1320 lines
31 KiB
C
1320 lines
31 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 "r_local.h"
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#define TEXTURES_HASH_SIZE ( MAX_TEXTURES >> 2 )
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static image_t r_images[MAX_TEXTURES];
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static image_t *r_imagesHashTable[TEXTURES_HASH_SIZE];
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static uint r_numImages;
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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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image_t *R_GetTexture( unsigned int texnum )
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{
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ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
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return &r_images[texnum];
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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 GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
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{
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image_t *image;
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image = &r_images[texnum];
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// vid.rendermode = kRenderNormal;
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if( vid.rendermode == kRenderNormal )
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{
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r_affinetridesc.pskin = image->pixels[0];
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d_pdrawspans = R_PolysetFillSpans8;
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}
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else if( vid.rendermode == kRenderTransAdd )
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{
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r_affinetridesc.pskin = image->pixels[0];
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d_pdrawspans = R_PolysetDrawSpansAdditive;
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}
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else if( vid.rendermode == kRenderGlow )
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{
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r_affinetridesc.pskin = image->pixels[0];
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d_pdrawspans = R_PolysetDrawSpansGlow;
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}
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else if( image->alpha_pixels )
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{
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r_affinetridesc.pskin = image->alpha_pixels;
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d_pdrawspans = R_PolysetDrawSpansTextureBlended;
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}
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else
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{
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r_affinetridesc.pskin = image->pixels[0];
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d_pdrawspans = R_PolysetDrawSpansBlended;
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}
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r_affinetridesc.skinwidth = image->width;
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r_affinetridesc.skinheight = image->height;
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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( image_t *tex )
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{
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Assert( tex != NULL );
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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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image_t *tex = &r_images[iTexture];
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Assert( tex != NULL );
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if( !tex->pixels )
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return; // free slot
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GL_Bind( XASH_TEXTURE0, iTexture );
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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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// change all the existing mipmapped texture objects
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for( i = 0; i < r_numImages; 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_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_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( int width, int height, int depth )
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{
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return width * height * 2;
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}
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static int GL_CalcMipmapCount( image_t *tex, qboolean haveBuffer )
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{
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int width, height;
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int mipcount;
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Assert( tex != NULL );
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if( !haveBuffer )
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return 1;
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// generate mip-levels by user request
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if( FBitSet( tex->flags, TF_NOMIPMAP ))
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return 1;
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// mip-maps can't exceeds 4
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for( mipcount = 0; mipcount < 4; mipcount++ )
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{
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width = Q_max( 1, ( tex->width >> mipcount ));
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height = Q_max( 1, ( tex->height >> mipcount ));
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if( width == 1 && height == 1 )
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break;
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}
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return mipcount + 1;
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}
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/*
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================
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GL_SetTextureDimensions
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================
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*/
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static void GL_SetTextureDimensions( image_t *tex, int width, int height, int depth )
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{
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int maxTextureSize = 1024;
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int maxDepthSize = 1;
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Assert( tex != NULL );
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// store original sizes
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tex->srcWidth = width;
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tex->srcHeight = height;
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if( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize )
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{
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while( width > maxTextureSize || height > maxTextureSize )
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{
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width >>= 1;
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height >>= 1;
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}
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}
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// set the texture dimensions
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tex->width = Q_max( 1, width );
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tex->height = Q_max( 1, height );
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tex->depth = Q_max( 1, depth );
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}
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/*
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===============
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GL_SetTextureTarget
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===============
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*/
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static void GL_SetTextureTarget( image_t *tex, rgbdata_t *pic )
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{
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Assert( pic != NULL );
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Assert( tex != NULL );
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// correct depth size
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pic->depth = Q_max( 1, pic->depth );
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tex->numMips = 0; // begin counting
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// correct mip count
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pic->numMips = Q_max( 1, pic->numMips );
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}
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/*
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===============
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GL_SetTextureFormat
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===============
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*/
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static void GL_SetTextureFormat( image_t *tex, pixformat_t format, int channelMask )
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{
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qboolean haveColor = ( channelMask & IMAGE_HAS_COLOR );
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qboolean haveAlpha = ( channelMask & IMAGE_HAS_ALPHA );
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Assert( tex != NULL );
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// tex->transparent = !!( channelMask & IMAGE_HAS_ALPHA );
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}
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/*
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=================
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GL_ResampleTexture
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Assume input buffer is RGBA
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=================
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*/
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byte *GL_ResampleTexture( const byte *source, int inWidth, int inHeight, int outWidth, int outHeight, qboolean isNormalMap )
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{
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uint frac, fracStep;
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uint *in = (uint *)source;
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uint p1[0x1000], p2[0x1000];
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byte *pix1, *pix2, *pix3, *pix4;
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uint *out, *inRow1, *inRow2;
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static byte *scaledImage = NULL; // pointer to a scaled image
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vec3_t normal;
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int i, x, y;
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if( !source )
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return NULL;
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scaledImage = Mem_Realloc( r_temppool, scaledImage, outWidth * outHeight * 4 );
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fracStep = inWidth * 0x10000 / outWidth;
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out = (uint *)scaledImage;
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frac = fracStep >> 2;
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for( i = 0; i < outWidth; i++ )
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{
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p1[i] = 4 * ( frac >> 16 );
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frac += fracStep;
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}
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frac = ( fracStep >> 2 ) * 3;
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for( i = 0; i < outWidth; i++ )
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{
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p2[i] = 4 * ( frac >> 16 );
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frac += fracStep;
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}
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if( isNormalMap )
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f ) * inHeight / outHeight );
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inRow2 = in + inWidth * (int)(((float)y + 0.75f ) * inHeight / outHeight );
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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normal[0] = MAKE_SIGNED( pix1[0] ) + MAKE_SIGNED( pix2[0] ) + MAKE_SIGNED( pix3[0] ) + MAKE_SIGNED( pix4[0] );
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normal[1] = MAKE_SIGNED( pix1[1] ) + MAKE_SIGNED( pix2[1] ) + MAKE_SIGNED( pix3[1] ) + MAKE_SIGNED( pix4[1] );
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normal[2] = MAKE_SIGNED( pix1[2] ) + MAKE_SIGNED( pix2[2] ) + MAKE_SIGNED( pix3[2] ) + MAKE_SIGNED( pix4[2] );
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if( !VectorNormalizeLength( normal ))
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VectorSet( normal, 0.5f, 0.5f, 1.0f );
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((byte *)( out + x ))[0] = 128 + (byte)( 127.0f * normal[0] );
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((byte *)( out + x ))[1] = 128 + (byte)( 127.0f * normal[1] );
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((byte *)( out + x ))[2] = 128 + (byte)( 127.0f * normal[2] );
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((byte *)( out + x ))[3] = 255;
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}
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}
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}
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else
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{
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for( y = 0; y < outHeight; y++, out += outWidth )
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{
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inRow1 = in + inWidth * (int)(((float)y + 0.25f ) * inHeight / outHeight );
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inRow2 = in + inWidth * (int)(((float)y + 0.75f ) * inHeight / outHeight );
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for( x = 0; x < outWidth; x++ )
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{
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pix1 = (byte *)inRow1 + p1[x];
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pix2 = (byte *)inRow1 + p2[x];
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pix3 = (byte *)inRow2 + p1[x];
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pix4 = (byte *)inRow2 + p2[x];
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((byte *)( out + x ))[0] = ( pix1[0] + pix2[0] + pix3[0] + pix4[0] ) >> 2;
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((byte *)( out + x ))[1] = ( pix1[1] + pix2[1] + pix3[1] + pix4[1] ) >> 2;
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((byte *)( out + x ))[2] = ( pix1[2] + pix2[2] + pix3[2] + pix4[2] ) >> 2;
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((byte *)( out + x ))[3] = ( pix1[3] + pix2[3] + pix3[3] + pix4[3] ) >> 2;
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}
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}
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}
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return scaledImage;
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}
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/*
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=================
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GL_BoxFilter3x3
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box filter 3x3
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=================
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*/
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static void GL_BoxFilter3x3( byte *out, const byte *in, int w, int h, int x, int y )
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{
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int r = 0, g = 0, b = 0, a = 0;
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int count = 0, acount = 0;
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int i, j, u, v;
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const byte *pixel;
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for( i = 0; i < 3; i++ )
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{
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u = ( i - 1 ) + x;
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for( j = 0; j < 3; j++ )
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{
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v = ( j - 1 ) + y;
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if( u >= 0 && u < w && v >= 0 && v < h )
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{
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pixel = &in[( u + v * w ) * 4];
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if( pixel[3] != 0 )
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{
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r += pixel[0];
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g += pixel[1];
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b += pixel[2];
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a += pixel[3];
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acount++;
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}
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}
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}
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}
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if( acount == 0 )
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acount = 1;
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out[0] = r / acount;
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out[1] = g / acount;
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out[2] = b / acount;
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// out[3] = (int)( SimpleSpline( ( a / 12.0f ) / 255.0f ) * 255 );
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}
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/*
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=================
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GL_ApplyFilter
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Apply box-filter to 1-bit alpha
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=================
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*/
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static byte *GL_ApplyFilter( const byte *source, int width, int height )
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{
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byte *in = (byte *)source;
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byte *out = (byte *)source;
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int i;
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if( ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ))
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return in;
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for( i = 0; source && i < width * height; i++, in += 4 )
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{
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if( in[0] == 0 && in[1] == 0 && in[2] == 0 && in[3] == 0 )
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GL_BoxFilter3x3( in, source, width, height, i % width, i / width );
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}
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return out;
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}
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/*
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=================
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GL_BuildMipMap
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Operates in place, quartering the size of the texture
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=================
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*/
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static void GL_BuildMipMap( byte *in, int srcWidth, int srcHeight, int srcDepth, int flags )
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{
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byte *out = in;
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int instride = ALIGN( srcWidth * 4, 1 );
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int mipWidth, mipHeight, outpadding;
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int row, x, y, z;
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vec3_t normal;
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if( !in )
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return;
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mipWidth = Q_max( 1, ( srcWidth >> 1 ));
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mipHeight = Q_max( 1, ( srcHeight >> 1 ));
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outpadding = ALIGN( mipWidth * 4, 1 ) - mipWidth * 4;
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row = srcWidth << 2;
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if( FBitSet( flags, TF_ALPHACONTRAST ))
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{
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memset( in, mipWidth, mipWidth * mipHeight * 4 );
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return;
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}
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// move through all layers
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for( z = 0; z < srcDepth; z++ )
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{
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if( FBitSet( flags, TF_NORMALMAP ))
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{
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for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
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{
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byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
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for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
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{
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if((( x << 1 ) + 1 ) < srcWidth )
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{
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normal[0] = MAKE_SIGNED( in[row + 0] ) + MAKE_SIGNED( in[row + 4] )
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+ MAKE_SIGNED( next[row + 0] ) + MAKE_SIGNED( next[row + 4] );
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normal[1] = MAKE_SIGNED( in[row + 1] ) + MAKE_SIGNED( in[row + 5] )
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+ MAKE_SIGNED( next[row + 1] ) + MAKE_SIGNED( next[row + 5] );
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normal[2] = MAKE_SIGNED( in[row + 2] ) + MAKE_SIGNED( in[row + 6] )
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+ MAKE_SIGNED( next[row + 2] ) + MAKE_SIGNED( next[row + 6] );
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}
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else
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{
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normal[0] = MAKE_SIGNED( in[row + 0] ) + MAKE_SIGNED( next[row + 0] );
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normal[1] = MAKE_SIGNED( in[row + 1] ) + MAKE_SIGNED( next[row + 1] );
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normal[2] = MAKE_SIGNED( in[row + 2] ) + MAKE_SIGNED( next[row + 2] );
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}
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if( !VectorNormalizeLength( normal ))
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VectorSet( normal, 0.5f, 0.5f, 1.0f );
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out[0] = 128 + (byte)( 127.0f * normal[0] );
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out[1] = 128 + (byte)( 127.0f * normal[1] );
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out[2] = 128 + (byte)( 127.0f * normal[2] );
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out[3] = 255;
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}
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}
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}
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else
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{
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for( y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
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{
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byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
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for( x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
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{
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if((( x << 1 ) + 1 ) < srcWidth )
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{
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out[0] = ( in[row + 0] + in[row + 4] + next[row + 0] + next[row + 4] ) >> 2;
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out[1] = ( in[row + 1] + in[row + 5] + next[row + 1] + next[row + 5] ) >> 2;
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out[2] = ( in[row + 2] + in[row + 6] + next[row + 2] + next[row + 6] ) >> 2;
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out[3] = ( in[row + 3] + in[row + 7] + next[row + 3] + next[row + 7] ) >> 2;
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}
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else
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{
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out[0] = ( in[row + 0] + next[row + 0] ) >> 1;
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out[1] = ( in[row + 1] + next[row + 1] ) >> 1;
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out[2] = ( in[row + 2] + next[row + 2] ) >> 1;
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out[3] = ( in[row + 3] + next[row + 3] ) >> 1;
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}
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}
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}
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}
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}
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}
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|
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/*
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===============
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GL_UploadTexture
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|
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upload texture into video memory
|
|
===============
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*/
|
|
static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
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{
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byte *buf, *data;
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size_t texsize, size;
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uint width, height;
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uint i, j, numSides;
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uint offset = 0;
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qboolean normalMap = false;
|
|
const byte *bufend;
|
|
int mipCount;
|
|
|
|
tex->fogParams[0] = pic->fogParams[0];
|
|
tex->fogParams[1] = pic->fogParams[1];
|
|
tex->fogParams[2] = pic->fogParams[2];
|
|
tex->fogParams[3] = pic->fogParams[3];
|
|
GL_SetTextureDimensions( tex, pic->width, pic->height, pic->depth );
|
|
GL_SetTextureFormat( tex, pic->type, pic->flags );
|
|
|
|
// gEngfuncs.Con_Printf("%s %d %d\n", tex->name, tex->width, tex->height );
|
|
|
|
Assert( pic != NULL );
|
|
Assert( tex != NULL );
|
|
|
|
if( !pic->buffer )
|
|
return true;
|
|
|
|
buf = pic->buffer;
|
|
|
|
mipCount = 4; // GL_CalcMipmapCount( tex, ( buf != NULL ));
|
|
|
|
// NOTE: only single uncompressed textures can be resamples, no mips, no layers, no sides
|
|
if((( 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( !ImageCompressed( 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++ )
|
|
{
|
|
int x, y;
|
|
width = Q_max( 1, ( tex->width >> j ));
|
|
height = Q_max( 1, ( tex->height >> j ));
|
|
texsize = GL_CalcTextureSize( 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 );
|
|
// increase size to workaround triangle renderer bugs
|
|
// it seems to assume memory readable. maybe it was pointed to WAD?
|
|
// tex->pixels[j] = (byte*)Mem_Calloc( r_temppool, width * height * sizeof(pixel_t) + 1024 ) + 512;
|
|
tex->pixels[j] = (pixel_t *)Mem_Calloc( r_temppool, width * height * sizeof( pixel_t ));
|
|
|
|
|
|
// memset( (byte*)tex->pixels[j] - 512, 0xFF, 512 );
|
|
// memset( (byte*)tex->pixels[j] + width * height * sizeof(pixel_t), 0xFF, 512 );
|
|
|
|
if( j == 0 && tex->flags & TF_HAS_ALPHA )
|
|
tex->alpha_pixels = (pixel_t *)Mem_Calloc( r_temppool, width * height * sizeof( pixel_t ));
|
|
|
|
for( i = 0; i < height * width; i++ )
|
|
{
|
|
unsigned int r, g, b, major, minor;
|
|
// seems to look better
|
|
r = data[i * 4 + 0] * BIT( 5 ) / 256;
|
|
g = data[i * 4 + 1] * BIT( 6 ) / 256;
|
|
b = data[i * 4 + 2] * BIT( 5 ) / 256;
|
|
|
|
// 565 to 332
|
|
major = ((( r >> 2 ) & MASK( 3 )) << 5 ) | (((( g >> 3 ) & MASK( 3 )) << 2 )) | ((( b >> 3 ) & MASK( 2 )));
|
|
|
|
// save minor GBRGBRGB
|
|
minor = MOVE_BIT( r, 1, 5 ) | MOVE_BIT( r, 0, 2 ) | MOVE_BIT( g, 2, 7 ) | MOVE_BIT( g, 1, 4 ) | MOVE_BIT( g, 0, 1 ) | MOVE_BIT( b, 2, 6 ) | MOVE_BIT( b, 1, 3 ) | MOVE_BIT( b, 0, 0 );
|
|
|
|
tex->pixels[j][i] = major << 8 | ( minor & 0xFF );
|
|
if( j == 0 && tex->alpha_pixels )
|
|
{
|
|
unsigned int alpha = ( data[i * 4 + 3] * 8 / 256 ) << ( 16 - 3 );
|
|
tex->alpha_pixels[i] = ( tex->pixels[j][i] >> 3 ) | alpha;
|
|
if( !sw_noalphabrushes.value && data[i * 4 + 3] < 128 && FBitSet( pic->flags, IMAGE_ONEBIT_ALPHA ))
|
|
tex->pixels[j][i] = TRANSPARENT_COLOR; // 0000 0011 0100 1001;
|
|
}
|
|
|
|
}
|
|
|
|
if( mipCount > 1 )
|
|
GL_BuildMipMap( data, width, height, tex->depth, tex->flags );
|
|
|
|
tex->size += texsize;
|
|
tex->numMips++;
|
|
|
|
// GL_CheckTexImageError( tex );
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_ProcessImage
|
|
|
|
do specified actions on pixels
|
|
===============
|
|
*/
|
|
static void GL_ProcessImage( image_t *tex, rgbdata_t *pic )
|
|
{
|
|
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;
|
|
|
|
if( ImageCompressed( 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( !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;
|
|
|
|
if( FBitSet( tex->flags, TF_LUMINANCE ))
|
|
ClearBits( pic->flags, IMAGE_HAS_COLOR );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CheckTexName
|
|
================
|
|
*/
|
|
static qboolean GL_CheckTexName( const char *name )
|
|
{
|
|
int len;
|
|
|
|
if( !COM_CheckString( name ))
|
|
return false;
|
|
|
|
len = Q_strlen( name );
|
|
|
|
// because multi-layered textures can exceed name string
|
|
if( len >= sizeof( r_images->name ))
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "%s: too long name %s (%d)\n", __func__, name, len );
|
|
return false;
|
|
}
|
|
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_TextureForName
|
|
================
|
|
*/
|
|
static image_t *GL_TextureForName( const char *name )
|
|
{
|
|
image_t *tex;
|
|
uint hash;
|
|
|
|
// find the texture in array
|
|
hash = COM_HashKey( name, TEXTURES_HASH_SIZE );
|
|
|
|
for( tex = r_imagesHashTable[hash]; tex != NULL; tex = tex->nextHash )
|
|
{
|
|
if( !Q_stricmp( tex->name, name ))
|
|
return tex;
|
|
}
|
|
|
|
return NULL;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_AllocTexture
|
|
================
|
|
*/
|
|
static image_t *GL_AllocTexture( const char *name, texFlags_t flags )
|
|
{
|
|
image_t *tex;
|
|
uint i;
|
|
|
|
// find a free texture_t slot
|
|
for( i = 0, tex = r_images; i < r_numImages; i++, tex++ )
|
|
if( !tex->name[0] )
|
|
break;
|
|
|
|
if( i == r_numImages )
|
|
{
|
|
if( r_numImages == MAX_TEXTURES )
|
|
gEngfuncs.Host_Error( "%s: MAX_TEXTURES limit exceeds\n", __func__ );
|
|
r_numImages++;
|
|
}
|
|
|
|
tex = &r_images[i];
|
|
|
|
// copy initial params
|
|
Q_strncpy( tex->name, name, sizeof( tex->name ));
|
|
|
|
// 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 = r_imagesHashTable[tex->hashValue];
|
|
r_imagesHashTable[tex->hashValue] = tex;
|
|
|
|
return tex;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_DeleteTexture
|
|
================
|
|
*/
|
|
static void GL_DeleteTexture( image_t *tex )
|
|
{
|
|
image_t **prev;
|
|
image_t *cur;
|
|
int i;
|
|
|
|
ASSERT( tex != NULL );
|
|
|
|
// already freed?
|
|
if( !tex->pixels[0] )
|
|
return;
|
|
|
|
// debug
|
|
if( !tex->name[0] )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "%s: trying to free unnamed texture\n", __func__ );
|
|
return;
|
|
}
|
|
|
|
// remove from hash table
|
|
prev = &r_imagesHashTable[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 );
|
|
|
|
for( i = 0; i < 4; i++ )
|
|
if( tex->pixels[i] )
|
|
Mem_Free( tex->pixels[i] );
|
|
if( tex->alpha_pixels )
|
|
Mem_Free( tex->alpha_pixels );
|
|
|
|
memset( tex, 0, sizeof( *tex ));
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_UpdateTexSize
|
|
|
|
recalc image room
|
|
================
|
|
*/
|
|
void GAME_EXPORT GL_UpdateTexSize( int texnum, int width, int height, int depth )
|
|
{
|
|
int i, j, texsize;
|
|
int numSides;
|
|
image_t *tex;
|
|
|
|
if( texnum <= 0 || texnum >= MAX_TEXTURES )
|
|
return;
|
|
|
|
tex = &r_images[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( width, height, tex->depth );
|
|
tex->size += texsize;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTexture
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_LoadTexture( const char *name, const byte *buf, size_t size, int flags )
|
|
{
|
|
image_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 - r_images );
|
|
|
|
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( image_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 - r_images;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTextureArray
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_LoadTextureArray( const char **names, int flags )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTextureFromBuffer
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_LoadTextureFromBuffer( const char *name, rgbdata_t *pic, texFlags_t flags, qboolean update )
|
|
{
|
|
image_t *tex;
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )) && !update )
|
|
return( tex - r_images );
|
|
|
|
// couldn't loading image
|
|
if( !pic )
|
|
return 0;
|
|
|
|
if( update )
|
|
{
|
|
if( tex == NULL )
|
|
gEngfuncs.Host_Error( "%s: couldn't find texture %s for update\n", __func__, 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( image_t ));
|
|
return 0;
|
|
}
|
|
|
|
GL_ApplyTextureParams( tex ); // update texture filter, wrap etc
|
|
return( tex - r_images );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CreateTexture
|
|
|
|
creates texture from buffer
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_CreateTexture( const char *name, int width, int height, const void *buffer, texFlags_t flags )
|
|
{
|
|
int datasize = 1;
|
|
rgbdata_t r_empty;
|
|
|
|
if( FBitSet( flags, TF_ARB_16BIT ))
|
|
datasize = 2;
|
|
else if( FBitSet( flags, TF_ARB_FLOAT ))
|
|
datasize = 4;
|
|
|
|
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 ))
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
return GL_LoadTextureInternal( name, &r_empty, flags );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_CreateTextureArray
|
|
|
|
creates texture array from buffer
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_CreateTextureArray( const char *name, int width, int height, int depth, const void *buffer, texFlags_t flags )
|
|
{
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_FindTexture
|
|
================
|
|
*/
|
|
int GAME_EXPORT GL_FindTexture( const char *name )
|
|
{
|
|
image_t *tex;
|
|
|
|
if( !GL_CheckTexName( name ))
|
|
return 0;
|
|
|
|
// see if already loaded
|
|
if(( tex = GL_TextureForName( name )))
|
|
return( tex - r_images );
|
|
|
|
return 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_FreeTexture
|
|
================
|
|
*/
|
|
void GAME_EXPORT GL_FreeTexture( unsigned int texnum )
|
|
{
|
|
// number 0 it's already freed
|
|
if( texnum <= 0 )
|
|
return;
|
|
|
|
GL_DeleteTexture( &r_images[texnum] );
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_ProcessTexture
|
|
================
|
|
*/
|
|
void GAME_EXPORT GL_ProcessTexture( int texnum, float gamma, int topColor, int bottomColor )
|
|
{
|
|
image_t *image;
|
|
rgbdata_t *pic;
|
|
int flags = 0;
|
|
|
|
if( texnum <= 0 || texnum >= MAX_TEXTURES )
|
|
return; // missed image
|
|
image = &r_images[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 "%s: bad operation for %s\n", __func__, image->name );
|
|
return;
|
|
}
|
|
|
|
if( !image->original )
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "%s: no input data for %s\n", __func__, image->name );
|
|
return;
|
|
}
|
|
|
|
if( ImageCompressed( image->original->type ))
|
|
{
|
|
gEngfuncs.Con_Printf( S_ERROR "%s: can't process compressed texture %s\n", __func__, image->name );
|
|
return;
|
|
}
|
|
|
|
// all the operations makes over the image copy not an original
|
|
pic = gEngfuncs.FS_CopyImage( image->original );
|
|
|
|
// we need to expand image into RGBA buffer
|
|
if( pic->type == PF_INDEXED_24 || pic->type == PF_INDEXED_32 )
|
|
flags |= IMAGE_FORCE_RGBA;
|
|
|
|
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 );
|
|
}
|
|
|
|
/*
|
|
================
|
|
R_TexMemory
|
|
|
|
return size of all uploaded textures
|
|
================
|
|
*/
|
|
int R_TexMemory( void )
|
|
{
|
|
int i, total = 0;
|
|
|
|
for( i = 0; i < r_numImages; i++ )
|
|
total += r_images[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( "*particle", 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 )
|
|
{
|
|
image_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 = r_images; i < r_numImages; i++, image++ )
|
|
{
|
|
if( !image->pixels )
|
|
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 ));
|
|
|
|
if( image->flags & TF_NORMALMAP )
|
|
gEngfuncs.Con_Printf( "normal " );
|
|
else
|
|
gEngfuncs.Con_Printf( "diffuse " );
|
|
|
|
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( r_images, 0, sizeof( r_images ));
|
|
memset( r_imagesHashTable, 0, sizeof( r_imagesHashTable ));
|
|
r_numImages = 0;
|
|
|
|
// create unused 0-entry
|
|
Q_strncpy( r_images->name, "*unused*", sizeof( r_images->name ));
|
|
r_images->hashValue = COM_HashKey( r_images->name, TEXTURES_HASH_SIZE );
|
|
r_images->nextHash = r_imagesHashTable[r_images->hashValue];
|
|
r_imagesHashTable[r_images->hashValue] = r_images;
|
|
r_numImages = 1;
|
|
|
|
// validate cvars
|
|
R_SetTextureParameters();
|
|
GL_CreateInternalTextures();
|
|
|
|
gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_ShutdownImages
|
|
===============
|
|
*/
|
|
void R_ShutdownImages( void )
|
|
{
|
|
image_t *tex;
|
|
int i;
|
|
|
|
gEngfuncs.Cmd_RemoveCommand( "texturelist" );
|
|
|
|
for( i = 0, tex = r_images; i < r_numImages; i++, tex++ )
|
|
GL_DeleteTexture( tex );
|
|
|
|
memset( tr.lightmapTextures, 0, sizeof( tr.lightmapTextures ));
|
|
memset( r_imagesHashTable, 0, sizeof( r_imagesHashTable ));
|
|
memset( r_images, 0, sizeof( r_images ));
|
|
r_numImages = 0;
|
|
}
|