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2379 lines
60 KiB
2379 lines
60 KiB
/* |
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gl_image.c - texture uploading and processing |
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Copyright (C) 2010 Uncle Mike |
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|
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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|
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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|
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#include "common.h" |
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#include "client.h" |
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#include "gl_local.h" |
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#include "studio.h" |
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|
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#define TEXTURES_HASH_SIZE (MAX_TEXTURES >> 2) |
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|
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static gltexture_t r_textures[MAX_TEXTURES]; |
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static gltexture_t *r_texturesHashTable[TEXTURES_HASH_SIZE]; |
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static byte data2D[1024]; // intermediate texbuffer |
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static int r_numTextures; |
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static rgbdata_t r_image; // generic pixelbuffer used for internal textures |
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|
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// internal tables |
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static vec3_t r_luminanceTable[256]; // RGB to luminance |
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|
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#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE )) |
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/* |
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================= |
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R_GetTexture |
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|
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acess to array elem |
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================= |
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*/ |
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gltexture_t *R_GetTexture( GLenum texnum ) |
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{ |
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ASSERT( texnum >= 0 && texnum < MAX_TEXTURES ); |
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return &r_textures[texnum]; |
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} |
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|
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/* |
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================= |
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GL_TargetToString |
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================= |
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*/ |
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static const char *GL_TargetToString( GLenum target ) |
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{ |
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switch( target ) |
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{ |
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case GL_TEXTURE_1D: |
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return "1D"; |
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case GL_TEXTURE_2D: |
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return "2D"; |
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case GL_TEXTURE_3D: |
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return "3D"; |
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case GL_TEXTURE_CUBE_MAP_ARB: |
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return "Cube"; |
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case GL_TEXTURE_2D_ARRAY_EXT: |
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return "Array"; |
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case GL_TEXTURE_RECTANGLE_EXT: |
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return "Rect"; |
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} |
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return "??"; |
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} |
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|
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/* |
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================= |
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GL_Bind |
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================= |
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*/ |
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void GL_Bind( GLint tmu, GLenum texnum ) |
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{ |
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gltexture_t *texture; |
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GLuint glTarget; |
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|
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// missed texture ? |
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if( texnum <= 0 ) texnum = tr.defaultTexture; |
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Assert( texnum > 0 && texnum < MAX_TEXTURES ); |
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|
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if( tmu != GL_KEEP_UNIT ) |
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GL_SelectTexture( tmu ); |
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else tmu = glState.activeTMU; |
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texture = &r_textures[texnum]; |
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glTarget = texture->target; |
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if( glTarget == GL_TEXTURE_2D_ARRAY_EXT ) |
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glTarget = GL_TEXTURE_2D; |
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if( glState.currentTextureTargets[tmu] != glTarget ) |
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{ |
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if( glState.currentTextureTargets[tmu] != GL_NONE ) |
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pglDisable( glState.currentTextureTargets[tmu] ); |
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glState.currentTextureTargets[tmu] = glTarget; |
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pglEnable( glState.currentTextureTargets[tmu] ); |
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} |
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if( glState.currentTextures[tmu] == texture->texnum ) |
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return; |
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pglBindTexture( texture->target, texture->texnum ); |
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glState.currentTextures[tmu] = texture->texnum; |
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} |
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|
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/* |
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================= |
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GL_ApplyTextureParams |
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================= |
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*/ |
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void GL_ApplyTextureParams( gltexture_t *tex ) |
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{ |
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vec4_t border = { 0.0f, 0.0f, 0.0f, 1.0f }; |
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|
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Assert( tex != NULL ); |
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// set texture filter |
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if( FBitSet( tex->flags, TF_DEPTHMAP )) |
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{ |
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if( !FBitSet( tex->flags, TF_NOCOMPARE )) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); |
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pglTexParameteri( tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL ); |
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} |
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if( FBitSet( tex->flags, TF_LUMINANCE )) |
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pglTexParameteri( tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE ); |
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else pglTexParameteri( tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY ); |
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if( FBitSet( tex->flags, TF_NEAREST )) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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} |
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// allow max anisotropy as 1.0f on depth textures |
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if( GL_Support( GL_ANISOTROPY_EXT )) |
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f ); |
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} |
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else if( FBitSet( tex->flags, TF_NOMIPMAP ) || tex->numMips <= 1 ) |
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{ |
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if( FBitSet( tex->flags, TF_NEAREST ) || ( IsLightMap( tex ) && gl_lightmap_nearest->value )) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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} |
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} |
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else |
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{ |
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if( FBitSet( tex->flags, TF_NEAREST ) || gl_texture_nearest->value ) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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} |
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// set texture anisotropy if available |
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if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 )) |
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_anisotropy->value ); |
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// set texture LOD bias if available |
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if( GL_Support( GL_TEXTURE_LOD_BIAS ) && ( tex->numMips > 1 )) |
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pglTexParameterf( tex->target, GL_TEXTURE_LOD_BIAS_EXT, gl_texture_lodbias->value ); |
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} |
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// check if border is not supported |
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if( FBitSet( tex->flags, TF_BORDER ) && !GL_Support( GL_CLAMP_TEXBORDER_EXT )) |
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{ |
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ClearBits( tex->flags, TF_BORDER ); |
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SetBits( tex->flags, TF_CLAMP ); |
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} |
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|
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// only seamless cubemaps allows wrap 'clamp_to_border" |
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if( tex->target == GL_TEXTURE_CUBE_MAP_ARB && !GL_Support( GL_ARB_SEAMLESS_CUBEMAP ) && FBitSet( tex->flags, TF_BORDER )) |
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ClearBits( tex->flags, TF_BORDER ); |
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// set texture wrap |
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if( FBitSet( tex->flags, TF_BORDER )) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER ); |
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if( tex->target != GL_TEXTURE_1D ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER ); |
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER ); |
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pglTexParameterfv( tex->target, GL_TEXTURE_BORDER_COLOR, border ); |
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} |
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else if( FBitSet( tex->flags, TF_CLAMP )) |
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{ |
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if( GL_Support( GL_CLAMPTOEDGE_EXT )) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); |
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if( tex->target != GL_TEXTURE_1D ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); |
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP ); |
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if( tex->target != GL_TEXTURE_1D ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP ); |
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP ); |
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} |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_REPEAT ); |
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if( tex->target != GL_TEXTURE_1D ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_REPEAT ); |
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_REPEAT ); |
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} |
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} |
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|
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/* |
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================= |
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GL_UpdateTextureParams |
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================= |
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*/ |
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static void GL_UpdateTextureParams( int iTexture ) |
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{ |
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gltexture_t *tex = &r_textures[iTexture]; |
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Assert( tex != NULL ); |
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if( !tex->texnum ) return; // free slot |
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GL_Bind( XASH_TEXTURE0, iTexture ); |
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// set texture anisotropy if available |
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if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP )) |
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_anisotropy->value ); |
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// set texture LOD bias if available |
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if( GL_Support( GL_TEXTURE_LOD_BIAS ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP )) |
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pglTexParameterf( tex->target, GL_TEXTURE_LOD_BIAS_EXT, gl_texture_lodbias->value ); |
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if( IsLightMap( tex )) |
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{ |
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if( gl_lightmap_nearest->value ) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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} |
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} |
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if( tex->numMips <= 1 ) return; |
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if( FBitSet( tex->flags, TF_NEAREST ) || gl_texture_nearest->value ) |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); |
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} |
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else |
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{ |
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR ); |
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); |
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} |
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} |
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|
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/* |
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================= |
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R_SetTextureParameters |
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================= |
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*/ |
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void R_SetTextureParameters( void ) |
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{ |
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int i; |
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if( GL_Support( GL_ANISOTROPY_EXT )) |
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{ |
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if( gl_texture_anisotropy->value > glConfig.max_texture_anisotropy ) |
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Cvar_SetValue( "gl_anisotropy", glConfig.max_texture_anisotropy ); |
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else if( gl_texture_anisotropy->value < 1.0f ) |
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Cvar_SetValue( "gl_anisotropy", 1.0f ); |
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} |
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if( GL_Support( GL_TEXTURE_LOD_BIAS )) |
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{ |
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if( gl_texture_lodbias->value < -glConfig.max_texture_lod_bias ) |
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Cvar_SetValue( "gl_texture_lodbias", -glConfig.max_texture_lod_bias ); |
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else if( gl_texture_lodbias->value > glConfig.max_texture_lod_bias ) |
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Cvar_SetValue( "gl_texture_lodbias", glConfig.max_texture_lod_bias ); |
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} |
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ClearBits( gl_texture_anisotropy->flags, FCVAR_CHANGED ); |
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ClearBits( gl_texture_lodbias->flags, FCVAR_CHANGED ); |
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ClearBits( gl_texture_nearest->flags, FCVAR_CHANGED ); |
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ClearBits( gl_lightmap_nearest->flags, FCVAR_CHANGED ); |
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// change all the existing mipmapped texture objects |
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for( i = 0; i < r_numTextures; i++ ) |
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GL_UpdateTextureParams( i ); |
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} |
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|
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/* |
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================ |
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GL_CalcTextureSamples |
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================ |
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*/ |
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static int GL_CalcTextureSamples( int flags ) |
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{ |
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if( FBitSet( flags, IMAGE_HAS_COLOR )) |
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return FBitSet( flags, IMAGE_HAS_ALPHA ) ? 4 : 3; |
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return FBitSet( flags, IMAGE_HAS_ALPHA ) ? 2 : 1; |
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} |
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|
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/* |
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================== |
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GL_CalcImageSize |
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================== |
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*/ |
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static size_t GL_CalcImageSize( pixformat_t format, int width, int height, int depth ) |
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{ |
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size_t size = 0; |
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// check the depth error |
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depth = Q_max( 1, depth ); |
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switch( format ) |
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{ |
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case PF_RGB_24: |
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case PF_BGR_24: |
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size = width * height * depth * 3; |
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break; |
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case PF_BGRA_32: |
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case PF_RGBA_32: |
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size = width * height * depth * 4; |
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break; |
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case PF_DXT1: |
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 8) * depth; |
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break; |
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case PF_DXT3: |
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case PF_DXT5: |
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 16) * depth; |
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break; |
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} |
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return size; |
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} |
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|
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/* |
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================== |
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GL_CalcTextureSize |
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================== |
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*/ |
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static size_t GL_CalcTextureSize( GLenum format, int width, int height, int depth ) |
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{ |
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size_t size = 0; |
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|
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// check the depth error |
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depth = Q_max( 1, depth ); |
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|
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switch( format ) |
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{ |
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: |
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case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: |
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 8) * depth; |
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break; |
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case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: |
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: |
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 16) * depth; |
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break; |
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case GL_RGBA8: |
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case GL_RGBA: |
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size = width * height * depth * 4; |
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break; |
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case GL_RGB8: |
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case GL_RGB: |
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size = width * height * depth * 3; |
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break; |
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case GL_RGB5: |
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size = (width * height * depth * 3) / 2; |
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break; |
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case GL_RGBA4: |
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size = (width * height * depth * 4) / 2; |
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break; |
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case GL_INTENSITY: |
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case GL_LUMINANCE: |
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case GL_INTENSITY8: |
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case GL_LUMINANCE8: |
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size = (width * height * depth); |
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break; |
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case GL_LUMINANCE_ALPHA: |
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case GL_LUMINANCE8_ALPHA8: |
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size = width * height * depth * 2; |
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break; |
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case GL_R8: |
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size = width * height * depth; |
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break; |
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case GL_RG8: |
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size = width * height * depth * 2; |
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break; |
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case GL_R16: |
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size = width * height * depth * 2; |
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break; |
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case GL_RG16: |
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size = width * height * depth * 4; |
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break; |
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case GL_R16F: |
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case GL_LUMINANCE16F_ARB: |
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size = width * height * depth * 2; // half-floats |
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break; |
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case GL_R32F: |
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case GL_LUMINANCE32F_ARB: |
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size = width * height * depth * 4; |
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break; |
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case GL_RG16F: |
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case GL_LUMINANCE_ALPHA16F_ARB: |
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size = width * height * depth * 4; |
|
break; |
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case GL_RG32F: |
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case GL_LUMINANCE_ALPHA32F_ARB: |
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size = width * height * depth * 8; |
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break; |
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case GL_RGB16F_ARB: |
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case GL_RGBA16F_ARB: |
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size = width * height * depth * 8; |
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break; |
|
case GL_RGB32F_ARB: |
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case GL_RGBA32F_ARB: |
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size = width * height * depth * 16; |
|
break; |
|
case GL_DEPTH_COMPONENT16: |
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size = width * height * depth * 2; |
|
break; |
|
case GL_DEPTH_COMPONENT24: |
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size = width * height * depth * 4; |
|
break; |
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case GL_DEPTH_COMPONENT32F: |
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size = width * height * depth * 4; |
|
break; |
|
default: |
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Host_Error( "GL_CalcTextureSize: bad texture internal format (%u)\n", format ); |
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break; |
|
} |
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|
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return size; |
|
} |
|
|
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static int GL_CalcMipmapCount( gltexture_t *tex, qboolean haveBuffer ) |
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{ |
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int width, height; |
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int mipcount; |
|
|
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Assert( tex != NULL ); |
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|
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if( !haveBuffer || tex->target == GL_TEXTURE_3D ) |
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return 1; |
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|
|
// generate mip-levels by user request |
|
if( FBitSet( tex->flags, TF_NOMIPMAP )) |
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return 1; |
|
|
|
// mip-maps can't exceeds 16 |
|
for( mipcount = 0; mipcount < 16; mipcount++ ) |
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{ |
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width = Q_max( 1, ( tex->width >> mipcount )); |
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height = Q_max( 1, ( tex->height >> mipcount )); |
|
if( width == 1 && height == 1 ) |
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break; |
|
} |
|
|
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return mipcount + 1; |
|
} |
|
|
|
/* |
|
================ |
|
GL_SetTextureDimensions |
|
================ |
|
*/ |
|
static void GL_SetTextureDimensions( gltexture_t *tex, int width, int height, int depth ) |
|
{ |
|
int maxTextureSize; |
|
int maxDepthSize = 1; |
|
|
|
Assert( tex != NULL ); |
|
|
|
switch( tex->target ) |
|
{ |
|
case GL_TEXTURE_1D: |
|
case GL_TEXTURE_2D: |
|
maxTextureSize = glConfig.max_2d_texture_size; |
|
break; |
|
case GL_TEXTURE_2D_ARRAY_EXT: |
|
maxDepthSize = glConfig.max_2d_texture_layers; |
|
maxTextureSize = glConfig.max_2d_texture_size; |
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break; |
|
case GL_TEXTURE_RECTANGLE_EXT: |
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maxTextureSize = glConfig.max_2d_rectangle_size; |
|
break; |
|
case GL_TEXTURE_CUBE_MAP_ARB: |
|
maxTextureSize = glConfig.max_cubemap_size; |
|
break; |
|
case GL_TEXTURE_3D: |
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maxDepthSize = glConfig.max_3d_texture_size; |
|
maxTextureSize = glConfig.max_3d_texture_size; |
|
break; |
|
} |
|
|
|
// store original sizes |
|
tex->srcWidth = width; |
|
tex->srcHeight = height; |
|
|
|
if( !GL_Support( GL_ARB_TEXTURE_NPOT_EXT )) |
|
{ |
|
int step = (int)gl_round_down->value; |
|
int scaled_width, scaled_height; |
|
|
|
for( scaled_width = 1; scaled_width < width; scaled_width <<= 1 ); |
|
|
|
if( step > 0 && width < scaled_width && ( step == 1 || ( scaled_width - width ) > ( scaled_width >> step ))) |
|
scaled_width >>= 1; |
|
|
|
for( scaled_height = 1; scaled_height < height; scaled_height <<= 1 ); |
|
|
|
if( step > 0 && height < scaled_height && ( step == 1 || ( scaled_height - height ) > ( scaled_height >> step ))) |
|
scaled_height >>= 1; |
|
|
|
width = scaled_width; |
|
height = scaled_height; |
|
} |
|
|
|
#if 1 // TESTTEST |
|
width = (width + 3) & ~3; |
|
height = (height + 3) & ~3; |
|
#endif |
|
if( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize ) |
|
{ |
|
if( tex->target == GL_TEXTURE_1D ) |
|
{ |
|
while( width > maxTextureSize ) |
|
width >>= 1; |
|
} |
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT ) |
|
{ |
|
while( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize ) |
|
{ |
|
width >>= 1; |
|
height >>= 1; |
|
depth >>= 1; |
|
} |
|
} |
|
else // all remaining cases |
|
{ |
|
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( gltexture_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 ); |
|
|
|
// trying to determine texture type |
|
if( pic->width > 1 && pic->height <= 1 ) |
|
tex->target = GL_TEXTURE_1D; |
|
else if( FBitSet( pic->flags, IMAGE_CUBEMAP )) |
|
tex->target = GL_TEXTURE_CUBE_MAP_ARB; |
|
else if( FBitSet( pic->flags, IMAGE_MULTILAYER ) && pic->depth >= 1 ) |
|
tex->target = GL_TEXTURE_2D_ARRAY_EXT; |
|
else if( pic->width > 1 && pic->height > 1 && pic->depth > 1 ) |
|
tex->target = GL_TEXTURE_3D; |
|
else if( FBitSet( tex->flags, TF_TEXTURE_RECTANGLE ) && pic->width == glState.width && pic->height == glState.height ) |
|
tex->target = GL_TEXTURE_RECTANGLE_EXT; |
|
else tex->target = GL_TEXTURE_2D; // default case |
|
|
|
// check for hardware support |
|
if(( tex->target == GL_TEXTURE_CUBE_MAP_ARB ) && !GL_Support( GL_TEXTURE_CUBEMAP_EXT )) |
|
tex->target = GL_NONE; |
|
|
|
if(( tex->target == GL_TEXTURE_RECTANGLE_EXT ) && !GL_Support( GL_TEXTURE_2D_RECT_EXT )) |
|
tex->target = GL_TEXTURE_2D; // fallback |
|
|
|
if(( tex->target == GL_TEXTURE_2D_ARRAY_EXT ) && !GL_Support( GL_TEXTURE_ARRAY_EXT )) |
|
tex->target = GL_NONE; |
|
|
|
if(( tex->target == GL_TEXTURE_3D ) && !GL_Support( GL_TEXTURE_3D_EXT )) |
|
tex->target = GL_NONE; |
|
|
|
// check if depth textures are not supported |
|
if( FBitSet( tex->flags, TF_DEPTHMAP ) && !GL_Support( GL_DEPTH_TEXTURE )) |
|
tex->target = GL_NONE; |
|
|
|
// depth cubemaps only allowed when GL_EXT_gpu_shader4 is supported |
|
if( tex->target == GL_TEXTURE_CUBE_MAP_ARB && !GL_Support( GL_EXT_GPU_SHADER4 ) && FBitSet( tex->flags, TF_DEPTHMAP )) |
|
tex->target = GL_NONE; |
|
|
|
if( tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
|
tex->flags |= TF_CUBEMAP; // it's cubemap! |
|
} |
|
|
|
/* |
|
=============== |
|
GL_SetTextureFormat |
|
=============== |
|
*/ |
|
static void GL_SetTextureFormat( gltexture_t *tex, pixformat_t format, int channelMask ) |
|
{ |
|
qboolean haveColor = ( channelMask & IMAGE_HAS_COLOR ); |
|
qboolean haveAlpha = ( channelMask & IMAGE_HAS_ALPHA ); |
|
|
|
Assert( tex != NULL ); |
|
|
|
if( ImageDXT( format )) |
|
{ |
|
switch( format ) |
|
{ |
|
case PF_DXT1: tex->format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; // never use DXT1 with 1-bit alpha |
|
case PF_DXT3: tex->format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break; |
|
case PF_DXT5: tex->format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break; |
|
} |
|
return; |
|
} |
|
else if( FBitSet( tex->flags, TF_DEPTHMAP )) |
|
{ |
|
if( FBitSet( tex->flags, TF_ARB_16BIT )) |
|
tex->format = GL_DEPTH_COMPONENT16; |
|
else if( FBitSet( tex->flags, TF_ARB_FLOAT ) && GL_Support( GL_ARB_DEPTH_FLOAT_EXT )) |
|
tex->format = GL_DEPTH_COMPONENT32F; |
|
else tex->format = GL_DEPTH_COMPONENT24; |
|
} |
|
else if( FBitSet( tex->flags, TF_ARB_FLOAT ) && GL_Support( GL_ARB_TEXTURE_FLOAT_EXT )) |
|
{ |
|
if( haveColor && haveAlpha ) |
|
{ |
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 ) |
|
tex->format = GL_RGBA16F_ARB; |
|
else tex->format = GL_RGBA32F_ARB; |
|
} |
|
else if( haveColor ) |
|
{ |
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 ) |
|
tex->format = GL_RGB16F_ARB; |
|
else tex->format = GL_RGB32F_ARB; |
|
} |
|
else if( haveAlpha ) |
|
{ |
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 ) |
|
tex->format = GL_LUMINANCE_ALPHA16F_ARB; |
|
else tex->format = GL_LUMINANCE_ALPHA32F_ARB; |
|
} |
|
else |
|
{ |
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 ) |
|
tex->format = GL_LUMINANCE16F_ARB; |
|
else tex->format = GL_LUMINANCE32F_ARB; |
|
} |
|
} |
|
else |
|
{ |
|
// NOTE: not all the types will be compressed |
|
int bits = glw_state.desktopBitsPixel; |
|
|
|
switch( GL_CalcTextureSamples( channelMask )) |
|
{ |
|
case 1: tex->format = GL_LUMINANCE8; break; |
|
case 2: tex->format = GL_LUMINANCE8_ALPHA8; break; |
|
case 3: |
|
switch( bits ) |
|
{ |
|
case 16: tex->format = GL_RGB5; break; |
|
case 32: tex->format = GL_RGB8; break; |
|
default: tex->format = GL_RGB; break; |
|
} |
|
break; |
|
case 4: |
|
default: |
|
switch( bits ) |
|
{ |
|
case 16: tex->format = GL_RGBA4; break; |
|
case 32: tex->format = GL_RGBA8; break; |
|
default: tex->format = GL_RGBA; break; |
|
} |
|
break; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
================= |
|
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( FBitSet( host.features, ENGINE_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_ApplyGamma |
|
|
|
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( source && !isNormalMap ) |
|
{ |
|
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 srcWidth, int srcHeight, int srcDepth, qboolean isNormalMap ) |
|
{ |
|
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 = max( 1, ( srcWidth >> 1 )); |
|
mipHeight = max( 1, ( srcHeight >> 1 )); |
|
outpadding = ALIGN( mipWidth * 4, 1 ) - mipWidth * 4; |
|
row = srcWidth << 2; |
|
|
|
// move through all layers |
|
for( z = 0; z < srcDepth; z++ ) |
|
{ |
|
if( isNormalMap ) |
|
{ |
|
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_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; |
|
} |
|
} |
|
} |
|
|
|
static void GL_TextureImageRAW( gltexture_t *tex, GLint side, GLint level, GLint width, GLint height, GLint depth, GLint type, const void *data ) |
|
{ |
|
GLuint cubeTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB; |
|
qboolean subImage = ( tex->flags & TF_IMG_UPLOADED ); |
|
GLenum inFormat = PFDesc[type].glFormat; |
|
GLint dataType = GL_UNSIGNED_BYTE; |
|
|
|
Assert( tex != NULL ); |
|
|
|
if( tex->flags & TF_DEPTHMAP ) |
|
inFormat = GL_DEPTH_COMPONENT; |
|
|
|
if( tex->target == GL_TEXTURE_1D ) |
|
{ |
|
if( subImage ) pglTexSubImage1D( tex->target, level, 0, width, inFormat, dataType, data ); |
|
else pglTexImage1D( tex->target, level, tex->format, width, 0, inFormat, dataType, data ); |
|
} |
|
else if( tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
|
{ |
|
if( subImage ) pglTexSubImage2D( cubeTarget + side, level, 0, 0, width, height, inFormat, dataType, data ); |
|
else pglTexImage2D( cubeTarget + side, level, tex->format, width, height, 0, inFormat, dataType, data ); |
|
} |
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT ) |
|
{ |
|
if( subImage ) pglTexSubImage3D( tex->target, level, 0, 0, 0, width, height, depth, inFormat, dataType, data ); |
|
else pglTexImage3D( tex->target, level, tex->format, width, height, depth, 0, inFormat, dataType, data ); |
|
} |
|
else // 2D or RECT |
|
{ |
|
if( subImage ) pglTexSubImage2D( tex->target, level, 0, 0, width, height, inFormat, dataType, data ); |
|
else pglTexImage2D( tex->target, level, tex->format, width, height, 0, inFormat, dataType, data ); |
|
} |
|
} |
|
|
|
static void GL_TextureImageDXT( gltexture_t *tex, GLint side, GLint level, GLint width, GLint height, GLint depth, size_t size, const void *data ) |
|
{ |
|
GLuint cubeTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB; |
|
qboolean subImage = ( tex->flags & TF_IMG_UPLOADED ); |
|
|
|
Assert( tex != NULL ); |
|
|
|
if( tex->target == GL_TEXTURE_1D ) |
|
{ |
|
if( subImage ) pglCompressedTexSubImage1DARB( tex->target, level, 0, width, tex->format, size, data ); |
|
else pglCompressedTexImage1DARB( tex->target, level, tex->format, width, 0, size, data ); |
|
} |
|
else if( tex->target == GL_TEXTURE_CUBE_MAP_ARB ) |
|
{ |
|
if( subImage ) pglCompressedTexSubImage2DARB( cubeTarget + side, level, 0, 0, width, height, tex->format, size, data ); |
|
else pglCompressedTexImage2DARB( cubeTarget + side, level, tex->format, width, height, 0, size, data ); |
|
} |
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT ) |
|
{ |
|
if( subImage ) pglCompressedTexSubImage3DARB( tex->target, level, 0, 0, 0, width, height, depth, tex->format, size, data ); |
|
else pglCompressedTexImage3DARB( tex->target, level, tex->format, width, height, depth, 0, size, data ); |
|
} |
|
else // 2D or RECT |
|
{ |
|
if( subImage ) pglCompressedTexSubImage2DARB( tex->target, level, 0, 0, width, height, tex->format, size, data ); |
|
else pglCompressedTexImage2DARB( tex->target, level, tex->format, width, height, 0, size, data ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
GL_CheckTexImageError |
|
|
|
show GL-errors on load images |
|
=============== |
|
*/ |
|
static void GL_CheckTexImageError( gltexture_t *tex ) |
|
{ |
|
int err; |
|
|
|
Assert( tex != NULL ); |
|
|
|
// catch possible errors |
|
if(( err = pglGetError()) != GL_NO_ERROR ) |
|
MsgDev( D_ERROR, "GL_UploadTexture: error %x while uploading %s [%s]\n", err, tex->name, GL_TargetToString( tex->target )); |
|
} |
|
|
|
/* |
|
=============== |
|
GL_UploadTexture |
|
|
|
upload texture into video memory |
|
=============== |
|
*/ |
|
static qboolean GL_UploadTexture( gltexture_t *tex, rgbdata_t *pic ) |
|
{ |
|
byte *buf, *data; |
|
size_t texsize, size; |
|
uint width, height; |
|
uint i, j, numSides; |
|
uint offset = 0; |
|
qboolean normalMap; |
|
const byte *bufend; |
|
|
|
Assert( pic != NULL ); |
|
Assert( tex != NULL ); |
|
|
|
GL_SetTextureTarget( tex, pic ); // must be first |
|
|
|
// make sure what target is correct |
|
if( tex->target == GL_NONE ) |
|
{ |
|
MsgDev( D_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 |
|
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 ) |
|
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|TF_SKYSIDE )) |
|
data = GL_ApplyGamma( data, tex->width * tex->height * tex->depth, FBitSet( tex->flags, TF_NORMALMAP )); |
|
|
|
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, normalMap ); |
|
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 ); |
|
} |
|
} |
|
|
|
tex->flags |= TF_IMG_UPLOADED; // done |
|
tex->numMips /= numSides; |
|
|
|
return true; |
|
} |
|
|
|
/* |
|
=============== |
|
GL_ProcessImage |
|
|
|
do specified actions on pixels |
|
=============== |
|
*/ |
|
static void GL_ProcessImage( gltexture_t *tex, rgbdata_t *pic, imgfilter_t *filter ) |
|
{ |
|
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; |
|
|
|
tex->encode = pic->encode; // share encode method |
|
|
|
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 = 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; |
|
|
|
// processing image before uploading (force to rgba, make luma etc) |
|
if( pic->buffer ) Image_Process( &pic, 0, 0, img_flags, filter ); |
|
|
|
if( tex->flags & TF_LUMINANCE ) |
|
{ |
|
if( !( tex->flags & TF_DEPTHMAP )) |
|
{ |
|
GL_MakeLuminance( pic ); |
|
tex->flags &= ~TF_LUMINANCE; |
|
} |
|
pic->flags &= ~IMAGE_HAS_COLOR; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
GL_LoadTexture |
|
================ |
|
*/ |
|
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags, imgfilter_t *filter ) |
|
{ |
|
gltexture_t *tex; |
|
rgbdata_t *pic; |
|
uint i, hash; |
|
uint picFlags = 0; |
|
|
|
if( !COM_CheckString( name ) || !glw_state.initialized ) |
|
return 0; |
|
|
|
if( Q_strlen( name ) >= sizeof( r_textures->name )) |
|
{ |
|
Con_Printf( S_ERROR "LoadTexture: too long name %s (%d)\n", name, Q_strlen( 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( !Q_stricmp( tex->name, name )) |
|
return (tex - r_textures); |
|
} |
|
|
|
if( flags & TF_NOFLIP_TGA ) |
|
picFlags |= IL_DONTFLIP_TGA; |
|
|
|
if( FBitSet( flags, TF_KEEP_SOURCE ) && !FBitSet( flags, TF_EXPAND_SOURCE )) |
|
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 |
|
|
|
// 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_ProcessImage( tex, pic, filter ); |
|
|
|
if( !GL_UploadTexture( tex, pic )) |
|
{ |
|
memset( tex, 0, sizeof( gltexture_t )); |
|
FS_FreeImage( pic ); // release source texture |
|
return 0; |
|
} |
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc |
|
FS_FreeImage( pic ); // release source texture |
|
|
|
// add to hash table |
|
tex->hashValue = COM_HashKey( tex->name, TEXTURES_HASH_SIZE ); |
|
tex->nextHash = r_texturesHashTable[tex->hashValue]; |
|
r_texturesHashTable[tex->hashValue] = tex; |
|
|
|
// NOTE: always return texnum as index in array or engine will stop work !!! |
|
return i; |
|
} |
|
|
|
/* |
|
================ |
|
GL_LoadTextureArray |
|
================ |
|
*/ |
|
int GL_LoadTextureArray( const char **names, int flags, imgfilter_t *filter ) |
|
{ |
|
gltexture_t *tex; |
|
rgbdata_t *pic, *src; |
|
char basename[256]; |
|
uint numLayers = 0; |
|
uint picFlags = 0; |
|
char name[256]; |
|
uint i, j, hash; |
|
|
|
if( !names || !names[0] || !glw_state.initialized ) |
|
return 0; |
|
|
|
// count layers (g-cont. this is pontentially unsafe loop) |
|
for( i = 0; i < glConfig.max_2d_texture_layers && ( *names[i] != '\0' ); i++ ) |
|
numLayers++; |
|
name[0] = '\0'; |
|
|
|
if( numLayers <= 0 ) return 0; |
|
|
|
// create complexname from layer names |
|
for( i = 0; i < numLayers; i++ ) |
|
{ |
|
COM_FileBase( names[i], basename ); |
|
Q_strncat( name, va( "%s", basename ), sizeof( name )); |
|
if( i != ( numLayers - 1 )) Q_strncat( name, "|", sizeof( name )); |
|
} |
|
|
|
Q_strncat( name, va( "[%i]", numLayers ), sizeof( name )); |
|
|
|
if( Q_strlen( name ) >= sizeof( r_textures->name )) |
|
{ |
|
Con_Printf( S_ERROR "LoadTextureArray: too long name %s (%d)\n", name, Q_strlen( 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( !Q_stricmp( tex->name, name )) |
|
return (tex - r_textures); |
|
} |
|
|
|
// load all the images and pack it into single image |
|
for( i = 0, pic = NULL; i < numLayers; i++ ) |
|
{ |
|
size_t srcsize, dstsize, mipsize; |
|
|
|
src = FS_LoadImage( names[i], NULL, 0 ); |
|
if( !src ) break; // coldn't find layer |
|
|
|
if( pic ) |
|
{ |
|
// mixed mode: DXT + RGB |
|
if( pic->type != src->type ) |
|
{ |
|
MsgDev( D_ERROR, "GL_LoadTextureArray: mismatch image format for %s and %s\n", names[0], names[i] ); |
|
break; |
|
} |
|
|
|
// different mipcount |
|
if( pic->numMips != src->numMips ) |
|
{ |
|
MsgDev( D_ERROR, "GL_LoadTextureArray: mismatch mip count for %s and %s\n", names[0], names[i] ); |
|
break; |
|
} |
|
|
|
if( pic->encode != src->encode ) |
|
{ |
|
MsgDev( D_ERROR, "GL_LoadTextureArray: mismatch custom encoding for %s and %s\n", names[0], names[i] ); |
|
break; |
|
} |
|
|
|
// but allow to rescale raw images |
|
if( ImageRAW( pic->type ) && ImageRAW( src->type ) && ( pic->width != src->width || pic->height != src->height )) |
|
Image_Process( &src, pic->width, pic->height, IMAGE_RESAMPLE, NULL ); |
|
|
|
if( pic->size != src->size ) |
|
{ |
|
MsgDev( D_ERROR, "GL_LoadTextureArray: mismatch image size for %s and %s\n", names[0], names[i] ); |
|
break; |
|
} |
|
} |
|
else |
|
{ |
|
// create new image |
|
pic = Mem_Alloc( host.imagepool, sizeof( rgbdata_t )); |
|
memcpy( pic, src, sizeof( rgbdata_t )); |
|
|
|
// expand pic buffer for all layers |
|
pic->buffer = Mem_Alloc( host.imagepool, pic->size * numLayers ); |
|
pic->depth = 0; |
|
} |
|
|
|
mipsize = srcsize = dstsize = 0; |
|
|
|
for( j = 0; j < max( 1, pic->numMips ); j++ ) |
|
{ |
|
int width = max( 1, ( pic->width >> j )); |
|
int height = max( 1, ( pic->height >> j )); |
|
mipsize = GL_CalcImageSize( pic->type, width, height, 1 ); |
|
memcpy( pic->buffer + dstsize + mipsize * i, src->buffer + srcsize, mipsize ); |
|
dstsize += mipsize * numLayers; |
|
srcsize += mipsize; |
|
} |
|
|
|
FS_FreeImage( src ); |
|
|
|
// increase layers |
|
pic->depth++; |
|
} |
|
|
|
// there were errors |
|
if( !pic || ( pic->depth != numLayers )) |
|
{ |
|
MsgDev( D_ERROR, "GL_LoadTextureArray: not all layers were loaded. Texture array is not created\n" ); |
|
if( pic ) FS_FreeImage( pic ); |
|
return 0; |
|
} |
|
|
|
// it's multilayer image! |
|
pic->flags |= IMAGE_MULTILAYER; |
|
pic->size *= numLayers; |
|
|
|
// 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; |
|
tex->texnum = i; // texnum is used for fast acess into r_textures array too |
|
|
|
GL_ProcessImage( tex, pic, filter ); |
|
if( !GL_UploadTexture( tex, pic )) |
|
{ |
|
memset( tex, 0, sizeof( gltexture_t )); |
|
FS_FreeImage( pic ); // release source texture |
|
return 0; |
|
} |
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc |
|
FS_FreeImage( pic ); // release source texture |
|
|
|
// add to hash table |
|
tex->hashValue = COM_HashKey( tex->name, TEXTURES_HASH_SIZE ); |
|
tex->nextHash = r_texturesHashTable[tex->hashValue]; |
|
r_texturesHashTable[tex->hashValue] = 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( !COM_CheckString( name ) || !glw_state.initialized ) |
|
return 0; |
|
|
|
if( Q_strlen( name ) >= sizeof( r_textures->name )) |
|
{ |
|
Con_Printf( S_ERROR "LoadTexture: too long name %s (%d)\n", name, Q_strlen( 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( !Q_stricmp( tex->name, name )) |
|
{ |
|
if( update ) break; |
|
return (tex - r_textures); |
|
} |
|
} |
|
|
|
if( !pic ) return 0; // couldn't loading image |
|
if( update && !tex ) |
|
{ |
|
Host_Error( "Couldn't find texture %s for update\n", name ); |
|
} |
|
|
|
// 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_ProcessImage( tex, pic, NULL ); |
|
if( !GL_UploadTexture( tex, pic )) |
|
{ |
|
memset( tex, 0, sizeof( gltexture_t )); |
|
return 0; |
|
} |
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc |
|
|
|
if( !update ) |
|
{ |
|
// add to hash table |
|
tex->hashValue = COM_HashKey( tex->name, TEXTURES_HASH_SIZE ); |
|
tex->nextHash = r_texturesHashTable[tex->hashValue]; |
|
r_texturesHashTable[tex->hashValue] = tex; |
|
} |
|
|
|
return (tex - r_textures); |
|
} |
|
|
|
/* |
|
================ |
|
GL_CreateTexture |
|
|
|
creates texture from buffer |
|
================ |
|
*/ |
|
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags ) |
|
{ |
|
rgbdata_t r_empty; |
|
int texture; |
|
|
|
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 * 4; |
|
r_empty.flags = IMAGE_HAS_COLOR | (( flags & TF_HAS_ALPHA ) ? IMAGE_HAS_ALPHA : 0 ); |
|
r_empty.buffer = (byte *)buffer; |
|
|
|
if( FBitSet( flags, TF_TEXTURE_1D )) |
|
{ |
|
r_empty.height = 1; |
|
r_empty.size = r_empty.width * 4; |
|
} |
|
else if( FBitSet( flags, TF_TEXTURE_3D )) |
|
{ |
|
if( !GL_Support( GL_TEXTURE_3D_EXT )) |
|
return 0; |
|
|
|
r_empty.depth = r_empty.width; // assume 3D texture as cube |
|
r_empty.size = r_empty.width * r_empty.height * r_empty.depth * 4; |
|
} |
|
else if( FBitSet( flags, TF_CUBEMAP )) |
|
{ |
|
SetBits( r_empty.flags, IMAGE_CUBEMAP ); |
|
ClearBits( flags, TF_CUBEMAP ); // will be set later |
|
r_empty.size *= 6; |
|
} |
|
|
|
texture = GL_LoadTextureInternal( name, &r_empty, flags, false ); |
|
|
|
return texture; |
|
} |
|
|
|
/* |
|
================ |
|
GL_CreateTextureArray |
|
|
|
creates texture array from buffer |
|
================ |
|
*/ |
|
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags ) |
|
{ |
|
rgbdata_t r_empty; |
|
int texture; |
|
|
|
memset( &r_empty, 0, sizeof( r_empty )); |
|
r_empty.width = width; |
|
r_empty.height = height; |
|
r_empty.depth = depth; |
|
r_empty.type = PF_RGBA_32; |
|
r_empty.size = r_empty.width * r_empty.height * r_empty.depth * 4; |
|
r_empty.flags = IMAGE_HAS_COLOR | (( flags & TF_HAS_ALPHA ) ? IMAGE_HAS_ALPHA : 0 ); |
|
r_empty.buffer = (byte *)buffer; |
|
|
|
if( FBitSet( flags, TF_TEXTURE_3D )) |
|
{ |
|
if( !GL_Support( GL_TEXTURE_3D_EXT )) |
|
return 0; |
|
} |
|
else |
|
{ |
|
if( !GL_Support( GL_TEXTURE_ARRAY_EXT )) |
|
return 0; |
|
SetBits( r_empty.flags, IMAGE_MULTILAYER ); |
|
} |
|
|
|
texture = GL_LoadTextureInternal( name, &r_empty, flags, false ); |
|
|
|
return texture; |
|
} |
|
|
|
/* |
|
================ |
|
GL_ProcessTexture |
|
================ |
|
*/ |
|
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor ) |
|
{ |
|
gltexture_t *image; |
|
rgbdata_t *pic; |
|
int flags = 0; |
|
|
|
if( texnum <= 0 ) return; // missed image |
|
Assert( texnum > 0 && texnum < MAX_TEXTURES ); |
|
image = &r_textures[texnum]; |
|
|
|
// select mode |
|
if( gamma != -1.0f ) |
|
{ |
|
flags = IMAGE_LIGHTGAMMA; |
|
} |
|
else if( topColor != -1 && bottomColor != -1 ) |
|
{ |
|
flags = IMAGE_REMAP; |
|
} |
|
else |
|
{ |
|
MsgDev( D_ERROR, "GL_ProcessTexture: bad operation for %s\n", image->name ); |
|
return; |
|
} |
|
|
|
if( !image->original ) |
|
{ |
|
MsgDev( D_ERROR, "GL_ProcessTexture: no input data for %s\n", image->name ); |
|
return; |
|
} |
|
|
|
if( ImageDXT( image->original->type )) |
|
{ |
|
MsgDev( D_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 = FS_CopyImage( image->original ); |
|
Image_Process( &pic, topColor, bottomColor, flags, NULL ); |
|
|
|
GL_UploadTexture( image, pic ); |
|
GL_ApplyTextureParams( image ); // update texture filter, wrap etc |
|
|
|
FS_FreeImage( pic ); |
|
} |
|
|
|
/* |
|
================ |
|
GL_LoadTexture |
|
================ |
|
*/ |
|
int GL_FindTexture( const char *name ) |
|
{ |
|
gltexture_t *tex; |
|
uint hash; |
|
|
|
if( !COM_CheckString( name ) || !glw_state.initialized ) |
|
return 0; |
|
|
|
if( Q_strlen( name ) >= sizeof( r_textures->name )) |
|
{ |
|
Con_Printf( S_ERROR "FindTexture: too long name %s (%d)\n", name, Q_strlen( 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( !Q_stricmp( tex->name, name )) |
|
return (tex - r_textures); |
|
} |
|
|
|
return 0; |
|
} |
|
|
|
/* |
|
================ |
|
GL_FreeImage |
|
|
|
Frees image by name |
|
================ |
|
*/ |
|
void GL_FreeImage( const char *name ) |
|
{ |
|
gltexture_t *tex; |
|
uint hash; |
|
|
|
if( !COM_CheckString( name ) || !glw_state.initialized ) |
|
return; |
|
|
|
if( Q_strlen( name ) >= sizeof( r_textures->name )) |
|
{ |
|
Con_Printf( S_ERROR "FreeTexture: too long name %s (%d)\n", name, Q_strlen( name )); |
|
return; |
|
} |
|
|
|
// see if already loaded |
|
hash = COM_HashKey( name, TEXTURES_HASH_SIZE ); |
|
|
|
for( tex = r_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash ) |
|
{ |
|
if( !Q_stricmp( tex->name, name )) |
|
{ |
|
R_FreeImage( tex ); |
|
return; |
|
} |
|
} |
|
} |
|
|
|
/* |
|
================ |
|
GL_FreeTexture |
|
================ |
|
*/ |
|
void GL_FreeTexture( GLenum texnum ) |
|
{ |
|
// number 0 it's already freed |
|
if( texnum <= 0 || !glw_state.initialized ) |
|
return; |
|
|
|
Assert( texnum > 0 && texnum < MAX_TEXTURES ); |
|
R_FreeImage( &r_textures[texnum] ); |
|
} |
|
|
|
/* |
|
================ |
|
R_FreeImage |
|
================ |
|
*/ |
|
void R_FreeImage( gltexture_t *image ) |
|
{ |
|
gltexture_t *cur; |
|
gltexture_t **prev; |
|
|
|
Assert( image != NULL ); |
|
|
|
if( !image->name[0] ) |
|
{ |
|
if( image->texnum != 0 ) |
|
MsgDev( D_ERROR, "trying to free unnamed texture with texnum %i\n", image->texnum ); |
|
return; |
|
} |
|
|
|
// remove from hash table |
|
prev = &r_texturesHashTable[image->hashValue]; |
|
|
|
while( 1 ) |
|
{ |
|
cur = *prev; |
|
if( !cur ) break; |
|
|
|
if( cur == image ) |
|
{ |
|
*prev = cur->nextHash; |
|
break; |
|
} |
|
prev = &cur->nextHash; |
|
} |
|
|
|
// release source |
|
if( image->original ) |
|
FS_FreeImage( image->original ); |
|
|
|
pglDeleteTextures( 1, &image->texnum ); |
|
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_CLAMP; |
|
|
|
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_InitCinematicTexture |
|
================== |
|
*/ |
|
static rgbdata_t *R_InitCinematicTexture( texFlags_t *flags ) |
|
{ |
|
r_image.type = PF_RGBA_32; |
|
r_image.flags = IMAGE_HAS_COLOR; |
|
r_image.width = 640; // same as menu head |
|
r_image.height = 100; |
|
r_image.size = r_image.width * r_image.height * 4; |
|
r_image.buffer = NULL; |
|
|
|
*flags = TF_NOMIPMAP|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 = 0; |
|
|
|
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_InitGrayTexture |
|
================== |
|
*/ |
|
static rgbdata_t *R_InitGrayTexture( texFlags_t *flags ) |
|
{ |
|
return R_InitSolidColorTexture( flags, 127 ); |
|
} |
|
|
|
/* |
|
================== |
|
R_InitBlackTexture |
|
================== |
|
*/ |
|
static rgbdata_t *R_InitBlackTexture( texFlags_t *flags ) |
|
{ |
|
return R_InitSolidColorTexture( flags, 0 ); |
|
} |
|
|
|
/* |
|
================== |
|
R_InitDlightTexture |
|
================== |
|
*/ |
|
void R_InitDlightTexture( void ) |
|
{ |
|
if( tr.dlightTexture != 0 ) |
|
return; // already initialized |
|
|
|
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; |
|
r_image.buffer = NULL; |
|
|
|
tr.dlightTexture = GL_LoadTextureInternal( "*dlight", &r_image, TF_NOMIPMAP|TF_CLAMP|TF_ATLAS_PAGE, false ); |
|
} |
|
|
|
/* |
|
================== |
|
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 ); |
|
} |
|
|
|
textures[] = |
|
{ |
|
{ "*default", &tr.defaultTexture, R_InitDefaultTexture }, |
|
{ "*particle", &tr.particleTexture, R_InitParticleTexture }, |
|
{ "*white", &tr.whiteTexture, R_InitWhiteTexture }, |
|
{ "*gray", &tr.grayTexture, R_InitGrayTexture }, |
|
{ "*black", &tr.blackTexture, R_InitBlackTexture }, // not used by engine |
|
{ "*cintexture", &tr.cinTexture, R_InitCinematicTexture }, // intermediate buffer to renderer cinematic textures |
|
{ NULL, NULL, NULL } |
|
}; |
|
size_t i, num_builtin_textures = ARRAYSIZE( textures ) - 1; |
|
|
|
for( i = 0; i < num_builtin_textures; i++ ) |
|
{ |
|
memset( &r_image, 0, sizeof( rgbdata_t )); |
|
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 ); |
|
} |
|
} |
|
|
|
/* |
|
=============== |
|
R_TextureList_f |
|
=============== |
|
*/ |
|
void R_TextureList_f( void ) |
|
{ |
|
gltexture_t *image; |
|
int i, texCount, bytes = 0; |
|
|
|
Con_Printf( "\n" ); |
|
Con_Printf( " -id- -w- -h- -size- -fmt- -type- -data- -encode- -wrap- -depth- -name--------\n" ); |
|
|
|
for( i = texCount = 0, image = r_textures; i < r_numTextures; i++, image++ ) |
|
{ |
|
if( !image->texnum ) continue; |
|
|
|
bytes += image->size; |
|
texCount++; |
|
|
|
Con_Printf( "%4i: ", i ); |
|
Con_Printf( "%4i %4i ", image->width, image->height ); |
|
Con_Printf( "%12s ", Q_memprint( image->size )); |
|
|
|
switch( image->format ) |
|
{ |
|
case GL_COMPRESSED_RGBA_ARB: |
|
Con_Printf( "CRGBA " ); |
|
break; |
|
case GL_COMPRESSED_RGB_ARB: |
|
Con_Printf( "CRGB " ); |
|
break; |
|
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB: |
|
Con_Printf( "CLA " ); |
|
break; |
|
case GL_COMPRESSED_LUMINANCE_ARB: |
|
Con_Printf( "CL " ); |
|
break; |
|
case GL_COMPRESSED_ALPHA_ARB: |
|
Con_Printf( "CA " ); |
|
break; |
|
case GL_COMPRESSED_INTENSITY_ARB: |
|
Con_Printf( "CI " ); |
|
break; |
|
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT: |
|
Con_Printf( "DXT1c " ); |
|
break; |
|
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT: |
|
Con_Printf( "DXT1a " ); |
|
break; |
|
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT: |
|
Con_Printf( "DXT3 " ); |
|
break; |
|
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT: |
|
Con_Printf( "DXT5 " ); |
|
break; |
|
case GL_RGBA: |
|
Con_Printf( "RGBA " ); |
|
break; |
|
case GL_RGBA8: |
|
Con_Printf( "RGBA8 " ); |
|
break; |
|
case GL_RGBA4: |
|
Con_Printf( "RGBA4 " ); |
|
break; |
|
case GL_RGB: |
|
Con_Printf( "RGB " ); |
|
break; |
|
case GL_RGB8: |
|
Con_Printf( "RGB8 " ); |
|
break; |
|
case GL_RGB5: |
|
Con_Printf( "RGB5 " ); |
|
break; |
|
case GL_LUMINANCE4_ALPHA4: |
|
Con_Printf( "L4A4 " ); |
|
break; |
|
case GL_LUMINANCE_ALPHA: |
|
case GL_LUMINANCE8_ALPHA8: |
|
Con_Printf( "L8A8 " ); |
|
break; |
|
case GL_LUMINANCE4: |
|
Con_Printf( "L4 " ); |
|
break; |
|
case GL_LUMINANCE: |
|
case GL_LUMINANCE8: |
|
Con_Printf( "L8 " ); |
|
break; |
|
case GL_ALPHA8: |
|
Con_Printf( "A8 " ); |
|
break; |
|
case GL_INTENSITY8: |
|
Con_Printf( "I8 " ); |
|
break; |
|
case GL_DEPTH_COMPONENT: |
|
case GL_DEPTH_COMPONENT24: |
|
Con_Printf( "DPTH24" ); |
|
break; |
|
case GL_DEPTH_COMPONENT32F: |
|
Con_Printf( "DPTH32" ); |
|
break; |
|
case GL_LUMINANCE16F_ARB: |
|
Con_Printf( "L16F " ); |
|
break; |
|
case GL_LUMINANCE32F_ARB: |
|
Con_Printf( "L32F " ); |
|
break; |
|
case GL_LUMINANCE_ALPHA16F_ARB: |
|
Con_Printf( "LA16F " ); |
|
break; |
|
case GL_LUMINANCE_ALPHA32F_ARB: |
|
Con_Printf( "LA32F " ); |
|
break; |
|
case GL_RGB16F_ARB: |
|
Con_Printf( "RGB16F" ); |
|
break; |
|
case GL_RGB32F_ARB: |
|
Con_Printf( "RGB32F" ); |
|
break; |
|
case GL_RGBA16F_ARB: |
|
Con_Printf( "RGBA16F" ); |
|
break; |
|
case GL_RGBA32F_ARB: |
|
Con_Printf( "RGBA32F" ); |
|
break; |
|
default: |
|
Con_Printf( " ^1ERROR^7 " ); |
|
break; |
|
} |
|
|
|
switch( image->target ) |
|
{ |
|
case GL_TEXTURE_1D: |
|
Con_Printf( " 1D " ); |
|
break; |
|
case GL_TEXTURE_2D: |
|
Con_Printf( " 2D " ); |
|
break; |
|
case GL_TEXTURE_3D: |
|
Con_Printf( " 3D " ); |
|
break; |
|
case GL_TEXTURE_CUBE_MAP_ARB: |
|
Con_Printf( "CUBE " ); |
|
break; |
|
case GL_TEXTURE_RECTANGLE_EXT: |
|
Con_Printf( "RECT " ); |
|
break; |
|
case GL_TEXTURE_2D_ARRAY_EXT: |
|
Con_Printf( "ARRAY " ); |
|
break; |
|
default: |
|
Con_Printf( "???? " ); |
|
break; |
|
} |
|
|
|
if( image->flags & TF_NORMALMAP ) |
|
Con_Printf( "normal " ); |
|
else Con_Printf( "diffuse " ); |
|
|
|
switch( image->encode ) |
|
{ |
|
case DXT_ENCODE_COLOR_YCoCg: |
|
Con_Printf( "YCoCg " ); |
|
break; |
|
case DXT_ENCODE_NORMAL_AG_ORTHO: |
|
Con_Printf( "ortho " ); |
|
break; |
|
case DXT_ENCODE_NORMAL_AG_STEREO: |
|
Con_Printf( "stereo " ); |
|
break; |
|
case DXT_ENCODE_NORMAL_AG_PARABOLOID: |
|
Con_Printf( "parabolic " ); |
|
break; |
|
case DXT_ENCODE_NORMAL_AG_QUARTIC: |
|
Con_Printf( "quartic " ); |
|
break; |
|
case DXT_ENCODE_NORMAL_AG_AZIMUTHAL: |
|
Con_Printf( "azimuthal " ); |
|
break; |
|
default: |
|
Con_Printf( "default " ); |
|
break; |
|
} |
|
|
|
if( image->flags & TF_CLAMP ) |
|
Con_Printf( "clamp " ); |
|
else if( image->flags & TF_BORDER ) |
|
Con_Printf( "border " ); |
|
else Con_Printf( "repeat " ); |
|
Con_Printf( " %d ", image->depth ); |
|
Con_Printf( " %s\n", image->name ); |
|
} |
|
|
|
Con_Printf( "---------------------------------------------------------\n" ); |
|
Con_Printf( "%i total textures\n", texCount ); |
|
Con_Printf( "%s total memory used\n", Q_memprint( bytes )); |
|
Con_Printf( "\n" ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_InitImages |
|
=============== |
|
*/ |
|
void R_InitImages( void ) |
|
{ |
|
float f; |
|
uint i; |
|
|
|
memset( r_textures, 0, sizeof( r_textures )); |
|
memset( r_texturesHashTable, 0, sizeof( r_texturesHashTable )); |
|
r_numTextures = 0; |
|
|
|
// create unused 0-entry |
|
Q_strncpy( r_textures->name, "*unused*", sizeof( r_textures->name )); |
|
r_textures->hashValue = COM_HashKey( r_textures->name, TEXTURES_HASH_SIZE ); |
|
r_textures->nextHash = r_texturesHashTable[r_textures->hashValue]; |
|
r_texturesHashTable[r_textures->hashValue] = r_textures; |
|
r_numTextures = 1; |
|
|
|
// build luminance table |
|
for( i = 0; i < 256; i++ ) |
|
{ |
|
f = (float)i; |
|
r_luminanceTable[i][0] = f * 0.299f; |
|
r_luminanceTable[i][1] = f * 0.587f; |
|
r_luminanceTable[i][2] = f * 0.114f; |
|
} |
|
|
|
// set texture parameters |
|
R_SetTextureParameters(); |
|
R_InitBuiltinTextures(); |
|
|
|
R_ParseTexFilters( "scripts/texfilter.txt" ); |
|
Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" ); |
|
} |
|
|
|
/* |
|
=============== |
|
R_ShutdownImages |
|
=============== |
|
*/ |
|
void R_ShutdownImages( void ) |
|
{ |
|
gltexture_t *image; |
|
int i; |
|
|
|
if( !glw_state.initialized ) return; |
|
|
|
Cmd_RemoveCommand( "texturelist" ); |
|
GL_CleanupAllTextureUnits(); |
|
|
|
for( i = 0, image = r_textures; i < r_numTextures; i++, image++ ) |
|
R_FreeImage( image ); |
|
|
|
memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures )); |
|
memset( r_texturesHashTable, 0, sizeof( r_texturesHashTable )); |
|
memset( r_textures, 0, sizeof( r_textures )); |
|
r_numTextures = 0; |
|
} |