X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=r_textures.h;h=ec2da990d004db2040aadd88d69612b2a2c68a3e;hp=4f4eaa57bc222d121af1c9cb30c7d6a482b6e58e;hb=0fc162a49cab157331b3e338cfb08cc2249834a0;hpb=67898d77381f6c48d43f2dc5d911d7aabbf812d7 diff --git a/r_textures.h b/r_textures.h index 4f4eaa57..ec2da990 100644 --- a/r_textures.h +++ b/r_textures.h @@ -10,21 +10,40 @@ #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 +// use this flag to block R_PurgeTexture from freeing a texture +#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 // used for checking if textures mismatch -#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_FRAGMENT) +#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPRESS | TEXF_COMPARE | TEXF_LOWPRECISION) -// 8bit quake paletted -#define TEXTYPE_QPALETTE 1 -// 24bit RGB -#define TEXTYPE_RGB 2 -// 32bit RGBA -#define TEXTYPE_RGBA 3 +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, +} +textype_t; // 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; @@ -32,45 +51,52 @@ 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) -rtexture_t *R_LoadTexture(rtexturepool_t *rtexturepool, char *identifier, int width, int height, qbyte *data, int textype, int flags); -rtexture_t *R_LoadTexture1D(rtexturepool_t *rtexturepool, char *identifier, int width, qbyte *data, int textype, int flags); -rtexture_t *R_LoadTexture2D(rtexturepool_t *rtexturepool, char *identifier, int width, int height, qbyte *data, int textype, int flags); -rtexture_t *R_LoadTexture3D(rtexturepool_t *rtexturepool, char *identifier, int width, int height, int depth, qbyte *data, int textype, int flags); -rtexture_t *R_LoadTextureCubeMap(rtexturepool_t *rtexturepool, char *identifier, int width, qbyte *data, int textype, int flags); +// (note: palette must not be NULL if using TEXTYPE_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); +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); +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); +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); +rtexture_t *R_LoadTextureShadowMapRectangle(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter); +rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, int precision, qboolean filter); +rtexture_t *R_LoadTextureShadowMapCube(rtexturepool_t *rtexturepool, const char *identifier, int width, int precision, qboolean filter); // 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, 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)->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) @@ -82,8 +108,19 @@ 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); + #endif