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-rw-r--r--src/renderergl2/tr_image.c3462
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diff --git a/src/renderergl2/tr_image.c b/src/renderergl2/tr_image.c
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+++ b/src/renderergl2/tr_image.c
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+/*
+===========================================================================
+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"
+
+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 ) {
+ GL_Bind (glt);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(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 ) {
+#if 1
+ 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_LUMINANCE_ALPHA_LATC2_EXT:
+ format = "LATC ";
+ // 128 bits per 16 pixels, so 1 byte per pixel
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ format = "DXT1 ";
+ // 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_RGBA4:
+ case GL_RGBA8:
+ case GL_RGBA:
+ format = "RGBA ";
+ // 4 bytes per pixel
+ estSize *= 4;
+ break;
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE16:
+ 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_LUMINANCE16_ALPHA16:
+ 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;
+ }
+
+ // 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 );
+#else
+ int i;
+ image_t *image;
+ int texels;
+ const char *yesno[] = {
+ "no ", "yes"
+ };
+
+ ri.Printf (PRINT_ALL, "\n -w-- -h-- -mm- -TMU- -if-- wrap --name-------\n");
+ texels = 0;
+
+ for ( i = 0 ; i < tr.numImages ; i++ ) {
+ image = tr.images[ i ];
+
+ texels += image->uploadWidth*image->uploadHeight;
+ ri.Printf (PRINT_ALL, "%4i: %4i %4i %s %d ",
+ i, image->uploadWidth, image->uploadHeight, yesno[(image->flags & IMGFLAG_MIPMAP) ? 1 : 0], image->TMU );
+ switch ( image->internalFormat ) {
+ case 1:
+ ri.Printf( PRINT_ALL, "I " );
+ break;
+ case 2:
+ ri.Printf( PRINT_ALL, "IA " );
+ break;
+ case 3:
+ ri.Printf( PRINT_ALL, "RGB " );
+ break;
+ case 4:
+ ri.Printf( PRINT_ALL, "RGBA " );
+ break;
+ case GL_RGBA8:
+ ri.Printf( PRINT_ALL, "RGBA8" );
+ break;
+ case GL_RGB8:
+ ri.Printf( PRINT_ALL, "RGB8" );
+ break;
+ case GL_RGB4_S3TC:
+ ri.Printf( PRINT_ALL, "S3TC " );
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ ri.Printf( PRINT_ALL, "DXT1 " );
+ break;
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ ri.Printf( PRINT_ALL, "DXT5 " );
+ break;
+ case GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT:
+ ri.Printf( PRINT_ALL, "LATC " );
+ break;
+ case GL_RGBA4:
+ ri.Printf( PRINT_ALL, "RGBA4" );
+ break;
+ case GL_RGB5:
+ ri.Printf( PRINT_ALL, "RGB5 " );
+ break;
+ case GL_SRGB_EXT:
+ ri.Printf( PRINT_ALL, "sRGB " );
+ break;
+ case GL_SRGB8_EXT:
+ ri.Printf( PRINT_ALL, "sRGB8" );
+ break;
+ case GL_SRGB_ALPHA_EXT:
+ case GL_SRGB8_ALPHA8_EXT:
+ ri.Printf( PRINT_ALL, "sRGBA" );
+ break;
+ /*
+ case GL_SLUMINANCE_EXT:
+ break;
+ case GL_SLUMINANCE8_EXT:
+ break;
+ case GL_SLUMINANCE_ALPHA_EXT:
+ break;
+ case GL_SLUMINANCE8_ALPHA8_EXT:
+ break;
+ */
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT:
+ ri.Printf( PRINT_ALL, "sDXT1" );
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT:
+ ri.Printf( PRINT_ALL, "sDXT5" );
+ break;
+ case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
+ ri.Printf( PRINT_ALL, "BPTC " );
+ break;
+ case GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB:
+ ri.Printf( PRINT_ALL, "sBPTC" );
+ break;
+ default:
+ ri.Printf( PRINT_ALL, "???? " );
+ }
+
+ if (image->flags & IMGFLAG_CLAMPTOEDGE)
+ ri.Printf( PRINT_ALL, "clmp " );
+ else
+ ri.Printf( PRINT_ALL, "rept " );
+
+ ri.Printf( PRINT_ALL, " %s\n", image->imgName );
+ }
+ ri.Printf (PRINT_ALL, " ---------\n");
+ ri.Printf (PRINT_ALL, " %i total texels (not including mipmaps)\n", texels);
+ ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
+#endif
+}
+
+//=======================================================================
+
+/*
+================
+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);
+ frac = fracstep >> 1;
+ 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++)
+ {
+ *outbyte = (inbyte[0] >> 2) + (inbyte[1] >> 1) + (inbyte[2] >> 2);
+ 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, height - 1);
+ }
+ else
+ {
+ src_x = (src_x + height) % height;
+ }
+
+ 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], se[4], sh[4], si[4];
+ 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_MipMap2
+
+Operates in place, quartering the size of the texture
+Proper linear filter
+================
+*/
+static void R_MipMap2( byte *in, int inWidth, int inHeight ) {
+ int i, j, k;
+ byte *outpix;
+ int inWidthMask, inHeightMask;
+ int total;
+ int outWidth, outHeight;
+ unsigned *temp;
+
+ outWidth = inWidth >> 1;
+ outHeight = inHeight >> 1;
+ temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+ inWidthMask = inWidth - 1;
+ inHeightMask = inHeight - 1;
+
+ for ( i = 0 ; i < outHeight ; i++ ) {
+ for ( j = 0 ; j < outWidth ; j++ ) {
+ outpix = (byte *) ( temp + i * outWidth + j );
+ for ( k = 0 ; k < 4 ; k++ ) {
+ total =
+ 1 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 1 * (&in[ 4*(((i*2-1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 2 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2 )&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 2 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 4 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k] +
+
+ 1 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2 )&inWidthMask)) ])[k] +
+ 2 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask)) ])[k] +
+ 1 * (&in[ 4*(((i*2+2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask)) ])[k];
+ outpix[k] = total / 36;
+ }
+ }
+ }
+
+ Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+ ri.Hunk_FreeTempMemory( temp );
+}
+
+
+static void R_MipMapsRGB( byte *in, int inWidth, int inHeight)
+{
+ int i, j, k;
+ int outWidth, outHeight;
+ byte *temp;
+
+ outWidth = inWidth >> 1;
+ outHeight = inHeight >> 1;
+ temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+ for ( i = 0 ; i < outHeight ; i++ ) {
+ byte *outbyte = temp + ( i * outWidth ) * 4;
+ byte *inbyte1 = in + ( i * 2 * inWidth ) * 4;
+ byte *inbyte2 = in + ( (i * 2 + 1) * inWidth ) * 4;
+ for ( j = 0 ; j < outWidth ; j++ ) {
+ for ( k = 0 ; k < 3 ; k++ ) {
+ float total, current;
+
+ current = ByteToFloat(inbyte1[0]); total = sRGBtoRGB(current);
+ current = ByteToFloat(inbyte1[4]); total += sRGBtoRGB(current);
+ current = ByteToFloat(inbyte2[0]); total += sRGBtoRGB(current);
+ current = ByteToFloat(inbyte2[4]); total += sRGBtoRGB(current);
+
+ total *= 0.25f;
+
+ inbyte1++;
+ inbyte2++;
+
+ current = RGBtosRGB(total);
+ *outbyte++ = FloatToByte(current);
+ }
+ *outbyte++ = (inbyte1[0] + inbyte1[4] + inbyte2[0] + inbyte2[4]) >> 2;
+ inbyte1 += 5;
+ inbyte2 += 5;
+ }
+ }
+
+ Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+ ri.Hunk_FreeTempMemory( temp );
+}
+
+/*
+================
+R_MipMap
+
+Operates in place, quartering the size of the texture
+================
+*/
+static void R_MipMap (byte *in, int width, int height) {
+ int i, j;
+ byte *out;
+ int row;
+
+ if ( !r_simpleMipMaps->integer ) {
+ R_MipMap2( in, width, height );
+ return;
+ }
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ out = in;
+ width >>= 1;
+ height >>= 1;
+
+ if ( width == 0 || height == 0 ) {
+ width += height; // get largest
+ for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+ out[0] = ( in[0] + in[4] )>>1;
+ out[1] = ( in[1] + in[5] )>>1;
+ out[2] = ( in[2] + in[6] )>>1;
+ out[3] = ( in[3] + in[7] )>>1;
+ }
+ return;
+ }
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ out[0] = (in[0] + in[4] + in[row+0] + in[row+4])>>2;
+ out[1] = (in[1] + in[5] + in[row+1] + in[row+5])>>2;
+ out[2] = (in[2] + in[6] + in[row+2] + in[row+6])>>2;
+ out[3] = (in[3] + in[7] + in[row+3] + in[row+7])>>2;
+ }
+ }
+}
+
+
+static void R_MipMapLuminanceAlpha (const byte *in, byte *out, int width, int height)
+{
+ int i, j, row;
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ width >>= 1;
+ height >>= 1;
+
+ if ( width == 0 || height == 0 ) {
+ width += height; // get largest
+ for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+ out[0] =
+ out[1] =
+ out[2] = (in[0] + in[4]) >> 1;
+ out[3] = (in[3] + in[7]) >> 1;
+ }
+ return;
+ }
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ out[0] =
+ out[1] =
+ out[2] = (in[0] + in[4] + in[row ] + in[row+4]) >> 2;
+ out[3] = (in[3] + in[7] + in[row+3] + in[row+7]) >> 2;
+ }
+ }
+
+}
+
+
+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},
+};
+
+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 void RawImage_ScaleToPower2( byte **data, int *inout_width, int *inout_height, int *inout_scaled_width, int *inout_scaled_height, imgType_t type, imgFlags_t flags, byte **resampledBuffer)
+{
+ int width = *inout_width;
+ int height = *inout_height;
+ int scaled_width = *inout_scaled_width;
+ int scaled_height = *inout_scaled_height;
+ qboolean picmip = flags & IMGFLAG_PICMIP;
+ qboolean mipmap = flags & IMGFLAG_MIPMAP;
+ qboolean clampToEdge = flags & IMGFLAG_CLAMPTOEDGE;
+
+ //
+ // convert to exact power of 2 sizes
+ //
+ if (glRefConfig.textureNonPowerOfTwo && !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
+ {
+ byte *inbyte, *outbyte;
+ int i;
+
+ inbyte = *data;
+ outbyte = *resampledBuffer;
+
+ for (i = width * height * 4; i > 0; i--)
+ {
+ *outbyte++ = *inbyte++;
+ }
+ }
+
+ 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;
+ width = scaled_width;
+ height = scaled_height;
+ }
+ 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 minimum size
+ //
+ if (scaled_width < 1) {
+ scaled_width = 1;
+ }
+ if (scaled_height < 1) {
+ scaled_height = 1;
+ }
+
+ //
+ // 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;
+ }
+
+ *inout_width = width;
+ *inout_height = height;
+ *inout_scaled_width = scaled_width;
+ *inout_scaled_height = scaled_height;
+}
+
+
+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, 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(normalmap)
+ {
+ if ((!RawImage_HasAlpha(data, numPixels) || (type == IMGTYPE_NORMAL)) && !forceNoCompression && (glRefConfig.textureCompression & TCR_LATC))
+ {
+ internalFormat = GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT;
+ }
+ 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(lightMap)
+ {
+ samples = 4;
+ if(r_greyscale->integer)
+ internalFormat = GL_LUMINANCE;
+ else
+ internalFormat = GL_RGBA;
+ }
+ else
+ {
+ if (RawImage_HasAlpha(data, numPixels))
+ {
+ samples = 4;
+ }
+
+ // select proper internal format
+ if ( samples == 3 )
+ {
+ if(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16;
+ else
+ internalFormat = GL_LUMINANCE;
+ }
+ 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_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(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8_ALPHA8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16_ALPHA16;
+ else
+ internalFormat = GL_LUMINANCE_ALPHA;
+ }
+ 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_RGBA4;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGBA8;
+ }
+ else
+ {
+ internalFormat = GL_RGBA;
+ }
+ }
+ }
+
+ if (glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
+ {
+ switch(internalFormat)
+ {
+ case GL_RGB:
+ internalFormat = GL_SRGB_EXT;
+ break;
+
+ case GL_RGB4:
+ case GL_RGB5:
+ case GL_RGB8:
+ internalFormat = GL_SRGB8_EXT;
+ break;
+
+ case GL_RGBA:
+ internalFormat = GL_SRGB_ALPHA_EXT;
+ break;
+
+ case GL_RGBA4:
+ case GL_RGBA8:
+ internalFormat = GL_SRGB8_ALPHA8_EXT;
+ break;
+
+ case GL_LUMINANCE:
+ internalFormat = GL_SLUMINANCE_EXT;
+ break;
+
+ case GL_LUMINANCE8:
+ case GL_LUMINANCE16:
+ internalFormat = GL_SLUMINANCE8_EXT;
+ break;
+
+ case GL_LUMINANCE_ALPHA:
+ internalFormat = GL_SLUMINANCE_ALPHA_EXT;
+ break;
+
+ case GL_LUMINANCE8_ALPHA8:
+ case GL_LUMINANCE16_ALPHA16:
+ internalFormat = GL_SLUMINANCE8_ALPHA8_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT1_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_S3TC_DXT5_EXT;
+ break;
+
+ case GL_COMPRESSED_RGBA_BPTC_UNORM_ARB:
+ internalFormat = GL_COMPRESSED_SRGB_ALPHA_BPTC_UNORM_ARB;
+ break;
+ }
+ }
+ }
+
+ return internalFormat;
+}
+
+
+static void RawImage_UploadTexture( byte *data, int x, int y, int width, int height, GLenum internalFormat, imgType_t type, imgFlags_t flags, qboolean subtexture )
+{
+ int dataFormat, dataType;
+
+ switch(internalFormat)
+ {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ dataFormat = GL_DEPTH_COMPONENT;
+ dataType = GL_UNSIGNED_BYTE;
+ break;
+ case GL_RGBA16F_ARB:
+ dataFormat = GL_RGBA;
+ dataType = GL_HALF_FLOAT_ARB;
+ break;
+ default:
+ dataFormat = GL_RGBA;
+ dataType = GL_UNSIGNED_BYTE;
+ break;
+ }
+
+ if ( subtexture )
+ qglTexSubImage2D( GL_TEXTURE_2D, 0, x, y, width, height, dataFormat, dataType, data );
+ else
+ qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, width, height, 0, dataFormat, dataType, data );
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ int miplevel;
+
+ miplevel = 0;
+ while (width > 1 || height > 1)
+ {
+ if (data)
+ {
+ if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
+ {
+ if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ R_MipMapLuminanceAlpha( data, data, width, height );
+ }
+ else
+ {
+ R_MipMapNormalHeight( data, data, width, height, qtrue);
+ }
+ }
+ else if (flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( data, width, height );
+ }
+ else
+ {
+ R_MipMap( data, width, height );
+ }
+ }
+
+ width >>= 1;
+ height >>= 1;
+ if (width < 1)
+ width = 1;
+ if (height < 1)
+ height = 1;
+ miplevel++;
+
+ if ( data && r_colorMipLevels->integer )
+ R_BlendOverTexture( (byte *)data, width * height, mipBlendColors[miplevel] );
+
+ if ( subtexture )
+ {
+ x >>= 1;
+ y >>= 1;
+ qglTexSubImage2D( GL_TEXTURE_2D, miplevel, x, y, width, height, dataFormat, dataType, data );
+ }
+ else
+ {
+ qglTexImage2D (GL_TEXTURE_2D, miplevel, internalFormat, width, height, 0, dataFormat, dataType, data );
+ }
+ }
+ }
+}
+
+
+/*
+===============
+Upload32
+
+===============
+*/
+extern qboolean charSet;
+static void Upload32( byte *data, int width, int height, imgType_t type, imgFlags_t flags,
+ qboolean lightMap, GLenum internalFormat, int *pUploadWidth, int *pUploadHeight)
+{
+ byte *scaledBuffer = NULL;
+ byte *resampledBuffer = NULL;
+ int scaled_width, scaled_height;
+ int i, c;
+ byte *scan;
+
+ RawImage_ScaleToPower2(&data, &width, &height, &scaled_width, &scaled_height, type, flags, &resampledBuffer);
+
+ scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+ //
+ // scan the texture for each channel's max values
+ // and verify if the alpha channel is being used or not
+ //
+ c = width*height;
+ scan = data;
+
+ if( r_greyscale->integer )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = luma;
+ scan[i*4 + 1] = luma;
+ scan[i*4 + 2] = luma;
+ }
+ }
+ else if( r_greyscale->value )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
+ scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
+ scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
+ }
+ }
+
+ // Convert to RGB if sRGB textures aren't supported in hardware
+ if (!glRefConfig.texture_srgb && (flags & IMGFLAG_SRGB))
+ {
+ byte *in = data;
+ int c = width * height;
+ while (c--)
+ {
+ for (i = 0; i < 3; i++)
+ {
+ float x = ByteToFloat(in[i]);
+ x = sRGBtoRGB(x);
+ in[i] = FloatToByte(x);
+ }
+ in += 4;
+ }
+
+ // FIXME: Probably should mark the image as non-sRGB as well
+ flags &= ~IMGFLAG_SRGB;
+ }
+
+ // normals are always swizzled
+ if (type == IMGTYPE_NORMAL || type == IMGTYPE_NORMALHEIGHT)
+ {
+ RawImage_SwizzleRA(data, width, height);
+ }
+
+ // LATC2 is only used for normals
+ if (internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ byte *in = data;
+ int c = width * height;
+ while (c--)
+ {
+ in[0] = in[1];
+ in[2] = in[1];
+ in += 4;
+ }
+ }
+
+ // copy or resample data as appropriate for first MIP level
+ if ( ( scaled_width == width ) &&
+ ( scaled_height == height ) ) {
+ if (!(flags & IMGFLAG_MIPMAP))
+ {
+ RawImage_UploadTexture( data, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse );
+ //qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ goto done;
+ }
+ Com_Memcpy (scaledBuffer, data, width*height*4);
+ }
+ else
+ {
+ // use the normal mip-mapping function to go down from here
+ while ( width > scaled_width || height > scaled_height ) {
+
+ if (flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( (byte *)data, width, height );
+ }
+ else
+ {
+ R_MipMap( (byte *)data, width, height );
+ }
+
+ width >>= 1;
+ height >>= 1;
+ if ( width < 1 ) {
+ width = 1;
+ }
+ if ( height < 1 ) {
+ height = 1;
+ }
+ }
+ Com_Memcpy( scaledBuffer, data, width * height * 4 );
+ }
+
+ if (!(flags & IMGFLAG_NOLIGHTSCALE))
+ R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !(flags & IMGFLAG_MIPMAP) );
+
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ RawImage_UploadTexture(scaledBuffer, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse);
+
+done:
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ (GLint)Com_Clamp( 1, maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ else
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+
+ GL_CheckErrors();
+
+ if ( scaledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( scaledBuffer );
+ if ( resampledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+
+static void EmptyTexture( int width, int height, imgType_t type, imgFlags_t flags,
+ qboolean lightMap, GLenum internalFormat, int *pUploadWidth, int *pUploadHeight )
+{
+ int scaled_width, scaled_height;
+
+ RawImage_ScaleToPower2(NULL, &width, &height, &scaled_width, &scaled_height, type, flags, NULL);
+
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+
+ RawImage_UploadTexture(NULL, 0, 0, scaled_width, scaled_height, internalFormat, type, flags, qfalse);
+
+ if (flags & IMGFLAG_MIPMAP)
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ (GLint)Com_Clamp( 1, maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ else
+ {
+ if ( textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+
+ // Fix for sampling depth buffer on old nVidia cards
+ // from http://www.idevgames.com/forums/thread-4141-post-34844.html#pid34844
+ switch(internalFormat)
+ {
+ case GL_DEPTH_COMPONENT:
+ case GL_DEPTH_COMPONENT16_ARB:
+ case GL_DEPTH_COMPONENT24_ARB:
+ case GL_DEPTH_COMPONENT32_ARB:
+ qglTexParameterf(GL_TEXTURE_2D, GL_DEPTH_TEXTURE_MODE, GL_LUMINANCE );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
+ break;
+ default:
+ break;
+ }
+
+ GL_CheckErrors();
+}
+
+
+/*
+================
+R_CreateImage
+
+This is the only way any image_t are created
+================
+*/
+image_t *R_CreateImage( const char *name, byte *pic, int width, int height, imgType_t type, imgFlags_t flags, int internalFormat ) {
+ image_t *image;
+ qboolean isLightmap = qfalse;
+ long hash;
+ int glWrapClampMode;
+
+ 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 );
+ image->texnum = 1024 + tr.numImages;
+ 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)
+ {
+ if (image->flags & IMGFLAG_CUBEMAP)
+ internalFormat = GL_RGBA8;
+ else
+ internalFormat = RawImage_GetFormat(pic, width * height, isLightmap, image->type, image->flags);
+ }
+
+ image->internalFormat = internalFormat;
+
+
+ // lightmaps are always allocated on TMU 1
+ if ( qglActiveTextureARB && isLightmap ) {
+ image->TMU = 1;
+ } else {
+ image->TMU = 0;
+ }
+
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( image->TMU );
+ }
+
+ if (image->flags & IMGFLAG_CUBEMAP)
+ {
+ GL_BindCubemap(image);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ qglTexParameteri(GL_TEXTURE_CUBE_MAP, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
+
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_X, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Y, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Y, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_Z, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+ qglTexImage2D(GL_TEXTURE_CUBE_MAP_NEGATIVE_Z, 0, GL_RGBA8, width, height, 0, GL_BGRA, GL_UNSIGNED_BYTE, pic);
+
+ image->uploadWidth = width;
+ image->uploadHeight = height;
+ }
+ else
+ {
+ GL_Bind(image);
+
+ if (pic)
+ {
+ Upload32( pic, image->width, image->height, image->type, image->flags,
+ isLightmap, image->internalFormat, &image->uploadWidth,
+ &image->uploadHeight );
+ }
+ else
+ {
+ EmptyTexture(image->width, image->height, image->type, image->flags,
+ isLightmap, image->internalFormat, &image->uploadWidth,
+ &image->uploadHeight );
+ }
+
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
+ }
+
+ GL_SelectTexture( 0 );
+
+ hash = generateHashValue(name);
+ image->next = hashTable[hash];
+ hashTable[hash] = image;
+
+ return image;
+}
+
+void R_UpdateSubImage( image_t *image, byte *pic, int x, int y, int width, int height )
+{
+ byte *scaledBuffer = NULL;
+ byte *resampledBuffer = NULL;
+ int scaled_width, scaled_height, scaled_x, scaled_y;
+ byte *data = pic;
+
+ // normals are always swizzled
+ if (image->type == IMGTYPE_NORMAL || image->type == IMGTYPE_NORMALHEIGHT)
+ {
+ RawImage_SwizzleRA(pic, width, height);
+ }
+
+ // LATC2 is only used for normals
+ if (image->internalFormat == GL_COMPRESSED_LUMINANCE_ALPHA_LATC2_EXT)
+ {
+ byte *in = data;
+ int c = width * height;
+ while (c--)
+ {
+ in[0] = in[1];
+ in[2] = in[1];
+ in += 4;
+ }
+ }
+
+
+ RawImage_ScaleToPower2(&pic, &width, &height, &scaled_width, &scaled_height, image->type, image->flags, &resampledBuffer);
+
+ scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( image->TMU );
+ }
+
+ GL_Bind(image);
+
+ // copy or resample data as appropriate for first MIP level
+ if ( ( scaled_width == width ) &&
+ ( scaled_height == height ) ) {
+ if (!(image->flags & IMGFLAG_MIPMAP))
+ {
+ scaled_x = x * scaled_width / width;
+ scaled_y = y * scaled_height / height;
+ RawImage_UploadTexture( data, scaled_x, scaled_y, scaled_width, scaled_height, image->internalFormat, image->type, image->flags, qtrue );
+ //qglTexSubImage2D( GL_TEXTURE_2D, 0, scaled_x, scaled_y, scaled_width, scaled_height, GL_RGBA, GL_UNSIGNED_BYTE, data );
+
+ GL_CheckErrors();
+ goto done;
+ }
+ Com_Memcpy (scaledBuffer, data, width*height*4);
+ }
+ else
+ {
+ // use the normal mip-mapping function to go down from here
+ while ( width > scaled_width || height > scaled_height ) {
+
+ if (image->flags & IMGFLAG_SRGB)
+ {
+ R_MipMapsRGB( (byte *)data, width, height );
+ }
+ else
+ {
+ R_MipMap( (byte *)data, width, height );
+ }
+
+ width >>= 1;
+ height >>= 1;
+ x >>= 1;
+ y >>= 1;
+ if ( width < 1 ) {
+ width = 1;
+ }
+ if ( height < 1 ) {
+ height = 1;
+ }
+ }
+ Com_Memcpy( scaledBuffer, data, width * height * 4 );
+ }
+
+ if (!(image->flags & IMGFLAG_NOLIGHTSCALE))
+ R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !(image->flags & IMGFLAG_MIPMAP) );
+
+ scaled_x = x * scaled_width / width;
+ scaled_y = y * scaled_height / height;
+ RawImage_UploadTexture( (byte *)data, scaled_x, scaled_y, scaled_width, scaled_height, image->internalFormat, image->type, image->flags, qtrue );
+
+done:
+
+ GL_SelectTexture( 0 );
+
+ GL_CheckErrors();
+
+ if ( scaledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( scaledBuffer );
+ if ( resampledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+//===================================================================
+
+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[ ] =
+{
+ { "tga", R_LoadTGA },
+ { "jpg", R_LoadJPG },
+ { "jpeg", R_LoadJPG },
+ { "png", R_LoadPNG },
+ { "pcx", R_LoadPCX },
+ { "bmp", R_LoadBMP }
+};
+
+static int numImageLoaders = ARRAY_LEN( imageLoaders );
+
+/*
+=================
+R_LoadImage
+
+Loads any of the supported image types into a cannonical
+32 bit format.
+=================
+*/
+void R_LoadImage( const char *name, byte **pic, int *width, int *height )
+{
+ qboolean orgNameFailed = qfalse;
+ int orgLoader = -1;
+ int i;
+ char localName[ MAX_QPATH ];
+ const char *ext;
+ char *altName;
+
+ *pic = NULL;
+ *width = 0;
+ *height = 0;
+
+ Q_strncpyz( localName, name, MAX_QPATH );
+
+ ext = COM_GetExtension( localName );
+
+ if( *ext )
+ {
+ // Look for the correct loader and use it
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
+ {
+ // Load
+ imageLoaders[ i ].ImageLoader( localName, pic, width, height );
+ break;
+ }
+ }
+
+ // A loader was found
+ if( i < numImageLoaders )
+ {
+ if( *pic == NULL )
+ {
+ // Loader failed, most likely because the file isn't there;
+ // try again without the extension
+ orgNameFailed = qtrue;
+ orgLoader = i;
+ COM_StripExtension( name, localName, MAX_QPATH );
+ }
+ else
+ {
+ // Something loaded
+ return;
+ }
+ }
+ }
+
+ // Try and find a suitable match using all
+ // the image formats supported
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if (i == orgLoader)
+ continue;
+
+ altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
+
+ // Load
+ 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 );
+ }
+
+ break;
+ }
+ }
+}
+
+
+/*
+===============
+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;
+ long hash;
+
+ 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 );
+ if ( pic == NULL ) {
+ return NULL;
+ }
+
+ if (r_normalMapping->integer && !(type == IMGTYPE_NORMAL) && (flags & IMGFLAG_PICMIP) && (flags & IMGFLAG_MIPMAP) && (flags & IMGFLAG_GENNORMALMAP))
+ {
+ char normalName[MAX_QPATH];
+ image_t *normalImage;
+ int normalWidth, normalHeight;
+ imgFlags_t normalFlags;
+
+ normalFlags = (flags & ~(IMGFLAG_GENNORMALMAP | IMGFLAG_SRGB)) | 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);
+
+ // 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);
+
+ R_CreateImage( normalName, normalPic, normalWidth, normalHeight, IMGTYPE_NORMAL, normalFlags, 0 );
+ ri.Free( normalPic );
+ }
+ }
+
+ image = R_CreateImage( ( char * ) name, pic, width, height, 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;
+ float borderColor[4];
+
+ 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;
+ }
+ }
+ // standard openGL clamping doesn't really do what we want -- it includes
+ // the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
+ // what we want.
+ tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, IMGTYPE_COLORALPHA, IMGFLAG_CLAMPTOEDGE, 0 );
+ ri.Hunk_FreeTempMemory( data );
+
+ borderColor[0] = 1.0;
+ borderColor[1] = 1.0;
+ borderColor[2] = 1.0;
+ borderColor[3] = 1;
+
+ qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
+}
+
+/*
+==================
+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), (byte *)data, DEFAULT_SIZE, DEFAULT_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;
+
+ if(glRefConfig.textureNonPowerOfTwo)
+ {
+ width = glConfig.vidWidth;
+ height = glConfig.vidHeight;
+ }
+ else
+ {
+ width = NextPowerOfTwo(glConfig.vidWidth);
+ height = NextPowerOfTwo(glConfig.vidHeight);
+ }
+
+ hdrFormat = GL_RGBA8;
+ if (r_hdr->integer && glRefConfig.framebufferObject && glRefConfig.textureFloat)
+ hdrFormat = GL_RGB16F_ARB;
+
+ tr.renderImage = R_CreateImage("_render", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, hdrFormat);
+
+ if (r_drawSunRays->integer)
+ tr.sunRaysImage = R_CreateImage("*sunRays", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_RGBA8);
+
+ if (r_softOverbright->integer)
+ {
+ int format;
+
+ format = GL_RGBA8;
+
+ tr.screenScratchImage = R_CreateImage("*screenScratch", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, format);
+ }
+
+ if (glRefConfig.framebufferObject)
+ {
+ tr.renderDepthImage = R_CreateImage("*renderdepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ tr.textureDepthImage = R_CreateImage("*texturedepth", NULL, PSHADOW_MAP_SIZE, PSHADOW_MAP_SIZE, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_DEPTH_COMPONENT24_ARB);
+ }
+
+ {
+ unsigned short sdata[4];
+ void *p;
+
+ if (hdrFormat == GL_RGB16F_ARB)
+ {
+ sdata[0] = FloatToHalf(0.0f);
+ sdata[1] = FloatToHalf(0.45f);
+ sdata[2] = FloatToHalf(1.0f);
+ sdata[3] = FloatToHalf(1.0f);
+ p = &sdata[0];
+ }
+ else
+ {
+ 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);
+ }
+
+ tr.screenShadowImage = R_CreateImage("*screenShadow", NULL, width, height, 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);
+ tr.hdrDepthImage = R_CreateImage("*hdrDepth", NULL, width, height, IMGTYPE_COLORALPHA, IMGFLAG_NO_COMPRESSION | IMGFLAG_CLAMPTOEDGE, GL_INTENSITY32F_ARB);
+ }
+
+ 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_RGBA8);
+ }
+
+ for ( x = 0; x < 3; 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_ARB);
+ }
+ }
+}
+
+
+/*
+===============
+R_SetColorMappings
+===============
+*/
+void R_SetColorMappings( void ) {
+ int i, j;
+ float g;
+ int inf;
+ int shift;
+
+ // setup the overbright lighting
+ tr.overbrightBits = r_overBrightBits->integer;
+ if ( !glConfig.deviceSupportsGamma ) {
+ tr.overbrightBits = 0; // need hardware gamma for overbright
+ }
+
+ // never overbright in windowed mode without soft overbright
+ if ( !glConfig.isFullscreen && !r_softOverbright->integer )
+ {
+ tr.overbrightBits = 0;
+ }
+
+ // never overbright with tonemapping
+ if ( r_toneMap->integer && r_hdr->integer )
+ {
+ tr.overbrightBits = 0;
+ }
+
+ // allow 2 overbright bits in 24 bit, but only 1 in 16 bit
+ if ( glConfig.colorBits > 16 ) {
+ if ( tr.overbrightBits > 2 ) {
+ tr.overbrightBits = 2;
+ }
+ } else {
+ if ( tr.overbrightBits > 1 ) {
+ tr.overbrightBits = 1;
+ }
+ }
+ if ( tr.overbrightBits < 0 ) {
+ tr.overbrightBits = 0;
+ }
+
+ 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;
+
+ shift = tr.overbrightBits;
+
+ // no shift with soft overbright
+ if (r_softOverbright->integer)
+ {
+ shift = 0;
+ }
+
+ for ( i = 0; i < 256; i++ ) {
+ int i2;
+
+ if (r_srgb->integer)
+ {
+ i2 = 255 * RGBtosRGB(i/255.0f) + 0.5f;
+ }
+ else
+ {
+ i2 = i;
+ }
+
+ if ( g == 1 ) {
+ inf = i2;
+ } else {
+ inf = 255 * pow ( i2/255.0f, 1.0f / g ) + 0.5f;
+ }
+ inf <<= shift;
+ 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 );
+ }
+}
+
+/*
+===============
+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;
+
+ Com_Memset( glState.currenttextures, 0, sizeof( glState.currenttextures ) );
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( 1 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ GL_SelectTexture( 0 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ } else {
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ }
+}
+
+/*
+============================================================================
+
+SKINS
+
+============================================================================
+*/
+
+/*
+==================
+CommaParse
+
+This is unfortunate, but the skin files aren't
+compatable 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] == '/' )
+ {
+ while (*data && *data != '\n')
+ data++;
+ }
+ // skip /* */ comments
+ else if ( c=='/' && data[1] == '*' )
+ {
+ 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)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+ // parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32 && c != ',' );
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// ri.Printf (PRINT_DEVELOPER, "Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = ( char * ) data;
+ return com_token;
+}
+
+
+/*
+===============
+RE_RegisterSkin
+
+===============
+*/
+qhandle_t RE_RegisterSkin( const char *name ) {
+ qhandle_t hSkin;
+ skin_t *skin;
+ skinSurface_t *surf;
+ union {
+ char *c;
+ void *v;
+ } text;
+ char *text_p;
+ char *token;
+ char surfName[MAX_QPATH];
+
+ 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[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), 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;
+ }
+
+ 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 );
+
+ surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
+ Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
+ surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
+ skin->numSurfaces++;
+ }
+
+ ri.FS_FreeFile( text.v );
+
+
+ // never let a skin have 0 shaders
+ if ( skin->numSurfaces == 0 ) {
+ return 0; // use default skin
+ }
+
+ 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[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), 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\n", i, skin->name );
+ 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");
+}
+
+