Files
bearstonem--openmohaa-vr/code/renderergl2/tr_image.c
T
bearstonemandClaude Opus 5 5aff8d336a feat(vr): stereo rendering and 6DoF head tracking through OpenXR
Runs on a Meta Quest 3 in stereo at the headset's native 1680x1760 per
eye, with the world tracking head movement in six degrees of freedom.

The session binds to the EGL context SDL already created rather than a
private one, so there is a single GL context and the renderer needs no
thread or context juggling. Each eye is rendered into an OpenXR swapchain
image by substituting the framebuffer the renderer treats as the screen,
which leaves the whole render path untouched. Exactly two eye passes per
frame; there is deliberately no third pass to produce a flat image.

The session and its swapchains belong to the GL context they were made
with, so they are torn down and rebuilt around the renderer restarts the
engine performs.

Menus, the loading screen and cinematics go on a quad layer fixed in the
room, placed once in front of wherever the player is facing. Drawing
screen space content into both eyes instead gives it no stereo disparity
while each eye still warps it through its own asymmetric frustum, and the
result cannot be fused. The panel is drawn into one persistent buffer
that is then copied into the swapchain image: a swapchain rotates through
several images, and the engine's 2D path expects the screen to still hold
what it drew last frame.

Head tracking:

- The per-eye asymmetric frustum from xrLocateViews feeds
  R_SetupProjection directly. A symmetric approximation misaligns the two
  images by a few degrees, which the eyes cannot fuse.
- The pose is applied in RE_RenderScene, so it follows every camera the
  game has - the player's, cutscenes, ladders, death animations - without
  each needing to know about VR.
- Orientation is carried as axes rather than pitch/yaw/roll, and composed
  with the game's heading as a rotation. Adding Euler angles only works
  while pitch and roll are near zero and turns every head movement into a
  twist once they are not.
- Position is measured from where the head was when tracking started, so
  the game keeps supplying eye height and the headset contributes only
  leaning, ducking and stepping. The initial heading is subtracted too,
  or the play space's arbitrary forward is added to the character's and
  the player spawns facing the wrong way.

The controllers point at the panel and click: the aim ray is intersected
with the quad and the hit becomes the engine's cursor position, so the
menus behave as they always did.

The renderer's own framebuffer objects stay off on Android. Each eye is
already a swapchain image, so routing through tr.renderFbo first would
cost a second full resolution pass and resolve per eye for nothing.

Known gaps: head orientation does not yet reach the player's view angles,
so the game does not know where the player is looking; and there is no
controller model or pointer ray.

Co-Authored-By: Claude Opus 5 (1M context) <noreply@anthropic.com>
2026-07-26 17:03:38 -07:00

3540 lines
84 KiB
C

/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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 2 of the License,
or (at your option) any later version.
Quake III Arena source code 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.
You should have received a copy of the GNU General Public License
along with Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_image.c
#include "tr_local.h"
#include "tr_dsa.h"
static byte s_intensitytable[256];
static unsigned char s_gammatable[256];
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
#define FILE_HASH_SIZE 1024
static image_t* hashTable[FILE_HASH_SIZE];
/*
** R_GammaCorrect
*/
void R_GammaCorrect( byte *buffer, int bufSize ) {
int i;
for ( i = 0; i < bufSize; i++ ) {
buffer[i] = s_gammatable[buffer[i]];
}
}
typedef struct {
char *name;
int minimize, maximize;
} textureMode_t;
textureMode_t modes[] = {
{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
/*
================
return a hash value for the filename
================
*/
static long generateHashValue( const char *fname ) {
int i;
long hash;
char letter;
hash = 0;
i = 0;
while (fname[i] != '\0') {
letter = tolower(fname[i]);
if (letter =='.') break; // don't include extension
if (letter =='\\') letter = '/'; // damn path names
hash+=(long)(letter)*(i+119);
i++;
}
hash &= (FILE_HASH_SIZE-1);
return hash;
}
/*
===============
GL_TextureMode
===============
*/
void GL_TextureMode( const char *string ) {
int i;
image_t *glt;
for ( i=0 ; i< 6 ; i++ ) {
if ( !Q_stricmp( modes[i].name, string ) ) {
break;
}
}
// hack to prevent trilinear from being set on voodoo,
// because their driver freaks...
if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) {
ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" );
i = 3;
}
if ( i == 6 ) {
ri.Printf (PRINT_ALL, "bad filter name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for ( i = 0 ; i < tr.numImages ; i++ ) {
glt = tr.images[ i ];
if ( glt->flags & IMGFLAG_MIPMAP && !(glt->flags & IMGFLAG_CUBEMAP)) {
qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTextureParameterfEXT(glt->texnum, GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
}
/*
===============
R_SumOfUsedImages
===============
*/
int R_SumOfUsedImages( void ) {
int total;
int i;
total = 0;
for ( i = 0; i < tr.numImages; i++ ) {
if ( tr.images[i]->frameUsed == tr.frameCount ) {
total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight;
}
}
return total;
}
/*
===============
R_ImageList_f
===============
*/
void R_ImageList_f( void ) {
int i;
int estTotalSize = 0;
ri.Printf(PRINT_ALL, "\n -w-- -h-- -type-- -size- --name-------\n");
for ( i = 0 ; i < tr.numImages ; i++ )
{
image_t *image = tr.images[i];
char *format = "???? ";
char *sizeSuffix;
int estSize;
int displaySize;
estSize = image->uploadHeight * image->uploadWidth;
switch(image->internalFormat)
{
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
format = "sDXT1 ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
format = "sDXT5 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
format = "sBPTC ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RG_RGTC2:
format = "RGTC2 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
format = "DXT1 ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
format = "DXT1a ";
// 64 bits per 16 pixels, so 4 bits per pixel
estSize /= 2;
break;
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
format = "DXT5 ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
format = "BPTC ";
// 128 bits per 16 pixels, so 1 byte per pixel
break;
case GL_RGB4_S3TC:
format = "S3TC ";
// same as DXT1?
estSize /= 2;
break;
case GL_RGBA16F:
format = "RGBA16F";
// 8 bytes per pixel
estSize *= 8;
break;
case GL_RGBA16:
format = "RGBA16 ";
// 8 bytes per pixel
estSize *= 8;
break;
case GL_RGBA4:
case GL_RGBA8:
case GL_RGBA:
format = "RGBA ";
// 4 bytes per pixel
estSize *= 4;
break;
case GL_LUMINANCE8:
case GL_LUMINANCE:
format = "L ";
// 1 byte per pixel?
break;
case GL_RGB5:
case GL_RGB8:
case GL_RGB:
format = "RGB ";
// 3 bytes per pixel?
estSize *= 3;
break;
case GL_LUMINANCE8_ALPHA8:
case GL_LUMINANCE_ALPHA:
format = "LA ";
// 2 bytes per pixel?
estSize *= 2;
break;
case GL_SRGB_EXT:
case GL_SRGB8_EXT:
format = "sRGB ";
// 3 bytes per pixel?
estSize *= 3;
break;
case GL_SRGB_ALPHA_EXT:
case GL_SRGB8_ALPHA8_EXT:
format = "sRGBA ";
// 4 bytes per pixel?
estSize *= 4;
break;
case GL_SLUMINANCE_EXT:
case GL_SLUMINANCE8_EXT:
format = "sL ";
// 1 byte per pixel?
break;
case GL_SLUMINANCE_ALPHA_EXT:
case GL_SLUMINANCE8_ALPHA8_EXT:
format = "sLA ";
// 2 byte per pixel?
estSize *= 2;
break;
case GL_DEPTH_COMPONENT16:
format = "Depth16";
// 2 bytes per pixel
estSize *= 2;
break;
case GL_DEPTH_COMPONENT24:
format = "Depth24";
// 3 bytes per pixel
estSize *= 3;
break;
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT32:
format = "Depth32";
// 4 bytes per pixel
estSize *= 4;
break;
}
// mipmap adds about 50%
if (image->flags & IMGFLAG_MIPMAP)
estSize += estSize / 2;
sizeSuffix = "b ";
displaySize = estSize;
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "kb";
}
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "Mb";
}
if (displaySize > 1024)
{
displaySize /= 1024;
sizeSuffix = "Gb";
}
ri.Printf(PRINT_ALL, "%4i: %4ix%4i %s %4i%s %s\n", i, image->uploadWidth, image->uploadHeight, format, displaySize, sizeSuffix, image->imgName);
estTotalSize += estSize;
}
ri.Printf (PRINT_ALL, " ---------\n");
ri.Printf (PRINT_ALL, " approx %i bytes\n", estTotalSize);
ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
}
//=======================================================================
/*
================
ResampleTexture
Used to resample images in a more general than quartering fashion.
This will only be filtered properly if the resampled size
is greater than half the original size.
If a larger shrinking is needed, use the mipmap function
before or after.
================
*/
static void ResampleTexture( byte *in, int inwidth, int inheight, byte *out,
int outwidth, int outheight ) {
int i, j;
byte *inrow, *inrow2;
int frac, fracstep;
int p1[2048], p2[2048];
byte *pix1, *pix2, *pix3, *pix4;
if (outwidth>2048)
ri.Error(ERR_DROP, "ResampleTexture: max width");
fracstep = inwidth*0x10000/outwidth;
frac = fracstep>>2;
for ( i=0 ; i<outwidth ; i++ ) {
p1[i] = 4*(frac>>16);
frac += fracstep;
}
frac = 3*(fracstep>>2);
for ( i=0 ; i<outwidth ; i++ ) {
p2[i] = 4*(frac>>16);
frac += fracstep;
}
for (i=0 ; i<outheight ; i++) {
inrow = in + 4*inwidth*(int)((i+0.25)*inheight/outheight);
inrow2 = in + 4*inwidth*(int)((i+0.75)*inheight/outheight);
for (j=0 ; j<outwidth ; j++) {
pix1 = inrow + p1[j];
pix2 = inrow + p2[j];
pix3 = inrow2 + p1[j];
pix4 = inrow2 + p2[j];
*out++ = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
*out++ = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
*out++ = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
*out++ = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
}
}
}
static void RGBAtoYCoCgA(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte r, g, b, a, rb2;
r = *inbyte++;
g = *inbyte++;
b = *inbyte++;
a = *inbyte++;
rb2 = (r + b) >> 1;
*outbyte++ = (g + rb2) >> 1; // Y = R/4 + G/2 + B/4
*outbyte++ = (r - b + 256) >> 1; // Co = R/2 - B/2
*outbyte++ = (g - rb2 + 256) >> 1; // Cg = -R/4 + G/2 - B/4
*outbyte++ = a;
}
}
}
static void YCoCgAtoRGBA(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte _Y, Co, Cg, a;
_Y = *inbyte++;
Co = *inbyte++;
Cg = *inbyte++;
a = *inbyte++;
*outbyte++ = CLAMP(_Y + Co - Cg, 0, 255); // R = Y + Co - Cg
*outbyte++ = CLAMP(_Y + Cg - 128, 0, 255); // G = Y + Cg
*outbyte++ = CLAMP(_Y - Co - Cg + 256, 0, 255); // B = Y - Co - Cg
*outbyte++ = a;
}
}
}
// uses a sobel filter to change a texture to a normal map
static void RGBAtoNormal(const byte *in, byte *out, int width, int height, qboolean clampToEdge)
{
int x, y, max;
// convert to heightmap, storing in alpha
// same as converting to Y in YCoCg
max = 1;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4 + 3;
for (x = 0; x < width; x++)
{
byte result = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
result = result * result / 255; // Make linear
*outbyte = result;
max = MAX(max, *outbyte);
outbyte += 4;
inbyte += 4;
}
}
// level out heights
if (max < 255)
{
for (y = 0; y < height; y++)
{
byte *outbyte = out + y * width * 4 + 3;
for (x = 0; x < width; x++)
{
*outbyte = *outbyte + (255 - max);
outbyte += 4;
}
}
}
// now run sobel filter over height values to generate X and Y
// then normalize
for (y = 0; y < height; y++)
{
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
// 0 1 2
// 3 4 5
// 6 7 8
byte s[9];
int x2, y2, i;
vec3_t normal;
i = 0;
for (y2 = -1; y2 <= 1; y2++)
{
int src_y = y + y2;
if (clampToEdge)
{
src_y = CLAMP(src_y, 0, height - 1);
}
else
{
src_y = (src_y + height) % height;
}
for (x2 = -1; x2 <= 1; x2++)
{
int src_x = x + x2;
if (clampToEdge)
{
src_x = CLAMP(src_x, 0, width - 1);
}
else
{
src_x = (src_x + width) % width;
}
s[i++] = *(out + (src_y * width + src_x) * 4 + 3);
}
}
normal[0] = s[0] - s[2]
+ 2 * s[3] - 2 * s[5]
+ s[6] - s[8];
normal[1] = s[0] + 2 * s[1] + s[2]
- s[6] - 2 * s[7] - s[8];
normal[2] = s[4] * 4;
if (!VectorNormalize2(normal, normal))
{
VectorSet(normal, 0, 0, 1);
}
*outbyte++ = FloatToOffsetByte(normal[0]);
*outbyte++ = FloatToOffsetByte(normal[1]);
*outbyte++ = FloatToOffsetByte(normal[2]);
outbyte++;
}
}
}
#define COPYSAMPLE(a,b) *(unsigned int *)(a) = *(unsigned int *)(b)
// based on Fast Curve Based Interpolation
// from Fast Artifacts-Free Image Interpolation (http://www.andreagiachetti.it/icbi/)
// assumes data has a 2 pixel thick border of clamped or wrapped data
// expects data to be a grid with even (0, 0), (2, 0), (0, 2), (2, 2) etc pixels filled
// only performs FCBI on specified component
static void DoFCBI(byte *in, byte *out, int width, int height, int component)
{
int x, y;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
inbyte = in + (y * width + 2) * 4 + component;
outbyte = out + (y * width + 2) * 4 + component;
for (x = 2; x < width - 2; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 3; y < height - 3; y += 2)
{
// diagonals
//
// NWp - northwest interpolated pixel
// NEp - northeast interpolated pixel
// NWd - northwest first derivative
// NEd - northeast first derivative
// NWdd - northwest second derivative
// NEdd - northeast second derivative
//
// Uses these samples:
//
// 0
// - - a - b - -
// - - - - - - -
// c - d - e - f
// 0 - - - - - - -
// g - h - i - j
// - - - - - - -
// - - k - l - -
//
// x+2 uses these samples:
//
// 0
// - - - - a - b - -
// - - - - - - - - -
// - - c - d - e - f
// 0 - - - - - - - - -
// - - g - h - i - j
// - - - - - - - - -
// - - - - k - l - -
//
// so we can reuse 8 of them on next iteration
//
// a=b, c=d, d=e, e=f, g=h, h=i, i=j, k=l
//
// only b, f, j, and l need to be sampled on next iteration
byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
byte *line1, *line2, *line3, *line4;
x = 3;
// optimization one
// SAMPLE2(sa, x-1, y-3);
//SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1);
//SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1);
// SAMPLE2(sk, x-1, y+3);
// optimization two
line1 = in + ((y - 3) * width + (x - 1)) * 4 + component;
line2 = in + ((y - 1) * width + (x - 3)) * 4 + component;
line3 = in + ((y + 1) * width + (x - 3)) * 4 + component;
line4 = in + ((y + 3) * width + (x - 1)) * 4 + component;
// COPYSAMPLE(sa, line1); line1 += 8;
//COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8; COPYSAMPLE(se, line2); line2 += 8;
//COPYSAMPLE(sg, line3); line3 += 8; COPYSAMPLE(sh, line3); line3 += 8; COPYSAMPLE(si, line3); line3 += 8;
// COPYSAMPLE(sk, line4); line4 += 8;
sa = *line1; line1 += 8;
sc = *line2; line2 += 8; sd = *line2; line2 += 8; se = *line2; line2 += 8;
sg = *line3; line3 += 8; sh = *line3; line3 += 8; si = *line3; line3 += 8;
sk = *line4; line4 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 3; x += 2)
{
int NWd, NEd, NWp, NEp;
// original
// SAMPLE2(sa, x-1, y-3); SAMPLE2(sb, x+1, y-3);
//SAMPLE2(sc, x-3, y-1); SAMPLE2(sd, x-1, y-1); SAMPLE2(se, x+1, y-1); SAMPLE2(sf, x+3, y-1);
//SAMPLE2(sg, x-3, y+1); SAMPLE2(sh, x-1, y+1); SAMPLE2(si, x+1, y+1); SAMPLE2(sj, x+3, y+1);
// SAMPLE2(sk, x-1, y+3); SAMPLE2(sl, x+1, y+3);
// optimization one
//SAMPLE2(sb, x+1, y-3);
//SAMPLE2(sf, x+3, y-1);
//SAMPLE2(sj, x+3, y+1);
//SAMPLE2(sl, x+1, y+3);
// optimization two
//COPYSAMPLE(sb, line1); line1 += 8;
//COPYSAMPLE(sf, line2); line2 += 8;
//COPYSAMPLE(sj, line3); line3 += 8;
//COPYSAMPLE(sl, line4); line4 += 8;
sb = *line1; line1 += 8;
sf = *line2; line2 += 8;
sj = *line3; line3 += 8;
sl = *line4; line4 += 8;
NWp = sd + si;
NEp = se + sh;
NWd = abs(sd - si);
NEd = abs(se - sh);
if (NWd > 100 || NEd > 100 || abs(NWp-NEp) > 200)
{
if (NWd < NEd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
}
else
{
int NWdd, NEdd;
//NEdd = abs(sg + sd + sb - 3 * (se + sh) + sk + si + sf);
//NWdd = abs(sa + se + sj - 3 * (sd + si) + sc + sh + sl);
NEdd = abs(sg + sb - 3 * NEp + sk + sf + NWp);
NWdd = abs(sa + sj - 3 * NWp + sc + sl + NEp);
if (NWdd > NEdd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
}
outbyte += 8;
// COPYSAMPLE(sa, sb);
//COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se); COPYSAMPLE(se, sf);
//COPYSAMPLE(sg, sh); COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
// COPYSAMPLE(sk, sl);
sa = sb;
sc = sd; sd = se; se = sf;
sg = sh; sh = si; si = sj;
sk = sl;
}
}
// hack: copy out to in again
for (y = 3; y < height - 3; y += 2)
{
inbyte = out + (y * width + 3) * 4 + component;
outbyte = in + (y * width + 3) * 4 + component;
for (x = 3; x < width - 3; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 2; y < height - 3; y++)
{
// horizontal & vertical
//
// hp - horizontally interpolated pixel
// vp - vertically interpolated pixel
// hd - horizontal first derivative
// vd - vertical first derivative
// hdd - horizontal second derivative
// vdd - vertical second derivative
// Uses these samples:
//
// 0
// - a - b -
// c - d - e
// 0 - f - g -
// h - i - j
// - k - l -
//
// x+2 uses these samples:
//
// 0
// - - - a - b -
// - - c - d - e
// 0 - - - f - g -
// - - h - i - j
// - - - k - l -
//
// so we can reuse 7 of them on next iteration
//
// a=b, c=d, d=e, f=g, h=i, i=j, k=l
//
// only b, e, g, j, and l need to be sampled on next iteration
byte sa, sb, sc, sd, se, sf, sg, sh, si, sj, sk, sl;
byte *line1, *line2, *line3, *line4, *line5;
//x = (y + 1) % 2;
x = (y + 1) % 2 + 2;
// optimization one
// SAMPLE2(sa, x-1, y-2);
//SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1);
// SAMPLE2(sf, x-1, y );
//SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1);
// SAMPLE2(sk, x-1, y+2);
line1 = in + ((y - 2) * width + (x - 1)) * 4 + component;
line2 = in + ((y - 1) * width + (x - 2)) * 4 + component;
line3 = in + ((y ) * width + (x - 1)) * 4 + component;
line4 = in + ((y + 1) * width + (x - 2)) * 4 + component;
line5 = in + ((y + 2) * width + (x - 1)) * 4 + component;
// COPYSAMPLE(sa, line1); line1 += 8;
//COPYSAMPLE(sc, line2); line2 += 8; COPYSAMPLE(sd, line2); line2 += 8;
// COPYSAMPLE(sf, line3); line3 += 8;
//COPYSAMPLE(sh, line4); line4 += 8; COPYSAMPLE(si, line4); line4 += 8;
// COPYSAMPLE(sk, line5); line5 += 8;
sa = *line1; line1 += 8;
sc = *line2; line2 += 8; sd = *line2; line2 += 8;
sf = *line3; line3 += 8;
sh = *line4; line4 += 8; si = *line4; line4 += 8;
sk = *line5; line5 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 3; x+=2)
{
int hd, vd, hp, vp;
// SAMPLE2(sa, x-1, y-2); SAMPLE2(sb, x+1, y-2);
//SAMPLE2(sc, x-2, y-1); SAMPLE2(sd, x, y-1); SAMPLE2(se, x+2, y-1);
// SAMPLE2(sf, x-1, y ); SAMPLE2(sg, x+1, y );
//SAMPLE2(sh, x-2, y+1); SAMPLE2(si, x, y+1); SAMPLE2(sj, x+2, y+1);
// SAMPLE2(sk, x-1, y+2); SAMPLE2(sl, x+1, y+2);
// optimization one
//SAMPLE2(sb, x+1, y-2);
//SAMPLE2(se, x+2, y-1);
//SAMPLE2(sg, x+1, y );
//SAMPLE2(sj, x+2, y+1);
//SAMPLE2(sl, x+1, y+2);
//COPYSAMPLE(sb, line1); line1 += 8;
//COPYSAMPLE(se, line2); line2 += 8;
//COPYSAMPLE(sg, line3); line3 += 8;
//COPYSAMPLE(sj, line4); line4 += 8;
//COPYSAMPLE(sl, line5); line5 += 8;
sb = *line1; line1 += 8;
se = *line2; line2 += 8;
sg = *line3; line3 += 8;
sj = *line4; line4 += 8;
sl = *line5; line5 += 8;
hp = sf + sg;
vp = sd + si;
hd = abs(sf - sg);
vd = abs(sd - si);
if (hd > 100 || vd > 100 || abs(hp-vp) > 200)
{
if (hd < vd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
}
else
{
int hdd, vdd;
//hdd = abs(sc[i] + sd[i] + se[i] - 3 * (sf[i] + sg[i]) + sh[i] + si[i] + sj[i]);
//vdd = abs(sa[i] + sf[i] + sk[i] - 3 * (sd[i] + si[i]) + sb[i] + sg[i] + sl[i]);
hdd = abs(sc + se - 3 * hp + sh + sj + vp);
vdd = abs(sa + sk - 3 * vp + sb + sl + hp);
if (hdd > vdd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
}
outbyte += 8;
// COPYSAMPLE(sa, sb);
//COPYSAMPLE(sc, sd); COPYSAMPLE(sd, se);
// COPYSAMPLE(sf, sg);
//COPYSAMPLE(sh, si); COPYSAMPLE(si, sj);
// COPYSAMPLE(sk, sl);
sa = sb;
sc = sd; sd = se;
sf = sg;
sh = si; si = sj;
sk = sl;
}
}
}
// Similar to FCBI, but throws out the second order derivatives for speed
static void DoFCBIQuick(byte *in, byte *out, int width, int height, int component)
{
int x, y;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
inbyte = in + (y * width + 2) * 4 + component;
outbyte = out + (y * width + 2) * 4 + component;
for (x = 2; x < width - 2; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 3; y < height - 4; y += 2)
{
byte sd, se, sh, si;
byte *line2, *line3;
x = 3;
line2 = in + ((y - 1) * width + (x - 1)) * 4 + component;
line3 = in + ((y + 1) * width + (x - 1)) * 4 + component;
sd = *line2; line2 += 8;
sh = *line3; line3 += 8;
outbyte = out + (y * width + x) * 4 + component;
for ( ; x < width - 4; x += 2)
{
int NWd, NEd, NWp, NEp;
se = *line2; line2 += 8;
si = *line3; line3 += 8;
NWp = sd + si;
NEp = se + sh;
NWd = abs(sd - si);
NEd = abs(se - sh);
if (NWd < NEd)
*outbyte = NWp >> 1;
else
*outbyte = NEp >> 1;
outbyte += 8;
sd = se;
sh = si;
}
}
// hack: copy out to in again
for (y = 3; y < height - 3; y += 2)
{
inbyte = out + (y * width + 3) * 4 + component;
outbyte = in + (y * width + 3) * 4 + component;
for (x = 3; x < width - 3; x += 2)
{
*outbyte = *inbyte;
outbyte += 8;
inbyte += 8;
}
}
for (y = 2; y < height - 3; y++)
{
byte sd, sf, sg, si;
byte *line2, *line3, *line4;
x = (y + 1) % 2 + 2;
line2 = in + ((y - 1) * width + (x )) * 4 + component;
line3 = in + ((y ) * width + (x - 1)) * 4 + component;
line4 = in + ((y + 1) * width + (x )) * 4 + component;
outbyte = out + (y * width + x) * 4 + component;
sf = *line3; line3 += 8;
for ( ; x < width - 3; x+=2)
{
int hd, vd, hp, vp;
sd = *line2; line2 += 8;
sg = *line3; line3 += 8;
si = *line4; line4 += 8;
hp = sf + sg;
vp = sd + si;
hd = abs(sf - sg);
vd = abs(sd - si);
if (hd < vd)
*outbyte = hp >> 1;
else
*outbyte = vp >> 1;
outbyte += 8;
sf = sg;
}
}
}
// Similar to DoFCBIQuick, but just takes the average instead of checking derivatives
// as well, this operates on all four components
static void DoLinear(byte *in, byte *out, int width, int height)
{
int x, y, i;
byte *outbyte, *inbyte;
// copy in to out
for (y = 2; y < height - 2; y += 2)
{
x = 2;
inbyte = in + (y * width + x) * 4;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 2; x += 2)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 8;
inbyte += 8;
}
}
for (y = 1; y < height - 1; y += 2)
{
byte sd[4] = {0}, se[4] = {0}, sh[4] = {0}, si[4] = {0};
byte *line2, *line3;
x = 1;
line2 = in + ((y - 1) * width + (x - 1)) * 4;
line3 = in + ((y + 1) * width + (x - 1)) * 4;
COPYSAMPLE(sd, line2); line2 += 8;
COPYSAMPLE(sh, line3); line3 += 8;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(se, line2); line2 += 8;
COPYSAMPLE(si, line3); line3 += 8;
for (i = 0; i < 4; i++)
{
*outbyte++ = (sd[i] + si[i] + se[i] + sh[i]) >> 2;
}
outbyte += 4;
COPYSAMPLE(sd, se);
COPYSAMPLE(sh, si);
}
}
// hack: copy out to in again
for (y = 1; y < height - 1; y += 2)
{
x = 1;
inbyte = out + (y * width + x) * 4;
outbyte = in + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 8;
inbyte += 8;
}
}
for (y = 1; y < height - 1; y++)
{
byte sd[4], sf[4], sg[4], si[4];
byte *line2, *line3, *line4;
x = y % 2 + 1;
line2 = in + ((y - 1) * width + (x )) * 4;
line3 = in + ((y ) * width + (x - 1)) * 4;
line4 = in + ((y + 1) * width + (x )) * 4;
COPYSAMPLE(sf, line3); line3 += 8;
outbyte = out + (y * width + x) * 4;
for ( ; x < width - 1; x += 2)
{
COPYSAMPLE(sd, line2); line2 += 8;
COPYSAMPLE(sg, line3); line3 += 8;
COPYSAMPLE(si, line4); line4 += 8;
for (i = 0; i < 4; i++)
{
*outbyte++ = (sf[i] + sg[i] + sd[i] + si[i]) >> 2;
}
outbyte += 4;
COPYSAMPLE(sf, sg);
}
}
}
static void ExpandHalfTextureToGrid( byte *data, int width, int height)
{
int x, y;
for (y = height / 2; y > 0; y--)
{
byte *outbyte = data + ((y * 2 - 1) * (width) - 2) * 4;
byte *inbyte = data + (y * (width / 2) - 1) * 4;
for (x = width / 2; x > 0; x--)
{
COPYSAMPLE(outbyte, inbyte);
outbyte -= 8;
inbyte -= 4;
}
}
}
static void FillInNormalizedZ(const byte *in, byte *out, int width, int height)
{
int x, y;
for (y = 0; y < height; y++)
{
const byte *inbyte = in + y * width * 4;
byte *outbyte = out + y * width * 4;
for (x = 0; x < width; x++)
{
byte nx, ny, nz, h;
float fnx, fny, fll, fnz;
nx = *inbyte++;
ny = *inbyte++;
inbyte++;
h = *inbyte++;
fnx = OffsetByteToFloat(nx);
fny = OffsetByteToFloat(ny);
fll = 1.0f - fnx * fnx - fny * fny;
if (fll >= 0.0f)
fnz = (float)sqrt(fll);
else
fnz = 0.0f;
nz = FloatToOffsetByte(fnz);
*outbyte++ = nx;
*outbyte++ = ny;
*outbyte++ = nz;
*outbyte++ = h;
}
}
}
// size must be even
#define WORKBLOCK_SIZE 128
#define WORKBLOCK_BORDER 4
#define WORKBLOCK_REALSIZE (WORKBLOCK_SIZE + WORKBLOCK_BORDER * 2)
// assumes that data has already been expanded into a 2x2 grid
static void FCBIByBlock(byte *data, int width, int height, qboolean clampToEdge, qboolean normalized)
{
byte workdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
byte outdata[WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4];
byte *inbyte, *outbyte;
int x, y;
int srcx, srcy;
ExpandHalfTextureToGrid(data, width, height);
for (y = 0; y < height; y += WORKBLOCK_SIZE)
{
for (x = 0; x < width; x += WORKBLOCK_SIZE)
{
int x2, y2;
int workwidth, workheight, fullworkwidth, fullworkheight;
workwidth = MIN(WORKBLOCK_SIZE, width - x);
workheight = MIN(WORKBLOCK_SIZE, height - y);
fullworkwidth = workwidth + WORKBLOCK_BORDER * 2;
fullworkheight = workheight + WORKBLOCK_BORDER * 2;
//memset(workdata, 0, WORKBLOCK_REALSIZE * WORKBLOCK_REALSIZE * 4);
// fill in work block
for (y2 = 0; y2 < fullworkheight; y2 += 2)
{
srcy = y + y2 - WORKBLOCK_BORDER;
if (clampToEdge)
{
srcy = CLAMP(srcy, 0, height - 2);
}
else
{
srcy = (srcy + height) % height;
}
outbyte = workdata + y2 * fullworkwidth * 4;
inbyte = data + srcy * width * 4;
for (x2 = 0; x2 < fullworkwidth; x2 += 2)
{
srcx = x + x2 - WORKBLOCK_BORDER;
if (clampToEdge)
{
srcx = CLAMP(srcx, 0, width - 2);
}
else
{
srcx = (srcx + width) % width;
}
COPYSAMPLE(outbyte, inbyte + srcx * 4);
outbyte += 8;
}
}
// submit work block
DoLinear(workdata, outdata, fullworkwidth, fullworkheight);
if (!normalized)
{
switch (r_imageUpsampleType->integer)
{
case 0:
break;
case 1:
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
break;
case 2:
default:
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
break;
}
}
else
{
switch (r_imageUpsampleType->integer)
{
case 0:
break;
case 1:
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 0);
DoFCBIQuick(workdata, outdata, fullworkwidth, fullworkheight, 1);
break;
case 2:
default:
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 0);
DoFCBI(workdata, outdata, fullworkwidth, fullworkheight, 1);
break;
}
}
// copy back work block
for (y2 = 0; y2 < workheight; y2++)
{
inbyte = outdata + ((y2 + WORKBLOCK_BORDER) * fullworkwidth + WORKBLOCK_BORDER) * 4;
outbyte = data + ((y + y2) * width + x) * 4;
for (x2 = 0; x2 < workwidth; x2++)
{
COPYSAMPLE(outbyte, inbyte);
outbyte += 4;
inbyte += 4;
}
}
}
}
}
#undef COPYSAMPLE
/*
================
R_LightScaleTexture
Scale up the pixel values in a texture to increase the
lighting range
================
*/
void R_LightScaleTexture (byte *in, int inwidth, int inheight, qboolean only_gamma )
{
if ( only_gamma )
{
if ( !glConfig.deviceSupportsGamma )
{
int i, c;
byte *p;
p = in;
c = inwidth*inheight;
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_gammatable[p[0]];
p[1] = s_gammatable[p[1]];
p[2] = s_gammatable[p[2]];
}
}
}
else
{
int i, c;
byte *p;
p = in;
c = inwidth*inheight;
if ( glConfig.deviceSupportsGamma )
{
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_intensitytable[p[0]];
p[1] = s_intensitytable[p[1]];
p[2] = s_intensitytable[p[2]];
}
}
else
{
for (i=0 ; i<c ; i++, p+=4)
{
p[0] = s_gammatable[s_intensitytable[p[0]]];
p[1] = s_gammatable[s_intensitytable[p[1]]];
p[2] = s_gammatable[s_intensitytable[p[2]]];
}
}
}
}
/*
================
R_MipMapsRGB
Operates in place, quartering the size of the texture
Colors are gamma correct
================
*/
static void R_MipMapsRGB( byte *in, int inWidth, int inHeight)
{
int x, y, c, stride;
const byte *in2;
float total;
static float downmipSrgbLookup[256];
static int downmipSrgbLookupSet = 0;
byte *out = in;
if (!downmipSrgbLookupSet) {
for (x = 0; x < 256; x++)
downmipSrgbLookup[x] = powf(x / 255.0f, 2.2f) * 0.25f;
downmipSrgbLookupSet = 1;
}
if (inWidth == 1 && inHeight == 1)
return;
if (inWidth == 1 || inHeight == 1) {
for (x = (inWidth * inHeight) >> 1; x; x--) {
for (c = 3; c; c--, in++) {
total = (downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)]) * 2.0f;
*out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f);
}
*out++ = (*(in) + *(in + 4)) >> 1; in += 5;
}
return;
}
stride = inWidth * 4;
inWidth >>= 1; inHeight >>= 1;
in2 = in + stride;
for (y = inHeight; y; y--, in += stride, in2 += stride) {
for (x = inWidth; x; x--) {
for (c = 3; c; c--, in++, in2++) {
total = downmipSrgbLookup[*(in)] + downmipSrgbLookup[*(in + 4)]
+ downmipSrgbLookup[*(in2)] + downmipSrgbLookup[*(in2 + 4)];
*out++ = (byte)(powf(total, 1.0f / 2.2f) * 255.0f);
}
*out++ = (*(in) + *(in + 4) + *(in2) + *(in2 + 4)) >> 2; in += 5, in2 += 5;
}
}
}
static void R_MipMapNormalHeight (const byte *in, byte *out, int width, int height, qboolean swizzle)
{
int i, j;
int row;
int sx = swizzle ? 3 : 0;
int sa = swizzle ? 0 : 3;
if ( width == 1 && height == 1 ) {
return;
}
row = width * 4;
width >>= 1;
height >>= 1;
for (i=0 ; i<height ; i++, in+=row) {
for (j=0 ; j<width ; j++, out+=4, in+=8) {
vec3_t v;
v[0] = OffsetByteToFloat(in[sx ]);
v[1] = OffsetByteToFloat(in[ 1]);
v[2] = OffsetByteToFloat(in[ 2]);
v[0] += OffsetByteToFloat(in[sx +4]);
v[1] += OffsetByteToFloat(in[ 5]);
v[2] += OffsetByteToFloat(in[ 6]);
v[0] += OffsetByteToFloat(in[sx+row ]);
v[1] += OffsetByteToFloat(in[ row+1]);
v[2] += OffsetByteToFloat(in[ row+2]);
v[0] += OffsetByteToFloat(in[sx+row+4]);
v[1] += OffsetByteToFloat(in[ row+5]);
v[2] += OffsetByteToFloat(in[ row+6]);
VectorNormalizeFast(v);
//v[0] *= 0.25f;
//v[1] *= 0.25f;
//v[2] = 1.0f - v[0] * v[0] - v[1] * v[1];
//v[2] = sqrt(MAX(v[2], 0.0f));
out[sx] = FloatToOffsetByte(v[0]);
out[1 ] = FloatToOffsetByte(v[1]);
out[2 ] = FloatToOffsetByte(v[2]);
out[sa] = MAX(MAX(in[sa], in[sa+4]), MAX(in[sa+row], in[sa+row+4]));
}
}
}
/*
==================
R_BlendOverTexture
Apply a color blend over a set of pixels
==================
*/
static void R_BlendOverTexture( byte *data, int pixelCount, byte blend[4] ) {
int i;
int inverseAlpha;
int premult[3];
inverseAlpha = 255 - blend[3];
premult[0] = blend[0] * blend[3];
premult[1] = blend[1] * blend[3];
premult[2] = blend[2] * blend[3];
for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
}
}
byte mipBlendColors[16][4] = {
{0,0,0,0},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
{255,0,0,128},
{0,255,0,128},
{0,0,255,128},
};
/*
==================
R_ConvertTextureFormat
Convert RGBA unsigned byte to specified format and type
==================
*/
#define ROW_PADDING( width, bpp, alignment ) PAD( (width) * (bpp), (alignment) ) - (width) * (bpp)
void R_ConvertTextureFormat( const byte *in, int width, int height, GLenum format, GLenum type, byte *out )
{
int x, y, rowPadding;
int unpackAlign = 4; // matches GL_UNPACK_ALIGNMENT default
if ( format == GL_RGB && type == GL_UNSIGNED_BYTE )
{
rowPadding = ROW_PADDING( width, 3, unpackAlign );
for ( y = 0; y < height; y++ )
{
for ( x = 0; x < width; x++ )
{
*out++ = *in++;
*out++ = *in++;
*out++ = *in++;
in++;
}
out += rowPadding;
}
}
else if ( format == GL_LUMINANCE && type == GL_UNSIGNED_BYTE )
{
rowPadding = ROW_PADDING( width, 1, unpackAlign );
for ( y = 0; y < height; y++ )
{
for ( x = 0; x < width; x++ )
{
*out++ = *in++; // red
in += 3;
}
out += rowPadding;
}
}
else if ( format == GL_LUMINANCE_ALPHA && type == GL_UNSIGNED_BYTE )
{
rowPadding = ROW_PADDING( width, 2, unpackAlign );
for ( y = 0; y < height; y++ )
{
for ( x = 0; x < width; x++ )
{
*out++ = *in++; // red
in += 2;
*out++ = *in++; // alpha
}
out += rowPadding;
}
}
else if ( format == GL_RGB && type == GL_UNSIGNED_SHORT_5_6_5 )
{
rowPadding = ROW_PADDING( width, 2, unpackAlign );
for ( y = 0; y < height; y++ )
{
for ( x = 0; x < width; x++, in += 4, out += 2 )
{
*((unsigned short*)out) = ( (unsigned short)( in[0] >> 3 ) << 11 )
| ( (unsigned short)( in[1] >> 2 ) << 5 )
| ( (unsigned short)( in[2] >> 3 ) << 0 );
}
out += rowPadding;
}
}
else if ( format == GL_RGBA && type == GL_UNSIGNED_SHORT_4_4_4_4 )
{
rowPadding = ROW_PADDING( width, 2, unpackAlign );
for ( y = 0; y < height; y++ )
{
for ( x = 0; x < width; x++, in += 4, out += 2 )
{
*((unsigned short*)out) = ( (unsigned short)( in[0] >> 4 ) << 12 )
| ( (unsigned short)( in[1] >> 4 ) << 8 )
| ( (unsigned short)( in[2] >> 4 ) << 4 )
| ( (unsigned short)( in[3] >> 4 ) << 0 );
}
out += rowPadding;
}
}
else
{
ri.Error( ERR_DROP, "Unable to convert RGBA image to OpenGL format 0x%X and type 0x%X", format, type );
}
}
static void RawImage_SwizzleRA( byte *data, int width, int height )
{
int i;
byte *ptr = data, swap;
for (i=0; i<width*height; i++, ptr+=4)
{
// swap red and alpha
swap = ptr[0];
ptr[0] = ptr[3];
ptr[3] = swap;
}
}
/*
===============
RawImage_ScaleToPower2
===============
*/
static qboolean RawImage_ScaleToPower2( byte **data, int *inout_width, int *inout_height, imgType_t type, imgFlags_t flags, byte **resampledBuffer)
{
int width = *inout_width;
int height = *inout_height;
int scaled_width;
int scaled_height;
qboolean picmip = !!(flags & IMGFLAG_PICMIP);
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
qboolean clampToEdge = !!(flags & IMGFLAG_CLAMPTOEDGE);
qboolean scaled;
//
// convert to exact power of 2 sizes
//
if (!mipmap)
{
scaled_width = width;
scaled_height = height;
}
else
{
scaled_width = NextPowerOfTwo(width);
scaled_height = NextPowerOfTwo(height);
}
if ( r_roundImagesDown->integer && scaled_width > width )
scaled_width >>= 1;
if ( r_roundImagesDown->integer && scaled_height > height )
scaled_height >>= 1;
if ( picmip && data && resampledBuffer && r_imageUpsample->integer &&
scaled_width < r_imageUpsampleMaxSize->integer && scaled_height < r_imageUpsampleMaxSize->integer)
{
int finalwidth, finalheight;
//int startTime, endTime;
//startTime = ri.Milliseconds();
finalwidth = scaled_width << r_imageUpsample->integer;
finalheight = scaled_height << r_imageUpsample->integer;
while ( finalwidth > r_imageUpsampleMaxSize->integer
|| finalheight > r_imageUpsampleMaxSize->integer ) {
finalwidth >>= 1;
finalheight >>= 1;
}
while ( finalwidth > glConfig.maxTextureSize
|| finalheight > glConfig.maxTextureSize ) {
finalwidth >>= 1;
finalheight >>= 1;
}
*resampledBuffer = ri.Hunk_AllocateTempMemory( finalwidth * finalheight * 4 );
if (scaled_width != width || scaled_height != height)
ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
else
Com_Memcpy(*resampledBuffer, *data, width * height * 4);
if (type == IMGTYPE_COLORALPHA)
RGBAtoYCoCgA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
while (scaled_width < finalwidth || scaled_height < finalheight)
{
scaled_width <<= 1;
scaled_height <<= 1;
FCBIByBlock(*resampledBuffer, scaled_width, scaled_height, clampToEdge, (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT));
}
if (type == IMGTYPE_COLORALPHA)
YCoCgAtoRGBA(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
else if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
FillInNormalizedZ(*resampledBuffer, *resampledBuffer, scaled_width, scaled_height);
//endTime = ri.Milliseconds();
//ri.Printf(PRINT_ALL, "upsampled %dx%d to %dx%d in %dms\n", width, height, scaled_width, scaled_height, endTime - startTime);
*data = *resampledBuffer;
}
else if ( scaled_width != width || scaled_height != height )
{
if (data && resampledBuffer)
{
*resampledBuffer = ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 );
ResampleTexture (*data, width, height, *resampledBuffer, scaled_width, scaled_height);
*data = *resampledBuffer;
}
}
width = scaled_width;
height = scaled_height;
//
// perform optional picmip operation
//
if ( picmip ) {
scaled_width >>= r_picmip->integer;
scaled_height >>= r_picmip->integer;
}
//
// clamp to the current upper OpenGL limit
// scale both axis down equally so we don't have to
// deal with a half mip resampling
//
while ( scaled_width > glConfig.maxTextureSize
|| scaled_height > glConfig.maxTextureSize ) {
scaled_width >>= 1;
scaled_height >>= 1;
}
//
// clamp to minimum size
//
scaled_width = MAX(1, scaled_width);
scaled_height = MAX(1, scaled_height);
scaled = (width != scaled_width) || (height != scaled_height);
//
// rescale texture to new size using existing mipmap functions
//
if (data)
{
while (width > scaled_width || height > scaled_height)
{
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
R_MipMapNormalHeight(*data, *data, width, height, qfalse);
else
R_MipMapsRGB(*data, width, height);
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
}
}
*inout_width = width;
*inout_height = height;
return scaled;
}
static qboolean RawImage_HasAlpha(const byte *scan, int numPixels)
{
int i;
if (!scan)
return qtrue;
for ( i = 0; i < numPixels; i++ )
{
if ( scan[i*4 + 3] != 255 )
{
return qtrue;
}
}
return qfalse;
}
static GLenum RawImage_GetFormat(const byte *data, int numPixels, GLenum picFormat, qboolean lightMap, imgType_t type, imgFlags_t flags)
{
int samples = 3;
GLenum internalFormat = GL_RGB;
qboolean forceNoCompression = !!(flags & IMGFLAG_NO_COMPRESSION);
qboolean normalmap = (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT);
if (picFormat != GL_RGBA8)
return picFormat;
if(normalmap)
{
if ((type == IMGTYPE_NORMALHEIGHT) && RawImage_HasAlpha(data, numPixels) && r_parallaxMapping->integer)
{
if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC)
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB)
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGBA4;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGBA8;
}
else
{
internalFormat = GL_RGBA;
}
}
else
{
if (!forceNoCompression && glRefConfig.textureCompression & TCR_RGTC)
{
internalFormat = GL_COMPRESSED_RG_RGTC2;
}
else if (!forceNoCompression && glRefConfig.textureCompression & TCR_BPTC)
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if (!forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB)
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if (r_texturebits->integer == 16)
{
internalFormat = GL_RGB5;
}
else if (r_texturebits->integer == 32)
{
internalFormat = GL_RGB8;
}
else
{
internalFormat = GL_RGB;
}
}
}
else if(lightMap)
{
internalFormat = GL_RGBA;
}
else
{
if (RawImage_HasAlpha(data, numPixels))
{
samples = 4;
}
// select proper internal format
if ( samples == 3 )
{
if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC )
{
internalFormat = GL_RGB4_S3TC;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGB5;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGB8;
}
else
{
internalFormat = GL_RGB;
}
}
else if ( samples == 4 )
{
if ( !forceNoCompression && (glRefConfig.textureCompression & TCR_BPTC) )
{
internalFormat = GL_COMPRESSED_RGBA_BPTC_UNORM_ARB;
}
else if ( !forceNoCompression && glConfig.textureCompression == TC_S3TC_ARB )
{
internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
}
else if ( r_texturebits->integer == 16 )
{
internalFormat = GL_RGBA4;
}
else if ( r_texturebits->integer == 32 )
{
internalFormat = GL_RGBA8;
}
else
{
internalFormat = GL_RGBA;
}
}
}
return internalFormat;
}
static void CompressMonoBlock(byte outdata[8], const byte indata[16])
{
int hi, lo, diff, bias, outbyte, shift, i;
byte *p = outdata;
hi = lo = indata[0];
for (i = 1; i < 16; i++)
{
hi = MAX(indata[i], hi);
lo = MIN(indata[i], lo);
}
*p++ = hi;
*p++ = lo;
diff = hi - lo;
if (diff == 0)
{
outbyte = (hi == 255) ? 255 : 0;
for (i = 0; i < 6; i++)
*p++ = outbyte;
return;
}
bias = diff / 2 - lo * 7;
outbyte = shift = 0;
for (i = 0; i < 16; i++)
{
const byte fixIndex[8] = { 1, 7, 6, 5, 4, 3, 2, 0 };
byte index = fixIndex[(indata[i] * 7 + bias) / diff];
outbyte |= index << shift;
shift += 3;
if (shift >= 8)
{
*p++ = outbyte & 0xff;
shift -= 8;
outbyte >>= 8;
}
}
}
static void RawImage_UploadToRgtc2Texture(GLuint texture, int miplevel, int x, int y, int width, int height, byte *data)
{
int wBlocks, hBlocks, iy, ix, size;
byte *compressedData, *p;
wBlocks = (width + 3) / 4;
hBlocks = (height + 3) / 4;
size = wBlocks * hBlocks * 16;
p = compressedData = ri.Hunk_AllocateTempMemory(size);
for (iy = 0; iy < height; iy += 4)
{
int oh = MIN(4, height - iy);
for (ix = 0; ix < width; ix += 4)
{
byte workingData[16];
int component;
int ow = MIN(4, width - ix);
for (component = 0; component < 2; component++)
{
int ox, oy;
for (oy = 0; oy < oh; oy++)
for (ox = 0; ox < ow; ox++)
workingData[oy * 4 + ox] = data[((iy + oy) * width + ix + ox) * 4 + component];
// dupe data to fill
for (oy = 0; oy < 4; oy++)
for (ox = (oy < oh) ? ow : 0; ox < 4; ox++)
workingData[oy * 4 + ox] = workingData[(oy % oh) * 4 + ox % ow];
CompressMonoBlock(p, workingData);
p += 8;
}
}
}
// FIXME: Won't work for x/y that aren't multiples of 4.
qglCompressedTextureSubImage2DEXT(texture, GL_TEXTURE_2D, miplevel, x, y, width, height, GL_COMPRESSED_RG_RGTC2, size, compressedData);
ri.Hunk_FreeTempMemory(compressedData);
}
static int CalculateMipSize(int width, int height, GLenum picFormat)
{
int numBlocks = ((width + 3) / 4) * ((height + 3) / 4);
int numPixels = width * height;
switch (picFormat)
{
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_S3TC_DXT1_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
case GL_COMPRESSED_RED_RGTC1:
case GL_COMPRESSED_SIGNED_RED_RGTC1:
return numBlocks * 8;
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT3_EXT:
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
case GL_COMPRESSED_RG_RGTC2:
case GL_COMPRESSED_SIGNED_RG_RGTC2:
case GL_COMPRESSED_RGB_BPTC_UNSIGNED_FLOAT_ARB:
case GL_COMPRESSED_RGB_BPTC_SIGNED_FLOAT_ARB:
case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
return numBlocks * 16;
case GL_RGBA8:
case GL_SRGB8_ALPHA8_EXT:
return numPixels * 4;
case GL_RGBA16:
return numPixels * 8;
default:
ri.Printf(PRINT_ALL, "Unsupported texture format %08x\n", picFormat);
return 0;
}
return 0;
}
static GLenum PixelDataFormatFromInternalFormat(GLenum internalFormat)
{
switch (internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
return GL_DEPTH_COMPONENT;
default:
return GL_RGBA;
break;
}
}
static void RawImage_UploadTexture(GLuint texture, byte *data, int x, int y, int width, int height, GLenum target, GLenum picFormat, GLenum dataFormat, GLenum dataType, int numMips, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
{
qboolean rgtc = internalFormat == GL_COMPRESSED_RG_RGTC2;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean rgba = rgba8 || picFormat == GL_RGBA16;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
int size, miplevel;
qboolean lastMip = qfalse;
byte *formatBuffer = NULL;
if (qglesMajorVersion && rgba8 && (dataFormat != GL_RGBA || dataType != GL_UNSIGNED_BYTE))
{
formatBuffer = ri.Hunk_AllocateTempMemory(4 * width * height);
}
miplevel = 0;
do
{
lastMip = (width == 1 && height == 1) || !mipmap;
size = CalculateMipSize(width, height, picFormat);
if (!rgba)
{
qglCompressedTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, picFormat, size, data);
}
else
{
if (rgba8 && miplevel != 0 && r_colorMipLevels->integer)
R_BlendOverTexture((byte *)data, width * height, mipBlendColors[miplevel]);
if (rgba8 && rgtc)
RawImage_UploadToRgtc2Texture(texture, miplevel, x, y, width, height, data);
else if (formatBuffer)
{
R_ConvertTextureFormat(data, width, height, dataFormat, dataType, formatBuffer);
qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, formatBuffer);
}
else
qglTextureSubImage2DEXT(texture, target, miplevel, x, y, width, height, dataFormat, dataType, data);
}
if (!lastMip && numMips < 2)
{
if (glRefConfig.framebufferObject)
{
qglGenerateTextureMipmapEXT(texture, target);
break;
}
else if (rgba8)
{
if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
R_MipMapNormalHeight(data, data, width, height, glRefConfig.swizzleNormalmap);
else
R_MipMapsRGB(data, width, height);
}
}
x >>= 1;
y >>= 1;
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
miplevel++;
if (numMips > 1)
{
data += size;
numMips--;
}
}
while (!lastMip);
if (formatBuffer != NULL)
ri.Hunk_FreeTempMemory(formatBuffer);
}
/*
===============
Upload32
===============
*/
static void Upload32(byte *data, int x, int y, int width, int height, GLenum picFormat, GLenum dataFormat, GLenum dataType, int numMips, image_t *image, qboolean scaled)
{
int i, c;
imgType_t type = image->type;
imgFlags_t flags = image->flags;
GLenum internalFormat = image->internalFormat;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP) && (rgba8 || numMips > 1);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
// These operations cannot be performed on non-rgba8 images.
if (rgba8 && !cubemap)
{
c = width*height;
if (type == IMGTYPE_COLORALPHA)
{
// This corresponds to what the OpenGL1 renderer does.
if (!(flags & IMGFLAG_NOLIGHTSCALE) && (scaled || mipmap))
R_LightScaleTexture(data, width, height, !mipmap);
}
if (glRefConfig.swizzleNormalmap && (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT))
RawImage_SwizzleRA(data, width, height);
}
if (cubemap)
{
for (i = 0; i < 6; i++)
{
int w2 = width, h2 = height;
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, picFormat, dataFormat, dataType, numMips, internalFormat, type, flags, qfalse);
for (c = numMips; c; c--)
{
data += CalculateMipSize(w2, h2, picFormat);
w2 = MAX(1, w2 >> 1);
h2 = MAX(1, h2 >> 1);
}
}
}
else
{
RawImage_UploadTexture(image->texnum, data, x, y, width, height, GL_TEXTURE_2D, picFormat, dataFormat, dataType, numMips, internalFormat, type, flags, qfalse);
}
GL_CheckErrors();
}
/*
================
R_CreateImage2
This is the only way any image_t are created
================
*/
image_t *R_CreateImage2( const char *name, byte *pic, int width, int height, GLenum picFormat, int numMips, imgType_t type, imgFlags_t flags, int internalFormat ) {
byte *resampledBuffer = NULL;
image_t *image;
qboolean isLightmap = qfalse, scaled = qfalse;
long hash;
int glWrapClampMode, mipWidth, mipHeight, miplevel;
qboolean rgba8 = picFormat == GL_RGBA8 || picFormat == GL_SRGB8_ALPHA8_EXT;
qboolean mipmap = !!(flags & IMGFLAG_MIPMAP);
qboolean cubemap = !!(flags & IMGFLAG_CUBEMAP);
qboolean picmip = !!(flags & IMGFLAG_PICMIP);
qboolean lastMip;
GLenum textureTarget = cubemap ? GL_TEXTURE_CUBE_MAP : GL_TEXTURE_2D;
GLenum dataFormat, dataType;
if (strlen(name) >= MAX_QPATH ) {
ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name);
}
if ( !strncmp( name, "*lightmap", 9 ) ) {
isLightmap = qtrue;
}
if ( tr.numImages == MAX_DRAWIMAGES ) {
ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit");
}
image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
qglGenTextures(1, &image->texnum);
tr.numImages++;
image->type = type;
image->flags = flags;
strcpy (image->imgName, name);
image->width = width;
image->height = height;
if (flags & IMGFLAG_CLAMPTOEDGE)
glWrapClampMode = GL_CLAMP_TO_EDGE;
else
glWrapClampMode = GL_REPEAT;
if (!internalFormat)
internalFormat = RawImage_GetFormat(pic, width * height, picFormat, isLightmap, image->type, image->flags);
dataFormat = PixelDataFormatFromInternalFormat(internalFormat);
dataType = picFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
// Convert image data format for OpenGL ES, data is converted for each mip level
if (qglesMajorVersion)
{
switch (internalFormat)
{
case GL_LUMINANCE:
case GL_LUMINANCE8:
internalFormat = GL_LUMINANCE;
dataFormat = GL_LUMINANCE;
dataType = GL_UNSIGNED_BYTE;
break;
case GL_LUMINANCE_ALPHA:
case GL_LUMINANCE8_ALPHA8:
internalFormat = GL_LUMINANCE_ALPHA;
dataFormat = GL_LUMINANCE_ALPHA;
dataType = GL_UNSIGNED_BYTE;
break;
case GL_RGB:
case GL_RGB8:
internalFormat = GL_RGB;
dataFormat = GL_RGB;
dataType = GL_UNSIGNED_BYTE;
break;
case GL_RGB5:
internalFormat = GL_RGB;
dataFormat = GL_RGB;
dataType = GL_UNSIGNED_SHORT_5_6_5;
break;
case GL_RGBA:
case GL_RGBA8:
internalFormat = GL_RGBA;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_BYTE;
break;
case GL_RGBA4:
internalFormat = GL_RGBA;
dataFormat = GL_RGBA;
dataType = GL_UNSIGNED_SHORT_4_4_4_4;
break;
// Depth textures are the render target formats, needed once
// framebuffer objects are in use. ES 3.0 takes sized internal
// formats directly, so these pass through unchanged and only the
// data type has to be spelled out.
case GL_DEPTH_COMPONENT16:
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_SHORT;
break;
case GL_DEPTH_COMPONENT24:
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_UNSIGNED_INT;
break;
case GL_DEPTH_COMPONENT32F:
dataFormat = GL_DEPTH_COMPONENT;
dataType = GL_FLOAT;
break;
case GL_DEPTH24_STENCIL8:
dataFormat = GL_DEPTH_STENCIL;
dataType = GL_UNSIGNED_INT_24_8;
break;
default:
ri.Error( ERR_DROP, "Missing OpenGL ES support for image '%s' with internal format 0x%X\n", name, internalFormat );
}
}
image->internalFormat = internalFormat;
// Possibly scale image before uploading.
// if not rgba8 and uploading an image, skip picmips.
if (!cubemap)
{
if (rgba8)
scaled = RawImage_ScaleToPower2(&pic, &width, &height, type, flags, &resampledBuffer);
else if (pic && picmip)
{
for (miplevel = r_picmip->integer; miplevel > 0 && numMips > 1; miplevel--, numMips--)
{
int size = CalculateMipSize(width, height, picFormat);
width = MAX(1, width >> 1);
height = MAX(1, height >> 1);
pic += size;
}
}
}
image->uploadWidth = width;
image->uploadHeight = height;
// Allocate texture storage so we don't have to worry about it later.
mipWidth = width;
mipHeight = height;
miplevel = 0;
do
{
lastMip = !mipmap || (mipWidth == 1 && mipHeight == 1);
if (cubemap)
{
int i;
for (i = 0; i < 6; i++)
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_CUBE_MAP_POSITIVE_X + i, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, dataType, NULL);
}
else
{
qglTextureImage2DEXT(image->texnum, GL_TEXTURE_2D, miplevel, internalFormat, mipWidth, mipHeight, 0, dataFormat, dataType, NULL);
}
mipWidth = MAX(1, mipWidth >> 1);
mipHeight = MAX(1, mipHeight >> 1);
miplevel++;
}
while (!lastMip);
// Upload data.
if (pic)
Upload32(pic, 0, 0, width, height, picFormat, dataFormat, dataType, numMips, image, scaled);
if (resampledBuffer != NULL)
ri.Hunk_FreeTempMemory(resampledBuffer);
// Set all necessary texture parameters.
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_S, glWrapClampMode);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_T, glWrapClampMode);
if (cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_WRAP_R, glWrapClampMode);
if (textureFilterAnisotropic && !cubemap)
qglTextureParameteriEXT(image->texnum, textureTarget, GL_TEXTURE_MAX_ANISOTROPY_EXT,
mipmap ? (GLint)Com_Clamp(1, maxAnisotropy, r_ext_max_anisotropy->integer) : 1);
switch(internalFormat)
{
case GL_DEPTH_COMPONENT:
case GL_DEPTH_COMPONENT16_ARB:
case GL_DEPTH_COMPONENT24_ARB:
case GL_DEPTH_COMPONENT32_ARB:
// Fix for sampling depth buffer on old nVidia cards.
// from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
if ( !QGL_VERSION_ATLEAST( 3, 0 ) ) {
qglTextureParameterfEXT(image->texnum, textureTarget, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE);
}
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
break;
default:
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MIN_FILTER, mipmap ? gl_filter_min : GL_LINEAR);
qglTextureParameterfEXT(image->texnum, textureTarget, GL_TEXTURE_MAG_FILTER, mipmap ? gl_filter_max : GL_LINEAR);
break;
}
GL_CheckErrors();
hash = generateHashValue(name);
image->next = hashTable[hash];
hashTable[hash] = image;
return image;
}
/*
================
R_CreateImage
Wrapper for R_CreateImage2(), for the old parameters.
================
*/
image_t *R_CreateImage(const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat)
{
return R_CreateImage2(name, pic, width, height, GL_RGBA8, 0, type, flags, internalFormat);
}
void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height, GLenum picFormat )
{
GLenum dataFormat, dataType;
// TODO: This is fine for lightmaps but (unused) general RGBA images need to store dataFormat / dataType in image_t for OpenGL ES?
dataFormat = PixelDataFormatFromInternalFormat(image->internalFormat);
dataType = picFormat == GL_RGBA16 ? GL_UNSIGNED_SHORT : GL_UNSIGNED_BYTE;
Upload32(pic, x, y, width, height, picFormat, dataFormat, dataType, 0, image, qfalse);
}
//===================================================================
// Prototype for dds loader function which isn't common to both renderers
void R_LoadDDS(const char *filename, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips);
typedef struct
{
char *ext;
void (*ImageLoader)( const char *, unsigned char **, int *, int * );
} imageExtToLoaderMap_t;
// Note that the ordering indicates the order of preference used
// when there are multiple images of different formats available
static imageExtToLoaderMap_t imageLoaders[ ] =
{
{ "png", R_LoadPNG },
{ "tga", R_LoadTGA },
{ "jpg", R_LoadJPG },
{ "jpeg", R_LoadJPG },
{ "pcx", R_LoadPCX },
{ "bmp", R_LoadBMP },
{ "pvr", R_LoadPVR }
};
static int numImageLoaders = ARRAY_LEN( imageLoaders );
/*
=================
R_LoadImage
Loads any of the supported image types into a canonical
32 bit format.
=================
*/
void R_LoadImage( const char *name, byte **pic, int *width, int *height, GLenum *picFormat, int *numMips )
{
qboolean orgNameFailed = qfalse;
int orgLoader = -1;
int i;
char base[ MAX_QPATH ];
char localName[ MAX_QPATH ];
char ddsName[ MAX_QPATH ];
const char *ext;
char *altName;
*pic = NULL;
*width = 0;
*height = 0;
*picFormat = GL_RGBA8;
*numMips = 0;
Q_strncpyz(localName, name, sizeof(localName));
ext = COM_GetExtension(localName);
COM_StripExtension(name, base, sizeof(base));
// Build DDS name
Q_strncpyz(ddsName, base, sizeof(ddsName));
Q_strcat(ddsName, sizeof(ddsName), ".dds");
if (r_ext_compressed_textures->integer) {
// Try DDS first
R_LoadDDS(ddsName, pic, width, height, picFormat, numMips);
if (*pic) return;
// Then try explicitly requested extension (if not DDS)
if (ext && *ext && Q_stricmp(ext, "dds")) {
for (i = 0; i < numImageLoaders; i++) {
if (!Q_stricmp(ext, imageLoaders[i].ext)) {
imageLoaders[i].ImageLoader(localName, pic, width, height);
if (*pic) return;
orgNameFailed = qtrue;
orgLoader = i;
break;
}
}
COM_StripExtension(name, localName, sizeof(localName));
}
// Then probe all supported formats except the failed one
for (i = 0; i < numImageLoaders; i++) {
if (i == orgLoader)
continue;
altName = va("%s.%s", localName, imageLoaders[i].ext);
imageLoaders[i].ImageLoader(altName, pic, width, height);
if (*pic) {
if (orgNameFailed)
ri.Printf(PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n", name, altName);
return;
}
}
return;
}
//
// OPENMOHAA-specific stuff
//=========================
// The original game will first try to load the JPG file before the TGA
// this is really dirty, but unfortunately without it,
// some unexpected artifacts (like broken UI elements) will appear
if (!Q_stricmp(ext, "tga")) {
char altJPEGName[MAX_QPATH];
int len;
Q_strncpyz(altJPEGName, name, sizeof(altJPEGName));
len = strlen(altJPEGName);
altJPEGName[len - 3] = 'j';
altJPEGName[len - 2] = 'p';
altJPEGName[len - 1] = 'g';
// Look for the correct loader and use it
for (i = 0; i < numImageLoaders; i++)
{
if (!Q_stricmp(imageLoaders[i].ext, "jpg"))
{
// Load
imageLoaders[i].ImageLoader(altJPEGName, pic, width, height);
break;
}
}
if (*pic) {
return;
}
}
//=========================
// Explicit non-dds extension requested, so try its image loader
if (ext && *ext && Q_stricmp(ext, "dds")) {
for (i = 0; i < numImageLoaders; i++) {
if (!Q_stricmp(ext, imageLoaders[i].ext)) {
imageLoaders[i].ImageLoader(localName, pic, width, height);
if (*pic) return;
orgNameFailed = qtrue;
orgLoader = i;
break;
}
}
COM_StripExtension(name, localName, sizeof(localName));
}
// Try all other uncompressed formats
for (i = 0; i < numImageLoaders; i++) {
if (i == orgLoader)
continue;
if (!Q_stricmp(imageLoaders[i].ext, "dds"))
continue;
altName = va("%s.%s", localName, imageLoaders[i].ext);
imageLoaders[i].ImageLoader(altName, pic, width, height);
if (*pic) {
if (orgNameFailed)
ri.Printf(PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n", name, altName);
return;
}
}
// Finally, allow DDS fallback even when compressed textures are off
if (!*pic) {
R_LoadDDS(ddsName, pic, width, height, picFormat, numMips);
if (*pic) ri.Printf(PRINT_DEVELOPER, "WARNING: falling back to compressed texture %s when r_ext_compressed_textures=0\n", ddsName);
}
}
/*
===============
R_FindImageFile
Finds or loads the given image.
Returns NULL if it fails, not a default image.
==============
*/
image_t *R_FindImageFile( const char *name, imgType_t type, imgFlags_t flags )
{
image_t *image;
int width, height;
byte *pic;
GLenum picFormat;
int picNumMips;
long hash;
imgFlags_t checkFlagsTrue, checkFlagsFalse;
if (!name) {
return NULL;
}
hash = generateHashValue(name);
//
// see if the image is already loaded
//
for (image=hashTable[hash]; image; image=image->next) {
if ( !strcmp( name, image->imgName ) ) {
// the white image can be used with any set of parms, but other mismatches are errors
if ( strcmp( name, "*white" ) ) {
if ( image->flags != flags ) {
ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed flags (%i vs %i)\n", name, image->flags, flags );
}
}
return image;
}
}
//
// load the pic from disk
//
R_LoadImage( name, &pic, &width, &height, &picFormat, &picNumMips );
if ( pic == NULL ) {
return NULL;
}
checkFlagsTrue = IMGFLAG_PICMIP | IMGFLAG_MIPMAP | IMGFLAG_GENNORMALMAP;
checkFlagsFalse = IMGFLAG_CUBEMAP;
if (r_normalMapping->integer && (picFormat == GL_RGBA8) && (type == IMGTYPE_COLORALPHA) &&
((flags & checkFlagsTrue) == checkFlagsTrue) && !(flags & checkFlagsFalse))
{
char normalName[MAX_QPATH];
image_t *normalImage;
int normalWidth, normalHeight;
imgFlags_t normalFlags;
normalFlags = (flags & ~IMGFLAG_GENNORMALMAP) | IMGFLAG_NOLIGHTSCALE;
COM_StripExtension(name, normalName, MAX_QPATH);
Q_strcat(normalName, MAX_QPATH, "_n");
// find normalmap in case it's there
normalImage = R_FindImageFile(normalName, IMGTYPE_NORMAL, normalFlags);
// if not, generate it
if (normalImage == NULL)
{
byte *normalPic;
int x, y;
normalWidth = width;
normalHeight = height;
normalPic = ri.Malloc(width * height * 4);
RGBAtoNormal(pic, normalPic, width, height, flags & IMGFLAG_CLAMPTOEDGE);
#if 1
// Brighten up the original image to work with the normal map
RGBAtoYCoCgA(pic, pic, width, height);
for (y = 0; y < height; y++)
{
byte *picbyte = pic + y * width * 4;
byte *normbyte = normalPic + y * width * 4;
for (x = 0; x < width; x++)
{
int div = MAX(normbyte[2] - 127, 16);
picbyte[0] = CLAMP(picbyte[0] * 128 / div, 0, 255);
picbyte += 4;
normbyte += 4;
}
}
YCoCgAtoRGBA(pic, pic, width, height);
#else
// Blur original image's luma to work with the normal map
{
byte *blurPic;
RGBAtoYCoCgA(pic, pic, width, height);
blurPic = ri.Malloc(width * height);
for (y = 1; y < height - 1; y++)
{
byte *picbyte = pic + y * width * 4;
byte *blurbyte = blurPic + y * width;
picbyte += 4;
blurbyte += 1;
for (x = 1; x < width - 1; x++)
{
int result;
result = *(picbyte - (width + 1) * 4) + *(picbyte - width * 4) + *(picbyte - (width - 1) * 4) +
*(picbyte - 1 * 4) + *(picbyte ) + *(picbyte + 1 * 4) +
*(picbyte + (width - 1) * 4) + *(picbyte + width * 4) + *(picbyte + (width + 1) * 4);
result /= 9;
*blurbyte = result;
picbyte += 4;
blurbyte += 1;
}
}
// FIXME: do borders
for (y = 1; y < height - 1; y++)
{
byte *picbyte = pic + y * width * 4;
byte *blurbyte = blurPic + y * width;
picbyte += 4;
blurbyte += 1;
for (x = 1; x < width - 1; x++)
{
picbyte[0] = *blurbyte;
picbyte += 4;
blurbyte += 1;
}
}
ri.Free(blurPic);
YCoCgAtoRGBA(pic, pic, width, height);
}
#endif
R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 );
ri.Free( normalPic );
}
}
// force mipmaps off if image is compressed but doesn't have enough mips
if ((flags & IMGFLAG_MIPMAP) && picFormat != GL_RGBA8 && picFormat != GL_SRGB8_ALPHA8_EXT)
{
int wh = MAX(width, height);
int neededMips = 0;
while (wh)
{
neededMips++;
wh >>= 1;
}
if (neededMips > picNumMips)
flags &= ~IMGFLAG_MIPMAP;
}
image = R_CreateImage2( ( char * ) name, pic, width, height, picFormat, picNumMips, type, flags, 0 );
ri.Free( pic );
return image;
}
/*
================
R_CreateDlightImage
================
*/
#define DLIGHT_SIZE 16
static void R_CreateDlightImage( void ) {
int x,y;
byte data[DLIGHT_SIZE][DLIGHT_SIZE][4];
int b;
// make a centered inverse-square falloff blob for dynamic lighting
for (x=0 ; x<DLIGHT_SIZE ; x++) {
for (y=0 ; y<DLIGHT_SIZE ; y++) {
float d;
d = ( DLIGHT_SIZE/2 - 0.5f - x ) * ( DLIGHT_SIZE/2 - 0.5f - x ) +
( DLIGHT_SIZE/2 - 0.5f - y ) * ( DLIGHT_SIZE/2 - 0.5f - y );
b = 4000 / d;
if (b > 255) {
b = 255;
} else if ( b < 75 ) {
b = 0;
}
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = b;
data[y][x][3] = 255;
}
}
tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
}
/*
=================
R_InitFogTable
=================
*/
void R_InitFogTable( void ) {
int i;
float d;
float exp;
exp = 0.5;
for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) {
d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp );
tr.fogTable[i] = d;
}
}
/*
================
R_FogFactor
Returns a 0.0 to 1.0 fog density value
This is called for each texel of the fog texture on startup
and for each vertex of transparent shaders in fog dynamically
================
*/
float R_FogFactor( float s, float t ) {
float d;
s -= 1.0/512;
if ( s < 0 ) {
return 0;
}
if ( t < 1.0/32 ) {
return 0;
}
if ( t < 31.0/32 ) {
s *= (t - 1.0f/32.0f) / (30.0f/32.0f);
}
// we need to leave a lot of clamp range
s *= 8;
if ( s > 1.0 ) {
s = 1.0;
}
d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];
return d;
}
/*
================
R_CreateFogImage
================
*/
#define FOG_S 256
#define FOG_T 32
static void R_CreateFogImage( void ) {
int x,y;
byte *data;
float d;
data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
// S is distance, T is depth
for (x=0 ; x<FOG_S ; x++) {
for (y=0 ; y<FOG_T ; y++) {
d = R_FogFactor( ( x + 0.5f ) / FOG_S, ( y + 0.5f ) / FOG_T );
data[(y*FOG_S+x)*4+0] =
data[(y*FOG_S+x)*4+1] =
data[(y*FOG_S+x)*4+2] = 255;
data[(y*FOG_S+x)*4+3] = 255*d;
}
}
tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
ri.Hunk_FreeTempMemory( data );
}
/*
==================
R_CreateDefaultImage
==================
*/
#define DEFAULT_SIZE 16
static void R_CreateDefaultImage( void ) {
int x;
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
// the default image will be a box, to allow you to see the mapping coordinates
Com_Memset( data, 32, sizeof( data ) );
for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
data[0][x][0] =
data[0][x][1] =
data[0][x][2] =
data[0][x][3] = 255;
data[x][0][0] =
data[x][0][1] =
data[x][0][2] =
data[x][0][3] = 255;
data[DEFAULT_SIZE-1][x][0] =
data[DEFAULT_SIZE-1][x][1] =
data[DEFAULT_SIZE-1][x][2] =
data[DEFAULT_SIZE-1][x][3] = 255;
data[x][DEFAULT_SIZE-1][0] =
data[x][DEFAULT_SIZE-1][1] =
data[x][DEFAULT_SIZE-1][2] =
data[x][DEFAULT_SIZE-1][3] = 255;
}
tr.defaultImage = R_CreateImage("*default", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_MIPMAP, 0);
}
/*
==================
R_CreateBuiltinImages
==================
*/
void R_CreateBuiltinImages( void ) {
int x,y;
byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
R_CreateDefaultImage();
// we use a solid white image instead of disabling texturing
Com_Memset( data, 255, sizeof( data ) );
tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
if (r_dlightMode->integer >= 2)
{
for( x = 0; x < MAX_DLIGHTS; x++)
{
tr.shadowCubemaps[x] = R_CreateImage(va("*shadowcubemap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE | IMGFLAG_CUBEMAP, 0);
}
}
// with overbright bits active, we need an image which is some fraction of full color,
// for default lightmaps, etc
for (x=0 ; x<DEFAULT_SIZE ; x++) {
for (y=0 ; y<DEFAULT_SIZE ; y++) {
data[y][x][0] =
data[y][x][1] =
data[y][x][2] = tr.identityLightByte;
data[y][x][3] = 255;
}
}
tr.identityLightImage = R_CreateImage("*identityLight", (byte *)data, 8, 8, IMGTYPE_COLORALPHA, IMGFLAG_NONE, 0);
for(x=0;x<32;x++) {
// scratchimage is usually used for cinematic drawing
tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_PICMIP | IMGFLAG_CLAMPTOEDGE, 0);
}
R_CreateDlightImage();
R_CreateFogImage();
if (glRefConfig.framebufferObject)
{
int width, height, hdrFormat, rgbFormat;
width = glConfig.vidWidth;
height = glConfig.vidHeight;
hdrFormat = GL_RGBA8;
if (r_hdr->integer && glRefConfig.textureFloat)
hdrFormat = GL_RGBA16F_ARB;
rgbFormat = GL_RGBA8;
tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
if (r_shadowBlur->integer || r_hdr->integer)
tr.screenScratchImage = R_CreateImage("screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
if (r_shadowBlur->integer || r_ssao->integer)
tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_R32F);
if (r_drawSunRays->integer)
tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, rgbFormat);
tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24);
tr.textureDepthImage = R_CreateImage("*texturedepth", NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24);
{
void *p;
data[0][0][0] = 0;
data[0][0][1] = 0.45f * 255;
data[0][0][2] = 255;
data[0][0][3] = 255;
p = data;
tr.calcLevelsImage = R_CreateImage("*calcLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.targetLevelsImage = R_CreateImage("*targetLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
tr.fixedLevelsImage = R_CreateImage("*fixedLevels", p, 1, 1, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
}
for (x = 0; x < 2; x++)
{
tr.textureScratchImage[x] = R_CreateImage(va("*textureScratch%d", x), NULL, 256, 256, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
for (x = 0; x < 2; x++)
{
tr.quarterImage[x] = R_CreateImage(va("*quarter%d", x), NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
if (r_ssao->integer)
{
tr.screenSsaoImage = R_CreateImage("*screenSsao", NULL, width / 2, height / 2, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
for( x = 0; x < MAX_DRAWN_PSHADOWS; x++)
{
tr.pshadowMaps[x] = R_CreateImage(va("*shadowmap%i", x), NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24);
//qglTextureParameterfEXT(tr.pshadowMaps[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
//qglTextureParameterfEXT(tr.pshadowMaps[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
if (r_sunlightMode->integer)
{
for ( x = 0; x < 4; x++)
{
tr.sunShadowDepthImage[x] = R_CreateImage(va("*sunshadowdepth%i", x), NULL, r_shadowMapSize->integer, r_shadowMapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24);
qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE, GL_COMPARE_R_TO_TEXTURE);
qglTextureParameterfEXT(tr.sunShadowDepthImage[x]->texnum, GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC, GL_LEQUAL);
}
tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
}
if (r_cubeMapping->integer)
{
tr.renderCubeImage = R_CreateImage("*renderCube", NULL, r_cubemapSize->integer, r_cubemapSize->integer, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE | IMGFLAG_MIPMAP | IMGFLAG_CUBEMAP, rgbFormat);
}
}
}
/*
===============
R_SetColorMappings
===============
*/
void R_SetColorMappings( void ) {
int i, j;
float g;
int inf;
// setup the overbright lighting
tr.overbrightBits = r_overBrightBits->integer;
// allow 2 overbright bits
if ( tr.overbrightBits > 2 ) {
tr.overbrightBits = 2;
} else if ( tr.overbrightBits < 0 ) {
tr.overbrightBits = 0;
}
// don't allow more overbright bits than map overbright bits
if ( tr.overbrightBits > r_mapOverBrightBits->integer ) {
tr.overbrightBits = r_mapOverBrightBits->integer;
}
tr.identityLight = 1.0f / ( 1 << tr.overbrightBits );
tr.identityLightByte = 255 * tr.identityLight;
if ( r_intensity->value <= 1 ) {
ri.Cvar_Set( "r_intensity", "1" );
}
if ( r_gamma->value < 0.5f ) {
ri.Cvar_Set( "r_gamma", "0.5" );
} else if ( r_gamma->value > 3.0f ) {
ri.Cvar_Set( "r_gamma", "3.0" );
}
g = r_gamma->value;
for ( i = 0; i < 256; i++ ) {
if ( g == 1 ) {
inf = i;
} else {
inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
}
if (inf < 0) {
inf = 0;
}
if (inf > 255) {
inf = 255;
}
s_gammatable[i] = inf;
}
for (i=0 ; i<256 ; i++) {
j = i * r_intensity->value;
if (j > 255) {
j = 255;
}
s_intensitytable[i] = j;
}
if ( glConfig.deviceSupportsGamma )
{
GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable );
}
//
// OPENMOHAA-specific stuff
//=========================
tr.overbrightShift = r_mapOverBrightBits->integer - tr.overbrightBits;
tr.overbrightMult = (float)(1 << tr.overbrightShift);
//=========================
}
/*
===============
R_InitImages
===============
*/
void R_InitImages( void ) {
Com_Memset(hashTable, 0, sizeof(hashTable));
// build brightness translation tables
R_SetColorMappings();
// create default texture and white texture
R_CreateBuiltinImages();
}
/*
===============
R_DeleteTextures
===============
*/
void R_DeleteTextures( void ) {
int i;
for ( i=0; i<tr.numImages ; i++ ) {
qglDeleteTextures( 1, &tr.images[i]->texnum );
}
Com_Memset( tr.images, 0, sizeof( tr.images ) );
tr.numImages = 0;
GL_BindNullTextures();
}
/*
============================================================================
SKINS
============================================================================
*/
/*
==================
CommaParse
This is unfortunate, but the skin files aren't
compatible with our normal parsing rules.
==================
*/
static char *CommaParse( char **data_p ) {
int c = 0, len;
char *data;
static char com_token[MAX_TOKEN_CHARS];
data = *data_p;
len = 0;
com_token[0] = 0;
// make sure incoming data is valid
if ( !data ) {
*data_p = NULL;
return com_token;
}
while ( 1 ) {
// skip whitespace
while( (c = *data) <= ' ') {
if( !c ) {
break;
}
data++;
}
c = *data;
// skip double slash comments
if ( c == '/' && data[1] == '/' )
{
data += 2;
while (*data && *data != '\n') {
data++;
}
}
// skip /* */ comments
else if ( c=='/' && data[1] == '*' )
{
data += 2;
while ( *data && ( *data != '*' || data[1] != '/' ) )
{
data++;
}
if ( *data )
{
data += 2;
}
}
else
{
break;
}
}
if ( c == 0 ) {
return "";
}
// handle quoted strings
if (c == '\"')
{
data++;
while (1)
{
c = *data++;
if (c=='\"' || !c)
{
com_token[len] = 0;
*data_p = ( char * ) data;
return com_token;
}
if (len < MAX_TOKEN_CHARS - 1)
{
com_token[len] = c;
len++;
}
}
}
// parse a regular word
do
{
if (len < MAX_TOKEN_CHARS - 1)
{
com_token[len] = c;
len++;
}
data++;
c = *data;
} while (c>32 && c != ',' );
com_token[len] = 0;
*data_p = ( char * ) data;
return com_token;
}
/*
===============
RE_RegisterSkin
===============
*/
qhandle_t RE_RegisterSkin( const char *name ) {
skinSurface_t parseSurfaces[MAX_SKIN_SURFACES];
qhandle_t hSkin;
skin_t *skin;
skinSurface_t *surf;
union {
char *c;
void *v;
} text;
char *text_p;
char *token;
char surfName[MAX_QPATH];
int totalSurfaces;
if ( !name || !name[0] ) {
ri.Printf( PRINT_DEVELOPER, "Empty name passed to RE_RegisterSkin\n" );
return 0;
}
if ( strlen( name ) >= MAX_QPATH ) {
ri.Printf( PRINT_DEVELOPER, "Skin name exceeds MAX_QPATH\n" );
return 0;
}
// see if the skin is already loaded
for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
skin = tr.skins[hSkin];
if ( !Q_stricmp( skin->name, name ) ) {
if( skin->numSurfaces == 0 ) {
return 0; // default skin
}
return hSkin;
}
}
// allocate a new skin
if ( tr.numSkins == MAX_SKINS ) {
ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
return 0;
}
tr.numSkins++;
skin = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
tr.skins[hSkin] = skin;
Q_strncpyz( skin->name, name, sizeof( skin->name ) );
skin->numSurfaces = 0;
R_IssuePendingRenderCommands();
// If not a .skin file, load as a single shader
if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
skin->numSurfaces = 1;
skin->surfaces = ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low );
skin->surfaces[0].shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
return hSkin;
}
// load and parse the skin file
ri.FS_ReadFile( name, &text.v );
if ( !text.c ) {
return 0;
}
totalSurfaces = 0;
text_p = text.c;
while ( text_p && *text_p ) {
// get surface name
token = CommaParse( &text_p );
Q_strncpyz( surfName, token, sizeof( surfName ) );
if ( !token[0] ) {
break;
}
// lowercase the surface name so skin compares are faster
Q_strlwr( surfName );
if ( *text_p == ',' ) {
text_p++;
}
if ( strstr( token, "tag_" ) ) {
continue;
}
// parse the shader name
token = CommaParse( &text_p );
if ( skin->numSurfaces < MAX_SKIN_SURFACES ) {
surf = &parseSurfaces[skin->numSurfaces];
Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
skin->numSurfaces++;
}
totalSurfaces++;
}
ri.FS_FreeFile( text.v );
if ( totalSurfaces > MAX_SKIN_SURFACES ) {
ri.Printf( PRINT_WARNING, "WARNING: Ignoring excess surfaces (found %d, max is %d) in skin '%s'!\n",
totalSurfaces, MAX_SKIN_SURFACES, name );
}
// never let a skin have 0 shaders
if ( skin->numSurfaces == 0 ) {
return 0; // use default skin
}
// copy surfaces to skin
skin->surfaces = ri.Hunk_Alloc( skin->numSurfaces * sizeof( skinSurface_t ), h_low );
memcpy( skin->surfaces, parseSurfaces, skin->numSurfaces * sizeof( skinSurface_t ) );
return hSkin;
}
/*
===============
R_InitSkins
===============
*/
void R_InitSkins( void ) {
skin_t *skin;
tr.numSkins = 1;
// make the default skin have all default shaders
skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name ) );
skin->numSurfaces = 1;
skin->surfaces = ri.Hunk_Alloc( sizeof( skinSurface_t ), h_low );
skin->surfaces[0].shader = tr.defaultShader;
}
/*
===============
R_GetSkinByHandle
===============
*/
skin_t *R_GetSkinByHandle( qhandle_t hSkin ) {
if ( hSkin < 1 || hSkin >= tr.numSkins ) {
return tr.skins[0];
}
return tr.skins[ hSkin ];
}
/*
===============
R_SkinList_f
===============
*/
void R_SkinList_f( void ) {
int i, j;
skin_t *skin;
ri.Printf (PRINT_ALL, "------------------\n");
for ( i = 0 ; i < tr.numSkins ; i++ ) {
skin = tr.skins[i];
ri.Printf( PRINT_ALL, "%3i:%s (%d surfaces)\n", i, skin->name, skin->numSurfaces );
for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
ri.Printf( PRINT_ALL, " %s = %s\n",
skin->surfaces[j].name, skin->surfaces[j].shader->name );
}
}
ri.Printf (PRINT_ALL, "------------------\n");
}
//
// OPENMOHAA-specific stuff
//
image_t* R_RefreshImageFile(const char* name, imgType_t type, imgFlags_t flags) {
// FIXME: unimplemented (GL2)
return NULL;
}
/*
================
R_ImageExists
================
*/
qboolean R_ImageExists(const char* name) {
image_t* image;
long int hash;
if (name)
{
hash = generateHashValue(name);
image = hashTable[hash];
if (hash)
{
for (; image != NULL; image = image->next)
{
if (!strcmp(name, image->imgName)) {
return qtrue;
}
}
}
}
return qfalse;
}
/*
===============
R_DumpTextureMemory
===============
*/
void R_DumpTextureMemory() {
int i;
char str_buffer[32];
char* Label1, * Label2;
fileHandle_t stat_file;
stat_file = ri.FS_OpenFileWrite("textureuse.csv");
Label1 = "Texture Name,";
ri.FS_Write(Label1, strlen(Label1), stat_file);
Label2 = "Size (kb),";
ri.FS_Write(Label2, strlen(Label2), stat_file);
Label1 = "Num Uses,";
ri.FS_Write(Label1, strlen(Label1), stat_file);
Label2 = "Miplevels\n";
ri.FS_Write(Label2, strlen(Label2), stat_file);
for (i = 0; i < tr.numImages; i++) {
image_t* image = tr.images[i];
ri.FS_Write(image->imgName, strlen(image->imgName), stat_file);
ri.FS_Write(", ", 2, stat_file);
// Write the number of bytes (in KiB)
Q_snprintf(str_buffer, sizeof(str_buffer), "%d", image->bytesUsed >> 10);
ri.FS_Write(str_buffer, strlen(str_buffer), stat_file);
ri.FS_Write(", ", 2, stat_file);
// Write the sequence
Q_snprintf(str_buffer, sizeof(str_buffer), "%d", image->r_sequence);
ri.FS_Write(str_buffer, strlen(str_buffer), stat_file);
ri.FS_Write(", ", 2, stat_file);
}
}
/*
===============
R_CountTextureMemory
===============
*/
int R_CountTextureMemory() {
int total_bytes;
int i;
R_DumpTextureMemory();
total_bytes = 0;
for (i = 0; i < tr.numImages; i++) {
total_bytes = tr.images[i]->bytesUsed;
}
return total_bytes;
}
/*
===============
R_LoadRawImage
===============
*/
qboolean R_LoadRawImage(const char *name, byte **pic, int *width, int *height)
{
qboolean hasAlpha;
int glCompressMode;
int numMipmaps;
int piMipmapsAvailable;
R_LoadImage(name, pic, width, height, &glCompressMode, &numMipmaps);
if (!*pic) {
return qfalse;
}
return qtrue;
}
/*
===============
R_FreeRawImage
===============
*/
void R_FreeRawImage(byte *pic) {
ri.Free(pic);
}