X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_textures.h;h=4df426a6a4c249170651aa9be271a19ce2f6fa0b;hp=330825aac386e079ef2ab55df64e416832adfa99;hb=66cfa344b8aeaaaf19c3e609032807046c906d78;hpb=5825444e7bcedf2968e80e5e22b2a79d851a7f1f diff --git a/r_textures.h b/r_textures.h index 330825aa..4df426a6 100644 --- a/r_textures.h +++ b/r_textures.h @@ -10,29 +10,26 @@ #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 +// 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 // used for checking if textures mismatch -#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR) +#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS) // 8bit paletted #define TEXTYPE_PALETTE 1 -// 24bit RGB -#define TEXTYPE_RGB 2 // 32bit RGBA #define TEXTYPE_RGBA 3 -// 16bit DSDT -#define TEXTYPE_DSDT 4 // contents of this structure are mostly private to gl_textures.c -typedef struct +typedef struct rtexture_s { // this is exposed (rather than private) for speed reasons only int texnum; @@ -40,45 +37,49 @@ typedef struct rtexture_t; // contents of this structure are private to gl_textures.c -typedef struct +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); -// 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); +// 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; // 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); +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_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_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_LoadTextureCubeMap(rtexturepool_t *rtexturepool, const char *identifier, int width, const unsigned char *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); +// update a portion of the image data of a texture, used by lightmap updates +// and procedural textures such as video playback. +void R_UpdateTexture(rtexture_t *rt, 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)->texnum >= 0 ? (rt)->texnum : R_RealGetTexture(rt)) : 0) +#define R_GetTexture(rt) ((rt) ? ((rt)->texnum >= 0 ? (rt)->texnum : R_RealGetTexture(rt)) : r_texture_white->texnum) int R_RealGetTexture (rtexture_t *rt); // returns true if the texture is transparent (useful for rendering code) @@ -93,5 +94,9 @@ int R_TextureHeight(rtexture_t *rt); // 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); + #endif