111 lines
4.6 KiB
C
111 lines
4.6 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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Copyright (C) 2010-2014 QuakeSpasm developers
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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 spingle__gl_texmgr_h
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#define spingle__gl_texmgr_h
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//gl_texmgr.h -- 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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{
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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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uint32_t width; //size of image as it exists in opengl
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uint32_t height; //size of image as it exists in opengl
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uint32_t 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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uint32_t source_width; //size of image in source data
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uint32_t source_height; //size of image in source data
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uint16_t source_crc; //generated by source data before modifications
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int8_t shirt; //0-13 shirt color, or -1 if never colormapped
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int8_t pants; //0-13 pants color, or -1 if never colormapped
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//used for rendering
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int32_t 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 uint32_t d_8to24table[256];
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extern uint32_t d_8to24table_fbright[256];
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extern uint32_t d_8to24table_nobright[256];
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extern uint32_t d_8to24table_conchars[256];
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extern uint32_t d_8to24table_shirt[256];
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extern uint32_t 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(uint32_t flags, uint32_t 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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void TexMgr_DeleteTextureObjects(void);
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// IMAGE LOADING
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gltexture_t *TexMgr_LoadImage(qmodel_t *owner, const char *name, int32_t width, int32_t 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, int32_t shirt, int32_t pants);
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void TexMgr_ReloadImages(void);
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void TexMgr_ReloadNobrightImages(void);
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int32_t TexMgr_Pad(int32_t s);
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int32_t TexMgr_SafeTextureSize(int32_t s);
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int32_t TexMgr_PadConditional(int32_t s);
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// TEXTURE BINDING & TEXTURE UNIT SWITCHING
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void GL_SelectTexture(GLenum target);
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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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void GL_ClearBindings(void);
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#endif
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