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-rw-r--r--src/renderergl1/tr_image.c1608
1 files changed, 1608 insertions, 0 deletions
diff --git a/src/renderergl1/tr_image.c b/src/renderergl1/tr_image.c
new file mode 100644
index 00000000..3338a25b
--- /dev/null
+++ b/src/renderergl1/tr_image.c
@@ -0,0 +1,1608 @@
+/*
+===========================================================================
+Copyright (C) 1999-2005 Id Software, Inc.
+Copyright (C) 2000-2009 Darklegion Development
+
+This file is part of Tremulous.
+
+Tremulous is free software; you can redistribute it
+and/or modify it under the terms of the GNU General Public License as
+published by the Free Software Foundation; either version 2 of the License,
+or (at your option) any later version.
+
+Tremulous is distributed in the hope that it will be
+useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
+GNU General Public License for more details.
+
+You should have received a copy of the GNU General Public License
+along with Tremulous; if not, write to the Free Software
+Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
+===========================================================================
+*/
+// tr_image.c
+#include "tr_local.h"
+
+static byte s_intensitytable[256];
+static unsigned char s_gammatable[256];
+
+int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
+int gl_filter_max = GL_LINEAR;
+
+#define FILE_HASH_SIZE 1024
+static image_t* hashTable[FILE_HASH_SIZE];
+
+/*
+** R_GammaCorrect
+*/
+void R_GammaCorrect( byte *buffer, int bufSize ) {
+ int i;
+
+ for ( i = 0; i < bufSize; i++ ) {
+ buffer[i] = s_gammatable[buffer[i]];
+ }
+}
+
+typedef struct {
+ char *name;
+ int minimize, maximize;
+} textureMode_t;
+
+textureMode_t modes[] = {
+ {"GL_NEAREST", GL_NEAREST, GL_NEAREST},
+ {"GL_LINEAR", GL_LINEAR, GL_LINEAR},
+ {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
+ {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
+ {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
+ {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
+};
+
+/*
+================
+return a hash value for the filename
+================
+*/
+static long generateHashValue( const char *fname ) {
+ int i;
+ long hash;
+ char letter;
+
+ hash = 0;
+ i = 0;
+ while (fname[i] != '\0') {
+ letter = tolower(fname[i]);
+ if (letter =='.') break; // don't include extension
+ if (letter =='\\') letter = '/'; // damn path names
+ hash+=(long)(letter)*(i+119);
+ i++;
+ }
+ hash &= (FILE_HASH_SIZE-1);
+ return hash;
+}
+
+/*
+===============
+GL_TextureMode
+===============
+*/
+void GL_TextureMode( const char *string ) {
+ int i;
+ image_t *glt;
+
+ for ( i=0 ; i< 6 ; i++ ) {
+ if ( !Q_stricmp( modes[i].name, string ) ) {
+ break;
+ }
+ }
+
+ // hack to prevent trilinear from being set on voodoo,
+ // because their driver freaks...
+ if ( i == 5 && glConfig.hardwareType == GLHW_3DFX_2D3D ) {
+ ri.Printf( PRINT_ALL, "Refusing to set trilinear on a voodoo.\n" );
+ i = 3;
+ }
+
+
+ if ( i == 6 ) {
+ ri.Printf (PRINT_ALL, "bad filter name\n");
+ return;
+ }
+
+ gl_filter_min = modes[i].minimize;
+ gl_filter_max = modes[i].maximize;
+
+ // change all the existing mipmap texture objects
+ for ( i = 0 ; i < tr.numImages ; i++ ) {
+ glt = tr.images[ i ];
+ if ( glt->mipmap ) {
+ GL_Bind (glt);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ }
+}
+
+/*
+===============
+R_SumOfUsedImages
+===============
+*/
+int R_SumOfUsedImages( void ) {
+ int total;
+ int i;
+
+ total = 0;
+ for ( i = 0; i < tr.numImages; i++ ) {
+ if ( tr.images[i]->frameUsed == tr.frameCount ) {
+ total += tr.images[i]->uploadWidth * tr.images[i]->uploadHeight;
+ }
+ }
+
+ return total;
+}
+
+/*
+===============
+R_ImageList_f
+===============
+*/
+void R_ImageList_f( void ) {
+ int i;
+ image_t *image;
+ int texels;
+ const char *yesno[] = {
+ "no ", "yes"
+ };
+
+ ri.Printf (PRINT_ALL, "\n -w-- -h-- -mm- -TMU- -if-- wrap --name-------\n");
+ texels = 0;
+
+ for ( i = 0 ; i < tr.numImages ; i++ ) {
+ image = tr.images[ i ];
+
+ texels += image->uploadWidth*image->uploadHeight;
+ ri.Printf (PRINT_ALL, "%4i: %4i %4i %s %d ",
+ i, image->uploadWidth, image->uploadHeight, yesno[image->mipmap], image->TMU );
+ switch ( image->internalFormat ) {
+ case 1:
+ ri.Printf( PRINT_ALL, "I " );
+ break;
+ case 2:
+ ri.Printf( PRINT_ALL, "IA " );
+ break;
+ case 3:
+ ri.Printf( PRINT_ALL, "RGB " );
+ break;
+ case 4:
+ ri.Printf( PRINT_ALL, "RGBA " );
+ break;
+ case GL_RGBA8:
+ ri.Printf( PRINT_ALL, "RGBA8" );
+ break;
+ case GL_RGB8:
+ ri.Printf( PRINT_ALL, "RGB8" );
+ break;
+ case GL_RGB4_S3TC:
+ case GL_COMPRESSED_RGBA_S3TC_DXT1_EXT:
+ ri.Printf( PRINT_ALL, "S3TC " );
+ break;
+ case GL_RGBA4:
+ ri.Printf( PRINT_ALL, "RGBA4" );
+ break;
+ case GL_RGB5:
+ ri.Printf( PRINT_ALL, "RGB5 " );
+ break;
+ default:
+ ri.Printf( PRINT_ALL, "???? " );
+ }
+
+ switch ( image->wrapClampMode ) {
+ case GL_REPEAT:
+ ri.Printf( PRINT_ALL, "rept " );
+ break;
+ case GL_CLAMP_TO_EDGE:
+ ri.Printf( PRINT_ALL, "clmp " );
+ break;
+ default:
+ ri.Printf( PRINT_ALL, "%4i ", image->wrapClampMode );
+ break;
+ }
+
+ ri.Printf( PRINT_ALL, " %s\n", image->imgName );
+ }
+ ri.Printf (PRINT_ALL, " ---------\n");
+ ri.Printf (PRINT_ALL, " %i total texels (not including mipmaps)\n", texels);
+ ri.Printf (PRINT_ALL, " %i total images\n\n", tr.numImages );
+}
+
+//=======================================================================
+
+/*
+================
+ResampleTexture
+
+Used to resample images in a more general than quartering fashion.
+
+This will only be filtered properly if the resampled size
+is greater than half the original size.
+
+If a larger shrinking is needed, use the mipmap function
+before or after.
+================
+*/
+static void ResampleTexture( unsigned *in, int inwidth, int inheight, unsigned *out,
+ int outwidth, int outheight ) {
+ int i, j;
+ unsigned *inrow, *inrow2;
+ unsigned frac, fracstep;
+ unsigned p1[2048], p2[2048];
+ byte *pix1, *pix2, *pix3, *pix4;
+
+ if (outwidth>2048)
+ ri.Error(ERR_DROP, "ResampleTexture: max width");
+
+ fracstep = inwidth*0x10000/outwidth;
+
+ frac = fracstep>>2;
+ for ( i=0 ; i<outwidth ; i++ ) {
+ p1[i] = 4*(frac>>16);
+ frac += fracstep;
+ }
+ frac = 3*(fracstep>>2);
+ for ( i=0 ; i<outwidth ; i++ ) {
+ p2[i] = 4*(frac>>16);
+ frac += fracstep;
+ }
+
+ for (i=0 ; i<outheight ; i++, out += outwidth) {
+ inrow = in + inwidth*(int)((i+0.25)*inheight/outheight);
+ inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight);
+ frac = fracstep >> 1;
+ for (j=0 ; j<outwidth ; j++) {
+ pix1 = (byte *)inrow + p1[j];
+ pix2 = (byte *)inrow + p2[j];
+ pix3 = (byte *)inrow2 + p1[j];
+ pix4 = (byte *)inrow2 + p2[j];
+ ((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
+ ((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
+ ((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
+ ((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
+ }
+ }
+}
+
+/*
+================
+R_LightScaleTexture
+
+Scale up the pixel values in a texture to increase the
+lighting range
+================
+*/
+void R_LightScaleTexture (unsigned *in, int inwidth, int inheight, qboolean only_gamma )
+{
+ if ( only_gamma )
+ {
+ if ( !glConfig.deviceSupportsGamma )
+ {
+ int i, c;
+ byte *p;
+
+ p = (byte *)in;
+
+ c = inwidth*inheight;
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_gammatable[p[0]];
+ p[1] = s_gammatable[p[1]];
+ p[2] = s_gammatable[p[2]];
+ }
+ }
+ }
+ else
+ {
+ int i, c;
+ byte *p;
+
+ p = (byte *)in;
+
+ c = inwidth*inheight;
+
+ if ( glConfig.deviceSupportsGamma )
+ {
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_intensitytable[p[0]];
+ p[1] = s_intensitytable[p[1]];
+ p[2] = s_intensitytable[p[2]];
+ }
+ }
+ else
+ {
+ for (i=0 ; i<c ; i++, p+=4)
+ {
+ p[0] = s_gammatable[s_intensitytable[p[0]]];
+ p[1] = s_gammatable[s_intensitytable[p[1]]];
+ p[2] = s_gammatable[s_intensitytable[p[2]]];
+ }
+ }
+ }
+}
+
+
+/*
+================
+R_MipMap2
+
+Operates in place, quartering the size of the texture
+Proper linear filter
+================
+*/
+static void R_MipMap2( unsigned *in, int inWidth, int inHeight ) {
+ int i, j, k;
+ byte *outpix;
+ int inWidthMask, inHeightMask;
+ int total;
+ int outWidth, outHeight;
+ unsigned *temp;
+
+ outWidth = inWidth >> 1;
+ outHeight = inHeight >> 1;
+ temp = ri.Hunk_AllocateTempMemory( outWidth * outHeight * 4 );
+
+ inWidthMask = inWidth - 1;
+ inHeightMask = inHeight - 1;
+
+ for ( i = 0 ; i < outHeight ; i++ ) {
+ for ( j = 0 ; j < outWidth ; j++ ) {
+ outpix = (byte *) ( temp + i * outWidth + j );
+ for ( k = 0 ; k < 4 ; k++ ) {
+ total =
+ 1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+ 1 * ((byte *)&in[ ((i*2-1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+ 2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+ 4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+ 4 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+ 2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+ 4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+ 4 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2+1)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k] +
+
+ 1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2-1)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2)&inWidthMask) ])[k] +
+ 2 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+1)&inWidthMask) ])[k] +
+ 1 * ((byte *)&in[ ((i*2+2)&inHeightMask)*inWidth + ((j*2+2)&inWidthMask) ])[k];
+ outpix[k] = total / 36;
+ }
+ }
+ }
+
+ Com_Memcpy( in, temp, outWidth * outHeight * 4 );
+ ri.Hunk_FreeTempMemory( temp );
+}
+
+/*
+================
+R_MipMap
+
+Operates in place, quartering the size of the texture
+================
+*/
+static void R_MipMap (byte *in, int width, int height) {
+ int i, j;
+ byte *out;
+ int row;
+
+ if ( !r_simpleMipMaps->integer ) {
+ R_MipMap2( (unsigned *)in, width, height );
+ return;
+ }
+
+ if ( width == 1 && height == 1 ) {
+ return;
+ }
+
+ row = width * 4;
+ out = in;
+ width >>= 1;
+ height >>= 1;
+
+ if ( width == 0 || height == 0 ) {
+ width += height; // get largest
+ for (i=0 ; i<width ; i++, out+=4, in+=8 ) {
+ out[0] = ( in[0] + in[4] )>>1;
+ out[1] = ( in[1] + in[5] )>>1;
+ out[2] = ( in[2] + in[6] )>>1;
+ out[3] = ( in[3] + in[7] )>>1;
+ }
+ return;
+ }
+
+ for (i=0 ; i<height ; i++, in+=row) {
+ for (j=0 ; j<width ; j++, out+=4, in+=8) {
+ out[0] = (in[0] + in[4] + in[row+0] + in[row+4])>>2;
+ out[1] = (in[1] + in[5] + in[row+1] + in[row+5])>>2;
+ out[2] = (in[2] + in[6] + in[row+2] + in[row+6])>>2;
+ out[3] = (in[3] + in[7] + in[row+3] + in[row+7])>>2;
+ }
+ }
+}
+
+
+/*
+==================
+R_BlendOverTexture
+
+Apply a color blend over a set of pixels
+==================
+*/
+static void R_BlendOverTexture( byte *data, int pixelCount, byte blend[4] ) {
+ int i;
+ int inverseAlpha;
+ int premult[3];
+
+ inverseAlpha = 255 - blend[3];
+ premult[0] = blend[0] * blend[3];
+ premult[1] = blend[1] * blend[3];
+ premult[2] = blend[2] * blend[3];
+
+ for ( i = 0 ; i < pixelCount ; i++, data+=4 ) {
+ data[0] = ( data[0] * inverseAlpha + premult[0] ) >> 9;
+ data[1] = ( data[1] * inverseAlpha + premult[1] ) >> 9;
+ data[2] = ( data[2] * inverseAlpha + premult[2] ) >> 9;
+ }
+}
+
+byte mipBlendColors[16][4] = {
+ {0,0,0,0},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+ {255,0,0,128},
+ {0,255,0,128},
+ {0,0,255,128},
+};
+
+
+/*
+===============
+Upload32
+
+===============
+*/
+extern qboolean charSet;
+static void Upload32( unsigned *data,
+ int width, int height,
+ qboolean mipmap,
+ qboolean picmip,
+ qboolean lightMap,
+ int *format,
+ int *pUploadWidth, int *pUploadHeight )
+{
+ int samples;
+ unsigned *scaledBuffer = NULL;
+ unsigned *resampledBuffer = NULL;
+ int scaled_width, scaled_height;
+ int i, c;
+ byte *scan;
+ GLenum internalFormat = GL_RGB;
+ float rMax = 0, gMax = 0, bMax = 0;
+
+ //
+ // convert to exact power of 2 sizes
+ //
+ for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
+ ;
+ for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
+ ;
+ if ( r_roundImagesDown->integer && scaled_width > width )
+ scaled_width >>= 1;
+ if ( r_roundImagesDown->integer && scaled_height > height )
+ scaled_height >>= 1;
+
+ if ( scaled_width != width || scaled_height != height ) {
+ resampledBuffer = ri.Hunk_AllocateTempMemory( scaled_width * scaled_height * 4 );
+ ResampleTexture (data, width, height, resampledBuffer, scaled_width, scaled_height);
+ data = resampledBuffer;
+ width = scaled_width;
+ height = scaled_height;
+ }
+
+ //
+ // perform optional picmip operation
+ //
+ if ( picmip ) {
+ scaled_width >>= r_picmip->integer;
+ scaled_height >>= r_picmip->integer;
+ }
+
+ //
+ // clamp to minimum size
+ //
+ if (scaled_width < 1) {
+ scaled_width = 1;
+ }
+ if (scaled_height < 1) {
+ scaled_height = 1;
+ }
+
+ //
+ // clamp to the current upper OpenGL limit
+ // scale both axis down equally so we don't have to
+ // deal with a half mip resampling
+ //
+ while ( scaled_width > glConfig.maxTextureSize
+ || scaled_height > glConfig.maxTextureSize ) {
+ scaled_width >>= 1;
+ scaled_height >>= 1;
+ }
+
+ scaledBuffer = ri.Hunk_AllocateTempMemory( sizeof( unsigned ) * scaled_width * scaled_height );
+
+ //
+ // scan the texture for each channel's max values
+ // and verify if the alpha channel is being used or not
+ //
+ c = width*height;
+ scan = ((byte *)data);
+ samples = 3;
+
+ if( r_greyscale->integer )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ byte luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = luma;
+ scan[i*4 + 1] = luma;
+ scan[i*4 + 2] = luma;
+ }
+ }
+ else if( r_greyscale->value )
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ float luma = LUMA(scan[i*4], scan[i*4 + 1], scan[i*4 + 2]);
+ scan[i*4] = LERP(scan[i*4], luma, r_greyscale->value);
+ scan[i*4 + 1] = LERP(scan[i*4 + 1], luma, r_greyscale->value);
+ scan[i*4 + 2] = LERP(scan[i*4 + 2], luma, r_greyscale->value);
+ }
+ }
+
+ if(lightMap)
+ {
+ if(r_greyscale->integer)
+ internalFormat = GL_LUMINANCE;
+ else
+ internalFormat = GL_RGB;
+ }
+ else
+ {
+ for ( i = 0; i < c; i++ )
+ {
+ if ( scan[i*4+0] > rMax )
+ {
+ rMax = scan[i*4+0];
+ }
+ if ( scan[i*4+1] > gMax )
+ {
+ gMax = scan[i*4+1];
+ }
+ if ( scan[i*4+2] > bMax )
+ {
+ bMax = scan[i*4+2];
+ }
+ if ( scan[i*4 + 3] != 255 )
+ {
+ samples = 4;
+ break;
+ }
+ }
+ // select proper internal format
+ if ( samples == 3 )
+ {
+ if(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16;
+ else
+ internalFormat = GL_LUMINANCE;
+ }
+ else
+ {
+ if ( glConfig.textureCompression == TC_S3TC_ARB )
+ {
+ internalFormat = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
+ }
+ else if ( glConfig.textureCompression == TC_S3TC )
+ {
+ internalFormat = GL_RGB4_S3TC;
+ }
+ else if ( r_texturebits->integer == 16 )
+ {
+ internalFormat = GL_RGB5;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGB8;
+ }
+ else
+ {
+ internalFormat = GL_RGB;
+ }
+ }
+ }
+ else if ( samples == 4 )
+ {
+ if(r_greyscale->integer)
+ {
+ if(r_texturebits->integer == 16)
+ internalFormat = GL_LUMINANCE8_ALPHA8;
+ else if(r_texturebits->integer == 32)
+ internalFormat = GL_LUMINANCE16_ALPHA16;
+ else
+ internalFormat = GL_LUMINANCE_ALPHA;
+ }
+ else
+ {
+ if ( r_texturebits->integer == 16 )
+ {
+ internalFormat = GL_RGBA4;
+ }
+ else if ( r_texturebits->integer == 32 )
+ {
+ internalFormat = GL_RGBA8;
+ }
+ else
+ {
+ internalFormat = GL_RGBA;
+ }
+ }
+ }
+ }
+
+ // copy or resample data as appropriate for first MIP level
+ if ( ( scaled_width == width ) &&
+ ( scaled_height == height ) ) {
+ if (!mipmap)
+ {
+ qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+ *format = internalFormat;
+
+ goto done;
+ }
+ Com_Memcpy (scaledBuffer, data, width*height*4);
+ }
+ else
+ {
+ // use the normal mip-mapping function to go down from here
+ while ( width > scaled_width || height > scaled_height ) {
+ R_MipMap( (byte *)data, width, height );
+ width >>= 1;
+ height >>= 1;
+ if ( width < 1 ) {
+ width = 1;
+ }
+ if ( height < 1 ) {
+ height = 1;
+ }
+ }
+ Com_Memcpy( scaledBuffer, data, width * height * 4 );
+ }
+
+ R_LightScaleTexture (scaledBuffer, scaled_width, scaled_height, !mipmap );
+
+ *pUploadWidth = scaled_width;
+ *pUploadHeight = scaled_height;
+ *format = internalFormat;
+
+ qglTexImage2D (GL_TEXTURE_2D, 0, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaledBuffer );
+
+ if (mipmap)
+ {
+ int miplevel;
+
+ miplevel = 0;
+ while (scaled_width > 1 || scaled_height > 1)
+ {
+ R_MipMap( (byte *)scaledBuffer, scaled_width, scaled_height );
+ scaled_width >>= 1;
+ scaled_height >>= 1;
+ if (scaled_width < 1)
+ scaled_width = 1;
+ if (scaled_height < 1)
+ scaled_height = 1;
+ miplevel++;
+
+ if ( r_colorMipLevels->integer ) {
+ R_BlendOverTexture( (byte *)scaledBuffer, scaled_width * scaled_height, mipBlendColors[miplevel] );
+ }
+
+ qglTexImage2D (GL_TEXTURE_2D, miplevel, internalFormat, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaledBuffer );
+ }
+ }
+done:
+
+ if (mipmap)
+ {
+ if ( glConfig.textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,
+ (GLint)Com_Clamp( 1, glConfig.maxAnisotropy, r_ext_max_anisotropy->integer ) );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
+ }
+ else
+ {
+ if ( glConfig.textureFilterAnisotropic )
+ qglTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 1 );
+
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
+ qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
+ }
+
+ GL_CheckErrors();
+
+ if ( scaledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( scaledBuffer );
+ if ( resampledBuffer != 0 )
+ ri.Hunk_FreeTempMemory( resampledBuffer );
+}
+
+
+/*
+================
+R_CreateImage
+
+This is the only way any image_t are created
+================
+*/
+image_t *R_CreateImage( const char *name, const byte *pic, int width, int height,
+ qboolean mipmap, qboolean allowPicmip, int glWrapClampMode ) {
+ image_t *image;
+ qboolean isLightmap = qfalse;
+ long hash;
+
+ if (strlen(name) >= MAX_QPATH ) {
+ ri.Error (ERR_DROP, "R_CreateImage: \"%s\" is too long", name);
+ }
+ if ( !strncmp( name, "*lightmap", 9 ) ) {
+ isLightmap = qtrue;
+ }
+
+ if ( tr.numImages == MAX_DRAWIMAGES ) {
+ ri.Error( ERR_DROP, "R_CreateImage: MAX_DRAWIMAGES hit");
+ }
+
+ image = tr.images[tr.numImages] = ri.Hunk_Alloc( sizeof( image_t ), h_low );
+ image->texnum = 1024 + tr.numImages;
+ tr.numImages++;
+
+ image->mipmap = mipmap;
+ image->allowPicmip = allowPicmip;
+
+ strcpy (image->imgName, name);
+
+ image->width = width;
+ image->height = height;
+ image->wrapClampMode = glWrapClampMode;
+
+ // lightmaps are always allocated on TMU 1
+ if ( qglActiveTextureARB && isLightmap ) {
+ image->TMU = 1;
+ } else {
+ image->TMU = 0;
+ }
+
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( image->TMU );
+ }
+
+ GL_Bind(image);
+
+ Upload32( (unsigned *)pic, image->width, image->height,
+ image->mipmap,
+ allowPicmip,
+ isLightmap,
+ &image->internalFormat,
+ &image->uploadWidth,
+ &image->uploadHeight );
+
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, glWrapClampMode );
+ qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, glWrapClampMode );
+
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+
+ if ( image->TMU == 1 ) {
+ GL_SelectTexture( 0 );
+ }
+
+ hash = generateHashValue(name);
+ image->next = hashTable[hash];
+ hashTable[hash] = image;
+
+ return image;
+}
+
+//===================================================================
+
+typedef struct
+{
+ char *ext;
+ void (*ImageLoader)( const char *, unsigned char **, int *, int * );
+} imageExtToLoaderMap_t;
+
+// Note that the ordering indicates the order of preference used
+// when there are multiple images of different formats available
+static imageExtToLoaderMap_t imageLoaders[ ] =
+{
+ { "tga", R_LoadTGA },
+ { "jpg", R_LoadJPG },
+ { "jpeg", R_LoadJPG },
+ { "png", R_LoadPNG },
+ { "pcx", R_LoadPCX },
+ { "bmp", R_LoadBMP }
+};
+
+static int numImageLoaders = ARRAY_LEN( imageLoaders );
+
+/*
+=================
+R_LoadImage
+
+Loads any of the supported image types into a cannonical
+32 bit format.
+=================
+*/
+void R_LoadImage( const char *name, byte **pic, int *width, int *height )
+{
+ qboolean orgNameFailed = qfalse;
+ int orgLoader = -1;
+ int i;
+ char localName[ MAX_QPATH ];
+ const char *ext;
+ char *altName;
+
+ *pic = NULL;
+ *width = 0;
+ *height = 0;
+
+ Q_strncpyz( localName, name, MAX_QPATH );
+
+ ext = COM_GetExtension( localName );
+
+ if( *ext )
+ {
+ // Look for the correct loader and use it
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if( !Q_stricmp( ext, imageLoaders[ i ].ext ) )
+ {
+ // Load
+ imageLoaders[ i ].ImageLoader( localName, pic, width, height );
+ break;
+ }
+ }
+
+ // A loader was found
+ if( i < numImageLoaders )
+ {
+ if( *pic == NULL )
+ {
+ // Loader failed, most likely because the file isn't there;
+ // try again without the extension
+ orgNameFailed = qtrue;
+ orgLoader = i;
+ COM_StripExtension( name, localName, MAX_QPATH );
+ }
+ else
+ {
+ // Something loaded
+ return;
+ }
+ }
+ }
+
+ // Try and find a suitable match using all
+ // the image formats supported
+ for( i = 0; i < numImageLoaders; i++ )
+ {
+ if (i == orgLoader)
+ continue;
+
+ altName = va( "%s.%s", localName, imageLoaders[ i ].ext );
+
+ // Load
+ imageLoaders[ i ].ImageLoader( altName, pic, width, height );
+
+ if( *pic )
+ {
+ if( orgNameFailed )
+ {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: %s not present, using %s instead\n",
+ name, altName );
+ }
+
+ break;
+ }
+ }
+}
+
+
+/*
+===============
+R_FindImageFile
+
+Finds or loads the given image.
+Returns NULL if it fails, not a default image.
+==============
+*/
+image_t *R_FindImageFile( const char *name, qboolean mipmap, qboolean allowPicmip, int glWrapClampMode ) {
+ image_t *image;
+ int width, height;
+ byte *pic;
+ long hash;
+
+ if (!name) {
+ return NULL;
+ }
+
+ hash = generateHashValue(name);
+
+ //
+ // see if the image is already loaded
+ //
+ for (image=hashTable[hash]; image; image=image->next) {
+ if ( !strcmp( name, image->imgName ) ) {
+ // the white image can be used with any set of parms, but other mismatches are errors
+ if ( strcmp( name, "*white" ) ) {
+ if ( image->mipmap != mipmap ) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed mipmap parm\n", name );
+ }
+ if ( image->allowPicmip != allowPicmip ) {
+ ri.Printf( PRINT_DEVELOPER, "WARNING: reused image %s with mixed allowPicmip parm\n", name );
+ }
+ if ( image->wrapClampMode != glWrapClampMode ) {
+ ri.Printf( PRINT_ALL, "WARNING: reused image %s with mixed glWrapClampMode parm\n", name );
+ }
+ }
+ return image;
+ }
+ }
+
+ //
+ // load the pic from disk
+ //
+ R_LoadImage( name, &pic, &width, &height );
+ if ( pic == NULL ) {
+ return NULL;
+ }
+
+ image = R_CreateImage( ( char * ) name, pic, width, height, mipmap, allowPicmip, glWrapClampMode );
+ ri.Free( pic );
+ return image;
+}
+
+
+/*
+================
+R_CreateDlightImage
+================
+*/
+#define DLIGHT_SIZE 16
+static void R_CreateDlightImage( void ) {
+ int x,y;
+ byte data[DLIGHT_SIZE][DLIGHT_SIZE][4];
+ int b;
+
+ // make a centered inverse-square falloff blob for dynamic lighting
+ for (x=0 ; x<DLIGHT_SIZE ; x++) {
+ for (y=0 ; y<DLIGHT_SIZE ; y++) {
+ float d;
+
+ d = ( DLIGHT_SIZE/2 - 0.5f - x ) * ( DLIGHT_SIZE/2 - 0.5f - x ) +
+ ( DLIGHT_SIZE/2 - 0.5f - y ) * ( DLIGHT_SIZE/2 - 0.5f - y );
+ b = 4000 / d;
+ if (b > 255) {
+ b = 255;
+ } else if ( b < 75 ) {
+ b = 0;
+ }
+ data[y][x][0] =
+ data[y][x][1] =
+ data[y][x][2] = b;
+ data[y][x][3] = 255;
+ }
+ }
+ tr.dlightImage = R_CreateImage("*dlight", (byte *)data, DLIGHT_SIZE, DLIGHT_SIZE, qfalse, qfalse, GL_CLAMP_TO_EDGE );
+}
+
+
+/*
+=================
+R_InitFogTable
+=================
+*/
+void R_InitFogTable( void ) {
+ int i;
+ float d;
+ float exp;
+
+ exp = 0.5;
+
+ for ( i = 0 ; i < FOG_TABLE_SIZE ; i++ ) {
+ d = pow ( (float)i/(FOG_TABLE_SIZE-1), exp );
+
+ tr.fogTable[i] = d;
+ }
+}
+
+/*
+================
+R_FogFactor
+
+Returns a 0.0 to 1.0 fog density value
+This is called for each texel of the fog texture on startup
+and for each vertex of transparent shaders in fog dynamically
+================
+*/
+float R_FogFactor( float s, float t ) {
+ float d;
+
+ s -= 1.0/512;
+ if ( s < 0 ) {
+ return 0;
+ }
+ if ( t < 1.0/32 ) {
+ return 0;
+ }
+ if ( t < 31.0/32 ) {
+ s *= (t - 1.0f/32.0f) / (30.0f/32.0f);
+ }
+
+ // we need to leave a lot of clamp range
+ s *= 8;
+
+ if ( s > 1.0 ) {
+ s = 1.0;
+ }
+
+ d = tr.fogTable[ (int)(s * (FOG_TABLE_SIZE-1)) ];
+
+ return d;
+}
+
+/*
+================
+R_CreateFogImage
+================
+*/
+#define FOG_S 256
+#define FOG_T 32
+static void R_CreateFogImage( void ) {
+ int x,y;
+ byte *data;
+ float d;
+ float borderColor[4];
+
+ data = ri.Hunk_AllocateTempMemory( FOG_S * FOG_T * 4 );
+
+ // S is distance, T is depth
+ for (x=0 ; x<FOG_S ; x++) {
+ for (y=0 ; y<FOG_T ; y++) {
+ d = R_FogFactor( ( x + 0.5f ) / FOG_S, ( y + 0.5f ) / FOG_T );
+
+ data[(y*FOG_S+x)*4+0] =
+ data[(y*FOG_S+x)*4+1] =
+ data[(y*FOG_S+x)*4+2] = 255;
+ data[(y*FOG_S+x)*4+3] = 255*d;
+ }
+ }
+ // standard openGL clamping doesn't really do what we want -- it includes
+ // the border color at the edges. OpenGL 1.2 has clamp-to-edge, which does
+ // what we want.
+ tr.fogImage = R_CreateImage("*fog", (byte *)data, FOG_S, FOG_T, qfalse, qfalse, GL_CLAMP_TO_EDGE );
+ ri.Hunk_FreeTempMemory( data );
+
+ borderColor[0] = 1.0;
+ borderColor[1] = 1.0;
+ borderColor[2] = 1.0;
+ borderColor[3] = 1;
+
+ qglTexParameterfv( GL_TEXTURE_2D, GL_TEXTURE_BORDER_COLOR, borderColor );
+}
+
+/*
+==================
+R_CreateDefaultImage
+==================
+*/
+#define DEFAULT_SIZE 16
+static void R_CreateDefaultImage( void ) {
+ int x;
+ byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+ // the default image will be a box, to allow you to see the mapping coordinates
+ Com_Memset( data, 32, sizeof( data ) );
+ for ( x = 0 ; x < DEFAULT_SIZE ; x++ ) {
+ data[0][x][0] =
+ data[0][x][1] =
+ data[0][x][2] =
+ data[0][x][3] = 255;
+
+ data[x][0][0] =
+ data[x][0][1] =
+ data[x][0][2] =
+ data[x][0][3] = 255;
+
+ data[DEFAULT_SIZE-1][x][0] =
+ data[DEFAULT_SIZE-1][x][1] =
+ data[DEFAULT_SIZE-1][x][2] =
+ data[DEFAULT_SIZE-1][x][3] = 255;
+
+ data[x][DEFAULT_SIZE-1][0] =
+ data[x][DEFAULT_SIZE-1][1] =
+ data[x][DEFAULT_SIZE-1][2] =
+ data[x][DEFAULT_SIZE-1][3] = 255;
+ }
+ tr.defaultImage = R_CreateImage("*default", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qtrue, qfalse, GL_REPEAT );
+}
+
+/*
+==================
+R_CreateBuiltinImages
+==================
+*/
+void R_CreateBuiltinImages( void ) {
+ int x,y;
+ byte data[DEFAULT_SIZE][DEFAULT_SIZE][4];
+
+ R_CreateDefaultImage();
+
+ // we use a solid white image instead of disabling texturing
+ Com_Memset( data, 255, sizeof( data ) );
+ tr.whiteImage = R_CreateImage("*white", (byte *)data, 8, 8, qfalse, qfalse, GL_REPEAT );
+
+ // with overbright bits active, we need an image which is some fraction of full color,
+ // for default lightmaps, etc
+ for (x=0 ; x<DEFAULT_SIZE ; x++) {
+ for (y=0 ; y<DEFAULT_SIZE ; y++) {
+ data[y][x][0] =
+ data[y][x][1] =
+ data[y][x][2] = tr.identityLightByte;
+ data[y][x][3] = 255;
+ }
+ }
+
+ tr.identityLightImage = R_CreateImage("*identityLight", (byte *)data, 8, 8, qfalse, qfalse, GL_REPEAT );
+
+
+ for(x=0;x<32;x++) {
+ // scratchimage is usually used for cinematic drawing
+ tr.scratchImage[x] = R_CreateImage("*scratch", (byte *)data, DEFAULT_SIZE, DEFAULT_SIZE, qfalse, qtrue, GL_CLAMP_TO_EDGE );
+ }
+
+ R_CreateDlightImage();
+ R_CreateFogImage();
+}
+
+
+/*
+===============
+R_SetColorMappings
+===============
+*/
+void R_SetColorMappings( void ) {
+ int i, j;
+ float g;
+ int inf;
+ int shift;
+
+ // setup the overbright lighting
+ tr.overbrightBits = r_overBrightBits->integer;
+ if ( !glConfig.deviceSupportsGamma ) {
+ tr.overbrightBits = 0; // need hardware gamma for overbright
+ }
+
+ // never overbright in windowed mode
+ if ( !glConfig.isFullscreen )
+ {
+ tr.overbrightBits = 0;
+ }
+
+ // allow 2 overbright bits in 24 bit, but only 1 in 16 bit
+ if ( glConfig.colorBits > 16 ) {
+ if ( tr.overbrightBits > 2 ) {
+ tr.overbrightBits = 2;
+ }
+ } else {
+ if ( tr.overbrightBits > 1 ) {
+ tr.overbrightBits = 1;
+ }
+ }
+ if ( tr.overbrightBits < 0 ) {
+ tr.overbrightBits = 0;
+ }
+
+ tr.identityLight = 1.0f / ( 1 << tr.overbrightBits );
+ tr.identityLightByte = 255 * tr.identityLight;
+
+
+ if ( r_intensity->value <= 1 ) {
+ ri.Cvar_Set( "r_intensity", "1" );
+ }
+
+ if ( r_gamma->value < 0.5f ) {
+ ri.Cvar_Set( "r_gamma", "0.5" );
+ } else if ( r_gamma->value > 3.0f ) {
+ ri.Cvar_Set( "r_gamma", "3.0" );
+ }
+
+ g = r_gamma->value;
+
+ shift = tr.overbrightBits;
+
+ for ( i = 0; i < 256; i++ ) {
+ if ( g == 1 ) {
+ inf = i;
+ } else {
+ inf = 255 * pow ( i/255.0f, 1.0f / g ) + 0.5f;
+ }
+ inf <<= shift;
+ if (inf < 0) {
+ inf = 0;
+ }
+ if (inf > 255) {
+ inf = 255;
+ }
+ s_gammatable[i] = inf;
+ }
+
+ for (i=0 ; i<256 ; i++) {
+ j = i * r_intensity->value;
+ if (j > 255) {
+ j = 255;
+ }
+ s_intensitytable[i] = j;
+ }
+
+ if ( glConfig.deviceSupportsGamma )
+ {
+ GLimp_SetGamma( s_gammatable, s_gammatable, s_gammatable );
+ }
+}
+
+/*
+===============
+R_InitImages
+===============
+*/
+void R_InitImages( void ) {
+ Com_Memset(hashTable, 0, sizeof(hashTable));
+ // build brightness translation tables
+ R_SetColorMappings();
+
+ // create default texture and white texture
+ R_CreateBuiltinImages();
+}
+
+/*
+===============
+R_DeleteTextures
+===============
+*/
+void R_DeleteTextures( void ) {
+ int i;
+
+ for ( i=0; i<tr.numImages ; i++ ) {
+ qglDeleteTextures( 1, &tr.images[i]->texnum );
+ }
+ Com_Memset( tr.images, 0, sizeof( tr.images ) );
+
+ tr.numImages = 0;
+
+ Com_Memset( glState.currenttextures, 0, sizeof( glState.currenttextures ) );
+ if ( qglActiveTextureARB ) {
+ GL_SelectTexture( 1 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ GL_SelectTexture( 0 );
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ } else {
+ qglBindTexture( GL_TEXTURE_2D, 0 );
+ }
+}
+
+/*
+============================================================================
+
+SKINS
+
+============================================================================
+*/
+
+/*
+==================
+CommaParse
+
+This is unfortunate, but the skin files aren't
+compatable with our normal parsing rules.
+==================
+*/
+static char *CommaParse( char **data_p ) {
+ int c = 0, len;
+ char *data;
+ static char com_token[MAX_TOKEN_CHARS];
+
+ data = *data_p;
+ len = 0;
+ com_token[0] = 0;
+
+ // make sure incoming data is valid
+ if ( !data ) {
+ *data_p = NULL;
+ return com_token;
+ }
+
+ while ( 1 ) {
+ // skip whitespace
+ while( (c = *data) <= ' ') {
+ if( !c ) {
+ break;
+ }
+ data++;
+ }
+
+
+ c = *data;
+
+ // skip double slash comments
+ if ( c == '/' && data[1] == '/' )
+ {
+ while (*data && *data != '\n')
+ data++;
+ }
+ // skip /* */ comments
+ else if ( c=='/' && data[1] == '*' )
+ {
+ while ( *data && ( *data != '*' || data[1] != '/' ) )
+ {
+ data++;
+ }
+ if ( *data )
+ {
+ data += 2;
+ }
+ }
+ else
+ {
+ break;
+ }
+ }
+
+ if ( c == 0 ) {
+ return "";
+ }
+
+ // handle quoted strings
+ if (c == '\"')
+ {
+ data++;
+ while (1)
+ {
+ c = *data++;
+ if (c=='\"' || !c)
+ {
+ com_token[len] = 0;
+ *data_p = ( char * ) data;
+ return com_token;
+ }
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ }
+ }
+
+ // parse a regular word
+ do
+ {
+ if (len < MAX_TOKEN_CHARS)
+ {
+ com_token[len] = c;
+ len++;
+ }
+ data++;
+ c = *data;
+ } while (c>32 && c != ',' );
+
+ if (len == MAX_TOKEN_CHARS)
+ {
+// ri.Printf (PRINT_DEVELOPER, "Token exceeded %i chars, discarded.\n", MAX_TOKEN_CHARS);
+ len = 0;
+ }
+ com_token[len] = 0;
+
+ *data_p = ( char * ) data;
+ return com_token;
+}
+
+
+/*
+===============
+RE_RegisterSkin
+
+===============
+*/
+qhandle_t RE_RegisterSkin( const char *name ) {
+ qhandle_t hSkin;
+ skin_t *skin;
+ skinSurface_t *surf;
+ union {
+ char *c;
+ void *v;
+ } text;
+ char *text_p;
+ char *token;
+ char surfName[MAX_QPATH];
+
+ if ( !name || !name[0] ) {
+ ri.Printf( PRINT_DEVELOPER, "Empty name passed to RE_RegisterSkin\n" );
+ return 0;
+ }
+
+ if ( strlen( name ) >= MAX_QPATH ) {
+ ri.Printf( PRINT_DEVELOPER, "Skin name exceeds MAX_QPATH\n" );
+ return 0;
+ }
+
+
+ // see if the skin is already loaded
+ for ( hSkin = 1; hSkin < tr.numSkins ; hSkin++ ) {
+ skin = tr.skins[hSkin];
+ if ( !Q_stricmp( skin->name, name ) ) {
+ if( skin->numSurfaces == 0 ) {
+ return 0; // default skin
+ }
+ return hSkin;
+ }
+ }
+
+ // allocate a new skin
+ if ( tr.numSkins == MAX_SKINS ) {
+ ri.Printf( PRINT_WARNING, "WARNING: RE_RegisterSkin( '%s' ) MAX_SKINS hit\n", name );
+ return 0;
+ }
+ tr.numSkins++;
+ skin = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+ tr.skins[hSkin] = skin;
+ Q_strncpyz( skin->name, name, sizeof( skin->name ) );
+ skin->numSurfaces = 0;
+
+ R_IssuePendingRenderCommands();
+
+ // If not a .skin file, load as a single shader
+ if ( strcmp( name + strlen( name ) - 5, ".skin" ) ) {
+ skin->numSurfaces = 1;
+ skin->surfaces[0] = ri.Hunk_Alloc( sizeof(skin->surfaces[0]), h_low );
+ skin->surfaces[0]->shader = R_FindShader( name, LIGHTMAP_NONE, qtrue );
+ return hSkin;
+ }
+
+ // load and parse the skin file
+ ri.FS_ReadFile( name, &text.v );
+ if ( !text.c ) {
+ return 0;
+ }
+
+ text_p = text.c;
+ while ( text_p && *text_p ) {
+ // get surface name
+ token = CommaParse( &text_p );
+ Q_strncpyz( surfName, token, sizeof( surfName ) );
+
+ if ( !token[0] ) {
+ break;
+ }
+ // lowercase the surface name so skin compares are faster
+ Q_strlwr( surfName );
+
+ if ( *text_p == ',' ) {
+ text_p++;
+ }
+
+ if ( strstr( token, "tag_" ) ) {
+ continue;
+ }
+
+ // parse the shader name
+ token = CommaParse( &text_p );
+
+ surf = skin->surfaces[ skin->numSurfaces ] = ri.Hunk_Alloc( sizeof( *skin->surfaces[0] ), h_low );
+ Q_strncpyz( surf->name, surfName, sizeof( surf->name ) );
+ surf->shader = R_FindShader( token, LIGHTMAP_NONE, qtrue );
+ skin->numSurfaces++;
+ }
+
+ ri.FS_FreeFile( text.v );
+
+
+ // never let a skin have 0 shaders
+ if ( skin->numSurfaces == 0 ) {
+ return 0; // use default skin
+ }
+
+ return hSkin;
+}
+
+
+/*
+===============
+R_InitSkins
+===============
+*/
+void R_InitSkins( void ) {
+ skin_t *skin;
+
+ tr.numSkins = 1;
+
+ // make the default skin have all default shaders
+ skin = tr.skins[0] = ri.Hunk_Alloc( sizeof( skin_t ), h_low );
+ Q_strncpyz( skin->name, "<default skin>", sizeof( skin->name ) );
+ skin->numSurfaces = 1;
+ skin->surfaces[0] = ri.Hunk_Alloc( sizeof( *skin->surfaces ), h_low );
+ skin->surfaces[0]->shader = tr.defaultShader;
+}
+
+/*
+===============
+R_GetSkinByHandle
+===============
+*/
+skin_t *R_GetSkinByHandle( qhandle_t hSkin ) {
+ if ( hSkin < 1 || hSkin >= tr.numSkins ) {
+ return tr.skins[0];
+ }
+ return tr.skins[ hSkin ];
+}
+
+/*
+===============
+R_SkinList_f
+===============
+*/
+void R_SkinList_f( void ) {
+ int i, j;
+ skin_t *skin;
+
+ ri.Printf (PRINT_ALL, "------------------\n");
+
+ for ( i = 0 ; i < tr.numSkins ; i++ ) {
+ skin = tr.skins[i];
+
+ ri.Printf( PRINT_ALL, "%3i:%s\n", i, skin->name );
+ for ( j = 0 ; j < skin->numSurfaces ; j++ ) {
+ ri.Printf( PRINT_ALL, " %s = %s\n",
+ skin->surfaces[j]->name, skin->surfaces[j]->shader->name );
+ }
+ }
+ ri.Printf (PRINT_ALL, "------------------\n");
+}
+