cvar_t gl_max_lightmapsize = {CVAR_SAVE, "gl_max_lightmapsize", "1024", "maximum allowed texture size for lightmap textures, use larger values to improve rendering speed, as long as there is enough video memory available (setting it too high for the hardware will cause very bad performance)"};
cvar_t gl_picmip = {CVAR_SAVE, "gl_picmip", "0", "reduces resolution of textures by powers of 2, for example 1 will halve width/height, reducing texture memory usage by 75%"};
cvar_t r_lerpimages = {CVAR_SAVE, "r_lerpimages", "1", "bilinear filters images when scaling them up to power of 2 size (mode 1), looks better than glquake (mode 0)"};
-cvar_t r_precachetextures = {CVAR_SAVE, "r_precachetextures", "1", "0 = never upload textures until used, 1 = upload most textures before use (exceptions: rarely used skin colormap layers), 2 = upload all textures before use (can increase texture memory usage significantly)"};
cvar_t gl_texture_anisotropy = {CVAR_SAVE, "gl_texture_anisotropy", "1", "anisotropic filtering quality (if supported by hardware), 1 sample (no anisotropy) and 8 sample (8 tap anisotropy) are recommended values"};
cvar_t gl_texturecompression = {CVAR_SAVE, "gl_texturecompression", "0", "whether to compress textures, a value of 0 disables compression (even if the individual cvars are 1), 1 enables fast (low quality) compression at startup, 2 enables slow (high quality) compression at startup"};
cvar_t gl_texturecompression_color = {CVAR_SAVE, "gl_texturecompression_color", "1", "whether to compress colormap (diffuse) textures"};
cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "0", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
cvar_t gl_texturecompression_sky = {CVAR_SAVE, "gl_texturecompression_sky", "0", "whether to compress sky textures"};
cvar_t gl_texturecompression_lightcubemaps = {CVAR_SAVE, "gl_texturecompression_lightcubemaps", "1", "whether to compress light cubemaps (spotlights and other light projection images)"};
+cvar_t gl_nopartialtextureupdates = {CVAR_SAVE, "gl_nopartialtextureupdates", "0", "use alternate path for dynamic lightmap updates"};
int gl_filter_min = GL_LINEAR_MIPMAP_LINEAR;
int gl_filter_mag = GL_LINEAR;
static textypeinfo_t textype_bgra_alpha_compress = {TEXTYPE_BGRA , 4, 4, 1.0f, GL_BGRA , GL_COMPRESSED_RGBA_ARB, GL_UNSIGNED_BYTE};
static textypeinfo_t textype_shadowmap16 = {TEXTYPE_SHADOWMAP,2,2, 2.0f, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT16_ARB, GL_UNSIGNED_SHORT};
static textypeinfo_t textype_shadowmap24 = {TEXTYPE_SHADOWMAP,4,4, 4.0f, GL_DEPTH_COMPONENT, GL_DEPTH_COMPONENT24_ARB, GL_UNSIGNED_INT};
+static textypeinfo_t textype_alpha = {TEXTYPE_ALPHA , 1, 4, 4.0f, GL_ALPHA , 4, GL_UNSIGNED_BYTE};
+static textypeinfo_t textype_alpha_compress = {TEXTYPE_ALPHA , 1, 4, 1.0f, GL_ALPHA , GL_COMPRESSED_RGBA_ARB, GL_UNSIGNED_BYTE};
typedef enum gltexturetype_e
{
void *updatacallback_data;
// --- [11/22/2007 Black]
+ // stores backup copy of texture for deferred texture updates (r_nopartialtextureupdates cvar)
+ unsigned char *bufferpixels;
+ qboolean buffermodified;
+
// pointer to texturepool (check this to see if the texture is allocated)
struct gltexturepool_s *pool;
// pointer to next texture in texturepool chain
return &textype_rgba_alpha_compress;
case TEXTYPE_BGRA:
return &textype_bgra_alpha_compress;
+ case TEXTYPE_ALPHA:
+ return &textype_alpha_compress;
default:
Host_Error("R_GetTexTypeInfo: unknown texture format");
return NULL;
return &textype_rgba_compress;
case TEXTYPE_BGRA:
return &textype_bgra_compress;
+ case TEXTYPE_ALPHA:
+ return &textype_alpha_compress;
default:
Host_Error("R_GetTexTypeInfo: unknown texture format");
return NULL;
return &textype_rgba_alpha;
case TEXTYPE_BGRA:
return &textype_bgra_alpha;
+ case TEXTYPE_ALPHA:
+ return &textype_alpha;
default:
Host_Error("R_GetTexTypeInfo: unknown texture format");
return NULL;
return &textype_bgra;
case TEXTYPE_SHADOWMAP:
return (flags & TEXF_LOWPRECISION) ? &textype_shadowmap16 : &textype_shadowmap24;
+ case TEXTYPE_ALPHA:
+ return &textype_alpha;
default:
Host_Error("R_GetTexTypeInfo: unknown texture format");
return NULL;
// change all the existing mipmap texture objects
// FIXME: force renderer(/client/something?) restart instead?
CHECKGLERROR
+ GL_ActiveTexture(0);
for (pool = gltexturepoolchain;pool;pool = pool->next)
{
for (glt = pool->gltchain;glt;glt = glt->chain)
// only update already uploaded images
if (!(glt->flags & (GLTEXF_UPLOAD | TEXF_FORCENEAREST | TEXF_FORCELINEAR)))
{
- qglGetIntegerv(gltexturetypebindingenums[glt->texturetype], &oldbindtexnum);CHECKGLERROR
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypebindingenums[glt->texturetype]);
qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
if (glt->flags & TEXF_MIPMAP)
{
Cmd_AddCommand("r_texturestats", R_TextureStats_f, "print information about all loaded textures and some statistics");
Cvar_RegisterVariable (&gl_max_size);
Cvar_RegisterVariable (&gl_picmip);
+ Cvar_RegisterVariable (&gl_max_lightmapsize);
Cvar_RegisterVariable (&r_lerpimages);
- Cvar_RegisterVariable (&r_precachetextures);
Cvar_RegisterVariable (&gl_texture_anisotropy);
Cvar_RegisterVariable (&gl_texturecompression);
Cvar_RegisterVariable (&gl_texturecompression_color);
Cvar_RegisterVariable (&gl_texturecompression_q3bspdeluxemaps);
Cvar_RegisterVariable (&gl_texturecompression_sky);
Cvar_RegisterVariable (&gl_texturecompression_lightcubemaps);
+ Cvar_RegisterVariable (&gl_nopartialtextureupdates);
R_RegisterModule("R_Textures", r_textures_start, r_textures_shutdown, r_textures_newmap);
}
Cvar_SetValueQuick(&gl_texture_anisotropy, old_aniso);
CHECKGLERROR
+ GL_ActiveTexture(0);
for (pool = gltexturepoolchain;pool;pool = pool->next)
{
for (glt = pool->gltchain;glt;glt = glt->chain)
// only update already uploaded images
if ((glt->flags & (GLTEXF_UPLOAD | TEXF_MIPMAP)) == TEXF_MIPMAP)
{
- qglGetIntegerv(gltexturetypebindingenums[glt->texturetype], &oldbindtexnum);CHECKGLERROR
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypebindingenums[glt->texturetype]);
qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
qglTexParameteri(gltexturetypeenums[glt->texturetype], GL_TEXTURE_MAX_ANISOTROPY_EXT, old_aniso);CHECKGLERROR
CHECKGLERROR
// we need to restore the texture binding after finishing the upload
- qglGetIntegerv(gltexturetypebindingenums[glt->texturetype], &oldbindtexnum);CHECKGLERROR
+ GL_ActiveTexture(0);
+ oldbindtexnum = R_Mesh_TexBound(0, gltexturetypebindingenums[glt->texturetype]);
qglBindTexture(gltexturetypeenums[glt->texturetype], glt->texnum);CHECKGLERROR
// these are rounded up versions of the size to do better resampling
prevbuffer = colorconvertbuffer;
}
- if ((glt->flags & (TEXF_MIPMAP | TEXF_PICMIP | GLTEXF_UPLOAD)) == 0 && glt->inputwidth == glt->tilewidth && glt->inputheight == glt->tileheight && glt->inputdepth == glt->tiledepth)
+ if ((glt->flags & (TEXF_MIPMAP | TEXF_PICMIP | GLTEXF_UPLOAD)) == 0 && glt->inputwidth == glt->tilewidth && glt->inputheight == glt->tileheight && glt->inputdepth == glt->tiledepth && (fragx != 0 || fragy != 0 || fragwidth != glt->tilewidth || fragheight != glt->tileheight))
{
// update a portion of the image
switch(glt->texturetype)
}
}
mip = 0;
- if (vid.support.arb_texture_compression)
+ if (qglGetCompressedTexImageARB)
{
if (gl_texturecompression.integer >= 2)
qglHint(GL_TEXTURE_COMPRESSION_HINT_ARB, GL_NICEST);
gltexture_t *glt;
gltexturepool_t *pool = (gltexturepool_t *)rtexturepool;
textypeinfo_t *texinfo;
- int precache;
if (cls.state == ca_dedicated)
return NULL;
break;
case TEXTYPE_SHADOWMAP:
break;
+ case TEXTYPE_ALPHA:
+ flags |= TEXF_ALPHA;
+ break;
default:
Host_Error("R_LoadTexture: unknown texture type");
}
GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth);
- precache = false;
- if (glt->flags & TEXF_ALWAYSPRECACHE)
- precache = true;
- else if (r_precachetextures.integer >= 2)
- precache = true;
- else if (r_precachetextures.integer >= 1)
- if (glt->flags & TEXF_PRECACHE)
- precache = true;
-
- if (precache)
- {
- // immediate upload (most common case)
- // data may be NULL (blank texture for dynamic rendering)
- CHECKGLERROR
- qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
- R_Upload(glt, data, 0, 0, 0, glt->inputwidth, glt->inputheight, glt->inputdepth);
- }
- else if (data)
- {
- // deferred texture upload (menu graphics)
- // optimize first if possible
- if ((textype == TEXTYPE_BGRA || textype == TEXTYPE_RGBA) && glt->inputwidth * glt->inputheight * glt->inputdepth > glt->tilewidth * glt->tileheight * glt->tiledepth)
- {
- glt->inputtexels = (unsigned char *)Mem_Alloc(texturemempool, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->sides*glt->bytesperpixel);
- Image_Resample32(data, glt->inputwidth, glt->inputheight, glt->inputdepth, glt->inputtexels, glt->tilewidth, glt->tileheight, glt->tiledepth, r_lerpimages.integer);
- // change texture size accordingly
- glt->inputwidth = glt->tilewidth;
- glt->inputheight = glt->tileheight;
- glt->inputdepth = glt->tiledepth;
- GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth);
- }
- else
- {
- glt->inputtexels = (unsigned char *)Mem_Alloc(texturemempool, size);
- memcpy(glt->inputtexels, data, size);
- }
- }
+ // upload the texture
+ // data may be NULL (blank texture for dynamic rendering)
+ CHECKGLERROR
+ qglGenTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
+ R_Upload(glt, data, 0, 0, 0, glt->inputwidth, glt->inputheight, glt->inputdepth);
+ if ((glt->flags & TEXF_ALLOWUPDATES) && gl_nopartialtextureupdates.integer)
+ glt->bufferpixels = Mem_Alloc(texturemempool, glt->tilewidth*glt->tileheight*glt->tiledepth*glt->sides*glt->bytesperpixel);
// texture converting and uploading can take a while, so make sure we're sending keepalives
CL_KeepaliveMessage(false);
return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, flags, textype, GLTEXTURETYPE_CUBEMAP, data, palette);
}
+rtexture_t *R_LoadTextureRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette)
+{
+ return R_SetupTexture(rtexturepool, identifier, width, height, 1, 1, flags, textype, GLTEXTURETYPE_RECTANGLE, data, palette);
+}
+
static int R_ShadowMapTextureFlags(int precision, qboolean filter)
{
- int flags = TEXF_ALWAYSPRECACHE | TEXF_CLAMP;
+ int flags = TEXF_CLAMP;
if (filter)
flags |= TEXF_FORCELINEAR | TEXF_COMPARE;
else
if (!glt->texnum)
Host_Error("R_UpdateTexture: texture has not been uploaded yet");
// update part of the texture
- R_Upload(glt, data, x, y, 0, width, height, 1);
+ if (glt->bufferpixels)
+ {
+ int j;
+ int bpp = glt->bytesperpixel;
+ int inputskip = width*bpp;
+ int outputskip = glt->tilewidth*bpp;
+ const unsigned char *input = data;
+ unsigned char *output = glt->bufferpixels;
+ if (x < 0)
+ {
+ width += x;
+ input -= x*bpp;
+ x = 0;
+ }
+ if (y < 0)
+ {
+ height += y;
+ input -= y*inputskip;
+ y = 0;
+ }
+ if (width > glt->tilewidth - x)
+ width = glt->tilewidth - x;
+ if (height > glt->tileheight - y)
+ height = glt->tileheight - y;
+ if (width < 1 || height < 1)
+ return;
+ glt->buffermodified = true;
+ output += y*outputskip + x*bpp;
+ for (j = 0;j < height;j++, output += outputskip, input += inputskip)
+ memcpy(output, input, width*bpp);
+ if (!(glt->flags & TEXF_MANUALFLUSHUPDATES))
+ R_FlushTexture(rt);
+ }
+ else
+ R_Upload(glt, data, x, y, 0, width, height, 1);
+}
+
+void R_FlushTexture(rtexture_t *rt)
+{
+ gltexture_t *glt;
+ if (rt == NULL)
+ Host_Error("R_FlushTexture: no texture supplied");
+
+ // update part of the texture
+ glt = (gltexture_t *)rt;
+
+ if (!glt->buffermodified || !glt->bufferpixels)
+ return;
+ glt->buffermodified = false;
+ R_Upload(glt, glt->bufferpixels, 0, 0, 0, glt->tilewidth, glt->tileheight, glt->tiledepth);
}
void R_ClearTexture (rtexture_t *rt)