mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-15 13:41:33 +01:00
2257 lines
58 KiB
C
2257 lines
58 KiB
C
/*
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gl_image.c - texture uploading and processing
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(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. See the
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GNU General Public License for more details.
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*/
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#include "gl_local.h"
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#include "crclib.h"
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#define TEXTURES_HASH_SIZE (MAX_TEXTURES >> 2)
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static gl_texture_t gl_textures[MAX_TEXTURES];
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static gl_texture_t* gl_texturesHashTable[TEXTURES_HASH_SIZE];
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static uint gl_numTextures;
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#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE ))
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/*
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=================
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R_GetTexture
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acess to array elem
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=================
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*/
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gl_texture_t *R_GetTexture( GLenum texnum )
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{
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ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
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return &gl_textures[texnum];
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}
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/*
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=================
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GL_TargetToString
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=================
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*/
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static const char *GL_TargetToString( GLenum target )
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{
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switch( target )
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{
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case GL_TEXTURE_1D:
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return "1D";
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case GL_TEXTURE_2D:
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return "2D";
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case GL_TEXTURE_3D:
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return "3D";
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case GL_TEXTURE_CUBE_MAP_ARB:
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return "Cube";
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case GL_TEXTURE_2D_ARRAY_EXT:
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return "Array";
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case GL_TEXTURE_RECTANGLE_EXT:
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return "Rect";
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}
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return "??";
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}
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/*
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=================
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GL_Bind
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=================
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*/
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void GL_Bind( GLint tmu, GLenum texnum )
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{
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gl_texture_t *texture;
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GLuint glTarget;
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// missed or invalid texture?
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if( texnum <= 0 || texnum >= MAX_TEXTURES )
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{
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if( texnum != 0 )
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gEngfuncs.Con_DPrintf( S_ERROR "GL_Bind: invalid texturenum %d\n", texnum );
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texnum = tr.defaultTexture;
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}
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if( tmu != GL_KEEP_UNIT )
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GL_SelectTexture( tmu );
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else tmu = glState.activeTMU;
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texture = &gl_textures[texnum];
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glTarget = texture->target;
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if( glTarget == GL_TEXTURE_2D_ARRAY_EXT )
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glTarget = GL_TEXTURE_2D;
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if( glState.currentTextureTargets[tmu] != glTarget )
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{
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if( glState.currentTextureTargets[tmu] != GL_NONE )
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pglDisable( glState.currentTextureTargets[tmu] );
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glState.currentTextureTargets[tmu] = glTarget;
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pglEnable( glState.currentTextureTargets[tmu] );
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}
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if( glState.currentTextures[tmu] == texture->texnum )
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return;
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pglBindTexture( texture->target, texture->texnum );
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glState.currentTextures[tmu] = texture->texnum;
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}
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/*
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=================
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GL_ApplyTextureParams
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=================
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*/
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void GL_ApplyTextureParams( gl_texture_t *tex )
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{
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vec4_t border = { 0.0f, 0.0f, 0.0f, 1.0f };
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if( !glw_state.initialized )
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return;
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Assert( tex != NULL );
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// set texture filter
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if( FBitSet( tex->flags, TF_DEPTHMAP ))
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{
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if( !FBitSet( tex->flags, TF_NOCOMPARE ))
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{
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pglTexParameteri( tex->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_COMPARE_R_TO_TEXTURE_ARB );
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pglTexParameteri( tex->target, GL_TEXTURE_COMPARE_FUNC_ARB, GL_LEQUAL );
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}
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if( FBitSet( tex->flags, TF_LUMINANCE ))
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pglTexParameteri( tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_LUMINANCE );
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else pglTexParameteri( tex->target, GL_DEPTH_TEXTURE_MODE_ARB, GL_INTENSITY );
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if( FBitSet( tex->flags, TF_NEAREST ))
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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// allow max anisotropy as 1.0f on depth textures
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if( GL_Support( GL_ANISOTROPY_EXT ))
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1.0f );
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}
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else if( FBitSet( tex->flags, TF_NOMIPMAP ) || tex->numMips <= 1 )
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{
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if( FBitSet( tex->flags, TF_NEAREST ) || ( IsLightMap( tex ) && gl_lightmap_nearest->value ))
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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}
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else
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{
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if( FBitSet( tex->flags, TF_NEAREST ) || gl_texture_nearest->value )
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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// set texture anisotropy if available
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if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_ALPHACONTRAST ))
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_anisotropy->value );
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// set texture LOD bias if available
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if( GL_Support( GL_TEXTURE_LOD_BIAS ) && ( tex->numMips > 1 ))
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pglTexParameterf( tex->target, GL_TEXTURE_LOD_BIAS_EXT, gl_texture_lodbias->value );
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}
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// check if border is not supported
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if( FBitSet( tex->flags, TF_BORDER ) && !GL_Support( GL_CLAMP_TEXBORDER_EXT ))
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{
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ClearBits( tex->flags, TF_BORDER );
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SetBits( tex->flags, TF_CLAMP );
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}
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// only seamless cubemaps allows wrap 'clamp_to_border"
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if( tex->target == GL_TEXTURE_CUBE_MAP_ARB && !GL_Support( GL_ARB_SEAMLESS_CUBEMAP ) && FBitSet( tex->flags, TF_BORDER ))
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ClearBits( tex->flags, TF_BORDER );
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// set texture wrap
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if( FBitSet( tex->flags, TF_BORDER ))
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{
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_BORDER );
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if( tex->target != GL_TEXTURE_1D )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_BORDER );
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_BORDER );
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pglTexParameterfv( tex->target, GL_TEXTURE_BORDER_COLOR, border );
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}
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else if( FBitSet( tex->flags, TF_CLAMP ))
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{
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if( GL_Support( GL_CLAMPTOEDGE_EXT ))
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{
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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if( tex->target != GL_TEXTURE_1D )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_CLAMP );
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if( tex->target != GL_TEXTURE_1D )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_CLAMP );
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_CLAMP );
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}
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_S, GL_REPEAT );
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if( tex->target != GL_TEXTURE_1D )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_T, GL_REPEAT );
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if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_CUBE_MAP_ARB )
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pglTexParameteri( tex->target, GL_TEXTURE_WRAP_R, GL_REPEAT );
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}
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}
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/*
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=================
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GL_UpdateTextureParams
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=================
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*/
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static void GL_UpdateTextureParams( int iTexture )
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{
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gl_texture_t *tex = &gl_textures[iTexture];
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Assert( tex != NULL );
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if( !tex->texnum ) return; // free slot
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GL_Bind( XASH_TEXTURE0, iTexture );
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// set texture anisotropy if available
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if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP|TF_ALPHACONTRAST ))
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pglTexParameterf( tex->target, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_texture_anisotropy->value );
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// set texture LOD bias if available
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if( GL_Support( GL_TEXTURE_LOD_BIAS ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP ))
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pglTexParameterf( tex->target, GL_TEXTURE_LOD_BIAS_EXT, gl_texture_lodbias->value );
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if( IsLightMap( tex ))
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{
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if( gl_lightmap_nearest->value )
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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}
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if( tex->numMips <= 1 ) return;
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if( FBitSet( tex->flags, TF_NEAREST ) || gl_texture_nearest->value )
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST_MIPMAP_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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}
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/*
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=================
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R_SetTextureParameters
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=================
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*/
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void R_SetTextureParameters( void )
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{
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int i;
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if( GL_Support( GL_ANISOTROPY_EXT ))
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{
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if( gl_texture_anisotropy->value > glConfig.max_texture_anisotropy )
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gEngfuncs.Cvar_SetValue( "gl_anisotropy", glConfig.max_texture_anisotropy );
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else if( gl_texture_anisotropy->value < 1.0f )
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gEngfuncs.Cvar_SetValue( "gl_anisotropy", 1.0f );
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}
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if( GL_Support( GL_TEXTURE_LOD_BIAS ))
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{
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if( gl_texture_lodbias->value < -glConfig.max_texture_lod_bias )
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gEngfuncs.Cvar_SetValue( "gl_texture_lodbias", -glConfig.max_texture_lod_bias );
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else if( gl_texture_lodbias->value > glConfig.max_texture_lod_bias )
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gEngfuncs.Cvar_SetValue( "gl_texture_lodbias", glConfig.max_texture_lod_bias );
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}
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ClearBits( gl_texture_anisotropy->flags, FCVAR_CHANGED );
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ClearBits( gl_texture_lodbias->flags, FCVAR_CHANGED );
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ClearBits( gl_texture_nearest->flags, FCVAR_CHANGED );
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ClearBits( gl_lightmap_nearest->flags, FCVAR_CHANGED );
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// change all the existing mipmapped texture objects
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for( i = 0; i < gl_numTextures; i++ )
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GL_UpdateTextureParams( i );
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}
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/*
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================
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GL_CalcTextureSamples
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================
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*/
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static int GL_CalcTextureSamples( int flags )
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{
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if( FBitSet( flags, IMAGE_HAS_COLOR ))
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return FBitSet( flags, IMAGE_HAS_ALPHA ) ? 4 : 3;
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return FBitSet( flags, IMAGE_HAS_ALPHA ) ? 2 : 1;
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}
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/*
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==================
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GL_CalcImageSize
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==================
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*/
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static size_t GL_CalcImageSize( pixformat_t format, int width, int height, int depth )
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{
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size_t size = 0;
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// check the depth error
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depth = Q_max( 1, depth );
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switch( format )
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{
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case PF_LUMINANCE:
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size = width * height * depth;
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break;
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case PF_RGB_24:
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case PF_BGR_24:
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size = width * height * depth * 3;
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break;
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case PF_BGRA_32:
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case PF_RGBA_32:
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size = width * height * depth * 4;
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break;
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case PF_DXT1:
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 8) * depth;
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break;
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case PF_DXT3:
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case PF_DXT5:
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case PF_ATI2:
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 16) * depth;
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break;
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}
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return size;
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}
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/*
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==================
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GL_CalcTextureSize
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==================
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*/
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static size_t GL_CalcTextureSize( GLenum format, int width, int height, int depth )
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{
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size_t size = 0;
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// check the depth error
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depth = Q_max( 1, depth );
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switch( format )
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{
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case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 8) * depth;
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break;
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case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
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case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
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case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
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case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
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case GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI:
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size = (((width + 3) >> 2) * ((height + 3) >> 2) * 16) * depth;
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break;
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case GL_RGBA8:
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case GL_RGBA:
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size = width * height * depth * 4;
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break;
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case GL_RGB8:
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case GL_RGB:
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size = width * height * depth * 3;
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break;
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case GL_RGB5:
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size = (width * height * depth * 3) / 2;
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break;
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case GL_RGBA4:
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size = (width * height * depth * 4) / 2;
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break;
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case GL_INTENSITY:
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case GL_LUMINANCE:
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case GL_INTENSITY8:
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case GL_LUMINANCE8:
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size = (width * height * depth);
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break;
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case GL_LUMINANCE_ALPHA:
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case GL_LUMINANCE8_ALPHA8:
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size = width * height * depth * 2;
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break;
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case GL_R8:
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size = width * height * depth;
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break;
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case GL_RG8:
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size = width * height * depth * 2;
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break;
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case GL_R16:
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size = width * height * depth * 2;
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break;
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case GL_RG16:
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size = width * height * depth * 4;
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break;
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case GL_R16F:
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case GL_LUMINANCE16F_ARB:
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size = width * height * depth * 2; // half-floats
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break;
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case GL_R32F:
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case GL_LUMINANCE32F_ARB:
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size = width * height * depth * 4;
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break;
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case GL_RG16F:
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case GL_LUMINANCE_ALPHA16F_ARB:
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size = width * height * depth * 4;
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break;
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case GL_RG32F:
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case GL_LUMINANCE_ALPHA32F_ARB:
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size = width * height * depth * 8;
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break;
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case GL_RGB16F_ARB:
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size = width * height * depth * 6;
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break;
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case GL_RGBA16F_ARB:
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size = width * height * depth * 8;
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break;
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case GL_RGB32F_ARB:
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size = width * height * depth * 12;
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break;
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case GL_RGBA32F_ARB:
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size = width * height * depth * 16;
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break;
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case GL_DEPTH_COMPONENT16:
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size = width * height * depth * 2;
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break;
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case GL_DEPTH_COMPONENT24:
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size = width * height * depth * 3;
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break;
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case GL_DEPTH_COMPONENT32F:
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size = width * height * depth * 4;
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break;
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default:
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gEngfuncs.Host_Error( "GL_CalcTextureSize: bad texture internal format (%u)\n", format );
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break;
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}
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return size;
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}
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static int GL_CalcMipmapCount( gl_texture_t *tex, qboolean haveBuffer )
|
|
{
|
|
int width, height;
|
|
int mipcount;
|
|
|
|
Assert( tex != NULL );
|
|
|
|
if( !haveBuffer || tex->target == GL_TEXTURE_3D )
|
|
return 1;
|
|
|
|
// generate mip-levels by user request
|
|
if( FBitSet( tex->flags, TF_NOMIPMAP ))
|
|
return 1;
|
|
|
|
// mip-maps can't exceeds 16
|
|
for( mipcount = 0; mipcount < 16; mipcount++ )
|
|
{
|
|
width = Q_max( 1, ( tex->width >> mipcount ));
|
|
height = Q_max( 1, ( tex->height >> mipcount ));
|
|
if( width == 1 && height == 1 )
|
|
break;
|
|
}
|
|
|
|
return mipcount + 1;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_SetTextureDimensions
|
|
================
|
|
*/
|
|
static void GL_SetTextureDimensions( gl_texture_t *tex, int width, int height, int depth )
|
|
{
|
|
int maxTextureSize;
|
|
int maxDepthSize = 1;
|
|
|
|
Assert( tex != NULL );
|
|
|
|
switch( tex->target )
|
|
{
|
|
case GL_TEXTURE_1D:
|
|
case GL_TEXTURE_2D:
|
|
maxTextureSize = glConfig.max_2d_texture_size;
|
|
break;
|
|
case GL_TEXTURE_2D_ARRAY_EXT:
|
|
maxDepthSize = glConfig.max_2d_texture_layers;
|
|
maxTextureSize = glConfig.max_2d_texture_size;
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_EXT:
|
|
maxTextureSize = glConfig.max_2d_rectangle_size;
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
maxTextureSize = glConfig.max_cubemap_size;
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
maxDepthSize = glConfig.max_3d_texture_size;
|
|
maxTextureSize = glConfig.max_3d_texture_size;
|
|
break;
|
|
}
|
|
|
|
// store original sizes
|
|
tex->srcWidth = width;
|
|
tex->srcHeight = height;
|
|
|
|
if( !GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
|
|
{
|
|
int step = (int)gl_round_down->value;
|
|
int scaled_width, scaled_height;
|
|
|
|
for( scaled_width = 1; scaled_width < width; scaled_width <<= 1 );
|
|
|
|
if( step > 0 && width < scaled_width && ( step == 1 || ( scaled_width - width ) > ( scaled_width >> step )))
|
|
scaled_width >>= 1;
|
|
|
|
for( scaled_height = 1; scaled_height < height; scaled_height <<= 1 );
|
|
|
|
if( step > 0 && height < scaled_height && ( step == 1 || ( scaled_height - height ) > ( scaled_height >> step )))
|
|
scaled_height >>= 1;
|
|
|
|
width = scaled_width;
|
|
height = scaled_height;
|
|
}
|
|
|
|
if( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize )
|
|
{
|
|
if( tex->target == GL_TEXTURE_1D )
|
|
{
|
|
while( width > maxTextureSize )
|
|
width >>= 1;
|
|
}
|
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT )
|
|
{
|
|
while( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize )
|
|
{
|
|
width >>= 1;
|
|
height >>= 1;
|
|
depth >>= 1;
|
|
}
|
|
}
|
|
else // all remaining cases
|
|
{
|
|
while( width > maxTextureSize || height > maxTextureSize )
|
|
{
|
|
width >>= 1;
|
|
height >>= 1;
|
|
}
|
|
}
|
|
}
|
|
|
|
// set the texture dimensions
|
|
tex->width = Q_max( 1, width );
|
|
tex->height = Q_max( 1, height );
|
|
tex->depth = Q_max( 1, depth );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_SetTextureTarget
|
|
===============
|
|
*/
|
|
static void GL_SetTextureTarget( gl_texture_t *tex, rgbdata_t *pic )
|
|
{
|
|
Assert( pic != NULL );
|
|
Assert( tex != NULL );
|
|
|
|
// correct depth size
|
|
pic->depth = Q_max( 1, pic->depth );
|
|
tex->numMips = 0; // begin counting
|
|
|
|
// correct mip count
|
|
pic->numMips = Q_max( 1, pic->numMips );
|
|
|
|
// trying to determine texture type
|
|
if( pic->width > 1 && pic->height <= 1 )
|
|
tex->target = GL_TEXTURE_1D;
|
|
else if( FBitSet( pic->flags, IMAGE_CUBEMAP ))
|
|
tex->target = GL_TEXTURE_CUBE_MAP_ARB;
|
|
else if( FBitSet( pic->flags, IMAGE_MULTILAYER ) && pic->depth >= 1 )
|
|
tex->target = GL_TEXTURE_2D_ARRAY_EXT;
|
|
else if( pic->width > 1 && pic->height > 1 && pic->depth > 1 )
|
|
tex->target = GL_TEXTURE_3D;
|
|
else if( FBitSet( tex->flags, TF_RECTANGLE ))
|
|
tex->target = GL_TEXTURE_RECTANGLE_EXT;
|
|
else tex->target = GL_TEXTURE_2D; // default case
|
|
|
|
// check for hardware support
|
|
if(( tex->target == GL_TEXTURE_CUBE_MAP_ARB ) && !GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
|
|
tex->target = GL_NONE;
|
|
|
|
if(( tex->target == GL_TEXTURE_RECTANGLE_EXT ) && !GL_Support( GL_TEXTURE_2D_RECT_EXT ))
|
|
tex->target = GL_TEXTURE_2D; // fallback
|
|
|
|
if(( tex->target == GL_TEXTURE_2D_ARRAY_EXT ) && !GL_Support( GL_TEXTURE_ARRAY_EXT ))
|
|
tex->target = GL_NONE;
|
|
|
|
if(( tex->target == GL_TEXTURE_3D ) && !GL_Support( GL_TEXTURE_3D_EXT ))
|
|
tex->target = GL_NONE;
|
|
|
|
// check if depth textures are not supported
|
|
if( FBitSet( tex->flags, TF_DEPTHMAP ) && !GL_Support( GL_DEPTH_TEXTURE ))
|
|
tex->target = GL_NONE;
|
|
|
|
// depth cubemaps only allowed when GL_EXT_gpu_shader4 is supported
|
|
if( tex->target == GL_TEXTURE_CUBE_MAP_ARB && !GL_Support( GL_EXT_GPU_SHADER4 ) && FBitSet( tex->flags, TF_DEPTHMAP ))
|
|
tex->target = GL_NONE;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_SetTextureFormat
|
|
===============
|
|
*/
|
|
static void GL_SetTextureFormat( gl_texture_t *tex, pixformat_t format, int channelMask )
|
|
{
|
|
qboolean haveColor = ( channelMask & IMAGE_HAS_COLOR );
|
|
qboolean haveAlpha = ( channelMask & IMAGE_HAS_ALPHA );
|
|
|
|
Assert( tex != NULL );
|
|
|
|
if( ImageDXT( format ))
|
|
{
|
|
switch( format )
|
|
{
|
|
case PF_DXT1: tex->format = GL_COMPRESSED_RGB_S3TC_DXT1_EXT; break; // never use DXT1 with 1-bit alpha
|
|
case PF_DXT3: tex->format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT; break;
|
|
case PF_DXT5: tex->format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT; break;
|
|
case PF_ATI2:
|
|
if( glConfig.hardware_type == GLHW_RADEON )
|
|
tex->format = GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI;
|
|
else tex->format = GL_COMPRESSED_RED_GREEN_RGTC2_EXT;
|
|
break;
|
|
}
|
|
return;
|
|
}
|
|
else if( FBitSet( tex->flags, TF_DEPTHMAP ))
|
|
{
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ))
|
|
tex->format = GL_DEPTH_COMPONENT16;
|
|
else if( FBitSet( tex->flags, TF_ARB_FLOAT ) && GL_Support( GL_ARB_DEPTH_FLOAT_EXT ))
|
|
tex->format = GL_DEPTH_COMPONENT32F;
|
|
else tex->format = GL_DEPTH_COMPONENT24;
|
|
}
|
|
else if( FBitSet( tex->flags, TF_ARB_FLOAT|TF_ARB_16BIT ) && GL_Support( GL_ARB_TEXTURE_FLOAT_EXT ))
|
|
{
|
|
if( haveColor && haveAlpha )
|
|
{
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 )
|
|
tex->format = GL_RGBA16F_ARB;
|
|
else tex->format = GL_RGBA32F_ARB;
|
|
}
|
|
else if( haveColor )
|
|
{
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 )
|
|
tex->format = GL_RGB16F_ARB;
|
|
else tex->format = GL_RGB32F_ARB;
|
|
}
|
|
else if( haveAlpha )
|
|
{
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 )
|
|
tex->format = GL_RG16F;
|
|
else tex->format = GL_RG32F;
|
|
}
|
|
else
|
|
{
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ) || glw_state.desktopBitsPixel == 16 )
|
|
tex->format = GL_LUMINANCE16F_ARB;
|
|
else tex->format = GL_LUMINANCE32F_ARB;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// NOTE: not all the types will be compressed
|
|
int bits = glw_state.desktopBitsPixel;
|
|
|
|
switch( GL_CalcTextureSamples( channelMask ))
|
|
{
|
|
case 1:
|
|
if( FBitSet( tex->flags, TF_ALPHACONTRAST ))
|
|
tex->format = GL_INTENSITY8;
|
|
else tex->format = GL_LUMINANCE8;
|
|
break;
|
|
case 2: tex->format = GL_LUMINANCE8_ALPHA8; break;
|
|
case 3:
|
|
switch( bits )
|
|
{
|
|
case 16: tex->format = GL_RGB5; break;
|
|
case 32: tex->format = GL_RGB8; break;
|
|
default: tex->format = GL_RGB; break;
|
|
}
|
|
break;
|
|
case 4:
|
|
default:
|
|
switch( bits )
|
|
{
|
|
case 16: tex->format = GL_RGBA4; break;
|
|
case 32: tex->format = GL_RGBA8; break;
|
|
default: tex->format = GL_RGBA; break;
|
|
}
|
|
break;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GL_ResampleTexture
|
|
|
|
Assume input buffer is RGBA
|
|
=================
|
|
*/
|
|
byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
|
|
{
|
|
uint frac, fracStep;
|
|
uint *in = (uint *)source;
|
|
uint p1[0x1000], p2[0x1000];
|
|
byte *pix1, *pix2, *pix3, *pix4;
|
|
uint *out, *inRow1, *inRow2;
|
|
static byte *scaledImage = NULL; // pointer to a scaled image
|
|
vec3_t normal;
|
|
int i, x, y;
|
|
|
|
if( !source ) return NULL;
|
|
|
|
scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
|
|
fracStep = inWidth * 0x10000 / outWidth;
|
|
out = (uint *)scaledImage;
|
|
|
|
frac = fracStep >> 2;
|
|
for( i = 0; i < outWidth; i++ )
|
|
{
|
|
p1[i] = 4 * (frac >> 16);
|
|
frac += fracStep;
|
|
}
|
|
|
|
frac = (fracStep >> 2) * 3;
|
|
for( i = 0; i < outWidth; i++ )
|
|
{
|
|
p2[i] = 4 * (frac >> 16);
|
|
frac += fracStep;
|
|
}
|
|
|
|
if( isNormalMap )
|
|
{
|
|
for( y = 0; y < outHeight; y++, out += outWidth )
|
|
{
|
|
inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
|
|
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
|
|
|
|
for( x = 0; x < outWidth; x++ )
|
|
{
|
|
pix1 = (byte *)inRow1 + p1[x];
|
|
pix2 = (byte *)inRow1 + p2[x];
|
|
pix3 = (byte *)inRow2 + p1[x];
|
|
pix4 = (byte *)inRow2 + p2[x];
|
|
|
|
normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
|
|
normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
|
|
normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
|
|
|
|
if( !VectorNormalizeLength( normal ))
|
|
VectorSet( normal, 0.5f, 0.5f, 1.0f );
|
|
|
|
((byte *)(out+x))[0] = 128 + (byte)(127.0f * normal[0]);
|
|
((byte *)(out+x))[1] = 128 + (byte)(127.0f * normal[1]);
|
|
((byte *)(out+x))[2] = 128 + (byte)(127.0f * normal[2]);
|
|
((byte *)(out+x))[3] = 255;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( y = 0; y < outHeight; y++, out += outWidth )
|
|
{
|
|
inRow1 = in + inWidth * (int)(((float)y + 0.25f) * inHeight / outHeight);
|
|
inRow2 = in + inWidth * (int)(((float)y + 0.75f) * inHeight / outHeight);
|
|
|
|
for( x = 0; x < outWidth; x++ )
|
|
{
|
|
pix1 = (byte *)inRow1 + p1[x];
|
|
pix2 = (byte *)inRow1 + p2[x];
|
|
pix3 = (byte *)inRow2 + p1[x];
|
|
pix4 = (byte *)inRow2 + p2[x];
|
|
|
|
((byte *)(out+x))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0]) >> 2;
|
|
((byte *)(out+x))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1]) >> 2;
|
|
((byte *)(out+x))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2]) >> 2;
|
|
((byte *)(out+x))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3]) >> 2;
|
|
}
|
|
}
|
|
}
|
|
|
|
return scaledImage;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GL_BoxFilter3x3
|
|
|
|
box filter 3x3
|
|
=================
|
|
*/
|
|
void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y )
|
|
{
|
|
int r = 0, g = 0, b = 0, a = 0;
|
|
int count = 0, acount = 0;
|
|
int i, j, u, v;
|
|
const byte *pixel;
|
|
|
|
for( i = 0; i < 3; i++ )
|
|
{
|
|
u = ( i - 1 ) + x;
|
|
|
|
for( j = 0; j < 3; j++ )
|
|
{
|
|
v = ( j - 1 ) + y;
|
|
|
|
if( u >= 0 && u < w && v >= 0 && v < h )
|
|
{
|
|
pixel = &in[( u + v * w ) * 4];
|
|
|
|
if( pixel[3] != 0 )
|
|
{
|
|
r += pixel[0];
|
|
g += pixel[1];
|
|
b += pixel[2];
|
|
a += pixel[3];
|
|
acount++;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
if( acount == 0 )
|
|
acount = 1;
|
|
|
|
out[0] = r / acount;
|
|
out[1] = g / acount;
|
|
out[2] = b / acount;
|
|
// out[3] = (int)( SimpleSpline( ( a / 12.0f ) / 255.0f ) * 255 );
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GL_ApplyFilter
|
|
|
|
Apply box-filter to 1-bit alpha
|
|
=================
|
|
*/
|
|
byte *GL_ApplyFilter( const byte *source, int width, int height )
|
|
{
|
|
byte *in = (byte *)source;
|
|
byte *out = (byte *)source;
|
|
int i;
|
|
|
|
if( ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ) || glConfig.max_multisamples > 1 )
|
|
return in;
|
|
|
|
for( i = 0; source && i < width * height; i++, in += 4 )
|
|
{
|
|
if( in[0] == 0 && in[1] == 0 && in[2] == 0 && in[3] == 0 )
|
|
GL_BoxFilter3x3( in, source, width, height, i % width, i / width );
|
|
}
|
|
|
|
return out;
|
|
}
|
|
|
|
/*
|
|
=================
|
|
GL_BuildMipMap
|
|
|
|
Operates in place, quartering the size of the texture
|
|
=================
|
|
*/
|
|
static void GL_BuildMipMap( byte *in, int srcWidth, int srcHeight, int srcDepth, int flags )
|
|
{
|
|
byte *out = in;
|
|
int instride = ALIGN( srcWidth * 4, 1 );
|
|
int mipWidth, mipHeight, outpadding;
|
|
int row, x, y, z;
|
|
vec3_t normal;
|
|
|
|
if( !in ) return;
|
|
|
|
mipWidth = Q_max( 1, ( srcWidth >> 1 ));
|
|
mipHeight = Q_max( 1, ( srcHeight >> 1 ));
|
|
outpadding = ALIGN( mipWidth * 4, 1 ) - mipWidth * 4;
|
|
row = srcWidth << 2;
|
|
|
|
if( FBitSet( flags, TF_ALPHACONTRAST ))
|
|
{
|
|
memset( in, mipWidth, mipWidth * mipHeight * 4 );
|
|
return;
|
|
}
|
|
|
|
// move through all layers
|
|
for( z = 0; z < srcDepth; z++ )
|
|
{
|
|
if( FBitSet( flags, TF_NORMALMAP ))
|
|
{
|
|
for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
|
|
{
|
|
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
|
|
for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
|
|
{
|
|
if((( x << 1 ) + 1 ) < srcWidth )
|
|
{
|
|
normal[0] = MAKE_SIGNED( in[row+0] ) + MAKE_SIGNED( in[row+4] )
|
|
+ MAKE_SIGNED( next[row+0] ) + MAKE_SIGNED( next[row+4] );
|
|
normal[1] = MAKE_SIGNED( in[row+1] ) + MAKE_SIGNED( in[row+5] )
|
|
+ MAKE_SIGNED( next[row+1] ) + MAKE_SIGNED( next[row+5] );
|
|
normal[2] = MAKE_SIGNED( in[row+2] ) + MAKE_SIGNED( in[row+6] )
|
|
+ MAKE_SIGNED( next[row+2] ) + MAKE_SIGNED( next[row+6] );
|
|
}
|
|
else
|
|
{
|
|
normal[0] = MAKE_SIGNED( in[row+0] ) + MAKE_SIGNED( next[row+0] );
|
|
normal[1] = MAKE_SIGNED( in[row+1] ) + MAKE_SIGNED( next[row+1] );
|
|
normal[2] = MAKE_SIGNED( in[row+2] ) + MAKE_SIGNED( next[row+2] );
|
|
}
|
|
|
|
if( !VectorNormalizeLength( normal ))
|
|
VectorSet( normal, 0.5f, 0.5f, 1.0f );
|
|
|
|
out[0] = 128 + (byte)(127.0f * normal[0]);
|
|
out[1] = 128 + (byte)(127.0f * normal[1]);
|
|
out[2] = 128 + (byte)(127.0f * normal[2]);
|
|
out[3] = 255;
|
|
}
|
|
}
|
|
}
|
|
else
|
|
{
|
|
for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
|
|
{
|
|
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
|
|
for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
|
|
{
|
|
if((( x << 1 ) + 1 ) < srcWidth )
|
|
{
|
|
out[0] = (in[row+0] + in[row+4] + next[row+0] + next[row+4]) >> 2;
|
|
out[1] = (in[row+1] + in[row+5] + next[row+1] + next[row+5]) >> 2;
|
|
out[2] = (in[row+2] + in[row+6] + next[row+2] + next[row+6]) >> 2;
|
|
out[3] = (in[row+3] + in[row+7] + next[row+3] + next[row+7]) >> 2;
|
|
}
|
|
else
|
|
{
|
|
out[0] = (in[row+0] + next[row+0]) >> 1;
|
|
out[1] = (in[row+1] + next[row+1]) >> 1;
|
|
out[2] = (in[row+2] + next[row+2]) >> 1;
|
|
out[3] = (in[row+3] + next[row+3]) >> 1;
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
}
|
|
|
|
static void GL_TextureImageRAW( gl_texture_t *tex, GLint side, GLint level, GLint width, GLint height, GLint depth, GLint type, const void *data )
|
|
{
|
|
GLuint cubeTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
|
|
qboolean subImage = FBitSet( tex->flags, TF_IMG_UPLOADED );
|
|
GLenum inFormat = gEngfuncs.Image_GetPFDesc(type)->glFormat;
|
|
GLint dataType = GL_UNSIGNED_BYTE;
|
|
|
|
Assert( tex != NULL );
|
|
|
|
if( FBitSet( tex->flags, TF_DEPTHMAP ))
|
|
inFormat = GL_DEPTH_COMPONENT;
|
|
|
|
if( FBitSet( tex->flags, TF_ARB_16BIT ))
|
|
dataType = GL_HALF_FLOAT_ARB;
|
|
else if( FBitSet( tex->flags, TF_ARB_FLOAT ))
|
|
dataType = GL_FLOAT;
|
|
|
|
if( tex->target == GL_TEXTURE_1D )
|
|
{
|
|
if( subImage ) pglTexSubImage1D( tex->target, level, 0, width, inFormat, dataType, data );
|
|
else pglTexImage1D( tex->target, level, tex->format, width, 0, inFormat, dataType, data );
|
|
}
|
|
else if( tex->target == GL_TEXTURE_CUBE_MAP_ARB )
|
|
{
|
|
if( subImage ) pglTexSubImage2D( cubeTarget + side, level, 0, 0, width, height, inFormat, dataType, data );
|
|
else pglTexImage2D( cubeTarget + side, level, tex->format, width, height, 0, inFormat, dataType, data );
|
|
}
|
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT )
|
|
{
|
|
if( subImage ) pglTexSubImage3D( tex->target, level, 0, 0, 0, width, height, depth, inFormat, dataType, data );
|
|
else pglTexImage3D( tex->target, level, tex->format, width, height, depth, 0, inFormat, dataType, data );
|
|
}
|
|
else // 2D or RECT
|
|
{
|
|
if( subImage ) pglTexSubImage2D( tex->target, level, 0, 0, width, height, inFormat, dataType, data );
|
|
else pglTexImage2D( tex->target, level, tex->format, width, height, 0, inFormat, dataType, data );
|
|
}
|
|
}
|
|
|
|
static void GL_TextureImageDXT( gl_texture_t *tex, GLint side, GLint level, GLint width, GLint height, GLint depth, size_t size, const void *data )
|
|
{
|
|
GLuint cubeTarget = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB;
|
|
qboolean subImage = FBitSet( tex->flags, TF_IMG_UPLOADED );
|
|
|
|
Assert( tex != NULL );
|
|
|
|
#ifndef XASH_GLES
|
|
if( tex->target == GL_TEXTURE_1D )
|
|
{
|
|
if( subImage ) pglCompressedTexSubImage1DARB( tex->target, level, 0, width, tex->format, size, data );
|
|
else pglCompressedTexImage1DARB( tex->target, level, tex->format, width, 0, size, data );
|
|
}
|
|
else if( tex->target == GL_TEXTURE_CUBE_MAP_ARB )
|
|
{
|
|
if( subImage ) pglCompressedTexSubImage2DARB( cubeTarget + side, level, 0, 0, width, height, tex->format, size, data );
|
|
else pglCompressedTexImage2DARB( cubeTarget + side, level, tex->format, width, height, 0, size, data );
|
|
}
|
|
else if( tex->target == GL_TEXTURE_3D || tex->target == GL_TEXTURE_2D_ARRAY_EXT )
|
|
{
|
|
if( subImage ) pglCompressedTexSubImage3DARB( tex->target, level, 0, 0, 0, width, height, depth, tex->format, size, data );
|
|
else pglCompressedTexImage3DARB( tex->target, level, tex->format, width, height, depth, 0, size, data );
|
|
}
|
|
else // 2D or RECT
|
|
{
|
|
if( subImage ) pglCompressedTexSubImage2DARB( tex->target, level, 0, 0, width, height, tex->format, size, data );
|
|
else pglCompressedTexImage2DARB( tex->target, level, tex->format, width, height, 0, size, data );
|
|
}
|
|
#endif
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_CheckTexImageError
|
|
|
|
show GL-errors on load images
|
|
===============
|
|
*/
|
|
static void GL_CheckTexImageError( gl_texture_t *tex )
|
|
{
|
|
int err;
|
|
|
|
Assert( tex != NULL );
|
|
|
|
// catch possible errors
|
|
if( CVAR_TO_BOOL( gl_check_errors ) && ( err = pglGetError()) != GL_NO_ERROR )
|
|
gEngfuncs.Con_Printf( S_OPENGL_ERROR "%s while uploading %s [%s]\n", GL_ErrorString( err ), tex->name, GL_TargetToString( tex->target ));
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_UploadTexture
|
|
|
|
upload texture into video memory
|
|
===============
|
|
*/
|
|
static qboolean GL_UploadTexture( gl_texture_t *tex, rgbdata_t *pic )
|
|
{
|
|
byte *buf, *data;
|
|
size_t texsize, size;
|
|
uint width, height;
|
|
uint i, j, numSides;
|
|
uint offset = 0;
|
|
qboolean normalMap;
|
|
const byte *bufend;
|
|
|
|
// dedicated server
|
|
if( !glw_state.initialized )
|
|
return true;
|
|
|
|
Assert( pic != NULL );
|
|
Assert( tex != NULL );
|
|
|
|
GL_SetTextureTarget( tex, pic ); // must be first
|
|
|
|
// make sure what target is correct
|
|
if( tex->target == GL_NONE )
|
|
{
|
|
gEngfuncs.Con_DPrintf( S_ERROR "GL_UploadTexture: %s is not supported by your hardware\n", tex->name );
|
|
return false;
|
|
}
|
|
|
|
GL_SetTextureDimensions( tex, pic->width, pic->height, pic->depth );
|
|
GL_SetTextureFormat( tex, pic->type, pic->flags );
|
|
|
|
tex->fogParams[0] = pic->fogParams[0];
|
|
tex->fogParams[1] = pic->fogParams[1];
|
|
tex->fogParams[2] = pic->fogParams[2];
|
|
tex->fogParams[3] = pic->fogParams[3];
|
|
|
|
if(( pic->width * pic->height ) & 3 )
|
|
{
|
|
// will be resampled, just tell me for debug targets
|
|
gEngfuncs.Con_Reportf( "GL_UploadTexture: %s s&3 [%d x %d]\n", tex->name, pic->width, pic->height );
|
|
}
|
|
|
|
buf = pic->buffer;
|
|
bufend = pic->buffer + pic->size; // total image size include all the layers, cube sides, mipmaps
|
|
offset = GL_CalcImageSize( pic->type, pic->width, pic->height, pic->depth );
|
|
texsize = GL_CalcTextureSize( tex->format, tex->width, tex->height, tex->depth );
|
|
normalMap = FBitSet( tex->flags, TF_NORMALMAP ) ? true : false;
|
|
numSides = FBitSet( pic->flags, IMAGE_CUBEMAP ) ? 6 : 1;
|
|
|
|
// uploading texture into video memory, change the binding
|
|
glState.currentTextures[glState.activeTMU] = tex->texnum;
|
|
pglBindTexture( tex->target, tex->texnum );
|
|
|
|
for( i = 0; i < numSides; i++ )
|
|
{
|
|
// track the buffer bounds
|
|
if( buf != NULL && buf >= bufend )
|
|
gEngfuncs.Host_Error( "GL_UploadTexture: %s image buffer overflow\n", tex->name );
|
|
|
|
if( ImageDXT( pic->type ))
|
|
{
|
|
for( j = 0; j < Q_max( 1, pic->numMips ); j++ )
|
|
{
|
|
width = Q_max( 1, ( tex->width >> j ));
|
|
height = Q_max( 1, ( tex->height >> j ));
|
|
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
|
|
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
|
|
GL_TextureImageDXT( tex, i, j, width, height, tex->depth, size, buf );
|
|
tex->size += texsize;
|
|
buf += size; // move pointer
|
|
tex->numMips++;
|
|
|
|
GL_CheckTexImageError( tex );
|
|
}
|
|
}
|
|
else if( Q_max( 1, pic->numMips ) > 1 ) // not-compressed DDS
|
|
{
|
|
for( j = 0; j < Q_max( 1, pic->numMips ); j++ )
|
|
{
|
|
width = Q_max( 1, ( tex->width >> j ));
|
|
height = Q_max( 1, ( tex->height >> j ));
|
|
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
|
|
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
|
|
GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, buf );
|
|
tex->size += texsize;
|
|
buf += size; // move pointer
|
|
tex->numMips++;
|
|
|
|
GL_CheckTexImageError( tex );
|
|
|
|
}
|
|
}
|
|
else // RGBA32
|
|
{
|
|
int mipCount = GL_CalcMipmapCount( tex, ( buf != NULL ));
|
|
|
|
// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
|
|
if((( tex->depth == 1 ) && ( pic->width != tex->width )) || ( pic->height != tex->height ))
|
|
data = GL_ResampleTexture( buf, pic->width, pic->height, tex->width, tex->height, normalMap );
|
|
else data = buf;
|
|
|
|
if( !ImageDXT( pic->type ) && !FBitSet( tex->flags, TF_NOMIPMAP ) && FBitSet( pic->flags, IMAGE_ONEBIT_ALPHA ))
|
|
data = GL_ApplyFilter( data, tex->width, tex->height );
|
|
|
|
// mips will be auto-generated if desired
|
|
for( j = 0; j < mipCount; j++ )
|
|
{
|
|
width = Q_max( 1, ( tex->width >> j ));
|
|
height = Q_max( 1, ( tex->height >> j ));
|
|
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
|
|
size = GL_CalcImageSize( pic->type, width, height, tex->depth );
|
|
GL_TextureImageRAW( tex, i, j, width, height, tex->depth, pic->type, data );
|
|
if( mipCount > 1 )
|
|
GL_BuildMipMap( data, width, height, tex->depth, tex->flags );
|
|
tex->size += texsize;
|
|
tex->numMips++;
|
|
|
|
GL_CheckTexImageError( tex );
|
|
}
|
|
|
|
// move to next side
|
|
if( numSides > 1 && ( buf != NULL ))
|
|
buf += GL_CalcImageSize( pic->type, pic->width, pic->height, 1 );
|
|
}
|
|
}
|
|
|
|
SetBits( tex->flags, TF_IMG_UPLOADED ); // done
|
|
tex->numMips /= numSides;
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_ProcessImage
|
|
|
|
do specified actions on pixels
|
|
===============
|
|
*/
|
|
static void GL_ProcessImage( gl_texture_t *tex, rgbdata_t *pic )
|
|
{
|
|
float emboss_scale = 0.0f;
|
|
uint img_flags = 0;
|
|
|
|
// force upload texture as RGB or RGBA (detail textures requires this)
|
|
if( tex->flags & TF_FORCE_COLOR ) pic->flags |= IMAGE_HAS_COLOR;
|
|
if( pic->flags & IMAGE_HAS_ALPHA ) tex->flags |= TF_HAS_ALPHA;
|
|
|
|
tex->encode = pic->encode; // share encode method
|
|
|
|
if( ImageDXT( pic->type ))
|
|
{
|
|
if( !pic->numMips )
|
|
tex->flags |= TF_NOMIPMAP; // disable mipmapping by user request
|
|
|
|
// clear all the unsupported flags
|
|
tex->flags &= ~TF_KEEP_SOURCE;
|
|
}
|
|
else
|
|
{
|
|
// copy flag about luma pixels
|
|
if( pic->flags & IMAGE_HAS_LUMA )
|
|
tex->flags |= TF_HAS_LUMA;
|
|
|
|
if( pic->flags & IMAGE_QUAKEPAL )
|
|
tex->flags |= TF_QUAKEPAL;
|
|
|
|
// create luma texture from quake texture
|
|
if( tex->flags & TF_MAKELUMA )
|
|
{
|
|
img_flags |= IMAGE_MAKE_LUMA;
|
|
tex->flags &= ~TF_MAKELUMA;
|
|
}
|
|
|
|
if( tex->flags & TF_ALLOW_EMBOSS )
|
|
{
|
|
img_flags |= IMAGE_EMBOSS;
|
|
tex->flags &= ~TF_ALLOW_EMBOSS;
|
|
}
|
|
|
|
if( !FBitSet( tex->flags, TF_IMG_UPLOADED ) && FBitSet( tex->flags, TF_KEEP_SOURCE ))
|
|
tex->original = gEngfuncs.FS_CopyImage( pic ); // because current pic will be expanded to rgba
|
|
|
|
// we need to expand image into RGBA buffer
|
|
if( pic->type == PF_INDEXED_24 || pic->type == PF_INDEXED_32 )
|
|
img_flags |= IMAGE_FORCE_RGBA;
|
|
|
|
// dedicated server doesn't register this variable
|
|
if( gl_emboss_scale != NULL )
|
|
emboss_scale = gl_emboss_scale->value;
|
|
|
|
// processing image before uploading (force to rgba, make luma etc)
|
|
if( pic->buffer ) gEngfuncs.Image_Process( &pic, 0, 0, img_flags, emboss_scale );
|
|
|
|
if( FBitSet( tex->flags, TF_LUMINANCE ))
|
|
ClearBits( pic->flags, IMAGE_HAS_COLOR );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CheckTexName
|
|
================
|
|
*/
|
|
qboolean GL_CheckTexName( const char *name )
|
|
{
|
|
if( !COM_CheckString( name ))
|
|
return false;
|
|
|
|
// because multi-layered textures can exceed name string
|
|
if( Q_strlen( name ) >= sizeof( gl_textures->name ))
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "LoadTexture: too long name %s (%d)\n", name, Q_strlen( name ));
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_TextureForName
|
|
================
|
|
*/
|
|
static gl_texture_t *GL_TextureForName( const char *name )
|
|
{
|
|
gl_texture_t *tex;
|
|
uint hash;
|
|
|
|
// find the texture in array
|
|
hash = COM_HashKey( name, TEXTURES_HASH_SIZE );
|
|
|
|
for( tex = gl_texturesHashTable[hash]; tex != NULL; tex = tex->nextHash )
|
|
{
|
|
if( !Q_stricmp( tex->name, name ))
|
|
return tex;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_AllocTexture
|
|
================
|
|
*/
|
|
static gl_texture_t *GL_AllocTexture( const char *name, texFlags_t flags )
|
|
{
|
|
gl_texture_t *tex;
|
|
uint i;
|
|
|
|
// find a free texture_t slot
|
|
for( i = 0, tex = gl_textures; i < gl_numTextures; i++, tex++ )
|
|
if( !tex->name[0] ) break;
|
|
|
|
if( i == gl_numTextures )
|
|
{
|
|
if( gl_numTextures == MAX_TEXTURES )
|
|
gEngfuncs.Host_Error( "GL_AllocTexture: MAX_TEXTURES limit exceeds\n" );
|
|
gl_numTextures++;
|
|
}
|
|
|
|
tex = &gl_textures[i];
|
|
|
|
// copy initial params
|
|
Q_strncpy( tex->name, name, sizeof( tex->name ));
|
|
if( FBitSet( flags, TF_SKYSIDE ))
|
|
tex->texnum = tr.skyboxbasenum++;
|
|
else tex->texnum = i; // texnum is used for fast acess into gl_textures array too
|
|
tex->flags = flags;
|
|
|
|
// add to hash table
|
|
tex->hashValue = COM_HashKey( name, TEXTURES_HASH_SIZE );
|
|
tex->nextHash = gl_texturesHashTable[tex->hashValue];
|
|
gl_texturesHashTable[tex->hashValue] = tex;
|
|
|
|
return tex;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_DeleteTexture
|
|
================
|
|
*/
|
|
static void GL_DeleteTexture( gl_texture_t *tex )
|
|
{
|
|
gl_texture_t **prev;
|
|
gl_texture_t *cur;
|
|
|
|
ASSERT( tex != NULL );
|
|
|
|
// already freed?
|
|
if( !tex->texnum ) return;
|
|
|
|
// debug
|
|
if( !tex->name[0] )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_DeleteTexture: trying to free unnamed texture with texnum %i\n", tex->texnum );
|
|
return;
|
|
}
|
|
|
|
// remove from hash table
|
|
prev = &gl_texturesHashTable[tex->hashValue];
|
|
|
|
while( 1 )
|
|
{
|
|
cur = *prev;
|
|
if( !cur ) break;
|
|
|
|
if( cur == tex )
|
|
{
|
|
*prev = cur->nextHash;
|
|
break;
|
|
}
|
|
prev = &cur->nextHash;
|
|
}
|
|
|
|
// release source
|
|
if( tex->original )
|
|
gEngfuncs.FS_FreeImage( tex->original );
|
|
|
|
if( glw_state.initialized )
|
|
pglDeleteTextures( 1, &tex->texnum );
|
|
memset( tex, 0, sizeof( *tex ));
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_UpdateTexSize
|
|
|
|
recalc image room
|
|
================
|
|
*/
|
|
void GL_UpdateTexSize( int texnum, int width, int height, int depth )
|
|
{
|
|
int i, j, texsize;
|
|
int numSides;
|
|
gl_texture_t *tex;
|
|
|
|
if( texnum <= 0 || texnum >= MAX_TEXTURES )
|
|
return;
|
|
|
|
tex = &gl_textures[texnum];
|
|
numSides = FBitSet( tex->flags, TF_CUBEMAP ) ? 6 : 1;
|
|
GL_SetTextureDimensions( tex, width, height, depth );
|
|
tex->size = 0; // recompute now
|
|
|
|
for( i = 0; i < numSides; i++ )
|
|
{
|
|
for( j = 0; j < Q_max( 1, tex->numMips ); j++ )
|
|
{
|
|
width = Q_max( 1, ( tex->width >> j ));
|
|
height = Q_max( 1, ( tex->height >> j ));
|
|
texsize = GL_CalcTextureSize( tex->format, width, height, tex->depth );
|
|
tex->size += texsize;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTexture
|
|
================
|
|
*/
|
|
int GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
|
|
{
|
|
gl_texture_t *tex;
|
|
rgbdata_t *pic;
|
|
uint picFlags = 0;
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )))
|
|
return (tex - gl_textures);
|
|
|
|
if( FBitSet( flags, TF_NOFLIP_TGA ))
|
|
SetBits( picFlags, IL_DONTFLIP_TGA );
|
|
|
|
if( FBitSet( flags, TF_KEEP_SOURCE ) && !FBitSet( flags, TF_EXPAND_SOURCE ))
|
|
SetBits( picFlags, IL_KEEP_8BIT );
|
|
|
|
// set some image flags
|
|
gEngfuncs.Image_SetForceFlags( picFlags );
|
|
|
|
pic = gEngfuncs.FS_LoadImage( name, buf, size );
|
|
if( !pic ) return 0; // couldn't loading image
|
|
|
|
// allocate the new one
|
|
tex = GL_AllocTexture( name, flags );
|
|
GL_ProcessImage( tex, pic );
|
|
|
|
if( !GL_UploadTexture( tex, pic ))
|
|
{
|
|
memset( tex, 0, sizeof( gl_texture_t ));
|
|
gEngfuncs.FS_FreeImage( pic ); // release source texture
|
|
return 0;
|
|
}
|
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
|
|
gEngfuncs.FS_FreeImage( pic ); // release source texture
|
|
|
|
// NOTE: always return texnum as index in array or engine will stop work !!!
|
|
return tex - gl_textures;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTextureArray
|
|
================
|
|
*/
|
|
int GL_LoadTextureArray( const char **names, int flags )
|
|
{
|
|
rgbdata_t *pic, *src;
|
|
char basename[256];
|
|
uint numLayers = 0;
|
|
uint picFlags = 0;
|
|
char name[256];
|
|
gl_texture_t *tex;
|
|
uint i, j;
|
|
|
|
if( !names || !names[0] || !glw_state.initialized )
|
|
return 0;
|
|
|
|
// count layers (g-cont. this is pontentially unsafe loop)
|
|
for( i = 0; i < glConfig.max_2d_texture_layers && ( *names[i] != '\0' ); i++ )
|
|
numLayers++;
|
|
name[0] = '\0';
|
|
|
|
if( numLayers <= 0 ) return 0;
|
|
|
|
// create complexname from layer names
|
|
for( i = 0; i < numLayers; i++ )
|
|
{
|
|
COM_FileBase( names[i], basename );
|
|
Q_strncat( name, va( "%s", basename ), sizeof( name ));
|
|
if( i != ( numLayers - 1 )) Q_strncat( name, "|", sizeof( name ));
|
|
}
|
|
|
|
Q_strncat( name, va( "[%i]", numLayers ), sizeof( name ));
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )))
|
|
return (tex - gl_textures);
|
|
|
|
// load all the images and pack it into single image
|
|
for( i = 0, pic = NULL; i < numLayers; i++ )
|
|
{
|
|
size_t srcsize, dstsize, mipsize;
|
|
|
|
src = gEngfuncs.FS_LoadImage( names[i], NULL, 0 );
|
|
if( !src ) break; // coldn't find layer
|
|
|
|
if( pic )
|
|
{
|
|
// mixed mode: DXT + RGB
|
|
if( pic->type != src->type )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_LoadTextureArray: mismatch image format for %s and %s\n", names[0], names[i] );
|
|
break;
|
|
}
|
|
|
|
// different mipcount
|
|
if( pic->numMips != src->numMips )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_LoadTextureArray: mismatch mip count for %s and %s\n", names[0], names[i] );
|
|
break;
|
|
}
|
|
|
|
if( pic->encode != src->encode )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_LoadTextureArray: mismatch custom encoding for %s and %s\n", names[0], names[i] );
|
|
break;
|
|
}
|
|
|
|
// but allow to rescale raw images
|
|
if( ImageRAW( pic->type ) && ImageRAW( src->type ) && ( pic->width != src->width || pic->height != src->height ))
|
|
gEngfuncs.Image_Process( &src, pic->width, pic->height, IMAGE_RESAMPLE, 0.0f );
|
|
|
|
if( pic->size != src->size )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_LoadTextureArray: mismatch image size for %s and %s\n", names[0], names[i] );
|
|
break;
|
|
}
|
|
}
|
|
else
|
|
{
|
|
// create new image
|
|
pic = Mem_Malloc( gEngfuncs.Image_GetPool(), sizeof( rgbdata_t ));
|
|
memcpy( pic, src, sizeof( rgbdata_t ));
|
|
|
|
// expand pic buffer for all layers
|
|
pic->buffer = Mem_Malloc( gEngfuncs.Image_GetPool(), pic->size * numLayers );
|
|
pic->depth = 0;
|
|
}
|
|
|
|
mipsize = srcsize = dstsize = 0;
|
|
|
|
for( j = 0; j < max( 1, pic->numMips ); j++ )
|
|
{
|
|
int width = Q_max( 1, ( pic->width >> j ));
|
|
int height = Q_max( 1, ( pic->height >> j ));
|
|
mipsize = GL_CalcImageSize( pic->type, width, height, 1 );
|
|
memcpy( pic->buffer + dstsize + mipsize * i, src->buffer + srcsize, mipsize );
|
|
dstsize += mipsize * numLayers;
|
|
srcsize += mipsize;
|
|
}
|
|
|
|
gEngfuncs.FS_FreeImage( src );
|
|
|
|
// increase layers
|
|
pic->depth++;
|
|
}
|
|
|
|
// there were errors
|
|
if( !pic || ( pic->depth != numLayers ))
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_LoadTextureArray: not all layers were loaded. Texture array is not created\n" );
|
|
if( pic ) gEngfuncs.FS_FreeImage( pic );
|
|
return 0;
|
|
}
|
|
|
|
// it's multilayer image!
|
|
SetBits( pic->flags, IMAGE_MULTILAYER );
|
|
pic->size *= numLayers;
|
|
|
|
// allocate the new one
|
|
tex = GL_AllocTexture( name, flags );
|
|
GL_ProcessImage( tex, pic );
|
|
|
|
if( !GL_UploadTexture( tex, pic ))
|
|
{
|
|
memset( tex, 0, sizeof( gl_texture_t ));
|
|
gEngfuncs.FS_FreeImage( pic ); // release source texture
|
|
return 0;
|
|
}
|
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
|
|
gEngfuncs.FS_FreeImage( pic ); // release source texture
|
|
|
|
// NOTE: always return texnum as index in array or engine will stop work !!!
|
|
return tex - gl_textures;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTextureFromBuffer
|
|
================
|
|
*/
|
|
int GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
|
|
{
|
|
gl_texture_t *tex;
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )) && !update )
|
|
return (tex - gl_textures);
|
|
|
|
// couldn't loading image
|
|
if( !pic ) return 0;
|
|
|
|
if( update )
|
|
{
|
|
if( tex == NULL )
|
|
gEngfuncs.Host_Error( "GL_LoadTextureFromBuffer: couldn't find texture %s for update\n", name );
|
|
SetBits( tex->flags, flags );
|
|
}
|
|
else
|
|
{
|
|
// allocate the new one
|
|
tex = GL_AllocTexture( name, flags );
|
|
}
|
|
|
|
GL_ProcessImage( tex, pic );
|
|
|
|
if( !GL_UploadTexture( tex, pic ))
|
|
{
|
|
memset( tex, 0, sizeof( gl_texture_t ));
|
|
return 0;
|
|
}
|
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
|
|
return (tex - gl_textures);
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CreateTexture
|
|
|
|
creates texture from buffer
|
|
================
|
|
*/
|
|
int GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
|
|
{
|
|
qboolean update = FBitSet( flags, TF_UPDATE ) ? true : false;
|
|
int datasize = 1;
|
|
rgbdata_t r_empty;
|
|
|
|
if( FBitSet( flags, TF_ARB_16BIT ))
|
|
datasize = 2;
|
|
else if( FBitSet( flags, TF_ARB_FLOAT ))
|
|
datasize = 4;
|
|
|
|
ClearBits( flags, TF_UPDATE );
|
|
memset( &r_empty, 0, sizeof( r_empty ));
|
|
r_empty.width = width;
|
|
r_empty.height = height;
|
|
r_empty.type = PF_RGBA_32;
|
|
r_empty.size = r_empty.width * r_empty.height * datasize * 4;
|
|
r_empty.buffer = (byte *)buffer;
|
|
|
|
// clear invalid combinations
|
|
ClearBits( flags, TF_TEXTURE_3D );
|
|
|
|
// if image not luminance and not alphacontrast it will have color
|
|
if( !FBitSet( flags, TF_LUMINANCE ) && !FBitSet( flags, TF_ALPHACONTRAST ))
|
|
SetBits( r_empty.flags, IMAGE_HAS_COLOR );
|
|
|
|
if( FBitSet( flags, TF_HAS_ALPHA ))
|
|
SetBits( r_empty.flags, IMAGE_HAS_ALPHA );
|
|
|
|
if( FBitSet( flags, TF_CUBEMAP ))
|
|
{
|
|
if( !GL_Support( GL_TEXTURE_CUBEMAP_EXT ))
|
|
return 0;
|
|
SetBits( r_empty.flags, IMAGE_CUBEMAP );
|
|
r_empty.size *= 6;
|
|
}
|
|
|
|
return GL_LoadTextureFromBuffer( name, &r_empty, flags, update );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CreateTextureArray
|
|
|
|
creates texture array from buffer
|
|
================
|
|
*/
|
|
int GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
|
|
{
|
|
rgbdata_t r_empty;
|
|
|
|
memset( &r_empty, 0, sizeof( r_empty ));
|
|
r_empty.width = Q_max( width, 1 );
|
|
r_empty.height = Q_max( height, 1 );
|
|
r_empty.depth = Q_max( depth, 1 );
|
|
r_empty.type = PF_RGBA_32;
|
|
r_empty.size = r_empty.width * r_empty.height * r_empty.depth * 4;
|
|
r_empty.buffer = (byte *)buffer;
|
|
|
|
// clear invalid combinations
|
|
ClearBits( flags, TF_CUBEMAP|TF_SKYSIDE|TF_HAS_LUMA|TF_MAKELUMA|TF_ALPHACONTRAST );
|
|
|
|
// if image not luminance it will have color
|
|
if( !FBitSet( flags, TF_LUMINANCE ))
|
|
SetBits( r_empty.flags, IMAGE_HAS_COLOR );
|
|
|
|
if( FBitSet( flags, TF_HAS_ALPHA ))
|
|
SetBits( r_empty.flags, IMAGE_HAS_ALPHA );
|
|
|
|
if( FBitSet( flags, TF_TEXTURE_3D ))
|
|
{
|
|
if( !GL_Support( GL_TEXTURE_3D_EXT ))
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
if( !GL_Support( GL_TEXTURE_ARRAY_EXT ))
|
|
return 0;
|
|
SetBits( r_empty.flags, IMAGE_MULTILAYER );
|
|
}
|
|
|
|
return GL_LoadTextureInternal( name, &r_empty, flags );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_FindTexture
|
|
================
|
|
*/
|
|
int GL_FindTexture( const char *name )
|
|
{
|
|
gl_texture_t *tex;
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )))
|
|
return (tex - gl_textures);
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_FreeTexture
|
|
================
|
|
*/
|
|
void GL_FreeTexture( GLenum texnum )
|
|
{
|
|
// number 0 it's already freed
|
|
if( texnum <= 0 ) return;
|
|
|
|
GL_DeleteTexture( &gl_textures[texnum] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_ProcessTexture
|
|
================
|
|
*/
|
|
void GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
|
|
{
|
|
gl_texture_t *image;
|
|
rgbdata_t *pic;
|
|
int flags = 0;
|
|
|
|
if( texnum <= 0 || texnum >= MAX_TEXTURES )
|
|
return; // missed image
|
|
image = &gl_textures[texnum];
|
|
|
|
// select mode
|
|
if( gamma != -1.0f )
|
|
{
|
|
flags = IMAGE_LIGHTGAMMA;
|
|
}
|
|
else if( topColor != -1 && bottomColor != -1 )
|
|
{
|
|
flags = IMAGE_REMAP;
|
|
}
|
|
else
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: bad operation for %s\n", image->name );
|
|
return;
|
|
}
|
|
|
|
if( !image->original )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: no input data for %s\n", image->name );
|
|
return;
|
|
}
|
|
|
|
if( ImageDXT( image->original->type ))
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "GL_ProcessTexture: can't process compressed texture %s\n", image->name );
|
|
return;
|
|
}
|
|
|
|
// all the operations makes over the image copy not an original
|
|
pic = gEngfuncs.FS_CopyImage( image->original );
|
|
gEngfuncs.Image_Process( &pic, topColor, bottomColor, flags, 0.0f );
|
|
|
|
GL_UploadTexture( image, pic );
|
|
GL_ApplyTextureParams( image ); // update texture filter, wrap etc
|
|
|
|
gEngfuncs.FS_FreeImage( pic );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_TexMemory
|
|
|
|
return size of all uploaded textures
|
|
================
|
|
*/
|
|
int GL_TexMemory( void )
|
|
{
|
|
int i, total = 0;
|
|
|
|
for( i = 0; i < gl_numTextures; i++ )
|
|
total += gl_textures[i].size;
|
|
|
|
return total;
|
|
}
|
|
|
|
/*
|
|
==============================================================================
|
|
|
|
INTERNAL TEXTURES
|
|
|
|
==============================================================================
|
|
*/
|
|
/*
|
|
==================
|
|
GL_FakeImage
|
|
==================
|
|
*/
|
|
static rgbdata_t *GL_FakeImage( int width, int height, int depth, int flags )
|
|
{
|
|
static byte data2D[1024]; // 16x16x4
|
|
static rgbdata_t r_image;
|
|
|
|
// also use this for bad textures, but without alpha
|
|
r_image.width = Q_max( 1, width );
|
|
r_image.height = Q_max( 1, height );
|
|
r_image.depth = Q_max( 1, depth );
|
|
r_image.flags = flags;
|
|
r_image.type = PF_RGBA_32;
|
|
r_image.size = r_image.width * r_image.height * r_image.depth * 4;
|
|
r_image.buffer = (r_image.size > sizeof( data2D )) ? NULL : data2D;
|
|
r_image.palette = NULL;
|
|
r_image.numMips = 1;
|
|
r_image.encode = 0;
|
|
|
|
if( FBitSet( r_image.flags, IMAGE_CUBEMAP ))
|
|
r_image.size *= 6;
|
|
memset( data2D, 0xFF, sizeof( data2D ));
|
|
|
|
return &r_image;
|
|
}
|
|
|
|
/*
|
|
==================
|
|
R_InitDlightTexture
|
|
==================
|
|
*/
|
|
void R_InitDlightTexture( void )
|
|
{
|
|
rgbdata_t r_image;
|
|
|
|
if( tr.dlightTexture != 0 )
|
|
return; // already initialized
|
|
|
|
memset( &r_image, 0, sizeof( r_image ));
|
|
r_image.width = BLOCK_SIZE;
|
|
r_image.height = BLOCK_SIZE;
|
|
r_image.flags = IMAGE_HAS_COLOR;
|
|
r_image.type = PF_RGBA_32;
|
|
r_image.size = r_image.width * r_image.height * 4;
|
|
|
|
tr.dlightTexture = GL_LoadTextureInternal( "*dlight", &r_image, TF_NOMIPMAP|TF_CLAMP|TF_ATLAS_PAGE );
|
|
}
|
|
|
|
/*
|
|
==================
|
|
GL_CreateInternalTextures
|
|
==================
|
|
*/
|
|
static void GL_CreateInternalTextures( void )
|
|
{
|
|
int dx2, dy, d;
|
|
int x, y;
|
|
rgbdata_t *pic;
|
|
|
|
// emo-texture from quake1
|
|
pic = GL_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR );
|
|
|
|
for( y = 0; y < 16; y++ )
|
|
{
|
|
for( x = 0; x < 16; x++ )
|
|
{
|
|
if(( y < 8 ) ^ ( x < 8 ))
|
|
((uint *)pic->buffer)[y*16+x] = 0xFFFF00FF;
|
|
else ((uint *)pic->buffer)[y*16+x] = 0xFF000000;
|
|
}
|
|
}
|
|
|
|
tr.defaultTexture = GL_LoadTextureInternal( REF_DEFAULT_TEXTURE, pic, TF_COLORMAP );
|
|
|
|
// particle texture from quake1
|
|
pic = GL_FakeImage( 16, 16, 1, IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA );
|
|
|
|
for( x = 0; x < 16; x++ )
|
|
{
|
|
dx2 = x - 8;
|
|
dx2 = dx2 * dx2;
|
|
|
|
for( y = 0; y < 16; y++ )
|
|
{
|
|
dy = y - 8;
|
|
d = 255 - 35 * sqrt( dx2 + dy * dy );
|
|
pic->buffer[( y * 16 + x ) * 4 + 3] = bound( 0, d, 255 );
|
|
}
|
|
}
|
|
|
|
tr.particleTexture = GL_LoadTextureInternal( REF_PARTICLE_TEXTURE, pic, TF_CLAMP );
|
|
|
|
// white texture
|
|
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
|
|
for( x = 0; x < 16; x++ )
|
|
((uint *)pic->buffer)[x] = 0xFFFFFFFF;
|
|
tr.whiteTexture = GL_LoadTextureInternal( REF_WHITE_TEXTURE, pic, TF_COLORMAP );
|
|
|
|
// gray texture
|
|
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
|
|
for( x = 0; x < 16; x++ )
|
|
((uint *)pic->buffer)[x] = 0xFF7F7F7F;
|
|
tr.grayTexture = GL_LoadTextureInternal( REF_GRAY_TEXTURE, pic, TF_COLORMAP );
|
|
|
|
// black texture
|
|
pic = GL_FakeImage( 4, 4, 1, IMAGE_HAS_COLOR );
|
|
for( x = 0; x < 16; x++ )
|
|
((uint *)pic->buffer)[x] = 0xFF000000;
|
|
tr.blackTexture = GL_LoadTextureInternal( REF_BLACK_TEXTURE, pic, TF_COLORMAP );
|
|
|
|
// cinematic dummy
|
|
pic = GL_FakeImage( 640, 100, 1, IMAGE_HAS_COLOR );
|
|
tr.cinTexture = GL_LoadTextureInternal( "*cintexture", pic, TF_NOMIPMAP|TF_CLAMP );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_TextureList_f
|
|
===============
|
|
*/
|
|
void R_TextureList_f( void )
|
|
{
|
|
gl_texture_t *image;
|
|
int i, texCount, bytes = 0;
|
|
|
|
gEngfuncs.Con_Printf( "\n" );
|
|
gEngfuncs.Con_Printf( " -id- -w- -h- -size- -fmt- -type- -data- -encode- -wrap- -depth- -name--------\n" );
|
|
|
|
for( i = texCount = 0, image = gl_textures; i < gl_numTextures; i++, image++ )
|
|
{
|
|
if( !image->texnum ) continue;
|
|
|
|
bytes += image->size;
|
|
texCount++;
|
|
|
|
gEngfuncs.Con_Printf( "%4i: ", i );
|
|
gEngfuncs.Con_Printf( "%4i %4i ", image->width, image->height );
|
|
gEngfuncs.Con_Printf( "%12s ", Q_memprint( image->size ));
|
|
|
|
switch( image->format )
|
|
{
|
|
case GL_COMPRESSED_RGBA_ARB:
|
|
gEngfuncs.Con_Printf( "CRGBA " );
|
|
break;
|
|
case GL_COMPRESSED_RGB_ARB:
|
|
gEngfuncs.Con_Printf( "CRGB " );
|
|
break;
|
|
case GL_COMPRESSED_LUMINANCE_ALPHA_ARB:
|
|
gEngfuncs.Con_Printf( "CLA " );
|
|
break;
|
|
case GL_COMPRESSED_LUMINANCE_ARB:
|
|
gEngfuncs.Con_Printf( "CL " );
|
|
break;
|
|
case GL_COMPRESSED_ALPHA_ARB:
|
|
gEngfuncs.Con_Printf( "CA " );
|
|
break;
|
|
case GL_COMPRESSED_INTENSITY_ARB:
|
|
gEngfuncs.Con_Printf( "CI " );
|
|
break;
|
|
case GL_COMPRESSED_RGB_S3TC_DXT1_EXT:
|
|
gEngfuncs.Con_Printf( "DXT1c " );
|
|
break;
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
|
|
gEngfuncs.Con_Printf( "DXT1a " );
|
|
break;
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT3_EXT:
|
|
gEngfuncs.Con_Printf( "DXT3 " );
|
|
break;
|
|
case GL_COMPRESSED_RGBA_S3TC_DXT5_EXT:
|
|
gEngfuncs.Con_Printf( "DXT5 " );
|
|
break;
|
|
case GL_COMPRESSED_RED_GREEN_RGTC2_EXT:
|
|
case GL_COMPRESSED_LUMINANCE_ALPHA_3DC_ATI:
|
|
gEngfuncs.Con_Printf( "ATI2 " );
|
|
break;
|
|
case GL_RGBA:
|
|
gEngfuncs.Con_Printf( "RGBA " );
|
|
break;
|
|
case GL_RGBA8:
|
|
gEngfuncs.Con_Printf( "RGBA8 " );
|
|
break;
|
|
case GL_RGBA4:
|
|
gEngfuncs.Con_Printf( "RGBA4 " );
|
|
break;
|
|
case GL_RGB:
|
|
gEngfuncs.Con_Printf( "RGB " );
|
|
break;
|
|
case GL_RGB8:
|
|
gEngfuncs.Con_Printf( "RGB8 " );
|
|
break;
|
|
case GL_RGB5:
|
|
gEngfuncs.Con_Printf( "RGB5 " );
|
|
break;
|
|
case GL_LUMINANCE4_ALPHA4:
|
|
gEngfuncs.Con_Printf( "L4A4 " );
|
|
break;
|
|
case GL_LUMINANCE_ALPHA:
|
|
case GL_LUMINANCE8_ALPHA8:
|
|
gEngfuncs.Con_Printf( "L8A8 " );
|
|
break;
|
|
case GL_LUMINANCE4:
|
|
gEngfuncs.Con_Printf( "L4 " );
|
|
break;
|
|
case GL_LUMINANCE:
|
|
case GL_LUMINANCE8:
|
|
gEngfuncs.Con_Printf( "L8 " );
|
|
break;
|
|
case GL_ALPHA8:
|
|
gEngfuncs.Con_Printf( "A8 " );
|
|
break;
|
|
case GL_INTENSITY8:
|
|
gEngfuncs.Con_Printf( "I8 " );
|
|
break;
|
|
case GL_DEPTH_COMPONENT:
|
|
case GL_DEPTH_COMPONENT24:
|
|
gEngfuncs.Con_Printf( "DPTH24" );
|
|
break;
|
|
case GL_DEPTH_COMPONENT32F:
|
|
gEngfuncs.Con_Printf( "DPTH32" );
|
|
break;
|
|
case GL_LUMINANCE16F_ARB:
|
|
gEngfuncs.Con_Printf( "L16F " );
|
|
break;
|
|
case GL_LUMINANCE32F_ARB:
|
|
gEngfuncs.Con_Printf( "L32F " );
|
|
break;
|
|
case GL_LUMINANCE_ALPHA16F_ARB:
|
|
gEngfuncs.Con_Printf( "LA16F " );
|
|
break;
|
|
case GL_LUMINANCE_ALPHA32F_ARB:
|
|
gEngfuncs.Con_Printf( "LA32F " );
|
|
break;
|
|
case GL_RG16F:
|
|
gEngfuncs.Con_Printf( "RG16F " );
|
|
break;
|
|
case GL_RG32F:
|
|
gEngfuncs.Con_Printf( "RG32F " );
|
|
break;
|
|
case GL_RGB16F_ARB:
|
|
gEngfuncs.Con_Printf( "RGB16F" );
|
|
break;
|
|
case GL_RGB32F_ARB:
|
|
gEngfuncs.Con_Printf( "RGB32F" );
|
|
break;
|
|
case GL_RGBA16F_ARB:
|
|
gEngfuncs.Con_Printf( "RGBA16F" );
|
|
break;
|
|
case GL_RGBA32F_ARB:
|
|
gEngfuncs.Con_Printf( "RGBA32F" );
|
|
break;
|
|
default:
|
|
gEngfuncs.Con_Printf( " ^1ERROR^7 " );
|
|
break;
|
|
}
|
|
|
|
switch( image->target )
|
|
{
|
|
case GL_TEXTURE_1D:
|
|
gEngfuncs.Con_Printf( " 1D " );
|
|
break;
|
|
case GL_TEXTURE_2D:
|
|
gEngfuncs.Con_Printf( " 2D " );
|
|
break;
|
|
case GL_TEXTURE_3D:
|
|
gEngfuncs.Con_Printf( " 3D " );
|
|
break;
|
|
case GL_TEXTURE_CUBE_MAP_ARB:
|
|
gEngfuncs.Con_Printf( "CUBE " );
|
|
break;
|
|
case GL_TEXTURE_RECTANGLE_EXT:
|
|
gEngfuncs.Con_Printf( "RECT " );
|
|
break;
|
|
case GL_TEXTURE_2D_ARRAY_EXT:
|
|
gEngfuncs.Con_Printf( "ARRAY " );
|
|
break;
|
|
default:
|
|
gEngfuncs.Con_Printf( "???? " );
|
|
break;
|
|
}
|
|
|
|
if( image->flags & TF_NORMALMAP )
|
|
gEngfuncs.Con_Printf( "normal " );
|
|
else gEngfuncs.Con_Printf( "diffuse " );
|
|
|
|
switch( image->encode )
|
|
{
|
|
case DXT_ENCODE_COLOR_YCoCg:
|
|
gEngfuncs.Con_Printf( "YCoCg " );
|
|
break;
|
|
case DXT_ENCODE_NORMAL_AG_ORTHO:
|
|
gEngfuncs.Con_Printf( "ortho " );
|
|
break;
|
|
case DXT_ENCODE_NORMAL_AG_STEREO:
|
|
gEngfuncs.Con_Printf( "stereo " );
|
|
break;
|
|
case DXT_ENCODE_NORMAL_AG_PARABOLOID:
|
|
gEngfuncs.Con_Printf( "parabolic " );
|
|
break;
|
|
case DXT_ENCODE_NORMAL_AG_QUARTIC:
|
|
gEngfuncs.Con_Printf( "quartic " );
|
|
break;
|
|
case DXT_ENCODE_NORMAL_AG_AZIMUTHAL:
|
|
gEngfuncs.Con_Printf( "azimuthal " );
|
|
break;
|
|
default:
|
|
gEngfuncs.Con_Printf( "default " );
|
|
break;
|
|
}
|
|
|
|
if( image->flags & TF_CLAMP )
|
|
gEngfuncs.Con_Printf( "clamp " );
|
|
else if( image->flags & TF_BORDER )
|
|
gEngfuncs.Con_Printf( "border " );
|
|
else gEngfuncs.Con_Printf( "repeat " );
|
|
gEngfuncs.Con_Printf( " %d ", image->depth );
|
|
gEngfuncs.Con_Printf( " %s\n", image->name );
|
|
}
|
|
|
|
gEngfuncs.Con_Printf( "---------------------------------------------------------\n" );
|
|
gEngfuncs.Con_Printf( "%i total textures\n", texCount );
|
|
gEngfuncs.Con_Printf( "%s total memory used\n", Q_memprint( bytes ));
|
|
gEngfuncs.Con_Printf( "\n" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_InitImages
|
|
===============
|
|
*/
|
|
void R_InitImages( void )
|
|
{
|
|
memset( gl_textures, 0, sizeof( gl_textures ));
|
|
memset( gl_texturesHashTable, 0, sizeof( gl_texturesHashTable ));
|
|
gl_numTextures = 0;
|
|
|
|
// create unused 0-entry
|
|
Q_strncpy( gl_textures->name, "*unused*", sizeof( gl_textures->name ));
|
|
gl_textures->hashValue = COM_HashKey( gl_textures->name, TEXTURES_HASH_SIZE );
|
|
gl_textures->nextHash = gl_texturesHashTable[gl_textures->hashValue];
|
|
gl_texturesHashTable[gl_textures->hashValue] = gl_textures;
|
|
gl_numTextures = 1;
|
|
|
|
// validate cvars
|
|
R_SetTextureParameters();
|
|
GL_CreateInternalTextures();
|
|
|
|
gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_ShutdownImages
|
|
===============
|
|
*/
|
|
void R_ShutdownImages( void )
|
|
{
|
|
gl_texture_t *tex;
|
|
int i;
|
|
|
|
gEngfuncs.Cmd_RemoveCommand( "texturelist" );
|
|
GL_CleanupAllTextureUnits();
|
|
|
|
for( i = 0, tex = gl_textures; i < gl_numTextures; i++, tex++ )
|
|
GL_DeleteTexture( tex );
|
|
|
|
memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures ));
|
|
memset( gl_texturesHashTable, 0, sizeof( gl_texturesHashTable ));
|
|
memset( gl_textures, 0, sizeof( gl_textures ));
|
|
gl_numTextures = 0;
|
|
}
|