mirror of
https://github.com/w23/xash3d-fwgs
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83 lines
2.5 KiB
C
83 lines
2.5 KiB
C
#pragma once
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#include "vk_core.h"
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#include "vk_image.h"
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#include "xash3d_types.h"
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#include "const.h"
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#include "render_api.h"
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#include "com_image.h"
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typedef struct vk_texture_s
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{
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char name[256];
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int width, height;
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texFlags_t flags;
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uint texnum;
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struct {
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xvk_image_t image;
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VkDescriptorSet descriptor;
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} vk;
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uint hashValue;
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struct vk_texture_s *nextHash;
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} vk_texture_t;
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#define MAX_LIGHTMAPS 256
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typedef struct vk_textures_global_s
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{
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int defaultTexture; // use for bad textures
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int particleTexture;
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int whiteTexture;
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int grayTexture;
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int blackTexture;
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int solidskyTexture; // quake1 solid-sky layer
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int alphaskyTexture; // quake1 alpha-sky layer
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int lightmapTextures[MAX_LIGHTMAPS];
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int dlightTexture; // custom dlight texture
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int cinTexture; // cinematic texture
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int skytexturenum; // this not a gl_texturenum!
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int skyboxbasenum; // start with 5800 FIXME remove this, lewa says this is a GL1 hack
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qboolean fCustomSkybox; // TODO do we need this for anything?
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vk_texture_t skybox_cube;
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vk_texture_t cubemap_placeholder;
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} vk_textures_global_t;
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// TODO rename this consistently
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extern vk_textures_global_t tglob;
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// Helper functions
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void initTextures( void );
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void destroyTextures( void );
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vk_texture_t *findTexture(int index);
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// Public API functions
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int VK_FindTexture( const char *name );
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const char* VK_TextureName( unsigned int texnum );
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const byte* VK_TextureData( unsigned int texnum );
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int VK_LoadTexture( const char *name, const byte *buf, size_t size, int flags );
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int VK_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags );
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int VK_LoadTextureArray( const char **names, int flags );
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int VK_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags );
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void VK_FreeTexture( unsigned int texnum );
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int VK_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update );
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int XVK_LoadTextureReplace( const char *name, const byte *buf, size_t size, int flags );
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int XVK_TextureLookupF( const char *fmt, ...);
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#define VK_LoadTextureInternal( name, pic, flags ) VK_LoadTextureFromBuffer( name, pic, flags, false )
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void XVK_SetupSky( const char *skyboxname );
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// Tries to find a texture by its short name
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// Full names depend on map name, wad name, etc. This function tries them all.
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// Returns -1 if not found
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int XVK_FindTextureNamedLike( const char *texture_name );
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int XVK_CreateDummyTexture( const char *name );
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