#define TEXF_ALPHA 0x00000001
// mipmapped
#define TEXF_MIPMAP 0x00000002
+// multiply RGB by A channel before uploading
+#define TEXF_RGBMULTIPLYBYALPHA 0x00000004
// indicates texture coordinates should be clamped rather than wrapping
#define TEXF_CLAMP 0x00000020
// indicates texture should be uploaded using GL_NEAREST or GL_NEAREST_MIPMAP_NEAREST mode
// indicates the texture will be used as a render target (D3D hint)
#define TEXF_RENDERTARGET 0x0010000
// used for checking if textures mismatch
-#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_RGBMULTIPLYBYALPHA | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET)
typedef enum textype_e
{
TEXTYPE_RGBA,
// 32bit BGRA (preferred format due to faster uploads on most hardware)
TEXTYPE_BGRA,
- // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
- TEXTYPE_SHADOWMAP,
// 8bit ALPHA (used for freetype fonts)
TEXTYPE_ALPHA,
// 4x4 block compressed 15bit color (4 bits per pixel)
TEXTYPE_DXT3,
// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
TEXTYPE_DXT5,
+
+ // 8bit paletted in sRGB colorspace
+ TEXTYPE_SRGB_PALETTE,
+ // 32bit RGBA in sRGB colorspace
+ TEXTYPE_SRGB_RGBA,
+ // 32bit BGRA (preferred format due to faster uploads on most hardware) in sRGB colorspace
+ TEXTYPE_SRGB_BGRA,
+ // 4x4 block compressed 15bit color (4 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT1,
+ // 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT1A,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT3,
+ // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
+ TEXTYPE_SRGB_DXT5,
+
// this represents the same format as the framebuffer, for fast copies
- TEXTYPE_COLORBUFFER
+ TEXTYPE_COLORBUFFER,
+ // this represents an RGBA half_float texture (4 16bit floats)
+ TEXTYPE_COLORBUFFER16F,
+ // this represents an RGBA float texture (4 32bit floats)
+ TEXTYPE_COLORBUFFER32F,
+ // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
+ TEXTYPE_SHADOWMAP
}
textype_t;
extern cvar_t gl_texturecompression_sky;
extern cvar_t gl_texturecompression_lightcubemaps;
extern cvar_t gl_texturecompression_reflectmask;
+extern cvar_t r_texture_dds_load;
+extern cvar_t r_texture_dds_save;
// add a texture to a pool and optionally precache (upload) it
// (note: data == NULL is perfectly acceptable)
// update a portion of the image data of a texture, used by lightmap updates
// and procedural textures such as video playback, actual uploads may be
// delayed by gl_nopartialtextureupdates cvar until R_Mesh_TexBind uses it
-void R_UpdateTexture(rtexture_t *rt, const 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 z, int width, int height, int depth);
// returns the renderer dependent texture slot number (call this before each
// use, as a texture might not have been precached)