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Doom3MegaTexture/code/renderer/MegaTexture.cpp
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Justin Marshall 3be9600a12 Initial commit.
2019-09-27 07:04:44 +01:00

319 lines
9.3 KiB
C++

/*
===========================================================================
IcedTech GPL Source Code
Copyright (C) 2019 Real Vector Math Studios(Justin Marshall).
Copyright (C) 1993-2012 id Software LLC, a ZeniMax Media company.
This file is part of the IcedTech GPL Source Code ("IcedTech GPL Source Code").
IcedTech GPL Source Code is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
IcedTech GPL 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 IcedTech GPL Source Code. If not, see <http://www.gnu.org/licenses/>.
In addition, the IcedTech GPL Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the IcedTech GPL Source Code. If not, please request a copy in writing from id Software at the address below.
If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
===========================================================================
*/
#include "precompiled.h"
#pragma hdrstop
#include "tr_local.h"
idCVar idMegaTexture::r_megaTextureLevel( "r_megaTextureLevel", "0", CVAR_RENDERER | CVAR_INTEGER, "draw only a specific level" );
idCVar idMegaTexture::r_showMegaTexture( "r_showMegaTexture", "0", CVAR_RENDERER | CVAR_BOOL, "display all the level images" );
idCVar idMegaTexture::r_showMegaTextureLabels( "r_showMegaTextureLabels", "0", CVAR_RENDERER | CVAR_BOOL, "draw colored blocks in each tile" );
idCVar idMegaTexture::r_skipMegaTexture( "r_skipMegaTexture", "0", CVAR_RENDERER | CVAR_INTEGER, "only use the lowest level image" );
idCVar idMegaTexture::r_terrainScale( "r_terrainScale", "3", CVAR_RENDERER | CVAR_INTEGER, "vertically scale USGS data" );
/*
====================
idMegaTexture::idMegaTexture
====================
*/
idMegaTexture::idMegaTexture() {
albedoLitMegaTextureFile = nullptr;
}
/*
====================
idMegaTexture::~idMegaTexture
====================
*/
idMegaTexture::~idMegaTexture() {
if (albedoLitMegaTextureFile != nullptr) {
delete albedoLitMegaTextureFile;
albedoLitMegaTextureFile = nullptr;
}
}
/*
====================
InitFromMegaFile
====================
*/
bool idMegaTexture::InitFromMegaFile( const char *fileBase ) {
idStr name = "megaTextures/";
idStr megaMaskName;
name += fileBase;
name.StripFileExtension();
megaMaskName = name;
name += ".mega";
megaMaskName += "_mask.tga";
// Open the mega mask image.
megaNormalMaskImage = globalImages->ImageFromFile(megaMaskName.c_str(), TF_LINEAR, TR_REPEAT, TD_DIFFUSE, CF_2D);
if (megaNormalMaskImage == nullptr) {
common->Printf("idMegaTexture: failed to open mega mask %s\n", megaMaskName.c_str());
return false;
}
// Load in the megatexture file.
albedoLitMegaTextureFile = rvmMegaTextureFile::LoadMegaTextureFile(name);
if (albedoLitMegaTextureFile == nullptr) {
return false;
}
currentTriMapping = NULL;
// force first bind to load everything
currentViewOrigin[0] = -99999999.0f;
currentViewOrigin[1] = -99999999.0f;
currentViewOrigin[2] = -99999999.0f;
return true;
}
/*
====================
SetMappingForSurface
analyzes xyz and st to create a mapping
This is not very robust, but works for rectangular grids
====================
*/
void idMegaTexture::SetMappingForSurface( const srfTriangles_t *tri ) {
if ( tri == currentTriMapping ) {
return;
}
currentTriMapping = tri;
if ( !tri->verts ) {
return;
}
// jmarshall - heavily modified this, basically all we care about here is the min/max of the terrain.
surfaceBounds = tri->bounds;
// jmarshall end
}
/*
====================
BindForViewOrigin
====================
*/
void idMegaTexture::BindForViewOrigin( const idVec3 viewOrigin ) {
SetViewOrigin( viewOrigin );
albedoLitMegaTextureFile->BindForViewOrigin(viewOrigin);
// Bind the mega normal mask image.
GL_SelectTexture(7);
megaNormalMaskImage->Bind();
}
/*
====================
Unbind
This can go away once everything uses fragment programs so the enable states don't
need tracking
====================
*/
void idMegaTexture::Unbind( void ) {
for ( int i = 0 ; i < MAX_LEVELS; i++ ) {
GL_SelectTexture( 1+i );
globalImages->BindNull();
}
}
/*
====================
SetViewOrigin
====================
*/
void idMegaTexture::SetViewOrigin( const idVec3 viewOrigin ) {
if ( r_showMegaTextureLabels.IsModified() ) {
r_showMegaTextureLabels.ClearModified();
currentViewOrigin[0] = viewOrigin[0] + 0.1; // force a change
albedoLitMegaTextureFile->Invalidate();
}
if ( viewOrigin == currentViewOrigin ) {
return;
}
if ( r_skipMegaTexture.GetBool() ) {
return;
}
currentViewOrigin = viewOrigin;
// jmarshall
float texCenter[2];
// convert the viewOrigin to a texture center, which will
// be a different conversion for each megaTexture
//for ( int i = 0 ; i < 2 ; i++ ) {
// texCenter[i] =
// viewOrigin[0] * localViewToTextureCenter[i][0] +
// viewOrigin[1] * localViewToTextureCenter[i][1] +
// viewOrigin[2] * localViewToTextureCenter[i][2] +
// localViewToTextureCenter[i][3];
//}
// TexCenter should be the normalized position between the min and max based on the player position.
idVec3 center = surfaceBounds.GetCenter();
idVec3 megaViewOrigin = currentViewOrigin - center;
idBounds megaBounds;
megaBounds[0] = surfaceBounds[0] - center;
megaBounds[1] = surfaceBounds[1] - center;
// Normalize megaViewOrigin between megabounds.
texCenter[0] = ((megaViewOrigin[0] - megaBounds[0][0]) / (megaBounds[1][0] - megaBounds[0][0]));
texCenter[1] = ((megaViewOrigin[1] - megaBounds[0][1]) / (megaBounds[1][1] - megaBounds[0][1]));
albedoLitMegaTextureFile->UpdateForCenter(texCenter);
// jmarshall end
}
/*
====================
UpdateTile
A local tile will only be mapped to globalTile[ localTile + X * TILE_PER_LEVEL ] for some x
====================
*/
void idTextureLevel::UpdateTile( int localX, int localY, int globalX, int globalY ) {
idTextureTile *tile = &tileMap[localX][localY];
if ( tile->x == globalX && tile->y == globalY ) {
return;
}
if ( (globalX & (TILE_PER_LEVEL-1)) != localX || (globalY & (TILE_PER_LEVEL-1)) != localY ) {
common->Error( "idTextureLevel::UpdateTile: bad coordinate mod" );
}
tile->x = globalX;
tile->y = globalY;
byte data[ TILE_SIZE * TILE_SIZE ];
if ( globalX >= tilesWide || globalX < 0 || globalY >= tilesHigh || globalY < 0 ) {
// off the map
memset( data, 0, sizeof( data ) );
} else {
// extract the data from the full image (FIXME: background load from disk)
int tileNum = tileOffset + tile->y * tilesWide + tile->x;
mega->ReadTile(data, tileNum);
}
if ( idMegaTexture::r_showMegaTextureLabels.GetBool() ) {
// put a color marker in it
byte color[4] = { 255 * localX / TILE_PER_LEVEL, 255 * localY / TILE_PER_LEVEL, 0, 0 };
for ( int x = 0 ; x < 8 ; x++ ) {
for ( int y = 0 ; y < 8 ; y++ ) {
*(int *)&data[ ( ( y + TILE_SIZE/2 - 4 ) * TILE_SIZE + x + TILE_SIZE/2 - 4 ) ] = *(int *)color;
}
}
}
// upload all the mip-map levels
int level = 0;
int size = TILE_SIZE;
glCompressedTexSubImage2D(GL_TEXTURE_2D, level, localX * size, localY * size, size, size, GL_COMPRESSED_RGBA_S3TC_DXT5_EXT, size * size, data);
}
/*
====================
UpdateForCenter
Center is in the 0.0 to 1.0 range
====================
*/
void idTextureLevel::UpdateForCenter( float center[2] ) {
int globalTileCorner[2];
int localTileOffset[2];
if ( tilesWide <= TILE_PER_LEVEL && tilesHigh <= TILE_PER_LEVEL ) {
globalTileCorner[0] = 0;
globalTileCorner[1] = 0;
localTileOffset[0] = 0;
localTileOffset[1] = 0;
// orient the mask so that it doesn't mask anything at all
parms[0] = 0.25;
parms[1] = 0.25;
parms[3] = 0.25;
} else {
for ( int i = 0 ; i < 2 ; i++ ) {
float global[2];
// this value will be outside the 0.0 to 1.0 range unless
// we are in the corner of the megaTexture
global[i] = ( center[i] * parms[3] - 0.5 ) * TILE_PER_LEVEL;
globalTileCorner[i] = (int)( global[i] + 0.5 );
localTileOffset[i] = globalTileCorner[i] & (TILE_PER_LEVEL-1);
// scaling for the mask texture to only allow the proper window
// of tiles to show through
parms[i] = -globalTileCorner[i] / (float)TILE_PER_LEVEL;
}
}
image->Bind();
for ( int x = 0 ; x < TILE_PER_LEVEL ; x++ ) {
for ( int y = 0 ; y < TILE_PER_LEVEL ; y++ ) {
int globalTile[2];
globalTile[0] = globalTileCorner[0] + ( ( x - localTileOffset[0] ) & (TILE_PER_LEVEL-1) );
globalTile[1] = globalTileCorner[1] + ( ( y - localTileOffset[1] ) & (TILE_PER_LEVEL-1) );
UpdateTile( x, y, globalTile[0], globalTile[1] );
}
}
}
/*
=====================
Invalidate
Forces all tiles to be regenerated
=====================
*/
void idTextureLevel::Invalidate() {
for ( int x = 0 ; x < TILE_PER_LEVEL ; x++ ) {
for ( int y = 0 ; y < TILE_PER_LEVEL ; y++ ) {
tileMap[x][y].x =
tileMap[x][y].y = -99999;
}
}
}