mirror of
https://github.com/DrBeef/QuakeQuest.git
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222 lines
9.3 KiB
C
222 lines
9.3 KiB
C
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#ifndef R_TEXTURES_H
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#define R_TEXTURES_H
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// transparent
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#define TEXF_ALPHA 0x00000001
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// mipmapped
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#define TEXF_MIPMAP 0x00000002
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// multiply RGB by A channel before uploading
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#define TEXF_RGBMULTIPLYBYALPHA 0x00000004
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// indicates texture coordinates should be clamped rather than wrapping
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#define TEXF_CLAMP 0x00000020
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// indicates texture should be uploaded using GL_NEAREST or GL_NEAREST_MIPMAP_NEAREST mode
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#define TEXF_FORCENEAREST 0x00000040
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// indicates texture should be uploaded using GL_LINEAR or GL_LINEAR_MIPMAP_NEAREST or GL_LINEAR_MIPMAP_LINEAR mode
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#define TEXF_FORCELINEAR 0x00000080
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// indicates texture should be affected by gl_picmip and gl_max_size cvar
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#define TEXF_PICMIP 0x00000100
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// indicates texture should be compressed if possible
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#define TEXF_COMPRESS 0x00000200
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// use this flag to block R_PurgeTexture from freeing a texture (only used by r_texture_white and similar which may be used in skinframe_t)
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#define TEXF_PERSISTENT 0x00000400
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// indicates texture should use GL_COMPARE_R_TO_TEXTURE mode
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#define TEXF_COMPARE 0x00000800
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// indicates texture should use lower precision where supported
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#define TEXF_LOWPRECISION 0x00001000
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// indicates texture should support R_UpdateTexture on small regions, actual uploads may be delayed until R_Mesh_TexBind if gl_nopartialtextureupdates is on
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#define TEXF_ALLOWUPDATES 0x00002000
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// indicates texture should be affected by gl_picmip_world and r_picmipworld (maybe others in the future) instead of gl_picmip_other
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#define TEXF_ISWORLD 0x00004000
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// indicates texture should be affected by gl_picmip_sprites and r_picmipsprites (maybe others in the future) instead of gl_picmip_other
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#define TEXF_ISSPRITE 0x00008000
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// indicates the texture will be used as a render target (D3D hint)
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#define TEXF_RENDERTARGET 0x0010000
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// used for checking if textures mismatch
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#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)
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// set as a flag to force the texture to be reloaded
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#define TEXF_FORCE_RELOAD 0x80000000
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typedef enum textype_e
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{
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// 8bit paletted
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TEXTYPE_PALETTE,
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// 32bit RGBA
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TEXTYPE_RGBA,
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// 32bit BGRA (preferred format due to faster uploads on most hardware)
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TEXTYPE_BGRA,
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// 8bit ALPHA (used for freetype fonts)
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TEXTYPE_ALPHA,
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// 4x4 block compressed 15bit color (4 bits per pixel)
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TEXTYPE_DXT1,
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// 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel)
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TEXTYPE_DXT1A,
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// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
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TEXTYPE_DXT3,
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// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel)
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TEXTYPE_DXT5,
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// 8bit paletted in sRGB colorspace
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TEXTYPE_SRGB_PALETTE,
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// 32bit RGBA in sRGB colorspace
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TEXTYPE_SRGB_RGBA,
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// 32bit BGRA (preferred format due to faster uploads on most hardware) in sRGB colorspace
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TEXTYPE_SRGB_BGRA,
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// 4x4 block compressed 15bit color (4 bits per pixel) in sRGB colorspace
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TEXTYPE_SRGB_DXT1,
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// 4x4 block compressed 15bit color plus 1bit alpha (4 bits per pixel) in sRGB colorspace
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TEXTYPE_SRGB_DXT1A,
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// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
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TEXTYPE_SRGB_DXT3,
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// 4x4 block compressed 15bit color plus 8bit alpha (8 bits per pixel) in sRGB colorspace
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TEXTYPE_SRGB_DXT5,
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// this represents the same format as the framebuffer, for fast copies
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TEXTYPE_COLORBUFFER,
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// this represents an RGBA half_float texture (4 16bit floats)
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TEXTYPE_COLORBUFFER16F,
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// this represents an RGBA float texture (4 32bit floats)
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TEXTYPE_COLORBUFFER32F,
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// depth-stencil buffer (or texture)
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TEXTYPE_DEPTHBUFFER16,
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// depth-stencil buffer (or texture)
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TEXTYPE_DEPTHBUFFER24,
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// 32bit D24S8 buffer (24bit depth, 8bit stencil), not supported on OpenGL ES
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TEXTYPE_DEPTHBUFFER24STENCIL8,
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// shadowmap-friendly format with depth comparison (not supported on some hardware)
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TEXTYPE_SHADOWMAP16_COMP,
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// shadowmap-friendly format with raw reading (not supported on some hardware)
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TEXTYPE_SHADOWMAP16_RAW,
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// shadowmap-friendly format with depth comparison (not supported on some hardware)
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TEXTYPE_SHADOWMAP24_COMP,
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// shadowmap-friendly format with raw reading (not supported on some hardware)
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TEXTYPE_SHADOWMAP24_RAW,
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}
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textype_t;
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/*
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#ifdef WIN32
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#define SUPPORTD3D
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#define SUPPORTDIRECTX
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#ifdef SUPPORTD3D
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#include <d3d9.h>
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#endif
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#endif
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*/
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// contents of this structure are mostly private to gl_textures.c
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typedef struct rtexture_s
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{
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// this is exposed (rather than private) for speed reasons only
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int texnum; // GL texture slot number
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int renderbuffernum; // GL renderbuffer slot number
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qboolean dirty; // indicates that R_RealGetTexture should be called
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qboolean glisdepthstencil; // indicates that FBO attachment has to be GL_DEPTH_STENCIL_ATTACHMENT
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int gltexturetypeenum; // used by R_Mesh_TexBind
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// d3d stuff the backend needs
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void *d3dtexture;
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void *d3dsurface;
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#ifdef SUPPORTD3D
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qboolean d3disrendertargetsurface;
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qboolean d3disdepthstencilsurface;
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int d3dformat;
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int d3dusage;
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int d3dpool;
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int d3daddressu;
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int d3daddressv;
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int d3daddressw;
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int d3dmagfilter;
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int d3dminfilter;
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int d3dmipfilter;
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int d3dmaxmiplevelfilter;
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int d3dmipmaplodbias;
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int d3dmaxmiplevel;
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#endif
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}
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rtexture_t;
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// contents of this structure are private to gl_textures.c
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typedef struct rtexturepool_s
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{
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int useless;
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}
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rtexturepool_t;
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typedef void (*updatecallback_t)(rtexture_t *rt, void *data);
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// allocate a texture pool, to be used with R_LoadTexture
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rtexturepool_t *R_AllocTexturePool(void);
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// free a texture pool (textures can not be freed individually)
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void R_FreeTexturePool(rtexturepool_t **rtexturepool);
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// the color/normal/etc cvars should be checked by callers of R_LoadTexture* functions to decide whether to add TEXF_COMPRESS to the flags
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extern cvar_t gl_texturecompression;
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extern cvar_t gl_texturecompression_color;
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extern cvar_t gl_texturecompression_normal;
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extern cvar_t gl_texturecompression_gloss;
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extern cvar_t gl_texturecompression_glow;
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extern cvar_t gl_texturecompression_2d;
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extern cvar_t gl_texturecompression_q3bsplightmaps;
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extern cvar_t gl_texturecompression_q3bspdeluxemaps;
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extern cvar_t gl_texturecompression_sky;
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extern cvar_t gl_texturecompression_lightcubemaps;
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extern cvar_t gl_texturecompression_reflectmask;
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extern cvar_t r_texture_dds_load;
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extern cvar_t r_texture_dds_save;
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// add a texture to a pool and optionally precache (upload) it
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// (note: data == NULL is perfectly acceptable)
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// (note: palette must not be NULL if using TEXTYPE_PALETTE)
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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);
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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);
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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);
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rtexture_t *R_LoadTextureShadowMap2D(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype, qboolean filter);
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rtexture_t *R_LoadTextureRenderBuffer(rtexturepool_t *rtexturepool, const char *identifier, int width, int height, textype_t textype);
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rtexture_t *R_LoadTextureDDSFile(rtexturepool_t *rtexturepool, const char *filename, qboolean srgb, int flags, qboolean *hasalphaflag, float *avgcolor, int miplevel, qboolean optionaltexture);
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// saves a texture to a DDS file
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int R_SaveTextureDDSFile(rtexture_t *rt, const char *filename, qboolean skipuncompressed, qboolean hasalpha);
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// free a texture
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void R_FreeTexture(rtexture_t *rt);
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// update a portion of the image data of a texture, used by lightmap updates
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// and procedural textures such as video playback, actual uploads may be
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// delayed by gl_nopartialtextureupdates cvar until R_Mesh_TexBind uses it
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void R_UpdateTexture(rtexture_t *rt, const unsigned char *data, int x, int y, int z, int width, int height, int depth);
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// returns the renderer dependent texture slot number (call this before each
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// use, as a texture might not have been precached)
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#define R_GetTexture(rt) ((rt) ? ((rt)->dirty ? R_RealGetTexture(rt) : (rt)->texnum) : r_texture_white->texnum)
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int R_RealGetTexture (rtexture_t *rt);
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// returns width of texture, as was specified when it was uploaded
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int R_TextureWidth(rtexture_t *rt);
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// returns height of texture, as was specified when it was uploaded
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int R_TextureHeight(rtexture_t *rt);
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// returns flags of texture, as was specified when it was uploaded
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int R_TextureFlags(rtexture_t *rt);
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// only frees the texture if TEXF_PERSISTENT is not set
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// also resets the variable
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void R_PurgeTexture(rtexture_t *prt);
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// frees processing buffers each frame, and may someday animate procedural textures
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void R_Textures_Frame(void);
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// maybe rename this - sounds awful? [11/21/2007 Black]
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void R_MarkDirtyTexture(rtexture_t *rt);
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void R_MakeTextureDynamic(rtexture_t *rt, updatecallback_t updatecallback, void *data);
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// Clear the texture's contents
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void R_ClearTexture (rtexture_t *rt);
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// returns the desired picmip level for given TEXF_ flags
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int R_PicmipForFlags(int flags);
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void R_TextureStats_Print(qboolean printeach, qboolean printpool, qboolean printtotal);
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#endif
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