mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-26 22:31:05 +00:00
5a57280aa9
While the scheme of using our own allocated did work just fine, fisheye rendering uses glGenTextures which caused a texture id clash and thus invalid operations (the cube map texture happened to be the same as the console background texture). Sure, I could have just "fixed" the fisheye init code, but this brings gl closer in line with glsl (which makes extensive use of glGenTextures and glDeleteTextures). This doesn't fix any texture leaks gl has (plenty, I imagine), but it's a step in the right direction.
627 lines
16 KiB
C
627 lines
16 KiB
C
/*
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gl_textures.c
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Texture format setup.
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2001 Ragnvald Maartmann-Moe IV
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/crc.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/mathlib.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "sbar.h"
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#include "vid_internal.h"
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typedef struct {
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GLuint texnum;
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char identifier[64];
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int width, height;
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int bytesperpixel;
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// int texelformat; // eventually replace bytesperpixel
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qboolean mipmap;
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unsigned short crc; // LordHavoc: CRC for texure validation
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} gltexture_t;
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static gltexture_t gltextures[MAX_GLTEXTURES];
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static int numgltextures = 0;
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typedef struct {
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const char *name;
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int minimize, maximize;
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} glmode_t;
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static glmode_t modes[] = {
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{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
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{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
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{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
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{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
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{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
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{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
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// Anisotropic...
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};
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typedef struct {
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const char *name;
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int format;
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} glformat_t;
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#if 0
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static glformat_t formats[] = {
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/*
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1-4 are standardly supported formats by GL, not exactly the
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evil magic numbers they appear to be. Provided mostly as a
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way to avoid ugly code for supporting a shortcut, partly for
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consistency. --Despair
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*/
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{"1", 1},
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{"2", 2},
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{"3", 3},
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{"4", 4},
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{"GL_ALPHA", GL_ALPHA},
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{"GL_ALPHA4", GL_ALPHA4},
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{"GL_ALPHA8", GL_ALPHA8},
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{"GL_ALPHA12", GL_ALPHA12},
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{"GL_ALPHA16", GL_ALPHA16},
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/*
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{"GL_DEPTH_COMPONENT", GL_DEPTH_COMPONENT},
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{"GL_DEPTH_COMPONENT16", GL_DEPTH_COMPONENT16},
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{"GL_DEPTH_COMPONENT24", GL_DEPTH_COMPONENT24},
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{"GL_DEPTH_COMPONENT32", GL_DEPTH_COMPONENT32},
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*/
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{"GL_LUMINANCE", GL_LUMINANCE},
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{"GL_LUMINANCE4", GL_LUMINANCE4},
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{"GL_LUMINANCE8", GL_LUMINANCE8},
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{"GL_LUMINANCE12", GL_LUMINANCE12},
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{"GL_LUMINANCE16", GL_LUMINANCE16},
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{"GL_LUMINANCE_ALPHA", GL_LUMINANCE_ALPHA},
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{"GL_LUMINANCE4_ALPHA4", GL_LUMINANCE4_ALPHA4},
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{"GL_LUMINANCE6_ALPHA2", GL_LUMINANCE6_ALPHA2},
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{"GL_LUMINANCE8_ALPHA8", GL_LUMINANCE8_ALPHA8},
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{"GL_LUMINANCE12_ALPHA4", GL_LUMINANCE12_ALPHA4},
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{"GL_LUMINANCE12_ALPHA12", GL_LUMINANCE12_ALPHA12},
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{"GL_LUMINANCE16_ALPHA16", GL_LUMINANCE16_ALPHA16},
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{"GL_INTENSITY", GL_INTENSITY},
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{"GL_INTENSITY4", GL_INTENSITY4},
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{"GL_INTENSITY8", GL_INTENSITY8},
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{"GL_INTENSITY12", GL_INTENSITY12},
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{"GL_INTENSITY16", GL_INTENSITY16},
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{"GL_R3_G3_B2", GL_R3_G3_B2},
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{"GL_RGB", GL_RGB},
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{"GL_RGB4", GL_RGB4},
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{"GL_RGB5", GL_RGB5},
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{"GL_RGB8", GL_RGB8},
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{"GL_RGB10", GL_RGB10},
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{"GL_RGB12", GL_RGB12},
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{"GL_RGB16", GL_RGB16},
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{"GL_RGBA", GL_RGBA},
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{"GL_RGBA2", GL_RGBA2},
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{"GL_RGBA4", GL_RGBA4},
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{"GL_RGB5_A1", GL_RGB5_A1},
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{"GL_RGBA8", GL_RGBA8},
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{"GL_RGB10_A2", GL_RGB10_A2},
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{"GL_RGBA12", GL_RGBA12},
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{"GL_RGBA16", GL_RGBA16},
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/* EXT_paletted_textures
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{"COLOR_INDEX1_EXT", COLOR_INDEX1_EXT}.
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{"COLOR_INDEX2_EXT", COLOR_INDEX2_EXT},
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{"COLOR_INDEX4_EXT", COLOR_INDEX4_EXT},
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{"COLOR_INDEX8_EXT", COLOR_INDEX8_EXT},
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{"COLOR_INDEX12_EXT", COLOR_INDEX12_EXT},
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{"COLOR_INDEX16_EXT", COLOR_INDEX16_EXT},
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*/
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/* EXT_cmyka
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{"CMYK_EXT", CMYK_EXT},
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{"CMYKA_EXT", CMYKA_EXT},
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*/
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/* EXT_422_pixels
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{"422_EXT", 422_EXT},
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{"422_REV_EXT", 422_REV_EXT},
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{"422_AVERAGE_EXT", 422_AVERAGE_EXT},
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{"422_REV_AVERAGE_EXT", 422_REV_AVERAGE_EXT},
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*/
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/* EXT_abgr
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{"ABGR_EXT", ABGR_EXT},
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*/
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/* EXT_bgra
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{"BGR_EXT", BGR_EXT},
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{"BGRA_EXT", BGRA_EXT},
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*/
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/* 1.4 texture_compression -- Append _ARB for older ARB version.
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* applicable only for CompressedTexImage and CompressedTexSubimage
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* which will complicate upload paths. *ponder*
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{"COMPRESSED_ALPHA", COMPRESSED_ALPHA},
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{"COMPRESSED_LUMINANCE", COMPRESSED_LUMINANCE},
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{"COMPRESSED_LUMINANCE_ALPHA", COMPRESSED_LUMINANCE_ALPHA},
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{"COMPRESSED_INTENSITY", COMPRESSED_INTENSITY},
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{"COMPRESSED_RGB", COMPRESSED_RGB_ARB},
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{"COMPRESSED_RGBA", COMPRESSED_RGBA},
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*/
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{"NULL", 0}
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};
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#endif
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int gl_alpha_format = 4, gl_lightmap_format = 4, gl_solid_format = 3;
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void
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GL_TextureMode_f (void)
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{
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int i;
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gltexture_t *glt;
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if (Cmd_Argc () == 1) {
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for (i = 0; i < 6; i++)
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if (gl_filter_min == modes[i].minimize) {
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Sys_Printf ("%s\n", modes[i].name);
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return;
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}
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Sys_Printf ("current filter is unknown?\n");
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return;
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}
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for (i = 0; i < 6; i++) {
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if (!strcasecmp (modes[i].name, Cmd_Argv (1)))
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break;
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}
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if (i == 6) {
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Sys_Printf ("bad filter name\n");
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return;
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}
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gl_filter_min = modes[i].minimize;
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gl_filter_max = modes[i].maximize;
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// change all the existing mipmap texture objects
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for (i = 0, glt = gltextures; i < numgltextures; i++, glt++) {
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if (glt->mipmap) {
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qfglBindTexture (GL_TEXTURE_2D, glt->texnum);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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gl_filter_min);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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gl_filter_max);
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D,
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GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_aniso);
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}
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}
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}
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#if 0
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static int
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GL_TextureDepth_f (int format)
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{
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int i;
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for (i = 0; i < 42; i++) {
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if (format == formats[i].format) {
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Sys_Printf ("%s\n", formats[i].name);
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return GL_RGBA;
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}
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Sys_Printf ("Current texture format is unknown.\n");
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return GL_RGBA;
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}
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for (i = 0; formats[i].format != 0; i++) {
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if (!strcasecmp (formats[i].name, Cmd_Argv (1)))
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break;
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}
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if (formats[i].format == 0) {
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Sys_Printf ("bad texture format name\n");
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return GL_RGBA;
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}
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return formats[i].format;
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}
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#endif
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static void
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GL_ResampleTexture (unsigned int *in, int inwidth, int inheight,
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unsigned int *out, int outwidth, int outheight)
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{
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// Improvements here should be mirrored in build_skin_32 in gl_skin.c
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int i, j;
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unsigned int frac, fracstep;
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unsigned int *inrow;
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if (!outwidth || !outheight)
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return;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j ++) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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static void
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GL_Resample8BitTexture (const unsigned char *in, int inwidth, int inheight,
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unsigned char *out, int outwidth, int outheight)
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{
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// Improvements here should be mirrored in build_skin_8 in gl_skin.c
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const unsigned char *inrow;
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int i, j;
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unsigned int frac, fracstep;
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if (!outwidth || !outheight)
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return;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + inwidth * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j ++) {
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out[j] = inrow[frac >> 16];
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frac += fracstep;
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}
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}
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}
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/*
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GL_MipMap
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Operates in place, quartering the size of the texture.
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*/
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static void
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GL_MipMap (byte *in, int width, int height)
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{
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byte *out;
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int i, j;
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width <<= 2;
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height >>= 1;
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out = in;
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for (i = 0; i < height; i++, in += width) {
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for (j = 0; j < width; j += 8, out += 4, in += 8) {
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out[0] = (in[0] + in[4] + in[width + 0] + in[width + 4]) >> 2;
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out[1] = (in[1] + in[5] + in[width + 1] + in[width + 5]) >> 2;
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out[2] = (in[2] + in[6] + in[width + 2] + in[width + 6]) >> 2;
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out[3] = (in[3] + in[7] + in[width + 3] + in[width + 7]) >> 2;
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}
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}
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}
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/*
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GL_MipMap8Bit
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Mipping for 8 bit textures
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*/
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static void
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GL_MipMap8Bit (byte *in, int width, int height)
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{
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byte *at1, *at2, *at3, *at4, *out;
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int i, j;
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unsigned short r, g, b;
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height >>= 1;
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out = in;
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for (i = 0; i < height; i++, in += width)
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for (j = 0; j < width; j += 2, out += 1, in += 2) {
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at1 = (byte *) & d_8to24table[in[0]];
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at2 = (byte *) & d_8to24table[in[1]];
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at3 = (byte *) & d_8to24table[in[width + 0]];
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at4 = (byte *) & d_8to24table[in[width + 1]];
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r = (at1[0] + at2[0] + at3[0] + at4[0]);
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r >>= 5;
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g = (at1[1] + at2[1] + at3[1] + at4[1]);
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g >>= 5;
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b = (at1[2] + at2[2] + at3[2] + at4[2]);
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b >>= 5;
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out[0] = gl_15to8table[(r << 0) + (g << 5) + (b << 10)];
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}
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}
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static void
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GL_Upload32 (unsigned int *data, int width, int height, qboolean mipmap,
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qboolean alpha)
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{
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int scaled_width, scaled_height, intformat;
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unsigned int *scaled;
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if (!width || !height)
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return; // Null texture
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// Snap the height and width to a power of 2.
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for (scaled_width = 1; scaled_width < width; scaled_width <<= 1);
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for (scaled_height = 1; scaled_height < height; scaled_height <<= 1);
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scaled_width >>= gl_picmip->int_val;
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scaled_height >>= gl_picmip->int_val;
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scaled_width = min (scaled_width, gl_max_size->int_val);
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scaled_height = min (scaled_height, gl_max_size->int_val);
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if (!(scaled = malloc (scaled_width * scaled_height * sizeof (GLuint))))
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Sys_Error ("GL_LoadTexture: too big");
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intformat = alpha ? gl_alpha_format : gl_solid_format;
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// If the real width/height and the 'scaled' width/height aren't
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// identical, then we rescale it.
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if (scaled_width == width && scaled_height == height) {
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memcpy (scaled, data, width * height * sizeof (GLuint));
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} else {
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GL_ResampleTexture (data, width, height, scaled, scaled_width,
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scaled_height);
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}
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qfglTexImage2D (GL_TEXTURE_2D, 0, intformat, scaled_width, scaled_height,
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0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
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if (mipmap) {
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int miplevel = 0;
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while (scaled_width > 1 || scaled_height > 1) {
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GL_MipMap ((byte *) scaled, scaled_width, scaled_height);
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scaled_width >>= 1;
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scaled_height >>= 1;
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scaled_width = max (scaled_width, 1);
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scaled_height = max (scaled_height, 1);
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miplevel++;
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qfglTexImage2D (GL_TEXTURE_2D, miplevel, intformat, scaled_width,
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scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE,
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scaled);
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}
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}
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if (mipmap) {
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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gl_filter_min);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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gl_filter_max);
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} else {
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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gl_filter_max);
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if (gl_picmip->int_val)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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GL_NEAREST);
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else
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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gl_filter_max);
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}
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if (gl_Anisotropy)
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
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gl_aniso);
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free (scaled);
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}
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/*
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GL_Upload8_EXT
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If we have shared or global palettes, upload an 8-bit texture.
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If we don't, this function does nothing.
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*/
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void
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GL_Upload8_EXT (const byte *data, int width, int height, qboolean mipmap,
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qboolean alpha)
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{
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byte *scaled;
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int scaled_width, scaled_height;
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// Snap the height and width to a power of 2.
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for (scaled_width = 1; scaled_width < width; scaled_width <<= 1);
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for (scaled_height = 1; scaled_height < height; scaled_height <<= 1);
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scaled_width >>= gl_picmip->int_val;
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scaled_height >>= gl_picmip->int_val;
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scaled_width = min (scaled_width, gl_max_size->int_val);
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scaled_height = min (scaled_height, gl_max_size->int_val);
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if (!(scaled = malloc (scaled_width * scaled_height)))
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Sys_Error ("GL_LoadTexture: too big");
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// If the real width/height and the 'scaled' width/height aren't
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// identical then we rescale it.
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if (scaled_width == width && scaled_height == height) {
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memcpy (scaled, data, width * height);
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} else {
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GL_Resample8BitTexture (data, width, height, scaled, scaled_width,
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scaled_height);
|
|
}
|
|
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width,
|
|
scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE,
|
|
scaled);
|
|
|
|
if (mipmap) {
|
|
int miplevel;
|
|
|
|
miplevel = 0;
|
|
while (scaled_width > 1 || scaled_height > 1) {
|
|
GL_MipMap8Bit ((byte *) scaled, scaled_width, scaled_height);
|
|
scaled_width >>= 1;
|
|
scaled_height >>= 1;
|
|
scaled_width = max (scaled_width, 1);
|
|
scaled_height = max (scaled_height, 1);
|
|
miplevel++;
|
|
qfglTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT,
|
|
scaled_width, scaled_height, 0, GL_COLOR_INDEX,
|
|
GL_UNSIGNED_BYTE, scaled);
|
|
}
|
|
}
|
|
|
|
if (mipmap) {
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
gl_filter_min);
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
gl_filter_max);
|
|
} else {
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
|
|
gl_filter_max);
|
|
if (gl_picmip->int_val)
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
GL_NEAREST);
|
|
else
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
|
|
gl_filter_max);
|
|
}
|
|
if (gl_Anisotropy)
|
|
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
|
|
gl_aniso);
|
|
|
|
free (scaled);
|
|
}
|
|
|
|
void
|
|
GL_Upload8 (const byte *data, int width, int height, qboolean mipmap,
|
|
qboolean alpha)
|
|
{
|
|
int i, s, p;
|
|
unsigned int *trans;
|
|
|
|
s = width * height;
|
|
trans = malloc (s * sizeof (unsigned int));
|
|
SYS_CHECKMEM (trans);
|
|
|
|
// if there are no transparent pixels, make it a 3 component
|
|
// texture even if it was specified as otherwise
|
|
if (alpha) {
|
|
alpha = false;
|
|
for (i = 0; i < s; i++) {
|
|
p = data[i];
|
|
if (p == 255)
|
|
alpha = true;
|
|
trans[i] = d_8to24table[p];
|
|
}
|
|
} else {
|
|
unsigned int *out = trans;
|
|
const byte *in = data;
|
|
for (i = 0; i < s; i++) {
|
|
*out++ = d_8to24table[*in++];
|
|
}
|
|
}
|
|
|
|
if (vid.is8bit && !alpha) {
|
|
GL_Upload8_EXT (data, width, height, mipmap, alpha);
|
|
} else {
|
|
GL_Upload32 (trans, width, height, mipmap, alpha);
|
|
}
|
|
|
|
free (trans);
|
|
}
|
|
|
|
int
|
|
GL_LoadTexture (const char *identifier, int width, int height, const byte *data,
|
|
qboolean mipmap, qboolean alpha, int bytesperpixel)
|
|
{
|
|
int crc, i;
|
|
gltexture_t *glt;
|
|
|
|
// LordHavoc: now just using a standard CRC for texture validation
|
|
crc = CRC_Block (data, width * height * bytesperpixel);
|
|
|
|
// see if the texture is already present
|
|
if (identifier[0]) {
|
|
for (i = 0, glt = gltextures; i < numgltextures; i++, glt++) {
|
|
if (strequal (identifier, glt->identifier)) {
|
|
if (crc != glt->crc
|
|
|| width != glt->width
|
|
|| height != glt->height
|
|
|| bytesperpixel != glt->bytesperpixel)
|
|
goto SetupTexture;
|
|
else
|
|
return gltextures[i].texnum;
|
|
}
|
|
}
|
|
}
|
|
|
|
if (numgltextures == MAX_GLTEXTURES)
|
|
Sys_Error ("numgltextures == MAX_GLTEXTURES");
|
|
|
|
glt = &gltextures[numgltextures];
|
|
numgltextures++;
|
|
|
|
strncpy (glt->identifier, identifier, sizeof (glt->identifier) - 1);
|
|
glt->identifier[sizeof (glt->identifier) - 1] = '\0';
|
|
|
|
qfglGenTextures (1, &glt->texnum);
|
|
|
|
SetupTexture:
|
|
glt->crc = crc;
|
|
glt->width = width;
|
|
glt->height = height;
|
|
glt->bytesperpixel = bytesperpixel;
|
|
glt->mipmap = mipmap;
|
|
|
|
qfglBindTexture (GL_TEXTURE_2D, glt->texnum);
|
|
|
|
switch (glt->bytesperpixel) {
|
|
case 1:
|
|
GL_Upload8 (data, width, height, mipmap, alpha);
|
|
break;
|
|
case 3:
|
|
{
|
|
int count = width * height;
|
|
byte *data32 = malloc (count * 4);
|
|
byte *d = data32;
|
|
|
|
while (count--) {
|
|
*d++ = *data++;
|
|
*d++ = *data++;
|
|
*d++ = *data++;
|
|
*d++ = 255; // alpha 1.0
|
|
}
|
|
GL_Upload32 ((GLuint *) data32, width, height, mipmap, 0);
|
|
free (data32);
|
|
}
|
|
break;
|
|
case 4:
|
|
GL_Upload32 ((GLuint *) data, width, height, mipmap, alpha);
|
|
break;
|
|
default:
|
|
Sys_Error ("SetupTexture: unknown bytesperpixel %i",
|
|
glt->bytesperpixel);
|
|
}
|
|
|
|
return glt->texnum;
|
|
}
|