bool Gui_SetScreenTexture(void *data, int w, int h, int bpp) { GLenum texture_format; GLuint color_depth; if(bpp == 32) // Contains an alpha channel { texture_format = GL_RGBA; color_depth = GL_RGBA; } else if(bpp == 24) // No alpha channel { texture_format = GL_RGB; color_depth = GL_RGB; } else { return false; } // Bind the texture object qglBindTexture(GL_TEXTURE_2D, load_screen_tex); // Set the texture's stretching properties qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // Edit the texture object's image data using the information SDL_Surface gives us qglTexImage2D(GL_TEXTURE_2D, 0, color_depth, w, h, 0, texture_format, GL_UNSIGNED_BYTE, data); qglBindTexture(GL_TEXTURE_2D, 0); return true; }
void RE_UploadCinematic (int w2, int h2, int cols, int rows, const byte *data, int client, qboolean dirty) { GL_Bind( tr.scratchImage[client] ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); // qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); // qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); // qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP ); // qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR ); // qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); // qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT ); } else { if (dirty) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } }
GLuint CaptureScreenAsTexID(void) { GLuint id; gld_EnableTexture2D(GL_TEXTURE0_ARB, true); qglGenTextures(1, &id); qglBindTexture(GL_TEXTURE_2D, id); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); #ifdef ANDROID qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, #else qglTexImage2D(GL_TEXTURE_2D, 0, 3, #endif gld_GetTexDimension(SCREENWIDTH), gld_GetTexDimension(SCREENHEIGHT), 0, GL_RGB, GL_UNSIGNED_BYTE, 0); qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SCREENWIDTH, SCREENHEIGHT); return id; }
/* ** GL_SetDefaultState */ void GL_SetDefaultState( void ) { qglClearColor (1.0f, 0.0f, 0.5f, 0.5f); qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.666f); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); qglDisable (GL_BLEND); qglColor4fv(colorWhite); qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL); qglShadeModel (GL_FLAT); GL_TextureMode( gl_texturemode->string ); GL_TextureAlphaMode( gl_texturealphamode->string ); GL_TextureSolidMode( gl_texturesolidmode->string ); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_TexEnv( GL_REPLACE ); if ( qglPointParameterfEXT && FLOAT_NE_ZERO(gl_ext_pointparameters->value)) { float attenuations[3]; attenuations[0] = gl_particle_att_a->value; attenuations[1] = gl_particle_att_b->value; attenuations[2] = gl_particle_att_c->value; qglEnable( GL_POINT_SMOOTH ); qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value ); qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value ); qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations ); } gl_swapinterval->modified = true; GL_UpdateSwapInterval(); }
/** * @brief RB_RenderToTexture * @param[in] data * @return */ const void *RB_RenderToTexture(const void *data) { const renderToTextureCommand_t *cmd = ( const renderToTextureCommand_t * ) data; //ri.Printf( PRINT_ALL, "RB_RenderToTexture\n" ); GL_Bind(cmd->image); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, cmd->x, cmd->y, cmd->w, cmd->h, 0); //qglCopyTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cmd->x, cmd->y, cmd->w, cmd->h ); return ( const void * ) (cmd + 1); }
static int setupScreenKeyboardButton( int buttonID, Uint8 * charBuf ) { // TODO: softstretch with antialiasing int w, h, format; GLTexture_t * data = NULL; int texture_w, texture_h; if( buttonID < 1 ) data = &arrowImages; else data = &(buttonImages[buttonID-1]); memcpy(&w, charBuf, sizeof(int)); memcpy(&h, charBuf + sizeof(int), sizeof(int)); memcpy(&format, charBuf + 2*sizeof(int), sizeof(int)); w = ntohl(w); h = ntohl(h); format = ntohl(format); texture_w = power_of_2(w); texture_h = power_of_2(h); data->w = texture_w; data->h = texture_h; LOGI("data w:%d, h:%d\n", w, h); qglEnable(GL_TEXTURE_2D); qglGenTextures(1, &data->id); qglBindTexture(GL_TEXTURE_2D, data->id); LOGI("On-screen keyboard generated OpenGL texture ID %x", data->id); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, texture_w, texture_h, 0, GL_RGBA, format ? GL_UNSIGNED_SHORT_4_4_4_4 : GL_UNSIGNED_SHORT_5_5_5_1, NULL); qglPixelStorei(GL_UNPACK_ALIGNMENT, 1); qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, w, h, GL_RGBA, format ? GL_UNSIGNED_SHORT_4_4_4_4 : GL_UNSIGNED_SHORT_5_5_5_1, charBuf + 3*sizeof(int) ); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qglDisable(GL_TEXTURE_2D); return 3*sizeof(int) + w * h * 2; }
/* =============== CreateDSTTex_ARB Create the texture which warps texture shaders =============== */ void CreateDSTTex_ARB (void) { unsigned char dist[DST_SIZE][DST_SIZE][4]; int x,y; srand(GetTickCount()); for (x=0; x<DST_SIZE; x++) for (y=0; y<DST_SIZE; y++) { dist[x][y][0] = rand()%255; dist[x][y][1] = rand()%255; dist[x][y][2] = rand()%48; dist[x][y][3] = rand()%48; } qglGenTextures(1,&dst_texture_ARB); qglBindTexture(GL_TEXTURE_2D, dst_texture_ARB); qglTexImage2D (GL_TEXTURE_2D, 0, 4, DST_SIZE, DST_SIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, dist); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglHint(GL_GENERATE_MIPMAP_HINT_SGIS, GL_NICEST); qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); }
static inline void drawCharTex(GLTexture_t * tex, SDL_Rect * src, SDL_Rect * dest, Uint8 r, Uint8 g, Uint8 b, Uint8 a) { GLint cropRect[4]; /* GLfloat texColor[4]; static const float onediv255 = 1.0f / 255.0f; */ if( !dest->h || !dest->w ) return; qglBindTexture(GL_TEXTURE_2D, tex->id); qglColor4x(r * 0x100, g * 0x100, b * 0x100, 200 * 0x100 ); //glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_BLEND); qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); qglEnable(GL_BLEND); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); #if 0 dest->x = dest->x*320/screen_width; dest->y = dest->y*200/screen_height; dest->w = dest->w*320/screen_width; dest->h = dest->h*200/screen_height; DrawQuad(dest->x, 200 - dest->y - dest->h, dest->w, dest->h, 0, 0, 1/*tex->w*/, 1/*tex->h*/); #endif cropRect[0] = 0; cropRect[1] = tex->h; cropRect[2] = tex->w; cropRect[3] = -tex->h; if(src) {//left down width hight cropRect[0] = src->x; cropRect[1] = src->h; // TODO: check if height works as expected in inverted GL coords cropRect[2] = src->w; cropRect[3] = -src->h; // TODO: check if height works as expected in inverted GL coords } qglTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect); glDrawTexiOES(dest->x, screen_height - dest->y - dest->h, 0, dest->w, dest->h); }
void gld_SetTexClamp(GLTexture *gltexture, unsigned int flags) { //if ((gltexture->flags & GLTEXTURE_CLAMPXY) != (flags & GLTEXTURE_CLAMPXY)) /* sp1n0za 05/2010: simplify */ if ((*gltexture->texflags_p ^ flags) & GLTEXTURE_CLAMPXY) { int need_clamp_x = (flags & GLTEXTURE_CLAMPX); int need_clamp_y = (flags & GLTEXTURE_CLAMPY); int has_clamp_x = (*gltexture->texflags_p & GLTEXTURE_CLAMPX); int has_clamp_y = (*gltexture->texflags_p & GLTEXTURE_CLAMPY); if (need_clamp_x) { if (!has_clamp_x) { *gltexture->texflags_p |= GLTEXTURE_CLAMPX; qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GLEXT_CLAMP_TO_EDGE); } } else { if (has_clamp_x) { *gltexture->texflags_p &= ~GLTEXTURE_CLAMPX; qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); } } if (need_clamp_y) { if (!has_clamp_y) { *gltexture->texflags_p |= GLTEXTURE_CLAMPY; qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GLEXT_CLAMP_TO_EDGE); } } else { if (has_clamp_y) { *gltexture->texflags_p &= ~GLTEXTURE_CLAMPY; qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } } } }
/* ============= Draw_StretchPic ============= */ void Draw_StretchPic (int x, int y, int w, int h, char *pic) { image_t *gl; GLint previousMagFilter; gl = Draw_FindPic (pic); if (!gl) { ri.Con_Printf (PRINT_ALL, "Can't find pic: %s\n", pic); return; } if (scrap_dirty) Scrap_Upload (); if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) ) && !gl->has_alpha) qglDisable (GL_ALPHA_TEST); GL_Bind (gl->texnum); qglGetTexParameteriv( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, &previousMagFilter ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); qglBegin (GL_QUADS); { qglTexCoord2f (gl->sl, gl->tl); qglVertex2f (x, y); qglTexCoord2f (gl->sh, gl->tl); qglVertex2f (x+w, y); qglTexCoord2f (gl->sh, gl->th); qglVertex2f (x+w, y+h); qglTexCoord2f (gl->sl, gl->th); qglVertex2f (x, y+h); } qglEnd (); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, previousMagFilter ); if ( ( ( gl_config.renderer == GL_RENDERER_MCD ) || ( gl_config.renderer & GL_RENDERER_RENDITION ) ) && !gl->has_alpha) qglEnable (GL_ALPHA_TEST); }
/* =============== CreateDSTTex_NV Create the texture which warps texture shaders =============== */ void CreateDSTTex_NV (void) { char data[DST_SIZE][DST_SIZE][2]; int x,y; for (x=0; x<DST_SIZE; x++) for (y=0; y<DST_SIZE; y++) { data[x][y][0]=rand()%255-128; data[x][y][1]=rand()%255-128; } qglGenTextures(1,&dst_texture_NV); qglBindTexture(GL_TEXTURE_2D, dst_texture_NV); qglTexImage2D(GL_TEXTURE_2D, 0, GL_DSDT8_NV, DST_SIZE, DST_SIZE, 0, GL_DSDT_NV, GL_BYTE, data); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); }
void gld_SetTexFilters(GLTexture *gltexture) { int mip, mag_filter, min_filter; float aniso_filter = 0.0f; switch (gltexture->textype) { case GLDT_TEXTURE: case GLDT_FLAT: mip = MIP_TEXTURE; break; case GLDT_PATCH: mip = ((gltexture->flags & GLTEXTURE_SPRITE) ? MIP_SPRITE : MIP_PATCH); break; default: mip = MIP_TEXTURE; break; } if (render_usedetail && gltexture->detail) mag_filter = GL_LINEAR; else mag_filter = tex_filter[mip].mag_filter; if ((gltexture->flags & GLTEXTURE_MIPMAP) && tex_filter[mip].mipmap) { min_filter = tex_filter[mip].min_filter; if (gl_ext_texture_filter_anisotropic) aniso_filter = (GLfloat)(1<<gl_texture_filter_anisotropic); } else { min_filter = tex_filter[mip].mag_filter; } qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, mag_filter); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, min_filter); if (aniso_filter > 0.0f) qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso_filter); }
void InitGlslShadersAndPrograms( void ) { void *shaderSource; GLenum target; float bloomTextureScale; int ret; if ( !r_enablePostProcess->integer || !glsl ) { return; } GL_SelectTexture(0); qglDisable( GL_TEXTURE_2D ); qglEnable( GL_TEXTURE_RECTANGLE_ARB ); bloomTextureScale = r_BloomTextureScale->value; if ( bloomTextureScale < 0.01 ) { bloomTextureScale = 0.01; } else if ( bloomTextureScale > 1 ) { bloomTextureScale = 1; } target = GL_TEXTURE_RECTANGLE_ARB; tr.bloomWidth = glConfig.vidWidth * bloomTextureScale; tr.bloomHeight = glConfig.vidHeight * bloomTextureScale; qglGenTextures(1, &tr.bloomTexture); qglBindTexture(target, tr.bloomTexture); qglTexImage2D(target, 0, GL_RGBA8, tr.bloomWidth, tr.bloomHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, 0); qglTexParameteri(target, GL_TEXTURE_WRAP_S, r_glClampToEdge->integer ? GL_CLAMP_TO_EDGE : GL_CLAMP); qglTexParameteri(target, GL_TEXTURE_WRAP_T, r_glClampToEdge->integer ? GL_CLAMP_TO_EDGE : GL_CLAMP); qglTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); target = GL_TEXTURE_RECTANGLE_ARB; qglGenTextures(1, &tr.backBufferTexture); qglBindTexture(target, tr.backBufferTexture); qglTexImage2D(target, 0, GL_RGB8, glConfig.vidWidth, glConfig.vidHeight, 0, GL_RGB, GL_UNSIGNED_BYTE, 0); qglTexParameteri(target, GL_TEXTURE_WRAP_S, r_glClampToEdge->integer ? GL_CLAMP_TO_EDGE : GL_CLAMP); qglTexParameteri(target, GL_TEXTURE_WRAP_T, r_glClampToEdge->integer ? GL_CLAMP_TO_EDGE : GL_CLAMP); qglTexParameteri(target, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglTexParameteri(target, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglDisable(GL_TEXTURE_RECTANGLE_ARB); qglEnable(GL_TEXTURE_2D); GL_SelectTexture(0); Com_VPrintf("^5scripts/posteffect.vs ->\n"); ret = ri.FS_ReadFile("scripts/posteffect.vs", &shaderSource); if (ret > 0) { tr.mainVs = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); qglShaderSourceARB(tr.mainVs, 1, (const char **)&shaderSource, NULL); qglCompileShaderARB(tr.mainVs); printGlslLog(tr.mainVs); ri.FS_FreeFile(shaderSource); } else if ( strlen(fallbackShader_posteffect) ) { Com_VPrintf("^1file not found, using fallback shader\n"); //ri.FS_FreeFile(shaderSource); tr.mainVs = qglCreateShaderObjectARB(GL_VERTEX_SHADER_ARB); qglShaderSourceARB(tr.mainVs, 1, &fallbackShader_posteffect, NULL); qglCompileShaderARB(tr.mainVs); printGlslLog(tr.mainVs); } else { Com_VPrintf("^1file not found\n"); glsl = qfalse; R_DeleteGlslShadersAndPrograms(); } R_InitFragmentShader( "scripts/colorcorrect.fs", &tr.colorCorrectFs, &tr.colorCorrectSp, tr.mainVs, fallbackShader_colorcorrect ); R_InitFragmentShader( "scripts/blurhoriz.fs", &tr.blurHorizFs, &tr.blurHorizSp, tr.mainVs, fallbackShader_blurhoriz ); R_InitFragmentShader( "scripts/blurvertical.fs", &tr.blurVerticalFs, &tr.blurVerticalSp, tr.mainVs, fallbackShader_blurvertical ); R_InitFragmentShader( "scripts/brightpass.fs", &tr.brightPassFs, &tr.brightPassSp, tr.mainVs, fallbackShader_brightpass ); R_InitFragmentShader( "scripts/combine.fs", &tr.combineFs, &tr.combineSp, tr.mainVs, fallbackShader_combine ); R_InitFragmentShader( "scripts/downsample1.fs", &tr.downSample1Fs, &tr.downSample1Sp, tr.mainVs, fallbackShader_downsample1 ); }
int gld_BuildTexture(GLTexture *gltexture, void *data, dboolean readonly, int width, int height) { int result = false; int tex_width, tex_height, tex_buffer_size; unsigned char *tex_buffer = NULL; tex_width = gld_GetTexDimension(width); tex_height = gld_GetTexDimension(height); tex_buffer_size = tex_width * tex_height * 4; //your video is modern if (gl_arb_texture_non_power_of_two) { qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP, ((gltexture->flags & GLTEXTURE_MIPMAP) ? GL_TRUE : GL_FALSE)); qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); gld_RecolorMipLevels(data); gld_SetTexFilters(gltexture); result = true; goto l_exit; } #ifdef USE_GLU_MIPMAP if (gltexture->flags & GLTEXTURE_MIPMAP) { gluBuild2DMipmaps(GL_TEXTURE_2D, gl_tex_format, width, height, GL_RGBA, GL_UNSIGNED_BYTE, data); gld_RecolorMipLevels(data); gld_SetTexFilters(gltexture); result = true; goto l_exit; } else #endif // USE_GLU_MIPMAP { #ifdef USE_GLU_IMAGESCALE if ((width != tex_width) || (height != tex_height)) { tex_buffer = malloc(tex_buffer_size); if (!tex_buffer) { goto l_exit; } gluScaleImage(GL_RGBA, width, height, GL_UNSIGNED_BYTE, data, tex_width, tex_height, GL_UNSIGNED_BYTE, tex_buffer); qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer); } else #endif // USE_GLU_IMAGESCALE { if ((width != tex_width) || (height != tex_height)) { if (width == tex_width) { tex_buffer = malloc(tex_buffer_size); memcpy(tex_buffer, data, width * height * 4); } else { int y; tex_buffer = calloc(1, tex_buffer_size); for (y = 0; y < height; y++) { memcpy(tex_buffer + y * tex_width * 4, ((unsigned char*)data) + y * width * 4, width * 4); } } } else { tex_buffer = data; } if (gl_paletted_texture) { gld_SetTexturePalette(GL_TEXTURE_2D); qglTexImage2D( GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, tex_width, tex_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, tex_buffer); } else { qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format, tex_width, tex_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer); } } gltexture->flags &= ~GLTEXTURE_MIPMAP; gld_SetTexFilters(gltexture); result = true; } l_exit: if (result) { qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } if (tex_buffer && tex_buffer != data) { free(tex_buffer); tex_buffer = NULL; } if (!readonly) { free(data); data = NULL; } return result; }
void glf_resize(gl_tex_font_p glf, uint16_t font_size) { if((glf != NULL) && (glf->ft_face != NULL)) { const GLint padding = 2; GLubyte *buffer; GLint chars_in_row, chars_in_column; size_t buffer_size; int x, y, xx, yy; int i, ii, i0 = 0; // clear old atlas, if exists if(glf->gl_tex_indexes != NULL) { if(glf->gl_tex_indexes_count > 0) { qglDeleteTextures(glf->gl_tex_indexes_count, glf->gl_tex_indexes); } free(glf->gl_tex_indexes); } glf->gl_tex_indexes = NULL; glf->gl_real_tex_indexes_count = 0; // resize base font glf->font_size = font_size; FT_Set_Char_Size(glf->ft_face, font_size << 6, font_size << 6, 0, 0); // calculate texture atlas size chars_in_row = 1 + sqrt(glf->glyphs_count); glf->gl_tex_width = (font_size + padding) * chars_in_row; glf->gl_tex_width = NextPowerOf2(glf->gl_tex_width); if(glf->gl_tex_width > glf->gl_max_tex_width) { glf->gl_tex_width = glf->gl_max_tex_width; } // create new atlas chars_in_row = glf->gl_tex_width / (font_size + padding); chars_in_column = glf->glyphs_count / chars_in_row + 1; glf->gl_tex_indexes_count = (chars_in_column * (font_size + padding)) / glf->gl_tex_width + 1; glf->gl_tex_indexes = (GLuint*)malloc(glf->gl_tex_indexes_count * sizeof(GLuint)); qglGenTextures(glf->gl_tex_indexes_count, glf->gl_tex_indexes); buffer_size = glf->gl_tex_width * glf->gl_tex_width * sizeof(GLubyte); buffer = (GLubyte*)malloc(buffer_size); memset(buffer, 0x00, buffer_size); for(i = 0, x = 0, y = 0; i < glf->glyphs_count; i++) { FT_GlyphSlot g; glf->glyphs[i].tex_index = 0; /* load glyph image into the slot (erase previous one) */ if(FT_Load_Glyph(glf->ft_face, i, FT_LOAD_RENDER)) { continue; } /* convert to an anti-aliased bitmap */ if(FT_Render_Glyph(((FT_Face)glf->ft_face)->glyph, FT_RENDER_MODE_NORMAL)) { continue; } g = ((FT_Face)glf->ft_face)->glyph; glf->glyphs[i].width = g->bitmap.width; glf->glyphs[i].height = g->bitmap.rows; glf->glyphs[i].advance_x_pt = g->advance.x; glf->glyphs[i].advance_y_pt = g->advance.y; glf->glyphs[i].left = g->bitmap_left; glf->glyphs[i].top = g->bitmap_top; if((g->bitmap.width == 0) || (g->bitmap.rows == 0)) { continue; } if(x + g->bitmap.width > glf->gl_tex_width) { x = 0; y += glf->font_size + padding; if(y + glf->font_size > glf->gl_tex_width) { int ii; qglBindTexture(GL_TEXTURE_2D, glf->gl_tex_indexes[glf->gl_real_tex_indexes_count]); qglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); qglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, glf->gl_tex_width, glf->gl_tex_width, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer); for(ii = i0; ii < i; ii++) { glf->glyphs[ii].tex_x0 /= (GLfloat)glf->gl_tex_width; glf->glyphs[ii].tex_x1 /= (GLfloat)glf->gl_tex_width; glf->glyphs[ii].tex_y0 /= (GLfloat)glf->gl_tex_width; glf->glyphs[ii].tex_y1 /= (GLfloat)glf->gl_tex_width; } memset(buffer, 0x00, buffer_size); y = 0; i0 = i; glf->gl_real_tex_indexes_count++; } } glf->glyphs[i].tex_x0 = (GLfloat)x; glf->glyphs[i].tex_y0 = (GLfloat)y; glf->glyphs[i].tex_x1 = (GLfloat)(x + g->bitmap.width); glf->glyphs[i].tex_y1 = (GLfloat)(y + g->bitmap.rows); glf->glyphs[i].tex_index = glf->gl_tex_indexes[glf->gl_real_tex_indexes_count]; for(xx = 0; xx < g->bitmap.width; xx++) { for(yy = 0; yy < g->bitmap.rows; yy++) { buffer[(y+yy)*glf->gl_tex_width + (x+xx)] = g->bitmap.buffer[yy * g->bitmap.width + xx]; } } x += (g->bitmap.width + padding); } qglBindTexture(GL_TEXTURE_2D, glf->gl_tex_indexes[glf->gl_real_tex_indexes_count]); qglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); chars_in_column = NextPowerOf2(y + font_size + padding); qglTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, glf->gl_tex_width, chars_in_column, 0, GL_ALPHA, GL_UNSIGNED_BYTE, buffer); for(ii = i0; ii < glf->glyphs_count; ii++) { glf->glyphs[ii].tex_x0 /= (GLfloat)glf->gl_tex_width; glf->glyphs[ii].tex_x1 /= (GLfloat)glf->gl_tex_width; glf->glyphs[ii].tex_y0 /= (GLfloat)chars_in_column; glf->glyphs[ii].tex_y1 /= (GLfloat)chars_in_column; } free(buffer); glf->gl_real_tex_indexes_count++; } }
/* * R_RenderMeshGLSL_Shadowmap */ static void R_RenderMeshGLSL_Shadowmap( r_glslfeat_t programFeatures ) { int i; int state; int scissor[4], old_scissor[4]; int program, object; vec3_t tdir, lightDir; shaderpass_t *pass = r_back.accumPasses[0]; if( r_shadows_pcf->integer ) programFeatures |= GLSL_SHADOWMAP_APPLY_PCF; if( r_shadows_dither->integer ) programFeatures |= GLSL_SHADOWMAP_APPLY_DITHER; // update uniforms program = R_RegisterGLSLProgram( pass->program_type, pass->program, NULL, NULL, NULL, 0, programFeatures ); object = R_GetProgramObject( program ); if( !object ) return; Vector4Copy( ri.scissor, old_scissor ); for( i = 0, r_back.currentCastGroup = r_shadowGroups; i < r_numShadowGroups; i++, r_back.currentCastGroup++ ) { if( !( r_back.currentShadowBits & r_back.currentCastGroup->bit ) ) continue; // project the bounding box on to screen then use scissor test // so that fragment shader isn't run for unshadowed regions if( !R_ScissorForBounds( r_back.currentCastGroup->visCorners, &scissor[0], &scissor[1], &scissor[2], &scissor[3] ) ) continue; GL_Scissor( ri.refdef.x + scissor[0], ri.refdef.y + scissor[1], scissor[2], scissor[3] ); R_BindShaderpass( pass, r_back.currentCastGroup->depthTexture, 0, NULL ); GL_TexEnv( GL_MODULATE ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL ); // calculate the fragment color R_ModifyColor( pass, qfalse, qfalse ); // set shaderpass state (blending, depthwrite, etc) state = r_back.currentShaderState | ( pass->flags & r_back.currentShaderPassMask ) | GLSTATE_BLEND_MTEX; GL_SetState( state ); qglUseProgramObjectARB( object ); VectorCopy( r_back.currentCastGroup->direction, tdir ); Matrix_TransformVector( ri.currententity->axis, tdir, lightDir ); R_UpdateProgramUniforms( program, ri.viewOrigin, vec3_origin, lightDir, r_back.currentCastGroup->lightAmbient, NULL, NULL, qtrue, r_back.currentCastGroup->depthTexture->upload_width, r_back.currentCastGroup->depthTexture->upload_height, r_back.currentCastGroup->projDist, 0, 0, colorArrayCopy[0], r_back.overBrightBits, r_back.currentShaderTime, r_back.entityColor ); R_FlushArrays(); qglUseProgramObjectARB( 0 ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE ); } GL_Scissor( old_scissor[0], old_scissor[1], old_scissor[2], old_scissor[3] ); }
/* ======================== 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(); }
void bordered_texture_atlas::createTextures(GLuint *textureNames) { GLubyte *data = (GLubyte *) malloc(4 * result_page_width * result_page_width); qglGenTextures((GLsizei) number_result_pages, textureNames); textures_indexes = textureNames; for (unsigned long page = 0; page < number_result_pages; page++) { for (unsigned long texture = 0; texture < number_canonical_object_textures; texture++) { const canonical_object_texture &canonical = canonical_object_textures[texture]; if (canonical.new_page != page) continue; if(canonical.original_page == WHITE_TEXTURE_INDEX) { uint32_t white_pixels[1] = {0xFFFFFFFFU}; // Add top border for (int border = 0; border < border_width; border++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + border; // expand top-left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], white_pixels, 4 * border_width); // copy top line memset_pattern4(&data[(y*result_page_width + x + border_width) * 4], white_pixels, canonical.width * 4); // expand top-right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], white_pixels, 4 * border_width); } // Copy main content for (int line = 0; line < canonical.height; line++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + border_width + line; // expand left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], white_pixels, 4 * border_width); // copy line memset_pattern4(&data[(y*result_page_width + x + border_width) * 4], white_pixels, canonical.width * 4); // expand right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], white_pixels, 4 * border_width); } // Add bottom border for (int border = 0; border < border_width; border++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + canonical.height + border_width + border; // expand bottom-left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], white_pixels, 4 * border_width); // copy bottom line memset_pattern4(&data[(y*result_page_width + x + border_width) * 4], white_pixels, canonical.width * 4); // expand bottom-right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], white_pixels, 4 * border_width); } } else { const char *original = (char *) original_pages[canonical.original_page].pixels; // Add top border for (int border = 0; border < border_width; border++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + border; unsigned old_x = canonical.original_x; unsigned old_y = canonical.original_y; // expand top-left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], &(original[(old_y * 256 + old_x) * 4]), 4 * border_width); // copy top line memcpy(&data[(y*result_page_width + x + border_width) * 4], &original[(old_y * 256 + old_x) * 4], canonical.width * 4); // expand top-right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], &(original[(old_y * 256 + old_x + canonical.width) * 4]), 4 * border_width); } // Copy main content for (int line = 0; line < canonical.height; line++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + border_width + line; unsigned old_x = canonical.original_x; unsigned old_y = canonical.original_y + line; // expand left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], &(original[(old_y * 256 + old_x) * 4]), 4 * border_width); // copy line memcpy(&data[(y*result_page_width + x + border_width) * 4], &original[(old_y * 256 + old_x) * 4], canonical.width * 4); // expand right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], &(original[(old_y * 256 + old_x + canonical.width) * 4]), 4 * border_width); } // Add bottom border for (int border = 0; border < border_width; border++) { unsigned x = canonical.new_x_with_border; unsigned y = canonical.new_y_with_border + canonical.height + border_width + border; unsigned old_x = canonical.original_x; unsigned old_y = canonical.original_y + canonical.height; // expand bottom-left pixel memset_pattern4(&data[(y*result_page_width + x) * 4], &(original[(old_y * 256 + old_x) * 4]), 4 * border_width); // copy bottom line memcpy(&data[(y*result_page_width + x + border_width) * 4], &original[(old_y * 256 + old_x) * 4], canonical.width * 4); // expand bottom-right pixel memset_pattern4(&data[(y*result_page_width + x + border_width + canonical.width) * 4], &(original[(old_y * 256 + old_x + canonical.width) * 4]), 4 * border_width); } } } qglBindTexture(GL_TEXTURE_2D, textureNames[page]); qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, (GLsizei)result_page_width, (GLsizei) result_page_height[page], 0, GL_RGBA, GL_UNSIGNED_BYTE, data); if(qglGenerateMipmap != NULL) { qglGenerateMipmap(GL_TEXTURE_2D); } else { int mip_level = 1; int w = result_page_width / 2; int h = result_page_height[page] / 2; GLubyte *mip_data = (GLubyte *) malloc(4 * w * h); assert(w > 0 && h > 0); for(int i = 0; i < h; i++) { for(int j = 0; j < w; j++) { mip_data[i * w * 4 + j * 4 + 0] = 0.25 * ((int)data[i * w * 16 + j * 8 + 0] + (int)data[i * w * 16 + j * 8 + 4 + 0] + (int)data[i * w * 16 + w * 8 + j * 8 + 0] + (int)data[i * w * 16 + w * 8 + j * 8 + 4 + 0]); mip_data[i * w * 4 + j * 4 + 1] = 0.25 * ((int)data[i * w * 16 + j * 8 + 1] + (int)data[i * w * 16 + j * 8 + 4 + 1] + (int)data[i * w * 16 + w * 8 + j * 8 + 1] + (int)data[i * w * 16 + w * 8 + j * 8 + 4 + 1]); mip_data[i * w * 4 + j * 4 + 2] = 0.25 * ((int)data[i * w * 16 + j * 8 + 2] + (int)data[i * w * 16 + j * 8 + 4 + 2] + (int)data[i * w * 16 + w * 8 + j * 8 + 2] + (int)data[i * w * 16 + w * 8 + j * 8 + 4 + 2]); mip_data[i * w * 4 + j * 4 + 3] = 0.25 * ((int)data[i * w * 16 + j * 8 + 3] + (int)data[i * w * 16 + j * 8 + 4 + 3] + (int)data[i * w * 16 + w * 8 + j * 8 + 3] + (int)data[i * w * 16 + w * 8 + j * 8 + 4 + 3]); } } //char tgan[128]; //WriteTGAfile("mip_00.tga", data, result_page_width, result_page_height[page], 0); //sprintf(tgan, "mip_%0.2d.tga", mip_level); //WriteTGAfile(tgan, mip_data, w, h, 0); qglTexImage2D(GL_TEXTURE_2D, mip_level, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip_data); while((w > 1) && (h > 1) /*&& (mip_level < 4)*/) { mip_level++; w /= 2; w = (w==0)?1:w; h /= 2; h = (h==0)?1:h; for(int i = 0; i < h; i++) { for(int j = 0; j < w; j++) { mip_data[i * w * 4 + j * 4 + 0] = 0.25 * ((int)mip_data[i * w * 16 + j * 8 + 0] + (int)mip_data[i * w * 16 + j * 8 + 4 + 0] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 0] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 4 + 0]); mip_data[i * w * 4 + j * 4 + 1] = 0.25 * ((int)mip_data[i * w * 16 + j * 8 + 1] + (int)mip_data[i * w * 16 + j * 8 + 4 + 1] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 1] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 4 + 1]); mip_data[i * w * 4 + j * 4 + 2] = 0.25 * ((int)mip_data[i * w * 16 + j * 8 + 2] + (int)mip_data[i * w * 16 + j * 8 + 4 + 2] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 2] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 4 + 2]); mip_data[i * w * 4 + j * 4 + 3] = 0.25 * ((int)mip_data[i * w * 16 + j * 8 + 3] + (int)mip_data[i * w * 16 + j * 8 + 4 + 3] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 3] + (int)mip_data[i * w * 16 + w * 8 + j * 8 + 4 + 3]); } } //sprintf(tgan, "mip_%0.2d.tga", mip_level); //WriteTGAfile(tgan, mip_data, w, h, 0); qglTexImage2D(GL_TEXTURE_2D, mip_level, GL_RGBA, (GLsizei)w, (GLsizei)h, 0, GL_RGBA, GL_UNSIGNED_BYTE, mip_data); } free(mip_data); } qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } free(data); }
GLvoid APIENTRY GLDSA_TextureParameteri(GLuint texture, GLenum target, GLenum pname, GLint param) { GL_BindMultiTexture(glDsaState.texunit, target, texture); qglTexParameteri(target, pname, param); }
/* ============= RE_StretchRaw FIXME: not exactly backend Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle. Used for cinematics. ============= */ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) { int i, j; int start, end; if ( !tr.registered ) { return; } R_SyncRenderThread(); // we definately want to sync every frame for the cinematics qglFinish(); start = end = 0; if ( r_speeds->integer ) { start = ri.Milliseconds(); } // make sure rows and cols are powers of 2 for ( i = 0 ; ( 1 << i ) < cols ; i++ ) { } for ( j = 0 ; ( 1 << j ) < rows ; j++ ) { } if ( ( 1 << i ) != cols || ( 1 << j ) != rows) { ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows); } GL_Bind( tr.scratchImage[client] ); // if the scratchImage isn't in the format we want, specify it as a new texture if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) { tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols; tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows; qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE ); qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE ); qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data ); } else { if (dirty) { // otherwise, just subimage upload it so that drivers can tell we are going to be changing // it and don't try and do a texture compression qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data ); } } if ( r_speeds->integer ) { end = ri.Milliseconds(); ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start ); } if ( !backEnd.projection2D ) { RB_SetGL2D(); } qglColor3f( tr.identityLight, tr.identityLight, tr.identityLight ); qglBegin (GL_QUADS); qglTexCoord2f ( 0.5f / cols, 0.5f / rows ); qglVertex2f (x, y); qglTexCoord2f ( ( cols - 0.5f ) / cols , 0.5f / rows ); qglVertex2f (x+w, y); qglTexCoord2f ( ( cols - 0.5f ) / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x+w, y+h); qglTexCoord2f ( 0.5f / cols, ( rows - 0.5f ) / rows ); qglVertex2f (x, y+h); qglEnd (); }