#ifndef R_TEXTURES_H #define R_TEXTURES_H // transparent #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 #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 // indicates texture should be affected by gl_picmip and gl_max_size cvar #define TEXF_PICMIP 0x00000100 // indicates texture should be compressed if possible #define TEXF_COMPRESS 0x00000200 // use this flag to block R_PurgeTexture from freeing a texture (only used by r_texture_white and similar which may be used in skinframe_t) #define TEXF_PERSISTENT 0x00000400 // indicates texture should use GL_COMPARE_R_TO_TEXTURE mode #define TEXF_COMPARE 0x00000800 // indicates texture should use lower precision where supported #define TEXF_LOWPRECISION 0x00001000 // indicates texture should support R_UpdateTexture on small regions, actual uploads may be delayed until R_Mesh_TexBind if gl_nopartialtextureupdates is on #define TEXF_ALLOWUPDATES 0x00002000 // indicates texture should be affected by gl_picmip_world and r_picmipworld (maybe others in the future) instead of gl_picmip_other #define TEXF_ISWORLD 0x00004000 // indicates texture should be affected by gl_picmip_sprites and r_picmipsprites (maybe others in the future) instead of gl_picmip_other #define TEXF_ISSPRITE 0x00008000 // 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_RGBMULTIPLYBYALPHA | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET) typedef enum textype_e { // 8bit paletted TEXTYPE_PALETTE, // 32bit RGBA 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_DXT1, // 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel) TEXTYPE_DXT1A, // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) TEXTYPE_DXT3, // 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) TEXTYPE_DXT5, // this represents the same format as the framebuffer, for fast copies TEXTYPE_COLORBUFFER } textype_t; /* #ifdef WIN32 #define SUPPORTD3D #define SUPPORTDIRECTX #ifdef SUPPORTD3D #include #endif #endif */ // contents of this structure are mostly private to gl_textures.c typedef struct rtexture_s { // this is exposed (rather than private) for speed reasons only int texnum; qboolean dirty; int gltexturetypeenum; // exposed for use in R_Mesh_TexBind // d3d stuff the backend needs void *d3dtexture; #ifdef SUPPORTD3D qboolean d3disdepthsurface; // for depth/stencil surfaces int d3dformat; int d3dusage; int d3dpool; int d3daddressu; int d3daddressv; int d3daddressw; int d3dmagfilter; int d3dminfilter; int d3dmipfilter; int d3dmaxmiplevelfilter; int d3dmipmaplodbias; int d3dmaxmiplevel; #endif } rtexture_t; // contents of this structure are private to gl_textures.c typedef struct rtexturepool_s { int useless; } rtexturepool_t; typedef void (*updatecallback_t)(rtexture_t *rt, void *data); // 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); // the color/normal/etc cvars should be checked by callers of R_LoadTexture* functions to decide whether to add TEXF_COMPRESS to the flags extern cvar_t gl_texturecompression; extern cvar_t gl_texturecompression_color; extern cvar_t gl_texturecompression_normal; extern cvar_t gl_texturecompression_gloss; extern cvar_t gl_texturecompression_glow; extern cvar_t gl_texturecompression_2d; extern cvar_t gl_texturecompression_q3bsplightmaps; extern cvar_t gl_texturecompression_q3bspdeluxemaps; extern cvar_t gl_texturecompression_sky; extern cvar_t gl_texturecompression_lightcubemaps; extern cvar_t gl_texturecompression_reflectmask; // 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_LoadTexture2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, const unsigned char *data, textype_t textype, int flags, int miplevel, 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, int miplevel, 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, int miplevel, const unsigned int *palette); rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter); rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel); // saves a texture to a DDS file int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha); // free a texture void R_FreeTexture(rtexture_t *rt); // 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); // 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)->dirty ? R_RealGetTexture(rt) : (rt)->texnum) : r_texture_white->texnum) int R_RealGetTexture (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); // only frees the texture if TEXF_PERSISTENT is not set // also resets the variable void R_PurgeTexture(rtexture_t *prt); // frees processing buffers each frame, and may someday animate procedural textures void R_Textures_Frame(void); // maybe rename this - sounds awful? [11/21/2007 Black] void R_MarkDirtyTexture(rtexture_t *rt); void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data); // Clear the texture's contents void R_ClearTexture (rtexture_t *rt); // returns the desired picmip level for given TEXF_ flags int R_PicmipForFlags(int flags); #endif