#ifndef R_TEXTURES_H
#define R_TEXTURES_H
+#include "qtypes.h"
+#include "qdefs.h"
+
// transparent
#define TEXF_ALPHA 0x00000001
// mipmapped
}
rtexturepool_t;
+typedef struct skinframe_s
+{
+ struct rtexture_s *stain; // inverse modulate with background (used for decals and such)
+ struct rtexture_s *merged; // original texture without glow
+ struct rtexture_s *base; // original texture without pants/shirt/glow
+ struct rtexture_s *pants; // pants only (in greyscale)
+ struct rtexture_s *shirt; // shirt only (in greyscale)
+ struct rtexture_s *nmap; // normalmap (bumpmap for dot3)
+ struct rtexture_s *gloss; // glossmap (for dot3)
+ struct rtexture_s *glow; // glow only (fullbrights)
+ struct rtexture_s *fog; // alpha of the base texture (if not opaque)
+ struct rtexture_s *reflect; // colored mask for cubemap reflections
+ // accounting data for hash searches:
+ // the compare variables are used to identify internal skins from certain
+ // model formats
+ // (so that two q1bsp maps with the same texture name for different
+ // textures do not have any conflicts)
+ struct skinframe_s *next; // next on hash chain
+ char basename[MAX_QPATH]; // name of this
+ int textureflags; // texture flags to use
+ int comparewidth;
+ int compareheight;
+ int comparecrc;
+ // mark and sweep garbage collection, this value is updated to a new value
+ // on each level change for the used skinframes, if some are not used they
+ // are freed
+ unsigned int loadsequence;
+ // indicates whether this texture has transparent pixels
+ qbool hasalpha;
+ // average texture color, if applicable
+ float avgcolor[4];
+ // for mdl skins, we actually only upload on first use (many are never used, and they are almost never used in both base+pants+shirt and merged modes)
+ unsigned char *qpixels;
+ int qwidth;
+ int qheight;
+ qbool qhascolormapping;
+ qbool qgeneratebase;
+ qbool qgeneratemerged;
+ qbool qgeneratenmap;
+ qbool qgenerateglow;
+}
+skinframe_t;
+
typedef void (*updatecallback_t)(rtexture_t *rt, void *data);
// allocate a texture pool, to be used with R_LoadTexture
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;
-extern cvar_t r_texture_dds_load;
-extern cvar_t r_texture_dds_save;
+extern struct cvar_s gl_texturecompression;
+extern struct cvar_s gl_texturecompression_color;
+extern struct cvar_s gl_texturecompression_normal;
+extern struct cvar_s gl_texturecompression_gloss;
+extern struct cvar_s gl_texturecompression_glow;
+extern struct cvar_s gl_texturecompression_2d;
+extern struct cvar_s gl_texturecompression_q3bsplightmaps;
+extern struct cvar_s gl_texturecompression_q3bspdeluxemaps;
+extern struct cvar_s gl_texturecompression_sky;
+extern struct cvar_s gl_texturecompression_lightcubemaps;
+extern struct cvar_s gl_texturecompression_reflectmask;
+extern struct cvar_s r_texture_dds_load;
+extern struct cvar_s 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 z, int width, int height, int depth);
+// combine has 3 values: 0 = immediately upload (glTexSubImage2D), 1 = combine with other updates (glTexSubImage2D on next draw), 2 = combine with other updates and never upload partial images (glTexImage2D on next draw)
+void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, int z, int width, int height, int depth, int combine);
// returns the renderer dependent texture slot number (call this before each
// use, as a texture might not have been precached)