#ifndef R_TEXTURES_H #define R_TEXTURES_H // transparent #define TEXF_ALPHA 0x00000001 // mipmapped #define TEXF_MIPMAP 0x00000002 // upload if r_textureprecache >= 1, otherwise defer loading until it is used #define TEXF_PRECACHE 0x00000004 // upload immediately, never defer (ignore r_textureprecache) #define TEXF_ALWAYSPRECACHE 0x00000008 // 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 // used for checking if textures mismatch #define TEXF_IMPORTANTBITS (TEXF_ALPHA | TEXF_MIPMAP | TEXF_CLAMP | TEXF_FORCENEAREST | TEXF_FORCELINEAR | TEXF_PICMIP) // 8bit paletted #define TEXTYPE_PALETTE 1 // 24bit RGB #define TEXTYPE_RGB 2 // 32bit RGBA #define TEXTYPE_RGBA 3 // 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; } rtexture_t; // contents of this structure are private to gl_textures.c typedef struct rtexturepool_s { int useless; } rtexturepool_t; // 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); // 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 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 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)) : r_texture_white->texnum) int R_RealGetTexture (rtexture_t *rt); // returns true if the texture is transparent (useful for rendering code) int R_TextureHasAlpha(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); // frees processing buffers each frame, and may someday animate procedural textures void R_Textures_Frame(void); #endif