#ifndef R_TEXTURES_H
#define R_TEXTURES_H
+#include "qtypes.h"
+#include "qdefs.h"
+
// transparent
#define TEXF_ALPHA 0x00000001
// mipmapped
// 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)
+#define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_RGBMULTIPLYBYALPHA | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP | TEXF_COMPARE | TEXF_LOWPRECISION | TEXF_RENDERTARGET)
// set as a flag to force the texture to be reloaded
#define TEXF_FORCE_RELOAD 0x80000000
typedef enum textype_e
{
+ // placeholder for unused textures in r_rendertarget_t
+ TEXTYPE_UNUSED,
+
// 8bit paletted
TEXTYPE_PALETTE,
// 32bit RGBA
// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
TEXTYPE_DXT5,
+ // default compressed type for GLES2
+ TEXTYPE_ETC1,
+
// 8bit paletted in sRGB colorspace
TEXTYPE_SRGB_PALETTE,
// 32bit RGBA in sRGB colorspace
TEXTYPE_COLORBUFFER16F,
// this represents an RGBA float texture (4 32bit floats)
TEXTYPE_COLORBUFFER32F,
- // 32bit D24S8 (24bit depth, 8bit stencil)
- TEXTYPE_SHADOWMAP_STENCIL,
- // 16bit D16 (16bit depth) or 32bit S8D24 (24bit depth, 8bit stencil unused)
- TEXTYPE_SHADOWMAP
+ // depth-stencil buffer (or texture)
+ TEXTYPE_DEPTHBUFFER16,
+ // depth-stencil buffer (or texture)
+ TEXTYPE_DEPTHBUFFER24,
+ // 32bit D24S8 buffer (24bit depth, 8bit stencil), not supported on OpenGL ES
+ TEXTYPE_DEPTHBUFFER24STENCIL8,
+ // shadowmap-friendly format with depth comparison (not supported on some hardware)
+ TEXTYPE_SHADOWMAP16_COMP,
+ // shadowmap-friendly format with raw reading (not supported on some hardware)
+ TEXTYPE_SHADOWMAP16_RAW,
+ // shadowmap-friendly format with depth comparison (not supported on some hardware)
+ TEXTYPE_SHADOWMAP24_COMP,
+ // shadowmap-friendly format with raw reading (not supported on some hardware)
+ TEXTYPE_SHADOWMAP24_RAW,
}
textype_t;
-/*
-#ifdef WIN32
-#define SUPPORTD3D
-#define SUPPORTDIRECTX
-#ifdef SUPPORTD3D
-#include <d3d9.h>
-#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
+ int texnum; // GL texture slot number
+ int renderbuffernum; // GL renderbuffer slot number
+ qbool dirty; // indicates that R_RealGetTexture should be called
+ qbool glisdepthstencil; // indicates that FBO attachment has to be GL_DEPTH_STENCIL_ATTACHMENT
+ int gltexturetypeenum; // used by R_Mesh_TexBind
}
rtexture_t;
}
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)
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, qboolean stencil);
-rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qboolean srgb, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel);
+rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qbool filter);
+rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype);
+rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qbool srgb, int flags, qbool *hasalphaflag, float *avgcolor, int miplevel, qbool optionaltexture);
// saves a texture to a DDS file
-int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha);
+int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qbool skipuncompressed, qbool 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 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)
// returns the desired picmip level for given TEXF_ flags
int R_PicmipForFlags(int flags);
-void R_TextureStats_Print(qboolean printeach, qboolean printpool, qboolean printtotal);
+void R_TextureStats_Print(qbool printeach, qbool printpool, qbool printtotal);
#endif