Files
xash3d-fwgs/ref/soft/r_image.c
2026-05-20 23:24:36 +05:00

890 lines
21 KiB
C

/*
gl_image.c - texture uploading and processing
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "r_local.h"
#define TEXTURES_HASH_SIZE ( MAX_TEXTURES >> 2 )
static image_t r_images[MAX_TEXTURES];
static image_t *r_imagesHashTable[TEXTURES_HASH_SIZE];
static uint r_numImages;
#define IsLightMap( tex ) ( FBitSet(( tex )->flags, TF_ATLAS_PAGE ))
/*
=================
R_GetTexture
acess to array elem
=================
*/
image_t *R_GetTexture( unsigned int texnum )
{
ASSERT( texnum >= 0 && texnum < MAX_TEXTURES );
return &r_images[texnum];
}
/*
=================
GL_Bind
=================
*/
void GAME_EXPORT GL_Bind( int tmu, unsigned int texnum )
{
image_t *image = &r_images[texnum];
if( vid.rendermode == kRenderNormal )
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetFillSpans8;
}
else if( vid.rendermode == kRenderTransAdd )
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansAdditive;
}
else if( vid.rendermode == kRenderGlow )
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansGlow;
}
else if( image->alpha_pixels )
{
r_affinetridesc.pskin = image->alpha_pixels;
d_pdrawspans = R_PolysetDrawSpansTextureBlended;
}
else
{
r_affinetridesc.pskin = image->pixels[0];
d_pdrawspans = R_PolysetDrawSpansBlended;
}
r_affinetridesc.skinwidth = image->width;
r_affinetridesc.skinheight = image->height;
}
/*
==================
GL_CalcTextureSize
==================
*/
static size_t GL_CalcTextureSize( int width, int height, int depth )
{
return width * height * 2;
}
/*
================
GL_SetTextureDimensions
================
*/
static void GL_SetTextureDimensions( image_t *tex, int width, int height, int depth )
{
int maxTextureSize = 1024;
int maxDepthSize = 1;
Assert( tex != NULL );
// store original sizes
tex->srcWidth = width;
tex->srcHeight = height;
if( width > maxTextureSize || height > maxTextureSize || depth > maxDepthSize )
{
while( width > maxTextureSize || height > maxTextureSize )
{
width >>= 1;
height >>= 1;
}
}
// set the texture dimensions
tex->width = Q_max( 1, width );
tex->height = Q_max( 1, height );
tex->depth = Q_max( 1, depth );
}
/*
=================
GL_BuildMipMap
Operates in place, quartering the size of the texture
=================
*/
static void GL_BuildMipMap( byte *in, int srcWidth, int srcHeight, int srcDepth, int flags )
{
byte *out = in;
int instride = ALIGN( srcWidth * 4, 1 );
vec3_t normal;
if( !in )
return;
int mipWidth = Q_max( 1, ( srcWidth >> 1 ));
int mipHeight = Q_max( 1, ( srcHeight >> 1 ));
int outpadding = ALIGN( mipWidth * 4, 1 ) - mipWidth * 4;
if( FBitSet( flags, TF_ALPHACONTRAST ))
{
memset( in, mipWidth, mipWidth * mipHeight * 4 );
return;
}
// move through all layers
for( int z = 0; z < srcDepth; z++ )
{
if( FBitSet( flags, TF_NORMALMAP ))
{
for( int y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
{
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
for( int x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
{
if((( x << 1 ) + 1 ) < srcWidth )
{
normal[0] = MAKE_SIGNED( in[row + 0] ) + MAKE_SIGNED( in[row + 4] )
+ MAKE_SIGNED( next[row + 0] ) + MAKE_SIGNED( next[row + 4] );
normal[1] = MAKE_SIGNED( in[row + 1] ) + MAKE_SIGNED( in[row + 5] )
+ MAKE_SIGNED( next[row + 1] ) + MAKE_SIGNED( next[row + 5] );
normal[2] = MAKE_SIGNED( in[row + 2] ) + MAKE_SIGNED( in[row + 6] )
+ MAKE_SIGNED( next[row + 2] ) + MAKE_SIGNED( next[row + 6] );
}
else
{
normal[0] = MAKE_SIGNED( in[row + 0] ) + MAKE_SIGNED( next[row + 0] );
normal[1] = MAKE_SIGNED( in[row + 1] ) + MAKE_SIGNED( next[row + 1] );
normal[2] = MAKE_SIGNED( in[row + 2] ) + MAKE_SIGNED( next[row + 2] );
}
if( !VectorNormalizeLength( normal ))
VectorSet( normal, 0.5f, 0.5f, 1.0f );
out[0] = 128 + (byte)( 127.0f * normal[0] );
out[1] = 128 + (byte)( 127.0f * normal[1] );
out[2] = 128 + (byte)( 127.0f * normal[2] );
out[3] = 255;
}
}
}
else
{
for( int y = 0; y < mipHeight; y++, in += instride * 2, out += outpadding )
{
byte *next = ((( y << 1 ) + 1 ) < srcHeight ) ? ( in + instride ) : in;
for( int x = 0, row = 0; x < mipWidth; x++, row += 8, out += 4 )
{
if((( x << 1 ) + 1 ) < srcWidth )
{
out[0] = ( in[row + 0] + in[row + 4] + next[row + 0] + next[row + 4] ) >> 2;
out[1] = ( in[row + 1] + in[row + 5] + next[row + 1] + next[row + 5] ) >> 2;
out[2] = ( in[row + 2] + in[row + 6] + next[row + 2] + next[row + 6] ) >> 2;
out[3] = ( in[row + 3] + in[row + 7] + next[row + 3] + next[row + 7] ) >> 2;
}
else
{
out[0] = ( in[row + 0] + next[row + 0] ) >> 1;
out[1] = ( in[row + 1] + next[row + 1] ) >> 1;
out[2] = ( in[row + 2] + next[row + 2] ) >> 1;
out[3] = ( in[row + 3] + next[row + 3] ) >> 1;
}
}
}
}
}
}
/*
===============
GL_UploadTexture
upload texture into video memory
===============
*/
static qboolean GL_UploadTexture( image_t *tex, rgbdata_t *pic )
{
byte *data;
qboolean normalMap = false;
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 );
// gEngfuncs.Con_Printf("%s %d %d\n", tex->name, tex->width, tex->height );
Assert( pic != NULL );
Assert( tex != NULL );
if( !pic->buffer )
return true;
byte *buf = pic->buffer;
int mipCount = 4;
// 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;
// mips will be auto-generated if desired
for( uint j = 0; j < mipCount; j++ )
{
uint width = Q_max( 1, ( tex->width >> j ));
uint height = Q_max( 1, ( tex->height >> j ));
size_t texsize = GL_CalcTextureSize( width, height, tex->depth );
// increase size to workaround triangle renderer bugs
// it seems to assume memory readable. maybe it was pointed to WAD?
tex->pixels[j] = (pixel_t *)Mem_Calloc( r_temppool, width * height * sizeof( pixel_t ));
if( j == 0 && tex->flags & TF_HAS_ALPHA )
tex->alpha_pixels = (pixel_t *)Mem_Calloc( r_temppool, width * height * sizeof( pixel_t ));
for( uint 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++;
}
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 )
{
if( COM_StringEmptyOrNULL( name ))
return false;
int 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 )
{
// find the texture in array
uint hash = COM_HashKey( name, TEXTURES_HASH_SIZE );
for( image_t *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 )
{
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
image_t **prev = &r_imagesHashTable[tex->hashValue];
while( 1 )
{
image_t *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( int 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 )
{
if( texnum <= 0 || texnum >= MAX_TEXTURES )
return;
image_t *tex = &r_images[texnum];
int numSides = FBitSet( tex->flags, TF_CUBEMAP ) ? 6 : 1;
GL_SetTextureDimensions( tex, width, height, depth );
tex->size = 0; // recompute now
for( int i = 0; i < numSides; i++ )
{
for( int j = 0; j < Q_max( 1, tex->numMips ); j++ )
{
width = Q_max( 1, ( tex->width >> j ));
height = Q_max( 1, ( tex->height >> j ));
int 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;
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 );
rgbdata_t *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;
}
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;
}
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;
}
int texnum = GL_LoadTextureInternal( name, &r_empty, flags );
if( !Q_strcmp( name, REF_DEFAULT_TEXTURE ))
tr.defaultTexture = texnum;
else if( !Q_strcmp( name, REF_PARTICLE_TEXTURE ))
tr.particleTexture = texnum;
else if( !Q_strcmp( name, REF_WHITE_TEXTURE ))
tr.whiteTexture = texnum;
else if( !Q_strcmp( name, REF_GRAY_TEXTURE ))
tr.grayTexture = texnum;
else if( !Q_strcmp( name, REF_BLACK_TEXTURE ))
tr.blackTexture = texnum;
return texnum;
}
/*
================
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 )
{
int flags = 0;
if( texnum <= 0 || texnum >= MAX_TEXTURES )
return; // missed image
image_t *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
rgbdata_t *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 );
gEngfuncs.FS_FreeImage( pic );
}
/*
================
R_TexMemory
return size of all uploaded textures
================
*/
int R_TexMemory( void )
{
int total = 0;
for( int i = 0; i < r_numImages; i++ )
total += r_images[i].size;
return total;
}
/*
==============================================================================
INTERNAL TEXTURES
==============================================================================
*/
/*
==================
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 );
}
/*
===============
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
gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
}
/*
===============
R_ShutdownImages
===============
*/
void R_ShutdownImages( void )
{
gEngfuncs.Cmd_RemoveCommand( "texturelist" );
image_t *tex;
int i;
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;
}