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https://github.com/Shpoike/Quakespasm.git
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dbdd675552
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@676 af15c1b1-3010-417e-b628-4374ebc0bcbd
106 lines
4.1 KiB
C
106 lines
4.1 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#ifndef _GL_TEXMAN_H
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#define _GL_TEXMAN_H
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//gl_texmgr.h -- fitzquake's texture manager. manages opengl texture images
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#define TEXPREF_NONE 0x0000
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#define TEXPREF_MIPMAP 0x0001 // generate mipmaps
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// TEXPREF_NEAREST and TEXPREF_LINEAR aren't supposed to be ORed with TEX_MIPMAP
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#define TEXPREF_LINEAR 0x0002 // force linear
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#define TEXPREF_NEAREST 0x0004 // force nearest
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#define TEXPREF_ALPHA 0x0008 // allow alpha
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#define TEXPREF_PAD 0x0010 // allow padding
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#define TEXPREF_PERSIST 0x0020 // never free
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#define TEXPREF_OVERWRITE 0x0040 // overwrite existing same-name texture
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#define TEXPREF_NOPICMIP 0x0080 // always load full-sized
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#define TEXPREF_FULLBRIGHT 0x0100 // use fullbright mask palette
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#define TEXPREF_NOBRIGHT 0x0200 // use nobright mask palette
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#define TEXPREF_CONCHARS 0x0400 // use conchars palette
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#define TEXPREF_WARPIMAGE 0x0800 // resize this texture when warpimagesize changes
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enum srcformat {SRC_INDEXED, SRC_LIGHTMAP, SRC_RGBA};
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typedef uintptr_t src_offset_t;
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typedef struct gltexture_s {
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//managed by texture manager
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GLuint texnum;
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struct gltexture_s *next;
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qmodel_t *owner;
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//managed by image loading
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char name[64];
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unsigned int width; //size of image as it exists in opengl
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unsigned int height; //size of image as it exists in opengl
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unsigned int flags;
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char source_file[MAX_QPATH]; //relative filepath to data source, or "" if source is in memory
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src_offset_t source_offset; //byte offset into file, or memory address
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enum srcformat source_format; //format of pixel data (indexed, lightmap, or rgba)
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unsigned int source_width; //size of image in source data
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unsigned int source_height; //size of image in source data
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unsigned short source_crc; //generated by source data before modifications
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char shirt; //0-13 shirt color, or -1 if never colormapped
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char pants; //0-13 pants color, or -1 if never colormapped
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//used for rendering
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int visframe; //matches r_framecount if texture was bound this frame
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} gltexture_t;
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extern gltexture_t *notexture;
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extern gltexture_t *nulltexture;
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extern unsigned int d_8to24table[256];
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extern unsigned int d_8to24table_fbright[256];
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extern unsigned int d_8to24table_nobright[256];
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extern unsigned int d_8to24table_conchars[256];
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extern unsigned int d_8to24table_shirt[256];
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extern unsigned int d_8to24table_pants[256];
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// TEXTURE MANAGER
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float TexMgr_FrameUsage (void);
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gltexture_t *TexMgr_FindTexture (qmodel_t *owner, const char *name);
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gltexture_t *TexMgr_NewTexture (void);
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void TexMgr_FreeTexture (gltexture_t *kill);
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void TexMgr_FreeTextures (unsigned int flags, unsigned int mask);
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void TexMgr_FreeTexturesForOwner (qmodel_t *owner);
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void TexMgr_NewGame (void);
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void TexMgr_Init (void);
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// IMAGE LOADING
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gltexture_t *TexMgr_LoadImage (qmodel_t *owner, const char *name, int width, int height, enum srcformat format,
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byte *data, const char *source_file, src_offset_t source_offset, unsigned flags);
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void TexMgr_ReloadImage (gltexture_t *glt, int shirt, int pants);
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void TexMgr_ReloadImages (void);
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void TexMgr_ReloadNobrightImages (void);
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int TexMgr_Pad(int s);
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int TexMgr_SafeTextureSize (int s);
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int TexMgr_PadConditional (int s);
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// TEXTURE BINDING & TEXTURE UNIT SWITCHING
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void GL_DisableMultitexture (void); //selects texture unit 0
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void GL_EnableMultitexture (void); //selects texture unit 1
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void GL_Bind (gltexture_t *texture);
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#endif /* _GL_TEXMAN_H */
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