Xash3D FWGS engine.

1415 lines
34 KiB

/*
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 "r_local.h"
#define TEXTURES_HASH_SIZE (MAX_TEXTURES >> 2)
static image_t r_images[MAX_TEXTURES];
static image_t* r_imagesHashTable[TEXTURES_HASH_SIZE];
static uint r_numImages;
#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE ))
/*
=================
R_GetTexture
acess to array elem
=================
*/
image_t *R_GetTexture( unsigned int texnum )
{
ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
return &r_images[texnum];
}
/*
=================
GL_Bind
=================
*/
void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
{
image_t *image;
extern void (*d_pdrawspans)(void *);
extern void R_PolysetFillSpans8 ( void * );
extern void R_PolysetDrawSpansConstant8_33( void *pspanpackage);
extern void R_PolysetDrawSpansTextureBlended( void *pspanpackage);
extern void R_PolysetDrawSpansBlended( void *pspanpackage);
extern void R_PolysetDrawSpansAdditive( void *pspanpackage);
extern void R_PolysetDrawSpansGlow( void *pspanpackage);
image = &r_images[texnum];
//vid.rendermode = kRenderNormal;
if( vid.rendermode == kRenderNormal )
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetFillSpans8 ;
}
else if( vid.rendermode == kRenderTransAdd)
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansAdditive;
}
else if( vid.rendermode == kRenderGlow )
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansGlow;
}
else if( image->alpha_pixels )
{
r_affinetridesc.pskin = image->alpha_pixels;
d_pdrawspans = R_PolysetDrawSpansTextureBlended;
}
else
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansBlended;
}
r_affinetridesc.skinwidth = image->width;
r_affinetridesc.skinheight = image->height;
}
/*
=================
GL_ApplyTextureParams
=================
*/
void GL_ApplyTextureParams( image_t *tex )
{
Assert( tex != NULL );
}
/*
=================
GL_UpdateTextureParams
=================
*/
static void GL_UpdateTextureParams( int iTexture )
{
image_t *tex = &r_images[iTexture];
Assert( tex != NULL );
if( !tex->pixels) return; // free slot
GL_Bind( XASH_TEXTURE0, iTexture );
}
/*
=================
R_SetTextureParameters
=================
*/
void R_SetTextureParameters( void )
{
int i;
// change all the existing mipmapped texture objects
for( i = 0; i < r_numImages; i++ )
GL_UpdateTextureParams( i );
}
/*
==================
GL_CalcImageSize
==================
*/
static size_t GL_CalcImageSize( pixformat_t format, int width, int height, int depth )
{
size_t size = 0;
// check the depth error
depth = Q_max( 1, depth );
switch( format )
{
case PF_RGB_24:
case PF_BGR_24:
size = width * height * depth * 3;
break;
case PF_BGRA_32:
case PF_RGBA_32:
size = width * height * depth * 4;
break;
case PF_DXT1:
size = (((width + 3) >> 2) * ((height + 3) >> 2) * 8) * depth;
break;
case PF_DXT3:
case PF_DXT5:
case PF_ATI2:
size = (((width + 3) >> 2) * ((height + 3) >> 2) * 16) * depth;
break;
}
return size;
}
/*
==================
GL_CalcTextureSize
==================
*/
static size_t GL_CalcTextureSize( int width, int height, int depth )
{
return width * height * 2;
}
static int GL_CalcMipmapCount( image_t *tex, qboolean haveBuffer )
{
int width, height;
int mipcount;
Assert( tex != NULL );
if( !haveBuffer )
return 1;
// generate mip-levels by user request
if( FBitSet( tex->flags, TF_NOMIPMAP ))
return 1;
// mip-maps can't exceeds 4
for( mipcount = 0; mipcount < 4; mipcount++ )
{
width = Q_max( 1, ( tex->width >> mipcount ));
height = Q_max( 1, ( tex->height >> mipcount ));
if( width == 1 && height == 1 )
break;
}
return mipcount + 1;
}
/*
================
GL_SetTextureDimensions
================
*/
static void GL_SetTextureDimensions( image_t *tex, int width, int height, int depth )
{
int maxTextureSize = 1024;
int maxDepthSize = 1;
Assert( tex != NULL );
// store original sizes
tex->srcWidth = width;
tex->srcHeight = height;
if( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize )
{
while( width > maxTextureSize || height > maxTextureSize )
{
width >>= 1;
height >>= 1;
}
}
// set the texture dimensions
tex->width = Q_max( 1, width );
tex->height = Q_max( 1, height );
tex->depth = Q_max( 1, depth );
}
/*
===============
GL_SetTextureTarget
===============
*/
static void GL_SetTextureTarget( image_t *tex, rgbdata_t *pic )
{
Assert( pic != NULL );
Assert( tex != NULL );
// correct depth size
pic->depth = Q_max( 1, pic->depth );
tex->numMips = 0; // begin counting
// correct mip count
pic->numMips = Q_max( 1, pic->numMips );
}
/*
===============
GL_SetTextureFormat
===============
*/
static void GL_SetTextureFormat( image_t *tex, pixformat_t format, int channelMask )
{
qboolean haveColor = ( channelMask & IMAGE_HAS_COLOR );
qboolean haveAlpha = ( channelMask & IMAGE_HAS_ALPHA );
Assert( tex != NULL );
//tex->transparent = !!( channelMask & IMAGE_HAS_ALPHA );
}
/*
=================
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;
static byte *scaledImage = NULL; // pointer to a scaled image
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 + 0.25f) * inHeight / outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * 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] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
if( !VectorNormalizeLength( normal ))
VectorSet( normal, 0.5f, 0.5f, 1.0f );
((byte *)(out+x))[0] = 128 + (byte)(127.0f * normal[0]);
((byte *)(out+x))[1] = 128 + (byte)(127.0f * normal[1]);
((byte *)(out+x))[2] = 128 + (byte)(127.0f * normal[2]);
((byte *)(out+x))[3] = 255;
}
}
}
else
{
for( y = 0; y < outHeight; y++, out += outWidth )
{
inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * 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_BoxFilter3x3
box filter 3x3
=================
*/
void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y )
{
int r = 0, g = 0, b = 0, a = 0;
int count = 0, acount = 0;
int i, j, u, v;
const byte *pixel;
for( i = 0; i < 3; i++ )
{
u = ( i - 1 ) + x;
for( j = 0; j < 3; j++ )
{
v = ( j - 1 ) + y;
if( u >= 0 && u < w && v >= 0 && v < h )
{
pixel = &in[( u + v * w ) * 4];
if( pixel[3] != 0 )
{
r += pixel[0];
g += pixel[1];
b += pixel[2];
a += pixel[3];
acount++;
}
}
}
}
if( acount == 0 )
acount = 1;
out[0] = r / acount;
out[1] = g / acount;
out[2] = b / acount;
// out[3] = (int)( SimpleSpline( ( a / 12.0f ) / 255.0f ) * 255 );
}
/*
=================
GL_ApplyFilter
Apply box-filter to 1-bit alpha
=================
*/
byte *GL_ApplyFilter( const byte *source, int width, int height )
{
byte *in = (byte *)source;
byte *out = (byte *)source;
int i;
if( ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ) )
return in;
for( i = 0; source && i < width * height; i++, in += 4 )
{
if( in[0] == 0 && in[1] == 0 && in[2] == 0 && in[3] == 0 )
GL_BoxFilter3x3( in, source, width, height, i % width, i / width );
}
return out;
}
/*
=================
GL_BuildMipMap
Operates in place, quartering the size of the texture
=================
*/
static void GL_BuildMipMap( byte *in, int srcWidth, int srcHeight, int srcDepth, int flags )
{
byte *out = in;
int instride = ALIGN( srcWidth * 4, 1 );
int mipWidth, mipHeight, outpadding;
int row, x, y, z;
vec3_t normal;
if( !in ) return;
mipWidth = Q_max( 1, ( srcWidth >> 1 ));
mipHeight = Q_max( 1, ( srcHeight >> 1 ));
outpadding = ALIGN( mipWidth * 4, 1 ) - mipWidth * 4;
row = srcWidth << 2;
if( FBitSet( flags, TF_ALPHACONTRAST ))
{
memset( in, mipWidth, mipWidth * mipHeight * 4 );
return;
}
// move through all layers
for( z = 0; z < srcDepth; z++ )
{
if( FBitSet( flags, TF_NORMALMAP ))
{
for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
{
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
{
if((( x << 1 ) + 1 ) < srcWidth )
{
normal[0] = MAKE_SIGNED( in[row+0] ) + MAKE_SIGNED( in[row+4] )
+ MAKE_SIGNED( next[row+0] ) + MAKE_SIGNED( next[row+4] );
normal[1] = MAKE_SIGNED( in[row+1] ) + MAKE_SIGNED( in[row+5] )
+ MAKE_SIGNED( next[row+1] ) + MAKE_SIGNED( next[row+5] );
normal[2] = MAKE_SIGNED( in[row+2] ) + MAKE_SIGNED( in[row+6] )
+ MAKE_SIGNED( next[row+2] ) + MAKE_SIGNED( next[row+6] );
}
else
{
normal[0] = MAKE_SIGNED( in[row+0] ) + MAKE_SIGNED( next[row+0] );
normal[1] = MAKE_SIGNED( in[row+1] ) + MAKE_SIGNED( next[row+1] );
normal[2] = MAKE_SIGNED( in[row+2] ) + MAKE_SIGNED( next[row+2] );
}
if( !VectorNormalizeLength( normal ))
VectorSet( normal, 0.5f, 0.5f, 1.0f );
out[0] = 128 + (byte)(127.0f * normal[0]);
out[1] = 128 + (byte)(127.0f * normal[1]);
out[2] = 128 + (byte)(127.0f * normal[2]);
out[3] = 255;
}
}
}
else
{
for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
{
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
{
if((( x << 1 ) + 1 ) < srcWidth )
{
out[0] = (in[row+0] + in[row+4] + next[row+0] + next[row+4]) >> 2;
out[1] = (in[row+1] + in[row+5] + next[row+1] + next[row+5]) >> 2;
out[2] = (in[row+2] + in[row+6] + next[row+2] + next[row+6]) >> 2;
out[3] = (in[row+3] + in[row+7] + next[row+3] + next[row+7]) >> 2;
}
else
{
out[0] = (in[row+0] + next[row+0]) >> 1;
out[1] = (in[row+1] + next[row+1]) >> 1;
out[2] = (in[row+2] + next[row+2]) >> 1;
out[3] = (in[row+3] + next[row+3]) >> 1;
}
}
}
}
}
}
/*
===============
GL_UploadTexture
upload texture into video memory
===============
*/
static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
{
byte *buf, *data;
size_t texsize, size;
uint width, height;
uint i, j, numSides;
uint offset = 0;
qboolean normalMap = false;
const byte *bufend;
int mipCount;
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_SetTextureDimensions( tex, pic->width, pic->height, pic->depth );
GL_SetTextureFormat( tex, pic->type, pic->flags );
//gEngfuncs.Con_Printf("%s %d %d\n", tex->name, tex->width, tex->height );
Assert( pic != NULL );
Assert( tex != NULL );
if( !pic->buffer )
return true;
buf = pic->buffer;
mipCount = 4;//GL_CalcMipmapCount( tex, ( buf != NULL ));
// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
if((( pic->width != tex->width ) || ( pic->height != tex->height )))
data = GL_ResampleTexture( buf, pic->width, pic->height, tex->width, tex->height, normalMap );
else data = buf;
//if( !ImageDXT( pic->type ) && !FBitSet( tex->flags, TF_NOMIPMAP ) && FBitSet( pic->flags, IMAGE_ONEBIT_ALPHA ))
// data = GL_ApplyFilter( data, tex->width, tex->height );
// mips will be auto-generated if desired
for( j = 0; j < mipCount; j++ )
{
int x, y;
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
texsize = GL_CalcTextureSize( width, height, tex->depth );
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
//GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, data );
// increase size to workaround triangle renderer bugs
// it seems to assume memory readable. maybe it was pointed to WAD?
//tex->pixels[j] = (byte*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 1024 ) + 512;
tex->pixels[j] = (pixel_t*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) );
//memset( (byte*)tex->pixels[j] - 512, 0xFF, 512 );
//memset( (byte*)tex->pixels[j] + width * height * sizeof(pixel_t), 0xFF, 512 );
if( j == 0 && tex->flags & TF_HAS_ALPHA )
tex->alpha_pixels = (pixel_t*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) );
for(i = 0; i < height * width; i++ )
{
unsigned int r, g, b, major, minor;
#if 0
r = data[i * 4 + 0] * MASK(5-1) / 255;
g = data[i * 4 + 1] * MASK(6-1) / 255;
b = data[i * 4 + 2] * MASK(5-1) / 255;
#else
// seems to look better
r = data[i * 4 + 0] * BIT(5) / 256;
g = data[i * 4 + 1] * BIT(6) / 256;
b = data[i * 4 + 2] * BIT(5) / 256;
#endif
// 565 to 332
major = (((r >> 2) & MASK(3)) << 5) |( (( (g >> 3) & MASK(3)) << 2 ) )| (((b >> 3) & MASK(2)));
// save minor GBRGBRGB
minor = MOVE_BIT(r,1,5) | MOVE_BIT(r,0,2) | MOVE_BIT(g,2,7) | MOVE_BIT(g,1,4) | MOVE_BIT(g,0,1) | MOVE_BIT(b,2,6)| MOVE_BIT(b,1,3)|MOVE_BIT(b,0,0);
tex->pixels[j][i] = major << 8 | (minor & 0xFF);
if( j == 0 && tex->alpha_pixels )
{
unsigned int alpha = (data[i * 4 + 3] * 8 / 256) << (16 - 3);
tex->alpha_pixels[i] = (tex->pixels[j][i] >> 3) | alpha;
if( !sw_noalphabrushes->value && data[i * 4 + 3] < 128 && FBitSet( pic->flags, IMAGE_ONEBIT_ALPHA ) )
tex->pixels[j][i] = TRANSPARENT_COLOR; //0000 0011 0100 1001;
}
}
if( mipCount > 1 )
GL_BuildMipMap( data, width, height, tex->depth, tex->flags );
tex->size += texsize;
tex->numMips++;
//GL_CheckTexImageError( tex );
}
#if 0
GL_SetTextureTarget( tex, pic ); // must be first
// make sure what target is correct
if( tex->target == GL_NONE )
{
gEngfuncs.Con_DPrintf( S_ERROR "GL_UploadTexture: %s is not supported by your hardware\n", tex->name );
return false;
}
GL_SetTextureDimensions( tex, pic->width, pic->height, pic->depth );
GL_SetTextureFormat( tex, pic->type, pic->flags );
tex->fogParams[0] = pic->fogParams[0];
tex->fogParams[1] = pic->fogParams[1];
tex->fogParams[2] = pic->fogParams[2];
tex->fogParams[3] = pic->fogParams[3];
if(( pic->width * pic->height ) & 3 )
{
// will be resampled, just tell me for debug targets
gEngfuncs.Con_Reportf( "GL_UploadTexture: %s s&3 [%d x %d]\n", tex->name, pic->width, pic->height );
}
buf = pic->buffer;
bufend = pic->buffer + pic->size; // total image size include all the layers, cube sides, mipmaps
offset = GL_CalcImageSize( pic->type, pic->width, pic->height, pic->depth );
texsize = GL_CalcTextureSize( tex->format, tex->width, tex->height, tex->depth );
normalMap = FBitSet( tex->flags, TF_NORMALMAP ) ? true : false;
numSides = FBitSet( pic->flags, IMAGE_CUBEMAP ) ? 6 : 1;
// uploading texture into video memory, change the binding
glState.currentTextures[glState.activeTMU] = tex->texnum;
pglBindTexture( tex->target, tex->texnum );
for( i = 0; i < numSides; i++ )
{
// track the buffer bounds
if( buf != NULL && buf >= bufend )
gEngfuncs.Host_Error( "GL_UploadTexture: %s image buffer overflow\n", tex->name );
if( ImageDXT( pic->type ))
{
for( j = 0; j < Q_max( 1, pic->numMips ); j++ )
{
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
GL_TextureImageDXT( tex, i, j, width, height, tex->depth, size, buf );
tex->size += texsize;
buf += size; // move pointer
tex->numMips++;
GL_CheckTexImageError( tex );
}
}
else if( Q_max( 1, pic->numMips ) > 1 ) // not-compressed DDS
{
for( j = 0; j < Q_max( 1, pic->numMips ); j++ )
{
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, buf );
tex->size += texsize;
buf += size; // move pointer
tex->numMips++;
GL_CheckTexImageError( tex );
}
}
else // RGBA32
{
int mipCount = GL_CalcMipmapCount( tex, ( buf != NULL ));
// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
if(( tex->depth == 1 ) && ( pic->width != tex->width ) || ( pic->height != tex->height ))
data = GL_ResampleTexture( buf, pic->width, pic->height, tex->width, tex->height, normalMap );
else data = buf;
if( !ImageDXT( pic->type ) && !FBitSet( tex->flags, TF_NOMIPMAP ) && FBitSet( pic->flags, IMAGE_ONEBIT_ALPHA ))
data = GL_ApplyFilter( data, tex->width, tex->height );
// mips will be auto-generated if desired
for( j = 0; j < mipCount; j++ )
{
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, data );
if( mipCount > 1 )
GL_BuildMipMap( data, width, height, tex->depth, tex->flags );
tex->size += texsize;
tex->numMips++;
GL_CheckTexImageError( tex );
}
// move to next side
if( numSides > 1 && ( buf != NULL ))
buf += GL_CalcImageSize( pic->type, pic->width, pic->height, 1 );
}
}
SetBits( tex->flags, TF_IMG_UPLOADED ); // done
tex->numMips /= numSides;
return true;
#endif
return true;
}
/*
===============
GL_ProcessImage
do specified actions on pixels
===============
*/
static void GL_ProcessImage( image_t *tex, rgbdata_t *pic )
{
uint img_flags = 0;
// force upload texture as RGB or RGBA (detail textures requires this)
if( tex->flags & TF_FORCE_COLOR ) pic->flags |= IMAGE_HAS_COLOR;
if( pic->flags & IMAGE_HAS_ALPHA ) tex->flags |= TF_HAS_ALPHA;
if( ImageDXT( pic->type ))
{
if( !pic->numMips )
tex->flags |= TF_NOMIPMAP; // disable mipmapping by user request
// clear all the unsupported flags
tex->flags &= ~TF_KEEP_SOURCE;
}
else
{
// copy flag about luma pixels
if( pic->flags & IMAGE_HAS_LUMA )
tex->flags |= TF_HAS_LUMA;
if( pic->flags & IMAGE_QUAKEPAL )
tex->flags |= TF_QUAKEPAL;
// create luma texture from quake texture
if( tex->flags & TF_MAKELUMA )
{
img_flags |= IMAGE_MAKE_LUMA;
tex->flags &= ~TF_MAKELUMA;
}
if( !FBitSet( tex->flags, TF_IMG_UPLOADED ) && FBitSet( tex->flags, TF_KEEP_SOURCE ))
tex->original = gEngfuncs.FS_CopyImage( pic ); // because current pic will be expanded to rgba
// we need to expand image into RGBA buffer
if( pic->type == PF_INDEXED_24 || pic->type == PF_INDEXED_32 )
img_flags |= IMAGE_FORCE_RGBA;
if( FBitSet( tex->flags, TF_LUMINANCE ))
ClearBits( pic->flags, IMAGE_HAS_COLOR );
}
}
/*
================
GL_CheckTexName
================
*/
qboolean GL_CheckTexName( const char *name )
{
int len;
if( !COM_CheckString( name ) )
return false;
len = Q_strlen( name );
// because multi-layered textures can exceed name string
if( len >= sizeof( r_images->name ))
{
gEngfuncs.Con_Printf( S_ERROR "LoadTexture: too long name %s (%d)\n", name, len);
return false;
}
return true;
}
/*
================
GL_TextureForName
================
*/
static image_t *GL_TextureForName( const char *name )
{
image_t *tex;
uint hash;
// find the texture in array
hash = COM_HashKey( name, TEXTURES_HASH_SIZE );
for( tex = r_imagesHashTable[hash]; tex != NULL; tex = tex->nextHash )
{
if( !Q_stricmp( tex->name, name ))
return tex;
}
return NULL;
}
/*
================
GL_AllocTexture
================
*/
static image_t *GL_AllocTexture( const char *name, texFlags_t flags )
{
image_t *tex;
uint i;
// find a free texture_t slot
for( i = 0, tex = r_images; i < r_numImages; i++, tex++ )
if( !tex->name[0] ) break;
if( i == r_numImages )
{
if( r_numImages == MAX_TEXTURES )
gEngfuncs.Host_Error( "GL_AllocTexture: MAX_TEXTURES limit exceeds\n" );
r_numImages++;
}
tex = &r_images[i];
// copy initial params
Q_strncpy( tex->name, name, sizeof( tex->name ));
//tex->texnum = i; // texnum is used for fast acess into gl_textures array too
tex->flags = flags;
// add to hash table
tex->hashValue = COM_HashKey( name, TEXTURES_HASH_SIZE );
tex->nextHash = r_imagesHashTable[tex->hashValue];
r_imagesHashTable[tex->hashValue] = tex;
return tex;
}
/*
================
GL_DeleteTexture
================
*/
static void GL_DeleteTexture( image_t *tex )
{
image_t **prev;
image_t *cur;
int i;
ASSERT( tex != NULL );
// already freed?
if( !tex->pixels[0]) return;
// debug
if( !tex->name[0] )
{
gEngfuncs.Con_Printf( S_ERROR "GL_DeleteTexture: trying to free unnamed texture\n");
return;
}
// remove from hash table
prev = &r_imagesHashTable[tex->hashValue];
while( 1 )
{
cur = *prev;
if( !cur ) break;
if( cur == tex )
{
*prev = cur->nextHash;
break;
}
prev = &cur->nextHash;
}
// release source
if( tex->original )
gEngfuncs.FS_FreeImage( tex->original );
for( i = 0; i < 4; i++ )
if( tex->pixels[i]) Mem_Free(tex->pixels[i]);
if( tex->alpha_pixels ) Mem_Free(tex->alpha_pixels);
memset( tex, 0, sizeof( *tex ));
}
/*
================
GL_UpdateTexSize
recalc image room
================
*/
void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth )
{
int i, j, texsize;
int numSides;
image_t *tex;
if( texnum <= 0 || texnum >= MAX_TEXTURES )
return;
tex = &r_images[texnum];
numSides = FBitSet( tex->flags, TF_CUBEMAP ) ? 6 : 1;
GL_SetTextureDimensions( tex, width, height, depth );
tex->size = 0; // recompute now
for( i = 0; i < numSides; i++ )
{
for( j = 0; j < Q_max( 1, tex->numMips ); j++ )
{
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
texsize = GL_CalcTextureSize( width, height, tex->depth );
tex->size += texsize;
}
}
}
/*
================
GL_LoadTexture
================
*/
int GAME_EXPORT GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
{
image_t *tex;
rgbdata_t *pic;
uint picFlags = 0;
if( !GL_CheckTexName( name ))
return 0;
// see if already loaded
if(( tex = GL_TextureForName( name )))
return (tex - r_images);
if( FBitSet( flags, TF_NOFLIP_TGA ))
SetBits( picFlags, IL_DONTFLIP_TGA );
if( FBitSet( flags, TF_KEEP_SOURCE ) && !FBitSet( flags, TF_EXPAND_SOURCE ))
SetBits( picFlags, IL_KEEP_8BIT );
// set some image flags
gEngfuncs.Image_SetForceFlags( picFlags );
pic = gEngfuncs.FS_LoadImage( name, buf, size );
if( !pic ) return 0; // couldn't loading image
// allocate the new one
tex = GL_AllocTexture( name, flags );
GL_ProcessImage( tex, pic );
if( !GL_UploadTexture( tex, pic ))
{
memset( tex, 0, sizeof( image_t ));
gEngfuncs.FS_FreeImage( pic ); // release source texture
return 0;
}
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
gEngfuncs.FS_FreeImage( pic ); // release source texture
// NOTE: always return texnum as index in array or engine will stop work !!!
return tex - r_images;
}
/*
================
GL_LoadTextureArray
================
*/
int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags )
{
return 0;
}
/*
================
GL_LoadTextureFromBuffer
================
*/
int GAME_EXPORT GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
{
image_t *tex;
if( !GL_CheckTexName( name ))
return 0;
// see if already loaded
if(( tex = GL_TextureForName( name )) && !update )
return (tex - r_images);
// couldn't loading image
if( !pic ) return 0;
if( update )
{
if( tex == NULL )
gEngfuncs.Host_Error( "GL_LoadTextureFromBuffer: couldn't find texture %s for update\n", name );
SetBits( tex->flags, flags );
}
else
{
// allocate the new one
tex = GL_AllocTexture( name, flags );
}
GL_ProcessImage( tex, pic );
if( !GL_UploadTexture( tex, pic ))
{
memset( tex, 0, sizeof( image_t ));
return 0;
}
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
return (tex - r_images);
}
/*
================
GL_CreateTexture
creates texture from buffer
================
*/
int GAME_EXPORT GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
{
int datasize = 1;
rgbdata_t r_empty;
if( FBitSet( flags, TF_ARB_16BIT ))
datasize = 2;
else if( FBitSet( flags, TF_ARB_FLOAT ))
datasize = 4;
memset( &r_empty, 0, sizeof( r_empty ));
r_empty.width = width;
r_empty.height = height;
r_empty.type = PF_RGBA_32;
r_empty.size = r_empty.width * r_empty.height * datasize * 4;
r_empty.buffer = (byte *)buffer;
// clear invalid combinations
ClearBits( flags, TF_TEXTURE_3D );
// if image not luminance and not alphacontrast it will have color
if( !FBitSet( flags, TF_LUMINANCE ) && !FBitSet( flags, TF_ALPHACONTRAST ))
SetBits( r_empty.flags, IMAGE_HAS_COLOR );
if( FBitSet( flags, TF_HAS_ALPHA ))
SetBits( r_empty.flags, IMAGE_HAS_ALPHA );
if( FBitSet( flags, TF_CUBEMAP ))
{
return 0;
}
return GL_LoadTextureInternal( name, &r_empty, flags );
}
/*
================
GL_CreateTextureArray
creates texture array from buffer
================
*/
int GAME_EXPORT GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
{
return 0;
}
/*
================
GL_FindTexture
================
*/
int GAME_EXPORT GL_FindTexture( const char *name )
{
image_t *tex;
if( !GL_CheckTexName( name ))
return 0;
// see if already loaded
if(( tex = GL_TextureForName( name )))
return (tex - r_images);
return 0;
}
/*
================
GL_FreeTexture
================
*/
void GAME_EXPORT GL_FreeTexture( unsigned int texnum )
{
// number 0 it's already freed
if( texnum <= 0 )
return;
GL_DeleteTexture( &r_images[texnum] );
}
/*
================
GL_ProcessTexture
================
*/
void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
{
image_t *image;
rgbdata_t *pic;
int flags = 0;
if( texnum <= 0 || texnum >= MAX_TEXTURES )
return; // missed image
image = &r_images[texnum];
// select mode
if( gamma != -1.0f )
{
flags = IMAGE_LIGHTGAMMA;
}
else if( topColor != -1 && bottomColor != -1 )
{
flags = IMAGE_REMAP;
}
else
{
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: bad operation for %s\n", image->name );
return;
}
if( !image->original )
{
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: no input data for %s\n", image->name );
return;
}
if( ImageDXT( image->original->type ))
{
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: can't process compressed texture %s\n", image->name );
return;
}
// all the operations makes over the image copy not an original
pic = gEngfuncs.FS_CopyImage( image->original );
// we need to expand image into RGBA buffer
if( pic->type == PF_INDEXED_24 || pic->type == PF_INDEXED_32 )
flags |= IMAGE_FORCE_RGBA;
gEngfuncs.Image_Process( &pic, topColor, bottomColor, flags, 0.0f );
GL_UploadTexture( image, pic );
GL_ApplyTextureParams( image ); // update texture filter, wrap etc
gEngfuncs.FS_FreeImage( pic );
}
/*
==============================================================================
INTERNAL TEXTURES
==============================================================================
*/
/*
==================
GL_FakeImage
==================
*/
static rgbdata_t *GL_FakeImage( int width, int height, int depth, int flags )
{
static byte data2D[1024]; // 16x16x4
static rgbdata_t r_image;
// also use this for bad textures, but without alpha
r_image.width = Q_max( 1, width );
r_image.height = Q_max( 1, height );
r_image.depth = Q_max( 1, depth );
r_image.flags = flags;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * r_image.depth * 4;
r_image.buffer = (r_image.size > sizeof( data2D )) ? NULL : data2D;
r_image.palette = NULL;
r_image.numMips = 1;
r_image.encode = 0;
if( FBitSet( r_image.flags, IMAGE_CUBEMAP ))
r_image.size *= 6;
memset( data2D, 0xFF, sizeof( data2D ));
return &r_image;
}
/*
==================
R_InitDlightTexture
==================
*/
void R_InitDlightTexture( void )
{
rgbdata_t r_image;
if( tr.dlightTexture != 0 )
return; // already initialized
memset( &r_image, 0, sizeof( r_image ));
r_image.width = BLOCK_SIZE;
r_image.height = BLOCK_SIZE;
r_image.flags = IMAGE_HAS_COLOR;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
tr.dlightTexture = GL_LoadTextureInternal( "*dlight", &r_image, TF_NOMIPMAP|TF_CLAMP|TF_ATLAS_PAGE );
}
/*
==================
GL_CreateInternalTextures
==================
*/
static void GL_CreateInternalTextures( void )
{
int dx2, dy, d;
int x, y;
rgbdata_t *pic;
// emo-texture from quake1
pic = GL_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR );
for( y = 0; y < 16; y++ )
{
for( x = 0; x < 16; x++ )
{
if(( y < 8 ) ^ ( x < 8 ))
((uint *)pic->buffer)[y*16+x] = 0xFFFF00FF;
else ((uint *)pic->buffer)[y*16+x] = 0xFF000000;
}
}
tr.defaultTexture = GL_LoadTextureInternal( REF_DEFAULT_TEXTURE, pic, TF_COLORMAP );
// particle texture from quake1
pic = GL_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA );
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 );
pic->buffer[( y * 16 + x ) * 4 + 3] = bound( 0, d, 255 );
}
}
tr.particleTexture = GL_LoadTextureInternal( "*particle", pic, TF_CLAMP );
// white texture
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
for( x = 0; x < 16; x++ )
((uint *)pic->buffer)[x] = 0xFFFFFFFF;
tr.whiteTexture = GL_LoadTextureInternal( REF_WHITE_TEXTURE, pic, TF_COLORMAP );
// gray texture
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
for( x = 0; x < 16; x++ )
((uint *)pic->buffer)[x] = 0xFF7F7F7F;
tr.grayTexture = GL_LoadTextureInternal( REF_GRAY_TEXTURE, pic, TF_COLORMAP );
// black texture
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
for( x = 0; x < 16; x++ )
((uint *)pic->buffer)[x] = 0xFF000000;
tr.blackTexture = GL_LoadTextureInternal( REF_BLACK_TEXTURE, pic, TF_COLORMAP );
// cinematic dummy
pic = GL_FakeImage( 640, 100, 1, IMAGE_HAS_COLOR );
tr.cinTexture = GL_LoadTextureInternal( "*cintexture", pic, TF_NOMIPMAP|TF_CLAMP );
}
/*
===============
R_TextureList_f
===============
*/
void R_TextureList_f( void )
{
image_t *image;
int i, texCount, bytes = 0;
gEngfuncs.Con_Printf( "\n" );
gEngfuncs.Con_Printf( " -id- -w- -h- -size- -fmt- -type- -data- -encode- -wrap- -depth- -name--------\n" );
for( i = texCount = 0, image = r_images; i < r_numImages; i++, image++ )
{
if( !image->pixels ) continue;
bytes += image->size;
texCount++;
gEngfuncs.Con_Printf( "%4i: ", i );
gEngfuncs.Con_Printf( "%4i %4i ", image->width, image->height );
gEngfuncs.Con_Printf( "%12s ", Q_memprint( image->size ));
if( image->flags & TF_NORMALMAP )
gEngfuncs.Con_Printf( "normal " );
else gEngfuncs.Con_Printf( "diffuse " );
if( image->flags & TF_CLAMP )
gEngfuncs.Con_Printf( "clamp " );
else if( image->flags & TF_BORDER )
gEngfuncs.Con_Printf( "border " );
else gEngfuncs.Con_Printf( "repeat " );
gEngfuncs.Con_Printf( " %d ", image->depth );
gEngfuncs.Con_Printf( " %s\n", image->name );
}
gEngfuncs.Con_Printf( "---------------------------------------------------------\n" );
gEngfuncs.Con_Printf( "%i total textures\n", texCount );
gEngfuncs.Con_Printf( "%s total memory used\n", Q_memprint( bytes ));
gEngfuncs.Con_Printf( "\n" );
}
/*
===============
R_InitImages
===============
*/
void R_InitImages( void )
{
memset( r_images, 0, sizeof( r_images ));
memset( r_imagesHashTable, 0, sizeof( r_imagesHashTable ));
r_numImages = 0;
// create unused 0-entry
Q_strncpy( r_images->name, "*unused*", sizeof( r_images->name ));
r_images->hashValue = COM_HashKey( r_images->name, TEXTURES_HASH_SIZE );
r_images->nextHash = r_imagesHashTable[r_images->hashValue];
r_imagesHashTable[r_images->hashValue] = r_images;
r_numImages = 1;
// validate cvars
R_SetTextureParameters();
GL_CreateInternalTextures();
gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
}
/*
===============
R_ShutdownImages
===============
*/
void R_ShutdownImages( void )
{
image_t *tex;
int i;
gEngfuncs.Cmd_RemoveCommand( "texturelist" );
for( i = 0, tex = r_images; i < r_numImages; i++, tex++ )
GL_DeleteTexture( tex );
memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures ));
memset( r_imagesHashTable, 0, sizeof( r_imagesHashTable ));
memset( r_images, 0, sizeof( r_images ));
r_numImages = 0;
}