spingle/source/gl_texmgr.h

111 lines
4.6 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2010-2014 QuakeSpasm developers
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#ifndef spingle__gl_texmgr_h
#define spingle__gl_texmgr_h
//gl_texmgr.h -- texture manager. manages opengl texture images
#define TEXPREF_NONE 0x0000
#define TEXPREF_MIPMAP 0x0001 // generate mipmaps
// TEXPREF_NEAREST and TEXPREF_LINEAR aren't supposed to be ORed with TEX_MIPMAP
#define TEXPREF_LINEAR 0x0002 // force linear
#define TEXPREF_NEAREST 0x0004 // force nearest
#define TEXPREF_ALPHA 0x0008 // allow alpha
#define TEXPREF_PAD 0x0010 // allow padding
#define TEXPREF_PERSIST 0x0020 // never free
#define TEXPREF_OVERWRITE 0x0040 // overwrite existing same-name texture
#define TEXPREF_NOPICMIP 0x0080 // always load full-sized
#define TEXPREF_FULLBRIGHT 0x0100 // use fullbright mask palette
#define TEXPREF_NOBRIGHT 0x0200 // use nobright mask palette
#define TEXPREF_CONCHARS 0x0400 // use conchars palette
#define TEXPREF_WARPIMAGE 0x0800 // resize this texture when warpimagesize changes
enum srcformat {SRC_INDEXED, SRC_LIGHTMAP, SRC_RGBA};
typedef uintptr_t src_offset_t;
typedef struct gltexture_s
{
//managed by texture manager
GLuint texnum;
struct gltexture_s *next;
qmodel_t *owner;
//managed by image loading
char name[64];
uint32_t width; //size of image as it exists in opengl
uint32_t height; //size of image as it exists in opengl
uint32_t flags;
char source_file[MAX_QPATH]; //relative filepath to data source, or "" if source is in memory
src_offset_t source_offset; //byte offset into file, or memory address
enum srcformat source_format; //format of pixel data (indexed, lightmap, or rgba)
uint32_t source_width; //size of image in source data
uint32_t source_height; //size of image in source data
uint16_t source_crc; //generated by source data before modifications
int8_t shirt; //0-13 shirt color, or -1 if never colormapped
int8_t pants; //0-13 pants color, or -1 if never colormapped
//used for rendering
int32_t visframe; //matches r_framecount if texture was bound this frame
} gltexture_t;
extern gltexture_t *notexture;
extern gltexture_t *nulltexture;
extern uint32_t d_8to24table[256];
extern uint32_t d_8to24table_fbright[256];
extern uint32_t d_8to24table_nobright[256];
extern uint32_t d_8to24table_conchars[256];
extern uint32_t d_8to24table_shirt[256];
extern uint32_t d_8to24table_pants[256];
// TEXTURE MANAGER
float TexMgr_FrameUsage(void);
gltexture_t *TexMgr_FindTexture(qmodel_t *owner, const char *name);
gltexture_t *TexMgr_NewTexture(void);
void TexMgr_FreeTexture(gltexture_t *kill);
void TexMgr_FreeTextures(uint32_t flags, uint32_t mask);
void TexMgr_FreeTexturesForOwner(qmodel_t *owner);
void TexMgr_NewGame(void);
void TexMgr_Init(void);
void TexMgr_DeleteTextureObjects(void);
// IMAGE LOADING
gltexture_t *TexMgr_LoadImage(qmodel_t *owner, const char *name, int32_t width, int32_t height, enum srcformat format,
byte *data, const char *source_file, src_offset_t source_offset, unsigned flags);
void TexMgr_ReloadImage(gltexture_t *glt, int32_t shirt, int32_t pants);
void TexMgr_ReloadImages(void);
void TexMgr_ReloadNobrightImages(void);
int32_t TexMgr_Pad(int32_t s);
int32_t TexMgr_SafeTextureSize(int32_t s);
int32_t TexMgr_PadConditional(int32_t s);
// TEXTURE BINDING & TEXTURE UNIT SWITCHING
void GL_SelectTexture(GLenum target);
void GL_DisableMultitexture(void); //selects texture unit 0
void GL_EnableMultitexture(void); //selects texture unit 1
void GL_Bind(gltexture_t *texture);
void GL_ClearBindings(void);
#endif