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- /*
- ===========================================================================
- Doom 3 BFG Edition GPL Source Code
- Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
- This file is part of the Doom 3 BFG Edition GPL Source Code ("Doom 3 BFG Edition Source Code").
- Doom 3 BFG Edition 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 3 of the License, or
- (at your option) any later version.
- Doom 3 BFG Edition 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 Doom 3 BFG Edition Source Code. If not, see <http://www.gnu.org/licenses/>.
- In addition, the Doom 3 BFG Edition Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 BFG Edition Source Code. If not, please request a copy in writing from id Software at the address below.
- If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
- ===========================================================================
- */
- #pragma hdrstop
- #include "../../idlib/precompiled.h"
- /*
- ================================================================================================
- Contains the Image implementation for OpenGL.
- ================================================================================================
- */
- #include "../tr_local.h"
- /*
- ========================
- idImage::SubImageUpload
- ========================
- */
- void idImage::SubImageUpload( int mipLevel, int x, int y, int z, int width, int height, const void * pic, int pixelPitch ) const {
- assert( x >= 0 && y >= 0 && mipLevel >= 0 && width >= 0 && height >= 0 && mipLevel < opts.numLevels );
- int compressedSize = 0;
- if ( IsCompressed() ) {
- assert( !(x&3) && !(y&3) );
- // compressed size may be larger than the dimensions due to padding to quads
- int quadW = ( width + 3 ) & ~3;
- int quadH = ( height + 3 ) & ~3;
- compressedSize = quadW * quadH * BitsForFormat( opts.format ) / 8;
- int padW = ( opts.width + 3 ) & ~3;
- int padH = ( opts.height + 3 ) & ~3;
- (void)padH;
- (void)padW;
- assert( x + width <= padW && y + height <= padH );
- // upload the non-aligned value, OpenGL understands that there
- // will be padding
- if ( x + width > opts.width ) {
- width = opts.width - x;
- }
- if ( y + height > opts.height ) {
- height = opts.height - x;
- }
- } else {
- assert( x + width <= opts.width && y + height <= opts.height );
- }
- int target;
- int uploadTarget;
- if ( opts.textureType == TT_2D ) {
- target = GL_TEXTURE_2D;
- uploadTarget = GL_TEXTURE_2D;
- } else if ( opts.textureType == TT_CUBIC ) {
- target = GL_TEXTURE_CUBE_MAP_EXT;
- uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT + z;
- } else {
- assert( !"invalid opts.textureType" );
- target = GL_TEXTURE_2D;
- uploadTarget = GL_TEXTURE_2D;
- }
- qglBindTexture( target, texnum );
- if ( pixelPitch != 0 ) {
- qglPixelStorei( GL_UNPACK_ROW_LENGTH, pixelPitch );
- }
- if ( opts.format == FMT_RGB565 ) {
- glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_TRUE );
- }
- #ifdef DEBUG
- GL_CheckErrors();
- #endif
- if ( IsCompressed() ) {
- qglCompressedTexSubImage2DARB( uploadTarget, mipLevel, x, y, width, height, internalFormat, compressedSize, pic );
- } else {
- // make sure the pixel store alignment is correct so that lower mips get created
- // properly for odd shaped textures - this fixes the mip mapping issues with
- // fonts
- int unpackAlignment = width * BitsForFormat( (textureFormat_t)opts.format ) / 8;
- if ( ( unpackAlignment & 3 ) == 0 ) {
- qglPixelStorei( GL_UNPACK_ALIGNMENT, 4 );
- } else {
- qglPixelStorei( GL_UNPACK_ALIGNMENT, 1 );
- }
- qglTexSubImage2D( uploadTarget, mipLevel, x, y, width, height, dataFormat, dataType, pic );
- }
- #ifdef DEBUG
- GL_CheckErrors();
- #endif
- if ( opts.format == FMT_RGB565 ) {
- glPixelStorei( GL_UNPACK_SWAP_BYTES, GL_FALSE );
- }
- if ( pixelPitch != 0 ) {
- qglPixelStorei( GL_UNPACK_ROW_LENGTH, 0 );
- }
- }
- /*
- ========================
- idImage::SetPixel
- ========================
- */
- void idImage::SetPixel( int mipLevel, int x, int y, const void * data, int dataSize ) {
- SubImageUpload( mipLevel, x, y, 0, 1, 1, data );
- }
- /*
- ========================
- idImage::SetTexParameters
- ========================
- */
- void idImage::SetTexParameters() {
- int target = GL_TEXTURE_2D;
- switch ( opts.textureType ) {
- case TT_2D:
- target = GL_TEXTURE_2D;
- break;
- case TT_CUBIC:
- target = GL_TEXTURE_CUBE_MAP_EXT;
- break;
- default:
- idLib::FatalError( "%s: bad texture type %d", GetName(), opts.textureType );
- return;
- }
- // ALPHA, LUMINANCE, LUMINANCE_ALPHA, and INTENSITY have been removed
- // in OpenGL 3.2. In order to mimic those modes, we use the swizzle operators
- #if defined( USE_CORE_PROFILE )
- if ( opts.colorFormat == CFM_GREEN_ALPHA ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
- } else if ( opts.format == FMT_LUM8 ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ONE );
- } else if ( opts.format == FMT_L8A8 ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
- } else if ( opts.format == FMT_ALPHA ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
- } else if ( opts.format == FMT_INT8 ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
- } else {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_RED );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_GREEN );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_BLUE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_ALPHA );
- }
- #else
- if ( opts.colorFormat == CFM_GREEN_ALPHA ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_GREEN );
- } else if ( opts.format == FMT_ALPHA ) {
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_R, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_G, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_B, GL_ONE );
- qglTexParameteri( target, GL_TEXTURE_SWIZZLE_A, GL_RED );
- }
- #endif
- switch( filter ) {
- case TF_DEFAULT:
- if ( r_useTrilinearFiltering.GetBool() ) {
- qglTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
- } else {
- qglTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST );
- }
- qglTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- break;
- case TF_LINEAR:
- qglTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
- qglTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
- break;
- case TF_NEAREST:
- qglTexParameterf( target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
- qglTexParameterf( target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
- break;
- default:
- common->FatalError( "%s: bad texture filter %d", GetName(), filter );
- }
- if ( glConfig.anisotropicFilterAvailable ) {
- // only do aniso filtering on mip mapped images
- if ( filter == TF_DEFAULT ) {
- int aniso = r_maxAnisotropicFiltering.GetInteger();
- if ( aniso > glConfig.maxTextureAnisotropy ) {
- aniso = glConfig.maxTextureAnisotropy;
- }
- if ( aniso < 0 ) {
- aniso = 0;
- }
- qglTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso );
- } else {
- qglTexParameterf(target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
- }
- }
- if ( glConfig.textureLODBiasAvailable && ( usage != TD_FONT ) ) {
- // use a blurring LOD bias in combination with high anisotropy to fix our aliasing grate textures...
- qglTexParameterf(target, GL_TEXTURE_LOD_BIAS_EXT, r_lodBias.GetFloat() );
- }
- // set the wrap/clamp modes
- switch( repeat ) {
- case TR_REPEAT:
- qglTexParameterf( target, GL_TEXTURE_WRAP_S, GL_REPEAT );
- qglTexParameterf( target, GL_TEXTURE_WRAP_T, GL_REPEAT );
- break;
- case TR_CLAMP_TO_ZERO: {
- float color[4] = { 0.0f, 0.0f, 0.0f, 1.0f };
- qglTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, color );
- qglTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
- qglTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
- }
- break;
- case TR_CLAMP_TO_ZERO_ALPHA: {
- float color[4] = { 0.0f, 0.0f, 0.0f, 0.0f };
- qglTexParameterfv(target, GL_TEXTURE_BORDER_COLOR, color );
- qglTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
- qglTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
- }
- break;
- case TR_CLAMP:
- qglTexParameterf( target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
- qglTexParameterf( target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
- break;
- default:
- common->FatalError( "%s: bad texture repeat %d", GetName(), repeat );
- }
- }
- /*
- ========================
- idImage::AllocImage
- Every image will pass through this function. Allocates all the necessary MipMap levels for the
- Image, but doesn't put anything in them.
- This should not be done during normal game-play, if you can avoid it.
- ========================
- */
- void idImage::AllocImage() {
- GL_CheckErrors();
- PurgeImage();
- switch ( opts.format ) {
- case FMT_RGBA8:
- internalFormat = GL_RGBA8;
- dataFormat = GL_RGBA;
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_XRGB8:
- internalFormat = GL_RGB;
- dataFormat = GL_RGBA;
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_RGB565:
- internalFormat = GL_RGB;
- dataFormat = GL_RGB;
- dataType = GL_UNSIGNED_SHORT_5_6_5;
- break;
- case FMT_ALPHA:
- #if defined( USE_CORE_PROFILE )
- internalFormat = GL_R8;
- dataFormat = GL_RED;
- #else
- internalFormat = GL_ALPHA8;
- dataFormat = GL_ALPHA;
- #endif
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_L8A8:
- #if defined( USE_CORE_PROFILE )
- internalFormat = GL_RG8;
- dataFormat = GL_RG;
- #else
- internalFormat = GL_LUMINANCE8_ALPHA8;
- dataFormat = GL_LUMINANCE_ALPHA;
- #endif
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_LUM8:
- #if defined( USE_CORE_PROFILE )
- internalFormat = GL_R8;
- dataFormat = GL_RED;
- #else
- internalFormat = GL_LUMINANCE8;
- dataFormat = GL_LUMINANCE;
- #endif
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_INT8:
- #if defined( USE_CORE_PROFILE )
- internalFormat = GL_R8;
- dataFormat = GL_RED;
- #else
- internalFormat = GL_INTENSITY8;
- dataFormat = GL_LUMINANCE;
- #endif
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_DXT1:
- internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
- dataFormat = GL_RGBA;
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_DXT5:
- internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
- dataFormat = GL_RGBA;
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_DEPTH:
- internalFormat = GL_DEPTH_COMPONENT;
- dataFormat = GL_DEPTH_COMPONENT;
- dataType = GL_UNSIGNED_BYTE;
- break;
- case FMT_X16:
- internalFormat = GL_INTENSITY16;
- dataFormat = GL_LUMINANCE;
- dataType = GL_UNSIGNED_SHORT;
- break;
- case FMT_Y16_X16:
- internalFormat = GL_LUMINANCE16_ALPHA16;
- dataFormat = GL_LUMINANCE_ALPHA;
- dataType = GL_UNSIGNED_SHORT;
- break;
- default:
- idLib::Error( "Unhandled image format %d in %s\n", opts.format, GetName() );
- }
- // if we don't have a rendering context, just return after we
- // have filled in the parms. We must have the values set, or
- // an image match from a shader before OpenGL starts would miss
- // the generated texture
- if ( !R_IsInitialized() ) {
- return;
- }
- // generate the texture number
- qglGenTextures( 1, (GLuint *)&texnum );
- assert( texnum != TEXTURE_NOT_LOADED );
- //----------------------------------------------------
- // allocate all the mip levels with NULL data
- //----------------------------------------------------
- int numSides;
- int target;
- int uploadTarget;
- if ( opts.textureType == TT_2D ) {
- target = uploadTarget = GL_TEXTURE_2D;
- numSides = 1;
- } else if ( opts.textureType == TT_CUBIC ) {
- target = GL_TEXTURE_CUBE_MAP_EXT;
- uploadTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_EXT;
- numSides = 6;
- } else {
- assert( !"opts.textureType" );
- target = uploadTarget = GL_TEXTURE_2D;
- numSides = 1;
- }
- qglBindTexture( target, texnum );
- for ( int side = 0; side < numSides; side++ ) {
- int w = opts.width;
- int h = opts.height;
- if ( opts.textureType == TT_CUBIC ) {
- h = w;
- }
- for ( int level = 0; level < opts.numLevels; level++ ) {
- // clear out any previous error
- GL_CheckErrors();
- if ( IsCompressed() ) {
- int compressedSize = ( ((w+3)/4) * ((h+3)/4) * int64( 16 ) * BitsForFormat( opts.format ) ) / 8;
- // Even though the OpenGL specification allows the 'data' pointer to be NULL, for some
- // drivers we actually need to upload data to get it to allocate the texture.
- // However, on 32-bit systems we may fail to allocate a large block of memory for large
- // textures. We handle this case by using HeapAlloc directly and allowing the allocation
- // to fail in which case we simply pass down NULL to glCompressedTexImage2D and hope for the best.
- // As of 2011-10-6 using NVIDIA hardware and drivers we have to allocate the memory with HeapAlloc
- // with the exact size otherwise large image allocation (for instance for physical page textures)
- // may fail on Vista 32-bit.
- void * data = HeapAlloc( GetProcessHeap(), 0, compressedSize );
- qglCompressedTexImage2DARB( uploadTarget+side, level, internalFormat, w, h, 0, compressedSize, data );
- if ( data != NULL ) {
- HeapFree( GetProcessHeap(), 0, data );
- }
- } else {
- qglTexImage2D( uploadTarget + side, level, internalFormat, w, h, 0, dataFormat, dataType, NULL );
- }
- GL_CheckErrors();
- w = Max( 1, w >> 1 );
- h = Max( 1, h >> 1 );
- }
- }
- qglTexParameteri( target, GL_TEXTURE_MAX_LEVEL, opts.numLevels - 1 );
- // see if we messed anything up
- GL_CheckErrors();
- SetTexParameters();
- GL_CheckErrors();
- }
- /*
- ========================
- idImage::PurgeImage
- ========================
- */
- void idImage::PurgeImage() {
- if ( texnum != TEXTURE_NOT_LOADED ) {
- qglDeleteTextures( 1, (GLuint *)&texnum ); // this should be the ONLY place it is ever called!
- texnum = TEXTURE_NOT_LOADED;
- }
- // clear all the current binding caches, so the next bind will do a real one
- for ( int i = 0 ; i < MAX_MULTITEXTURE_UNITS ; i++ ) {
- backEnd.glState.tmu[i].current2DMap = TEXTURE_NOT_LOADED;
- backEnd.glState.tmu[i].currentCubeMap = TEXTURE_NOT_LOADED;
- }
- }
- /*
- ========================
- idImage::Resize
- ========================
- */
- void idImage::Resize( int width, int height ) {
- if ( opts.width == width && opts.height == height ) {
- return;
- }
- opts.width = width;
- opts.height = height;
- AllocImage();
- }
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