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_normal = {CVAR_SAVE, "gl_texturecompression_normal", "1", "whether to compress normalmap (normalmap) textures"};
+cvar_t gl_texturecompression_normal = {CVAR_SAVE, "gl_texturecompression_normal", "0", "whether to compress normalmap (normalmap) textures"};
cvar_t gl_texturecompression_gloss = {CVAR_SAVE, "gl_texturecompression_gloss", "1", "whether to compress glossmap (specular) textures"};
cvar_t gl_texturecompression_glow = {CVAR_SAVE, "gl_texturecompression_glow", "1", "whether to compress glowmap (luma) textures"};
-cvar_t gl_texturecompression_2d = {CVAR_SAVE, "gl_texturecompression_2d", "1", "whether to compress 2d (hud/menu) textures other than the font"};
-cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_SAVE, "gl_texturecompression_q3bsplightmaps", "1", "whether to compress lightmaps in q3bsp format levels"};
-cvar_t gl_texturecompression_q3bspdeluxemaps = {CVAR_SAVE, "gl_texturecompression_q3bspdeluxemaps", "1", "whether to compress deluxemaps in q3bsp format levels (only levels compiled with q3map2 -deluxe have these)"};
+cvar_t gl_texturecompression_2d = {CVAR_SAVE, "gl_texturecompression_2d", "0", "whether to compress 2d (hud/menu) textures other than the font"};
+cvar_t gl_texturecompression_q3bsplightmaps = {CVAR_SAVE, "gl_texturecompression_q3bsplightmaps", "0", "whether to compress lightmaps in q3bsp format levels"};
+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)"};
typedef struct textypeinfo_s
{
- int textype;
+ textype_t textype;
int inputbytesperpixel;
int internalbytesperpixel;
float glinternalbytesperpixel;
}
textypeinfo_t;
-static textypeinfo_t textype_palette = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_RGBA , 3};
+static textypeinfo_t textype_palette = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_BGRA , 3};
+static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_BGRA , 4};
+static textypeinfo_t textype_palette_compress = {TEXTYPE_PALETTE, 1, 4, 0.5f, GL_BGRA , GL_COMPRESSED_RGB_ARB};
+static textypeinfo_t textype_palette_alpha_compress = {TEXTYPE_PALETTE, 1, 4, 1.0f, GL_BGRA , GL_COMPRESSED_RGBA_ARB};
static textypeinfo_t textype_rgba = {TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , 3};
-static textypeinfo_t textype_bgra = {TEXTYPE_BGRA , 4, 4, 4.0f, GL_BGRA , 3};
-static textypeinfo_t textype_palette_alpha = {TEXTYPE_PALETTE, 1, 4, 4.0f, GL_RGBA , 4};
static textypeinfo_t textype_rgba_alpha = {TEXTYPE_RGBA , 4, 4, 4.0f, GL_RGBA , 4};
-static textypeinfo_t textype_bgra_alpha = {TEXTYPE_BGRA , 4, 4, 4.0f, GL_BGRA , 4};
-static textypeinfo_t textype_palette_compress = {TEXTYPE_PALETTE, 1, 4, 0.5f, GL_RGBA , GL_COMPRESSED_RGB_ARB};
static textypeinfo_t textype_rgba_compress = {TEXTYPE_RGBA , 4, 4, 0.5f, GL_RGBA , GL_COMPRESSED_RGB_ARB};
-static textypeinfo_t textype_bgra_compress = {TEXTYPE_BGRA , 4, 4, 0.5f, GL_BGRA , GL_COMPRESSED_RGB_ARB};
-static textypeinfo_t textype_palette_alpha_compress = {TEXTYPE_PALETTE, 1, 4, 1.0f, GL_RGBA , GL_COMPRESSED_RGBA_ARB};
static textypeinfo_t textype_rgba_alpha_compress = {TEXTYPE_RGBA , 4, 4, 1.0f, GL_RGBA , GL_COMPRESSED_RGBA_ARB};
+static textypeinfo_t textype_bgra = {TEXTYPE_BGRA , 4, 4, 4.0f, GL_BGRA , 3};
+static textypeinfo_t textype_bgra_alpha = {TEXTYPE_BGRA , 4, 4, 4.0f, GL_BGRA , 4};
+static textypeinfo_t textype_bgra_compress = {TEXTYPE_BGRA , 4, 4, 0.5f, GL_BGRA , GL_COMPRESSED_RGB_ARB};
static textypeinfo_t textype_bgra_alpha_compress = {TEXTYPE_BGRA , 4, 4, 1.0f, GL_BGRA , GL_COMPRESSED_RGBA_ARB};
#define GLTEXTURETYPE_1D 0
static unsigned char *resizebuffer = NULL, *colorconvertbuffer;
static int resizebuffersize = 0;
-static unsigned char *texturebuffer;
+static const unsigned char *texturebuffer;
static int texturebuffersize = 0;
-static textypeinfo_t *R_GetTexTypeInfo(int textype, int flags)
+static textypeinfo_t *R_GetTexTypeInfo(textype_t textype, int flags)
{
if ((flags & TEXF_COMPRESS) && gl_texturecompression.integer >= 1 && gl_support_texture_compression)
{
// dynamic texture code [11/22/2007 Black]
void R_MarkDirtyTexture(rtexture_t *rt) {
gltexture_t *glt = (gltexture_t*) rt;
+ if( !glt ) {
+ return;
+ }
+
// dont do anything if the texture is already dirty (and make sure this *is* a dynamic texture after all!)
if( !glt->dirtytexnum && glt->flags & GLTEXF_DYNAMIC ) {
glt->dirtytexnum = glt->texnum;
void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data) {
gltexture_t *glt = (gltexture_t*) rt;
+ if( !glt ) {
+ return;
+ }
+
glt->flags |= GLTEXF_DYNAMIC;
glt->updatecallback = updatecallback;
glt->updatacallback_data = data;
+ glt->dirtytexnum = 0;
}
static void R_UpdateDynamicTexture(gltexture_t *glt) {
{
gltexture_t *glt;
glt = (gltexture_t *)rt;
- if (glt->flags & GLTEXF_UPLOAD)
- R_UploadTexture(glt);
if (glt->flags & GLTEXF_DYNAMIC)
R_UpdateDynamicTexture(glt);
+ if (glt->flags & GLTEXF_UPLOAD)
+ R_UploadTexture(glt);
return glt->texnum;
}
return 0;
}
+void R_PurgeTexture(rtexture_t *rt)
+{
+ if(rt && !(((gltexture_t*) rt)->flags & TEXF_PERSISTENT)) {
+ R_FreeTexture(rt);
+ }
+}
+
void R_FreeTexture(rtexture_t *rt)
{
gltexture_t *glt, **gltpointer;
else
Host_Error("R_FreeTexture: texture \"%s\" not linked in pool", glt->identifier);
- if (glt->texnum)
+ if (!(glt->flags & GLTEXF_UPLOAD))
{
CHECKGLERROR
qglDeleteTextures(1, (GLuint *)&glt->texnum);CHECKGLERROR
CHECKGLERROR
}
-static void R_Upload(gltexture_t *glt, unsigned char *data, int fragx, int fragy, int fragz, int fragwidth, int fragheight, int fragdepth)
+static void R_Upload(gltexture_t *glt, const unsigned char *data, int fragx, int fragy, int fragz, int fragwidth, int fragheight, int fragdepth)
{
int i, mip, width, height, depth;
GLint oldbindtexnum;
- unsigned char *prevbuffer;
+ const unsigned char *prevbuffer;
prevbuffer = data;
CHECKGLERROR
}
else if (glt->textype->textype == TEXTYPE_PALETTE)
{
- // promote paletted to RGBA, so we only have to worry about RGB and
- // RGBA in the rest of this code
- Image_Copy8bitRGBA(prevbuffer, colorconvertbuffer, fragwidth * fragheight * fragdepth * glt->sides, glt->palette);
+ // promote paletted to BGRA, so we only have to worry about BGRA in the rest of this code
+ Image_Copy8bitBGRA(prevbuffer, colorconvertbuffer, fragwidth * fragheight * fragdepth * glt->sides, glt->palette);
prevbuffer = colorconvertbuffer;
}
case GLTEXTURETYPE_CUBEMAP:
// convert and upload each side in turn,
// from a continuous block of input texels
- texturebuffer = prevbuffer;
+ texturebuffer = (unsigned char *)prevbuffer;
for (i = 0;i < 6;i++)
{
prevbuffer = texturebuffer;
Con_Printf("R_UploadTexture: Texture %s already uploaded and destroyed. Can not upload original image again. Uploaded blank texture.\n", glt->identifier);
}
-static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, int sides, int flags, int textype, int texturetype, const unsigned char *data, const unsigned int *palette)
+static rtexture_t *R_SetupTexture(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, int sides, int flags, textype_t textype, int texturetype, const unsigned char *data, const unsigned int *palette)
{
int i, size;
gltexture_t *glt;
glt->glformat = texinfo->glformat;
glt->bytesperpixel = texinfo->internalbytesperpixel;
glt->sides = glt->texturetype == GLTEXTURETYPE_CUBEMAP ? 6 : 1;
- glt->texnum = -1;
+ glt->texnum = 0;
// init the dynamic texture attributes, too [11/22/2007 Black]
glt->dirtytexnum = 0;
glt->updatecallback = NULL;
GL_Texture_CalcImageSize(glt->texturetype, glt->flags, glt->inputwidth, glt->inputheight, glt->inputdepth, &glt->tilewidth, &glt->tileheight, &glt->tiledepth);
R_PrecacheTexture(glt);
+ // texture converting and uploading can take a while, so make sure we're sending keepalives
+ CL_KeepaliveMessage(false);
+
return (rtexture_t *)glt;
}
-rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, int textype, int flags, const unsigned int *palette)
+rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette)
{
return R_SetupTexture(rtexturepool, identifier, width, 1, 1, 1, flags, textype, GLTEXTURETYPE_1D, data, palette);
}
-rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, int textype, int flags, const unsigned int *palette)
+rtexture_t *R_LoadTexture2D(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_2D, data, palette);
}
-rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, int textype, int flags, const unsigned int *palette)
+rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int depth, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette)
{
return R_SetupTexture(rtexturepool, identifier, width, height, depth, 1, flags, textype, GLTEXTURETYPE_3D, data, palette);
}
-rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, int textype, int flags, const unsigned int *palette)
+rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *data, textype_t textype, int flags, const unsigned int *palette)
{
return R_SetupTexture(rtexturepool, identifier, width, width, 1, 6, flags, textype, GLTEXTURETYPE_CUBEMAP, data, palette);
}
return rt ? ((gltexture_t *)rt)->inputheight : 0;
}
-void R_UpdateTexture(rtexture_t *rt, unsigned char *data, int x, int y, int width, int height)
+void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, int width, int height)
{
gltexture_t *glt;
if (rt == NULL)
R_Upload(glt, data, x, y, 0, width, height, 1);
}
+void R_ClearTexture (rtexture_t *rt)
+{
+ gltexture_t *glt = (gltexture_t *)rt;
+
+ R_Upload( glt, NULL, 0, 0, 0, glt->tilewidth, glt->tileheight, glt->tiledepth );
+}