/* ================ idImageManager::CreateIntrinsicImages ================ */ void idImageManager::CreateIntrinsicImages() { // create built in images defaultImage = ImageFromFunction( "_default", R_DefaultImage ); whiteImage = ImageFromFunction( "_white", R_WhiteImage ); blackImage = ImageFromFunction( "_black", R_BlackImage ); flatNormalMap = ImageFromFunction( "_flat", R_FlatNormalImage ); alphaNotchImage = ImageFromFunction( "_alphaNotch", R_AlphaNotchImage ); fogImage = ImageFromFunction( "_fog", R_FogImage ); fogEnterImage = ImageFromFunction( "_fogEnter", R_FogEnterImage ); noFalloffImage = ImageFromFunction( "_noFalloff", R_CreateNoFalloffImage ); ImageFromFunction( "_quadratic", R_QuadraticImage ); // RB begin shadowImage = ImageFromFunction( va( "_shadowMap%i_0", r_shadowMapImageSize.GetInteger() ), R_CreateShadowMapImage ); jitterImage1 = globalImages->ImageFromFunction( "_jitter1", R_CreateJitterImage1 ); jitterImage4 = globalImages->ImageFromFunction( "_jitter4", R_CreateJitterImage4 ); jitterImage16 = globalImages->ImageFromFunction( "_jitter16", R_CreateJitterImage16 ); randomImage256 = globalImages->ImageFromFunction( "_random256", R_CreateRandom256Image ); // RB end // scratchImage is used for screen wipes/doublevision etc.. scratchImage = ImageFromFunction( "_scratch", R_RGBA8Image ); scratchImage2 = ImageFromFunction( "_scratch2", R_RGBA8Image ); accumImage = ImageFromFunction( "_accum", R_RGBA8Image ); currentRenderImage = ImageFromFunction( "_currentRender", R_RGBA8Image ); currentDepthImage = ImageFromFunction( "_currentDepth", R_DepthImage ); // save a copy of this for material comparison, because currentRenderImage may get // reassigned during stereo rendering originalCurrentRenderImage = currentRenderImage; loadingIconImage = ImageFromFile( "textures/loadingicon2", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D ); hellLoadingIconImage = ImageFromFile( "textures/loadingicon3", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D ); release_assert( loadingIconImage->referencedOutsideLevelLoad ); release_assert( hellLoadingIconImage->referencedOutsideLevelLoad ); }
/* ================ idImageManager::CreateIntrinsicImages ================ */ void idImageManager::CreateIntrinsicImages() { // create built in images defaultImage = ImageFromFunction( "_default", R_DefaultImage ); whiteImage = ImageFromFunction( "_white", R_WhiteImage ); blackImage = ImageFromFunction( "_black", R_BlackImage ); flatNormalMap = ImageFromFunction( "_flat", R_FlatNormalImage ); alphaNotchImage = ImageFromFunction( "_alphaNotch", R_AlphaNotchImage ); fogImage = ImageFromFunction( "_fog", R_FogImage ); fogEnterImage = ImageFromFunction( "_fogEnter", R_FogEnterImage ); noFalloffImage = ImageFromFunction( "_noFalloff", R_CreateNoFalloffImage ); ImageFromFunction( "_quadratic", R_QuadraticImage ); // RB begin shadowImage[0] = ImageFromFunction( va( "_shadowMapArray0_%i", shadowMapResolutions[0] ), R_CreateShadowMapImage_Res0 ); shadowImage[1] = ImageFromFunction( va( "_shadowMapArray1_%i", shadowMapResolutions[1] ), R_CreateShadowMapImage_Res1 ); shadowImage[2] = ImageFromFunction( va( "_shadowMapArray2_%i", shadowMapResolutions[2] ), R_CreateShadowMapImage_Res2 ); shadowImage[3] = ImageFromFunction( va( "_shadowMapArray3_%i", shadowMapResolutions[3] ), R_CreateShadowMapImage_Res3 ); shadowImage[4] = ImageFromFunction( va( "_shadowMapArray4_%i", shadowMapResolutions[4] ), R_CreateShadowMapImage_Res4 ); jitterImage1 = globalImages->ImageFromFunction( "_jitter1", R_CreateJitterImage1 ); jitterImage4 = globalImages->ImageFromFunction( "_jitter4", R_CreateJitterImage4 ); jitterImage16 = globalImages->ImageFromFunction( "_jitter16", R_CreateJitterImage16 ); randomImage256 = globalImages->ImageFromFunction( "_random256", R_CreateRandom256Image ); currentRenderHDRImage = globalImages->ImageFromFunction( "_currentRenderHDR", R_HDR_RGBA16FImage_ResNative ); #if defined(USE_HDR_MSAA) currentRenderHDRImageNoMSAA = globalImages->ImageFromFunction( "_currentRenderHDRNoMSAA", R_HDR_RGBA16FImage_ResNative_NoMSAA ); #endif currentRenderHDRImageQuarter = globalImages->ImageFromFunction( "_currentRenderHDRQuarter", R_HDR_RGBA16FImage_ResQuarter ); currentRenderHDRImage64 = globalImages->ImageFromFunction( "_currentRenderHDR64", R_HDR_RGBA16FImage_Res64 ); bloomRenderImage[0] = globalImages->ImageFromFunction( "_bloomRender0", R_HDR_RGBA16FImage_ResQuarter_Linear ); bloomRenderImage[1] = globalImages->ImageFromFunction( "_bloomRender1", R_HDR_RGBA16FImage_ResQuarter_Linear ); heatmap5Image = ImageFromFunction( "_heatmap5", R_CreateHeatmap5ColorsImage ); heatmap7Image = ImageFromFunction( "_heatmap7", R_CreateHeatmap7ColorsImage ); grainImage1 = globalImages->ImageFromFunction( "_grain1", R_CreateGrainImage1 ); smaaInputImage = ImageFromFunction( "_smaaInput", R_RGBA8LinearImage ); smaaAreaImage = globalImages->ImageFromFunction( "_smaaArea", R_CreateSMAAAreaImage ); smaaSearchImage = globalImages->ImageFromFunction( "_smaaSearch", R_CreateSMAASearchImage ); smaaEdgesImage = globalImages->ImageFromFunction( "_smaaEdges", R_SMAAImage_ResNative ); smaaBlendImage = globalImages->ImageFromFunction( "_smaaBlend", R_SMAAImage_ResNative ); currentNormalsImage = ImageFromFunction( "_currentNormals", R_SMAAImage_ResNative ); ambientOcclusionImage[0] = ImageFromFunction( "_ao0", R_SMAAImage_ResNative ); ambientOcclusionImage[1] = ImageFromFunction( "_ao1", R_SMAAImage_ResNative ); hierarchicalZbufferImage = ImageFromFunction( "_cszBuffer", R_HierarchicalZBufferImage_ResNative ); // RB end // scratchImage is used for screen wipes/doublevision etc.. scratchImage = ImageFromFunction( "_scratch", R_RGBA8Image ); scratchImage2 = ImageFromFunction( "_scratch2", R_RGBA8Image ); accumImage = ImageFromFunction( "_accum", R_RGBA8Image ); currentRenderImage = ImageFromFunction( "_currentRender", R_RGBA8Image ); currentDepthImage = ImageFromFunction( "_currentDepth", R_DepthImage ); // save a copy of this for material comparison, because currentRenderImage may get // reassigned during stereo rendering originalCurrentRenderImage = currentRenderImage; loadingIconImage = ImageFromFile( "textures/loadingicon2", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D ); hellLoadingIconImage = ImageFromFile( "textures/loadingicon3", TF_DEFAULT, TR_CLAMP, TD_DEFAULT, CF_2D ); release_assert( loadingIconImage->referencedOutsideLevelLoad ); release_assert( hellLoadingIconImage->referencedOutsideLevelLoad ); }