash];
while( 1 )
{
cur = *prev;
if( !cur ) break;
if( cur == image )
{
*prev = cur->nextHash;
break;
}
prev = &cur->nextHash;
}
// release source
if( image->flags & (TF_KEEP_RGBDATA|TF_KEEP_8BIT) && image->original )
FS_FreeImage( image->original );
pglDeleteTextures( 1, &image->texnum );
Q_memset( image, 0, sizeof( *image ));
}
/*
==============================================================================
INTERNAL TEXTURES
==============================================================================
*/
/*
==================
R_InitDefaultTexture
==================
*/
static rgbdata_t *R_InitDefaultTexture( texFlags_t *flags )
{
int x, y;
// also use this for bad textures, but without alpha
r_image.width = r_image.height = 16;
r_image.buffer = data2D;
r_image.flags = IMAGE_HAS_COLOR;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
*flags = 0;
// emo-texture from quake1
for( y = 0; y < 16; y++ )
{
for( x = 0; x < 16; x++ )
{
if(( y < 8 ) ^ ( x < 8 ))
((uint *)&data2D)[y*16+x] = 0xFFFF00FF;
else ((uint *)&data2D)[y*16+x] = 0xFF000000;
}
}
return &r_image;
}
/*
==================
R_InitParticleTexture
==================
*/
static rgbdata_t *R_InitParticleTexture( texFlags_t *flags )
{
int x, y;
int dx2, dy, d;
// particle texture
r_image.width = r_image.height = 16;
r_image.buffer = data2D;
r_image.flags = (IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA);
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
*flags = TF_NOPICMIP|TF_NOMIPMAP;
for( x = 0; x < 16; x++ )
{
dx2 = x - 8;
dx2 = dx2 * dx2;
for( y = 0; y < 16; y++ )
{
dy = y - 8;
d = 255 - 35 * sqrt( dx2 + dy * dy );
data2D[( y*16 + x ) * 4 + 3] = bound( 0, d, 255 );
}
}
return &r_image;
}
/*
==================
R_InitParticleTexture2
==================
*/
static rgbdata_t *R_InitParticleTexture2( texFlags_t *flags )
{
int x, y;
// particle texture
r_image.width = r_image.height = 8;
r_image.buffer = data2D;
r_image.flags = (IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA);
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
*flags = TF_NOPICMIP|TF_NOMIPMAP;
for( x = 0; x < 8; x++ )
{
for( y = 0; y < 8; y++ )
{
data2D[(y * 8 + x) * 4 + 0] = 255;
data2D[(y * 8 + x) * 4 + 1] = 255;
data2D[(y * 8 + x) * 4 + 2] = 255;
data2D[(y * 8 + x) * 4 + 3] = r_particleTexture[x][y] * 255;
}
}
return &r_image;
}
/*
==================
R_InitSkyTexture
==================
*/
static rgbdata_t *R_InitSkyTexture( texFlags_t *flags )
{
int i;
// skybox texture
for( i = 0; i < 256; i++ )
((uint *)&data2D)[i] = 0xFFFFDEB5;
*flags = TF_NOPICMIP|TF_UNCOMPRESSED;
r_image.buffer = data2D;
r_image.width = r_image.height = 16;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_COLOR;
r_image.type = PF_RGBA_32;
return &r_image;
}
/*
==================
R_InitCinematicTexture
==================
*/
static rgbdata_t *R_InitCinematicTexture( texFlags_t *flags )
{
r_image.buffer = data2D;
r_image.type = PF_RGBA_32;
r_image.flags = IMAGE_HAS_COLOR;
r_image.width = r_image.height = 256;
r_image.size = r_image.width * r_image.height * 4;
*flags = TF_NOMIPMAP|TF_NOPICMIP|TF_UNCOMPRESSED|TF_CLAMP;
return &r_image;
}
/*
==================
R_InitSolidColorTexture
==================
*/
static rgbdata_t *R_InitSolidColorTexture( texFlags_t *flags, int color )
{
// solid color texture
r_image.width = r_image.height = 1;
r_image.buffer = data2D;
r_image.flags = IMAGE_HAS_COLOR;
r_image.type = PF_RGB_24;
r_image.size = r_image.width * r_image.height * 3;
*flags = TF_NOPICMIP|TF_UNCOMPRESSED;
data2D[0] = data2D[1] = data2D[2] = color;
return &r_image;
}
/*
==================
R_InitWhiteTexture
==================
*/
static rgbdata_t *R_InitWhiteTexture( texFlags_t *flags )
{
return R_InitSolidColorTexture( flags, 255 );
}
/*
==================
R_InitBlackTexture
==================
*/
static rgbdata_t *R_InitBlackTexture( texFlags_t *flags )
{
return R_InitSolidColorTexture( flags, 0 );
}
static rgbdata_t *R_InitDlightTexture( texFlags_t *flags )
{
// solid color texture
r_image.width = BLOCK_WIDTH;
r_image.height = BLOCK_HEIGHT;
r_image.flags = IMAGE_HAS_COLOR;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.buffer = data2D;
Q_memset( data2D, 0x00, r_image.size );
*flags = TF_NOPICMIP|TF_UNCOMPRESSED|TF_NOMIPMAP;
return &r_image;
}
/*
==================
R_InitBuiltinTextures
==================
*/
static void R_InitBuiltinTextures( void )
{
rgbdata_t *pic;
texFlags_t flags;
const struct
{
char *name;
int *texnum;
rgbdata_t *(*init)( texFlags_t *flags );
int texType;
}
textures[] =
{
{ "*default", &tr.defaultTexture, R_InitDefaultTexture, TEX_SYSTEM },
{ "*white", &tr.whiteTexture, R_InitWhiteTexture, TEX_SYSTEM },
{ "*black", &tr.blackTexture, R_InitBlackTexture, TEX_SYSTEM },
{ "*particle", &tr.particleTexture, R_InitParticleTexture, TEX_SYSTEM },
{ "*particle2", &tr.particleTexture2, R_InitParticleTexture2, TEX_SYSTEM },
{ "*cintexture", &tr.cinTexture, R_InitCinematicTexture, TEX_NOMIP }, // force linear filter
{ "*dlight", &tr.dlightTexture, R_InitDlightTexture, TEX_LIGHTMAP },
{ "*sky", &tr.skyTexture, R_InitSkyTexture, TEX_SYSTEM },
{ NULL, NULL, NULL }
};
size_t i, num_builtin_textures = sizeof( textures ) / sizeof( textures[0] ) - 1;
for( i = 0; i < num_builtin_textures; i++ )
{
Q_memset( &r_image, 0, sizeof( rgbdata_t ));
Q_memset( data2D, 0xFF, sizeof( data2D ));
pic = textures[i].init( &flags );
if( pic == NULL ) continue;
*textures[i].texnum = GL_LoadTextureInternal( textures[i].name, pic, flags, false );
GL_SetTextureType( *textures[i].texnum, textures[i].texType );
}
}
/*
===============
R_InitImages
===============
*/
void R_InitImages( void )
{
uint i, hash;
float f;
r_numTextures = 0;
scaledImage = NULL;
Q_memset( r_textures, 0, sizeof( r_textures ));
Q_memset( r_texturesHashTable, 0, sizeof( r_texturesHashTable ));
// create unused 0-entry
Q_strncpy( r_textures->name, "*unused*", sizeof( r_textures->name ));
hash = Com_HashKey( r_textures->name, TEXTURES_HASH_SIZE );
r_textures->nextHash = r_texturesHashTable[hash];
r_texturesHashTable[hash] = r_textures;
r_numTextures = 1;
// build luminance table
for( i = 0; i < 256; i++ )
{
f = (float)i;
r_luminanceTable[i][0] = f * 0.299;
r_luminanceTable[i][1] = f * 0.587;
r_luminanceTable[i][2] = f * 0.114;
}
// set texture parameters
R_SetTextureParameters();
R_InitBuiltinTextures();
}
/*
===============
R_ShutdownImages
===============
*/
void R_ShutdownImages( void )
{
gltexture_t *image;
int i;
if( !glw_state.initialized ) return;
for( i = MAX_TEXTURE_UNITS - 1; i >= 0; i-- )
{
if( i >= glConfig.max_texture_units )
continue;
GL_SelectTexture( i );
pglBindTexture( GL_TEXTURE_2D, 0 );
if( GL_Support( GL_TEXTURECUBEMAP_EXT ))
pglBindTexture( GL_TEXTURE_CUBE_MAP_ARB, 0 );
}
for( i = 0, image = r_textures; i < r_numTextures; i++, image++ )
{
if( !image->texnum ) continue;
GL_FreeTexture( i );
}
Q_memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures ));
Q_memset( r_texturesHashTable, 0, sizeof( r_texturesHashTable ));
Q_memset( r_textures, 0, sizeof( r_textures ));
r_numTextures = 0;
}