#include "image.h"
#include "jpeg.h"
-cvar_t r_max_size = {CVAR_SAVE, "r_max_size", "2048"};
-cvar_t r_max_scrapsize = {CVAR_SAVE, "r_max_scrapsize", "256"};
-cvar_t r_picmip = {CVAR_SAVE, "r_picmip", "0"};
+cvar_t gl_max_size = {CVAR_SAVE, "gl_max_size", "2048"};
+cvar_t gl_max_scrapsize = {CVAR_SAVE, "gl_max_scrapsize", "256"};
+cvar_t gl_picmip = {CVAR_SAVE, "gl_picmip", "0"};
cvar_t r_lerpimages = {CVAR_SAVE, "r_lerpimages", "1"};
cvar_t r_precachetextures = {CVAR_SAVE, "r_precachetextures", "1"};
cvar_t gl_texture_anisotropy = {CVAR_SAVE, "gl_texture_anisotropy", "1"};
static int R_CalcTexelDataSize (gltexture_t *glt)
{
- int width2, height2, depth2, size;
+ int width2, height2, depth2, size, picmip;
if (glt->flags & TEXF_FRAGMENT)
size = glt->width * glt->height * glt->depth;
else
{
- if (r_max_size.integer > realmaxsize)
- Cvar_SetValue("r_max_size", realmaxsize);
+ picmip = 0;
+ if (glt->flags & TEXF_PICMIP)
+ picmip = gl_picmip.integer;
+ if (gl_max_size.integer > realmaxsize)
+ Cvar_SetValue("gl_max_size", realmaxsize);
// calculate final size
for (width2 = 1;width2 < glt->width;width2 <<= 1);
for (height2 = 1;height2 < glt->height;height2 <<= 1);
for (depth2 = 1;depth2 < glt->depth;depth2 <<= 1);
- for (width2 >>= r_picmip.integer;width2 > r_max_size.integer;width2 >>= 1);
- for (height2 >>= r_picmip.integer;height2 > r_max_size.integer;height2 >>= 1);
- for (depth2 >>= r_picmip.integer;depth2 > r_max_size.integer;depth2 >>= 1);
+ for (width2 >>= picmip;width2 > gl_max_size.integer;width2 >>= 1);
+ for (height2 >>= picmip;height2 > gl_max_size.integer;height2 >>= 1);
+ for (depth2 >>= picmip;depth2 > gl_max_size.integer;depth2 >>= 1);
if (width2 < 1) width2 = 1;
if (height2 < 1) height2 = 1;
if (depth2 < 1) depth2 = 1;
CHECKGLERROR
// use the largest scrap texture size we can (not sure if this is really a good idea)
- for (block_size = 1;block_size < realmaxsize && block_size < r_max_scrapsize.integer;block_size <<= 1);
+ for (block_size = 1;block_size < realmaxsize && block_size < gl_max_scrapsize.integer;block_size <<= 1);
texturemempool = Mem_AllocPool("Texture Info");
texturedatamempool = Mem_AllocPool("Texture Storage (not yet uploaded)");
{
Cmd_AddCommand("gl_texturemode", &GL_TextureMode_f);
Cmd_AddCommand("r_texturestats", R_TextureStats_f);
- Cvar_RegisterVariable (&r_max_scrapsize);
- Cvar_RegisterVariable (&r_max_size);
- Cvar_RegisterVariable (&r_picmip);
+ Cvar_RegisterVariable (&gl_max_scrapsize);
+ Cvar_RegisterVariable (&gl_max_size);
+ Cvar_RegisterVariable (&gl_picmip);
Cvar_RegisterVariable (&r_lerpimages);
Cvar_RegisterVariable (&r_precachetextures);
Cvar_RegisterVariable (&gl_texture_anisotropy);
void R_Textures_Frame (void)
{
+ static int old_aniso = 0;
+
// could do procedural texture animation here, if we keep track of which
// textures were accessed this frame...
Mem_Free(colorconvertbuffer);
colorconvertbuffer = NULL;
}
+
+ if (old_aniso != gl_texture_anisotropy.integer)
+ {
+ gltextureimage_t *image;
+ gltexturepool_t *pool;
+ GLint oldbindtexnum;
+
+ old_aniso = bound(1, gl_texture_anisotropy.integer, gl_max_anisotropy);
+
+ Cvar_SetValueQuick(&gl_texture_anisotropy, old_aniso);
+
+ for (pool = gltexturepoolchain;pool;pool = pool->next)
+ {
+ for (image = pool->imagechain;image;image = image->imagechain)
+ {
+ // only update already uploaded images
+ if (!(image->flags & GLTEXF_UPLOAD))
+ {
+ qglGetIntegerv(gltexturetypebindingenums[image->texturetype], &oldbindtexnum);
+
+ qglBindTexture(gltexturetypeenums[image->texturetype], image->texnum);
+ qglTexParameteri(gltexturetypeenums[image->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR
+
+ qglBindTexture(gltexturetypeenums[image->texturetype], oldbindtexnum);
+ }
+ }
+ }
+ }
}
void R_MakeResizeBufferBigger(int size)
if (gl_support_anisotropy)
{
- int aniso = bound(1, gl_texture_anisotropy.integer, 128);
+ int aniso = bound(1, gl_texture_anisotropy.integer, gl_max_anisotropy);
if (gl_texture_anisotropy.integer != aniso)
Cvar_SetValueQuick(&gl_texture_anisotropy, aniso);
qglTexParameteri(textureenum, GL_TEXTURE_MAX_ANISOTROPY_EXT, aniso);CHECKGLERROR
static void R_FindImageForTexture(gltexture_t *glt)
{
- int i, j, best, best2, x, y, z, w, h, d;
+ int i, j, best, best2, x, y, z, w, h, d, picmip;
textypeinfo_t *texinfo;
gltexturepool_t *pool;
gltextureimage_t *image, **imagechainpointer;
image->type = GLIMAGETYPE_TILE;
image->blockallocation = NULL;
+ picmip = 0;
+ if (glt->flags & TEXF_PICMIP)
+ picmip = gl_picmip.integer;
// calculate final size
- if (r_max_size.integer > realmaxsize)
- Cvar_SetValue("r_max_size", realmaxsize);
+ if (gl_max_size.integer > realmaxsize)
+ Cvar_SetValue("gl_max_size", realmaxsize);
for (image->width = 1;image->width < glt->width;image->width <<= 1);
for (image->height = 1;image->height < glt->height;image->height <<= 1);
for (image->depth = 1;image->depth < glt->depth;image->depth <<= 1);
- for (image->width >>= r_picmip.integer;image->width > r_max_size.integer;image->width >>= 1);
- for (image->height >>= r_picmip.integer;image->height > r_max_size.integer;image->height >>= 1);
- for (image->depth >>= r_picmip.integer;image->depth > r_max_size.integer;image->depth >>= 1);
+ for (image->width >>= picmip;image->width > gl_max_size.integer;image->width >>= 1);
+ for (image->height >>= picmip;image->height > gl_max_size.integer;image->height >>= 1);
+ for (image->depth >>= picmip;image->depth > gl_max_size.integer;image->depth >>= 1);
if (image->width < 1) image->width = 1;
if (image->height < 1) image->height = 1;
if (image->depth < 1) image->depth = 1;
image->texturetype = glt->texturetype;
image->glinternalformat = texinfo->glinternalformat;
image->glformat = texinfo->glformat;
- image->flags = (glt->flags & (TEXF_MIPMAP | TEXF_ALPHA | TEXF_CLAMP)) | GLTEXF_UPLOAD;
+ image->flags = (glt->flags & (TEXF_MIPMAP | TEXF_ALPHA | TEXF_CLAMP | TEXF_PICMIP)) | GLTEXF_UPLOAD;
image->bytesperpixel = texinfo->internalbytesperpixel;
image->sides = image->texturetype == GLTEXTURETYPE_CUBEMAP ? 6 : 1;
// get a texture number to use