#ifndef R_TEXTURES_H #define R_TEXTURES_H // transparent #define TEXF_ALPHA 0x00000001 // mipmapped #define TEXF_MIPMAP 0x00000002 // upload if r_textureprecache >= 1, otherwise defer loading until it is used #define TEXF_PRECACHE 0x00000004 // upload immediately, never defer (ignore r_textureprecache) #define TEXF_ALWAYSPRECACHE 0x00000008 // allocated as a fragment in a larger texture, mipmap is not allowed with // this, mostly used for lightmaps #define TEXF_FRAGMENT 0x00000010 // 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 #define TEXF_FORCENEAREST 0x00000040 // indicates texture should be uploaded using GL_LINEAR or GL_LINEAR_MIPMAP_NEAREST or GL_LINEAR_MIPMAP_LINEAR mode #define TEXF_FORCELINEAR 0x00000080 // used for checking if textures mismatch #define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR) // 8bit paletted #define TEXTYPE_PALETTE 1 // 24bit RGB #define TEXTYPE_RGB 2 // 32bit RGBA #define TEXTYPE_RGBA 3 // contents of this structure are mostly private to gl_textures.c typedef struct { // this is exposed (rather than private) for speed reasons only int texnum; } rtexture_t; // contents of this structure are private to gl_textures.c typedef struct { int useless; } rtexturepool_t; // allocate a texture pool, to be used with R_LoadTexture rtexturepool_t *R_AllocTexturePool(void); // free a texture pool (textures can not be freed individually) void R_FreeTexturePool(rtexturepool_t **rtexturepool); // important technical note: // fragment textures must have a width that is compatible with the fragment // update system, to get a compliant size, use R_CompatibleFragmentWidth int R_CompatibleFragmentWidth(int width, int textype, int flags); // add a texture to a pool and optionally precache (upload) it // (note: data == NULL is perfectly acceptable) // (note: palette must not be NULL if using TEXTYPE_PALETTE) rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, const char *identifier, int width, const qbyte *data, int textype, int flags, const unsigned int *palette); rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const qbyte *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 qbyte *data, int textype, int flags, const unsigned int *palette); rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const qbyte *data, int textype, int flags, const unsigned int *palette); // free a texture void R_FreeTexture(rtexture_t *rt); // update the image data of a texture, used by lightmap updates and // procedural textures. void R_UpdateTexture(rtexture_t *rt, qbyte *data); // location of the fragment in the texture (note: any parameter except rt can // be NULL) void R_FragmentLocation(rtexture_t *rt, int *x, int *y, float *fx1, float *fy1, float *fx2, float *fy2); void R_FragmentLocation3D(rtexture_t *rt, int *x, int *y, int *z, float *fx1, float *fy1, float *fz1, float *fx2, float *fy2, float *fz2); // returns the renderer dependent texture slot number (call this before each // use, as a texture might not have been precached) #define R_GetTexture(rt) ((rt) ? ((rt)->texnum >= 0 ? (rt)->texnum : R_RealGetTexture(rt)) : 0) int R_RealGetTexture (rtexture_t *rt); // returns true if the texture is transparent (useful for rendering code) int R_TextureHasAlpha(rtexture_t *rt); // returns width of texture, as was specified when it was uploaded int R_TextureWidth(rtexture_t *rt); // returns height of texture, as was specified when it was uploaded int R_TextureHeight(rtexture_t *rt); // frees processing buffers each frame, and may someday animate procedural textures void R_Textures_Frame(void); #endif