mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-17 06:30:44 +01:00
343 lines
8.2 KiB
C
343 lines
8.2 KiB
C
#include "vk_textures.h"
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#include "vk_common.h"
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#include "xash3d_mathlib.h"
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#include "crtlib.h"
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#include "crclib.h"
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#include "com_strings.h"
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#include <memory.h>
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#include <math.h>
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#define MAX_TEXTURES 4096
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#define TEXTURES_HASH_SIZE (MAX_TEXTURES >> 2)
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static vk_texture_t vk_textures[MAX_TEXTURES];
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static vk_texture_t* vk_texturesHashTable[TEXTURES_HASH_SIZE];
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static uint vk_numTextures;
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static vk_textures_global_t tglob;
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static void VK_CreateInternalTextures(void);
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void initTextures( void )
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{
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memset( vk_textures, 0, sizeof( vk_textures ));
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memset( vk_texturesHashTable, 0, sizeof( vk_texturesHashTable ));
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vk_numTextures = 0;
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// create unused 0-entry
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Q_strncpy( vk_textures->name, "*unused*", sizeof( vk_textures->name ));
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vk_textures->hashValue = COM_HashKey( vk_textures->name, TEXTURES_HASH_SIZE );
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vk_textures->nextHash = vk_texturesHashTable[vk_textures->hashValue];
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vk_texturesHashTable[vk_textures->hashValue] = vk_textures;
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vk_numTextures = 1;
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/* FIXME
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// validate cvars
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R_SetTextureParameters();
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*/
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VK_CreateInternalTextures();
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/* FIXME
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gEngine.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
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*/
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}
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vk_texture_t *findTexture(int index)
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{
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ASSERT(index >= 0);
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ASSERT(index < MAX_TEXTURES);
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return vk_textures + index;
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}
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static vk_texture_t *Common_AllocTexture( const char *name, texFlags_t flags )
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{
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vk_texture_t *tex;
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uint i;
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// find a free texture_t slot
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for( i = 0, tex = vk_textures; i < vk_numTextures; i++, tex++ )
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if( !tex->name[0] ) break;
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if( i == vk_numTextures )
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{
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if( vk_numTextures == MAX_TEXTURES )
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gEngine.Host_Error( "VK_AllocTexture: MAX_TEXTURES limit exceeds\n" );
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vk_numTextures++;
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}
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tex = &vk_textures[i];
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// copy initial params
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Q_strncpy( tex->name, name, sizeof( tex->name ));
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if( FBitSet( flags, TF_SKYSIDE ))
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tex->texnum = tglob.skyboxbasenum++;
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else tex->texnum = i; // texnum is used for fast acess into vk_textures array too
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tex->flags = flags;
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// add to hash table
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tex->hashValue = COM_HashKey( name, TEXTURES_HASH_SIZE );
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tex->nextHash = vk_texturesHashTable[tex->hashValue];
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vk_texturesHashTable[tex->hashValue] = tex;
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return tex;
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}
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static qboolean Common_CheckTexName( const char *name )
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{
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int len;
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if( !COM_CheckString( name ))
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return false;
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len = Q_strlen( name );
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// because multi-layered textures can exceed name string
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if( len >= sizeof( vk_textures->name ))
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{
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gEngine.Con_Printf( S_ERROR "LoadTexture: too long name %s (%d)\n", name, len );
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return false;
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}
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return true;
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}
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static vk_texture_t *Common_TextureForName( const char *name )
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{
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vk_texture_t *tex;
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uint hash;
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// find the texture in array
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hash = COM_HashKey( name, TEXTURES_HASH_SIZE );
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for( tex = vk_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
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{
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if( !Q_stricmp( tex->name, name ))
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return tex;
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}
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return NULL;
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}
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static rgbdata_t *Common_FakeImage( int width, int height, int depth, int flags )
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{
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static byte data2D[1024]; // 16x16x4
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static rgbdata_t r_image;
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// also use this for bad textures, but without alpha
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r_image.width = Q_max( 1, width );
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r_image.height = Q_max( 1, height );
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r_image.depth = Q_max( 1, depth );
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r_image.flags = flags;
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r_image.type = PF_RGBA_32;
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r_image.size = r_image.width * r_image.height * r_image.depth * 4;
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r_image.buffer = (r_image.size > sizeof( data2D )) ? NULL : data2D;
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r_image.palette = NULL;
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r_image.numMips = 1;
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r_image.encode = 0;
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if( FBitSet( r_image.flags, IMAGE_CUBEMAP ))
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r_image.size *= 6;
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memset( data2D, 0xFF, sizeof( data2D ));
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return &r_image;
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}
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#define VK_LoadTextureInternal( name, pic, flags ) VK_LoadTextureFromBuffer( name, pic, flags, false )
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static void VK_CreateInternalTextures( void )
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{
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int dx2, dy, d;
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int x, y;
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rgbdata_t *pic;
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// emo-texture from quake1
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pic = Common_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR );
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for( y = 0; y < 16; y++ )
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{
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for( x = 0; x < 16; x++ )
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{
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if(( y < 8 ) ^ ( x < 8 ))
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((uint *)pic->buffer)[y*16+x] = 0xFFFF00FF;
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else ((uint *)pic->buffer)[y*16+x] = 0xFF000000;
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}
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}
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tglob.defaultTexture = VK_LoadTextureInternal( REF_DEFAULT_TEXTURE, pic, TF_COLORMAP );
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// particle texture from quake1
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pic = Common_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA );
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for( x = 0; x < 16; x++ )
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{
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dx2 = x - 8;
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dx2 = dx2 * dx2;
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for( y = 0; y < 16; y++ )
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{
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dy = y - 8;
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d = 255 - 35 * sqrt( dx2 + dy * dy );
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pic->buffer[( y * 16 + x ) * 4 + 3] = bound( 0, d, 255 );
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}
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}
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tglob.particleTexture = VK_LoadTextureInternal( REF_PARTICLE_TEXTURE, pic, TF_CLAMP );
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// white texture
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pic = Common_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
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for( x = 0; x < 16; x++ )
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((uint *)pic->buffer)[x] = 0xFFFFFFFF;
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tglob.whiteTexture = VK_LoadTextureInternal( REF_WHITE_TEXTURE, pic, TF_COLORMAP );
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// gray texture
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pic = Common_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
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for( x = 0; x < 16; x++ )
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((uint *)pic->buffer)[x] = 0xFF7F7F7F;
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tglob.grayTexture = VK_LoadTextureInternal( REF_GRAY_TEXTURE, pic, TF_COLORMAP );
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// black texture
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pic = Common_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
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for( x = 0; x < 16; x++ )
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((uint *)pic->buffer)[x] = 0xFF000000;
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tglob.blackTexture = VK_LoadTextureInternal( REF_BLACK_TEXTURE, pic, TF_COLORMAP );
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// cinematic dummy
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pic = Common_FakeImage( 640, 100, 1, IMAGE_HAS_COLOR );
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tglob.cinTexture = VK_LoadTextureInternal( "*cintexture", pic, TF_NOMIPMAP|TF_CLAMP );
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}
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///////////// Render API funcs /////////////
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// Texture tools
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int VK_FindTexture( const char *name )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return 0;
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}
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const char* VK_TextureName( unsigned int texnum )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return "UNKNOWN";
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}
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const byte* VK_TextureData( unsigned int texnum )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return NULL;
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}
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int VK_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
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{
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vk_texture_t *tex;
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rgbdata_t *pic;
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uint picFlags = 0;
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if( !Common_CheckTexName( name ))
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return 0;
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// see if already loaded
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if(( tex = Common_TextureForName( name )))
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return (tex - vk_textures);
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if( FBitSet( flags, TF_NOFLIP_TGA ))
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SetBits( picFlags, IL_DONTFLIP_TGA );
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if( FBitSet( flags, TF_KEEP_SOURCE ) && !FBitSet( flags, TF_EXPAND_SOURCE ))
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SetBits( picFlags, IL_KEEP_8BIT );
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// set some image flags
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gEngine.Image_SetForceFlags( picFlags );
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pic = gEngine.FS_LoadImage( name, buf, size );
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if( !pic ) return 0; // couldn't loading image
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// allocate the new one
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tex = Common_AllocTexture( name, flags );
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/*
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// FIXME upload texture
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VK_ProcessImage( tex, pic );
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if( !VK_UploadTexture( tex, pic ))
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{
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memset( tex, 0, sizeof( vk_texture_t ));
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gEngfuncs.FS_FreeImage( pic ); // release source texture
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return 0;
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}
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VK_ApplyTextureParams( tex ); // update texture filter, wrap etc
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*/
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tex->width = pic->width;
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tex->height = pic->height;
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gEngine.FS_FreeImage( pic ); // release source texture
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// NOTE: always return texnum as index in array or engine will stop work !!!
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return tex - vk_textures;
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}
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int VK_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return 0;
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}
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int VK_LoadTextureArray( const char **names, int flags )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return 0;
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}
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int VK_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
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{
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gEngine.Con_Printf("VK FIXME: %s\n", __FUNCTION__);
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return 0;
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}
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void VK_FreeTexture( unsigned int texnum ) {}
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int VK_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
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{
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vk_texture_t *tex;
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if( !Common_CheckTexName( name ))
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return 0;
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// see if already loaded
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if(( tex = Common_TextureForName( name )) && !update )
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return (tex - vk_textures);
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// couldn't loading image
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if( !pic ) return 0;
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if( update )
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{
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if( tex == NULL )
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gEngine.Host_Error( "VK_LoadTextureFromBuffer: couldn't find texture %s for update\n", name );
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SetBits( tex->flags, flags );
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}
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else
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{
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// allocate the new one
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tex = Common_AllocTexture( name, flags );
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}
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/* FIXME
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VK_ProcessImage( tex, pic );
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if( !VK_UploadTexture( tex, pic ))
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{
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memset( tex, 0, sizeof( vk_texture_t ));
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return 0;
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}
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VK_ApplyTextureParams( tex ); // update texture filter, wrap etc
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*/
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return (tex - vk_textures);
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}
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