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-rw-r--r--src/engine/texture.h779
1 files changed, 779 insertions, 0 deletions
diff --git a/src/engine/texture.h b/src/engine/texture.h
new file mode 100644
index 0000000..17bce5f
--- /dev/null
+++ b/src/engine/texture.h
@@ -0,0 +1,779 @@
+struct GlobalShaderParamState
+{
+ const char *name;
+ union
+ {
+ float fval[32];
+ int ival[32];
+ uint uval[32];
+ uchar buf[32*sizeof(float)];
+ };
+ int version;
+
+ static int nextversion;
+
+ void resetversions();
+
+ void changed()
+ {
+ if(++nextversion < 0) resetversions();
+ version = nextversion;
+ }
+};
+
+struct ShaderParamBinding
+{
+ int loc, size;
+ GLenum format;
+};
+
+struct GlobalShaderParamUse : ShaderParamBinding
+{
+
+ GlobalShaderParamState *param;
+ int version;
+
+ void flush()
+ {
+ if(version == param->version) return;
+ switch(format)
+ {
+ case GL_BOOL:
+ case GL_FLOAT: glUniform1fv_(loc, size, param->fval); break;
+ case GL_BOOL_VEC2:
+ case GL_FLOAT_VEC2: glUniform2fv_(loc, size, param->fval); break;
+ case GL_BOOL_VEC3:
+ case GL_FLOAT_VEC3: glUniform3fv_(loc, size, param->fval); break;
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_VEC4: glUniform4fv_(loc, size, param->fval); break;
+ case GL_INT: glUniform1iv_(loc, size, param->ival); break;
+ case GL_INT_VEC2: glUniform2iv_(loc, size, param->ival); break;
+ case GL_INT_VEC3: glUniform3iv_(loc, size, param->ival); break;
+ case GL_INT_VEC4: glUniform4iv_(loc, size, param->ival); break;
+ case GL_FLOAT_MAT2: glUniformMatrix2fv_(loc, 1, GL_FALSE, param->fval); break;
+ case GL_FLOAT_MAT3: glUniformMatrix3fv_(loc, 1, GL_FALSE, param->fval); break;
+ case GL_FLOAT_MAT4: glUniformMatrix4fv_(loc, 1, GL_FALSE, param->fval); break;
+ }
+ version = param->version;
+ }
+};
+
+struct LocalShaderParamState : ShaderParamBinding
+{
+ const char *name;
+};
+
+struct SlotShaderParam
+{
+ const char *name;
+ int loc;
+ float val[4];
+};
+
+struct SlotShaderParamState : LocalShaderParamState
+{
+ float val[4];
+
+ SlotShaderParamState() {}
+ SlotShaderParamState(const SlotShaderParam &p)
+ {
+ name = p.name;
+ loc = -1;
+ size = 1;
+ format = GL_FLOAT_VEC4;
+ memcpy(val, p.val, sizeof(val));
+ }
+};
+
+enum
+{
+ SHADER_DEFAULT = 0,
+ SHADER_NORMALSLMS = 1<<0,
+ SHADER_ENVMAP = 1<<1,
+ SHADER_OPTION = 1<<3,
+
+ SHADER_INVALID = 1<<8,
+ SHADER_DEFERRED = 1<<9
+};
+
+#define MAXSHADERDETAIL 3
+#define MAXVARIANTROWS 5
+
+extern int shaderdetail;
+
+struct Slot;
+struct VSlot;
+
+struct UniformLoc
+{
+ const char *name, *blockname;
+ int loc, version, binding, stride, offset, size;
+ void *data;
+ UniformLoc(const char *name = NULL, const char *blockname = NULL, int binding = -1, int stride = -1) : name(name), blockname(blockname), loc(-1), version(-1), binding(binding), stride(stride), offset(-1), size(-1), data(NULL) {}
+};
+
+struct AttribLoc
+{
+ const char *name;
+ int loc;
+ AttribLoc(const char *name = NULL, int loc = -1) : name(name), loc(loc) {}
+};
+
+struct Shader
+{
+ static Shader *lastshader;
+
+ char *name, *vsstr, *psstr, *defer;
+ int type;
+ GLuint program, vsobj, psobj;
+ vector<SlotShaderParamState> defaultparams;
+ vector<GlobalShaderParamUse> globalparams;
+ vector<LocalShaderParamState> localparams;
+ vector<uchar> localparamremap;
+ Shader *detailshader, *variantshader, *altshader, *fastshader[MAXSHADERDETAIL];
+ vector<Shader *> variants;
+ ushort *variantrows;
+ bool standard, forced, used;
+ Shader *reusevs, *reuseps;
+ vector<UniformLoc> uniformlocs;
+ vector<AttribLoc> attriblocs;
+ const void *owner;
+
+ Shader() : name(NULL), vsstr(NULL), psstr(NULL), defer(NULL), type(SHADER_DEFAULT), program(0), vsobj(0), psobj(0), detailshader(NULL), variantshader(NULL), altshader(NULL), variantrows(NULL), standard(false), forced(false), used(false), reusevs(NULL), reuseps(NULL), owner(NULL)
+ {
+ loopi(MAXSHADERDETAIL) fastshader[i] = this;
+ }
+
+ ~Shader()
+ {
+ DELETEA(name);
+ DELETEA(vsstr);
+ DELETEA(psstr);
+ DELETEA(defer);
+ DELETEA(variantrows);
+ }
+
+ void fixdetailshader(bool force = true, bool recurse = true);
+ void allocparams(Slot *slot = NULL);
+ void setslotparams(Slot &slot);
+ void setslotparams(Slot &slot, VSlot &vslot);
+ void bindprograms();
+
+ void flushparams(Slot *slot = NULL)
+ {
+ if(!used) { allocparams(slot); used = true; }
+ loopv(globalparams) globalparams[i].flush();
+ }
+
+ void force();
+
+ bool invalid() const { return (type&SHADER_INVALID)!=0; }
+ bool deferred() const { return (type&SHADER_DEFERRED)!=0; }
+ bool loaded() const { return detailshader!=NULL; }
+
+ static bool isnull(const Shader *s);
+
+ bool isnull() const { return isnull(this); }
+
+ int numvariants(int row) const
+ {
+ if(row < 0 || row >= MAXVARIANTROWS || !variantrows) return 0;
+ return variantrows[row+1] - variantrows[row];
+ }
+
+ Shader *getvariant(int col, int row) const
+ {
+ if(row < 0 || row >= MAXVARIANTROWS || col < 0 || !variantrows) return NULL;
+ int start = variantrows[row], end = variantrows[row+1];
+ return col < end - start ? variants[start + col] : NULL;
+ }
+
+ bool hasoption(int row)
+ {
+ if(detailshader)
+ {
+ Shader *s = getvariant(0, row);
+ if(s) return (s->type&SHADER_OPTION)!=0;
+ }
+ return false;
+ }
+
+ void addvariant(int row, Shader *s)
+ {
+ if(row < 0 || row >= MAXVARIANTROWS || variants.length() >= USHRT_MAX) return;
+ if(!variantrows) { variantrows = new ushort[MAXVARIANTROWS+1]; memset(variantrows, 0, (MAXVARIANTROWS+1)*sizeof(ushort)); }
+ variants.insert(variantrows[row+1], s);
+ for(int i = row+1; i <= MAXVARIANTROWS; ++i) ++variantrows[i];
+ }
+
+ void setvariant_(int col, int row, Shader *fallbackshader)
+ {
+ Shader *s = fallbackshader;
+ if(detailshader->variantrows)
+ {
+ int start = detailshader->variantrows[row], end = detailshader->variantrows[row+1];
+ for(col = min(start + col, end-1); col >= start; --col)
+ {
+ if(!detailshader->variants[col]->invalid()) { s = detailshader->variants[col]; break; }
+ }
+ }
+ if(lastshader!=s) s->bindprograms();
+ }
+
+ void setvariant(int col, int row, Shader *fallbackshader)
+ {
+ if(isnull() || !loaded()) return;
+ setvariant_(col, row, fallbackshader);
+ lastshader->flushparams();
+ }
+
+ void setvariant(int col, int row)
+ {
+ if(isnull() || !loaded()) return;
+ setvariant_(col, row, detailshader);
+ lastshader->flushparams();
+ }
+
+ void setvariant(int col, int row, Slot &slot, VSlot &vslot, Shader *fallbackshader)
+ {
+ if(isnull() || !loaded()) return;
+ setvariant_(col, row, fallbackshader);
+ lastshader->flushparams(&slot);
+ lastshader->setslotparams(slot, vslot);
+ }
+
+ void setvariant(int col, int row, Slot &slot, VSlot &vslot)
+ {
+ if(isnull() || !loaded()) return;
+ setvariant_(col, row, detailshader);
+ lastshader->flushparams(&slot);
+ lastshader->setslotparams(slot, vslot);
+ }
+
+ void set_()
+ {
+ if(lastshader!=detailshader) detailshader->bindprograms();
+ }
+
+ void set()
+ {
+ if(isnull() || !loaded()) return;
+ set_();
+ lastshader->flushparams();
+ }
+
+ void set(Slot &slot, VSlot &vslot)
+ {
+ if(isnull() || !loaded()) return;
+ set_();
+ lastshader->flushparams(&slot);
+ lastshader->setslotparams(slot, vslot);
+ }
+
+ bool compile();
+ void cleanup(bool invalid = false);
+
+ static int uniformlocversion();
+};
+
+struct GlobalShaderParam
+{
+ const char *name;
+ GlobalShaderParamState *param;
+
+ GlobalShaderParam(const char *name) : name(name), param(NULL) {}
+
+ GlobalShaderParamState *resolve()
+ {
+ extern GlobalShaderParamState *getglobalparam(const char *name);
+ if(!param) param = getglobalparam(name);
+ param->changed();
+ return param;
+ }
+
+ void setf(float x = 0, float y = 0, float z = 0, float w = 0)
+ {
+ GlobalShaderParamState *g = resolve();
+ g->fval[0] = x;
+ g->fval[1] = y;
+ g->fval[2] = z;
+ g->fval[3] = w;
+ }
+ void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
+ void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
+ void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
+ void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
+ void set(const matrix2 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
+ void set(const matrix3 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
+ void set(const matrix4 &m) { memcpy(resolve()->fval, m.a.v, sizeof(m)); }
+
+ template<class T>
+ void setv(const T *v, int n = 1) { memcpy(resolve()->buf, v, n*sizeof(T)); }
+
+ void seti(int x = 0, int y = 0, int z = 0, int w = 0)
+ {
+ GlobalShaderParamState *g = resolve();
+ g->ival[0] = x;
+ g->ival[1] = y;
+ g->ival[2] = z;
+ g->ival[3] = w;
+ }
+ void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
+ void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
+ void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
+
+ void setu(uint x = 0, uint y = 0, uint z = 0, uint w = 0)
+ {
+ GlobalShaderParamState *g = resolve();
+ g->uval[0] = x;
+ g->uval[1] = y;
+ g->uval[2] = z;
+ g->uval[3] = w;
+ }
+
+ template<class T>
+ T *reserve(int n = 1) { return (T *)resolve()->buf; }
+};
+
+struct LocalShaderParam
+{
+ const char *name;
+ int loc;
+
+ LocalShaderParam(const char *name) : name(name), loc(-1) {}
+
+ LocalShaderParamState *resolve()
+ {
+ Shader *s = Shader::lastshader;
+ if(!s) return NULL;
+ if(!s->localparamremap.inrange(loc))
+ {
+ extern int getlocalparam(const char *name);
+ if(loc == -1) loc = getlocalparam(name);
+ if(!s->localparamremap.inrange(loc)) return NULL;
+ }
+ uchar remap = s->localparamremap[loc];
+ return s->localparams.inrange(remap) ? &s->localparams[remap] : NULL;
+ }
+
+ void setf(float x = 0, float y = 0, float z = 0, float w = 0)
+ {
+ ShaderParamBinding *b = resolve();
+ if(b) switch(b->format)
+ {
+ case GL_BOOL:
+ case GL_FLOAT: glUniform1f_(b->loc, x); break;
+ case GL_BOOL_VEC2:
+ case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
+ case GL_BOOL_VEC3:
+ case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
+ case GL_BOOL_VEC4:
+ case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
+ case GL_INT: glUniform1i_(b->loc, int(x)); break;
+ case GL_INT_VEC2: glUniform2i_(b->loc, int(x), int(y)); break;
+ case GL_INT_VEC3: glUniform3i_(b->loc, int(x), int(y), int(z)); break;
+ case GL_INT_VEC4: glUniform4i_(b->loc, int(x), int(y), int(z), int(w)); break;
+ }
+ }
+ void set(const vec &v, float w = 0) { setf(v.x, v.y, v.z, w); }
+ void set(const vec2 &v, float z = 0, float w = 0) { setf(v.x, v.y, z, w); }
+ void set(const vec4 &v) { setf(v.x, v.y, v.z, v.w); }
+ void set(const plane &p) { setf(p.x, p.y, p.z, p.offset); }
+ void setv(const float *f, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1fv_(b->loc, n, f); }
+ void setv(const vec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3fv_(b->loc, n, v->v); }
+ void setv(const vec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2fv_(b->loc, n, v->v); }
+ void setv(const vec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, v->v); }
+ void setv(const plane *p, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4fv_(b->loc, n, p->v); }
+ void setv(const matrix2 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix2fv_(b->loc, n, GL_FALSE, m->a.v); }
+ void setv(const matrix3 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix3fv_(b->loc, n, GL_FALSE, m->a.v); }
+ void setv(const matrix4 *m, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniformMatrix4fv_(b->loc, n, GL_FALSE, m->a.v); }
+ void set(const matrix2 &m) { setv(&m); }
+ void set(const matrix3 &m) { setv(&m); }
+ void set(const matrix4 &m) { setv(&m); }
+
+ template<class T>
+ void sett(T x, T y, T z, T w)
+ {
+ ShaderParamBinding *b = resolve();
+ if(b) switch(b->format)
+ {
+ case GL_FLOAT: glUniform1f_(b->loc, x); break;
+ case GL_FLOAT_VEC2: glUniform2f_(b->loc, x, y); break;
+ case GL_FLOAT_VEC3: glUniform3f_(b->loc, x, y, z); break;
+ case GL_FLOAT_VEC4: glUniform4f_(b->loc, x, y, z, w); break;
+ case GL_BOOL:
+ case GL_INT: glUniform1i_(b->loc, x); break;
+ case GL_BOOL_VEC2:
+ case GL_INT_VEC2: glUniform2i_(b->loc, x, y); break;
+ case GL_BOOL_VEC3:
+ case GL_INT_VEC3: glUniform3i_(b->loc, x, y, z); break;
+ case GL_BOOL_VEC4:
+ case GL_INT_VEC4: glUniform4i_(b->loc, x, y, z, w); break;
+ }
+ }
+ void seti(int x = 0, int y = 0, int z = 0, int w = 0) { sett<int>(x, y, z, w); }
+ void set(const ivec &v, int w = 0) { seti(v.x, v.y, v.z, w); }
+ void set(const ivec2 &v, int z = 0, int w = 0) { seti(v.x, v.y, z, w); }
+ void set(const ivec4 &v) { seti(v.x, v.y, v.z, v.w); }
+ void setv(const int *i, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform1iv_(b->loc, n, i); }
+ void setv(const ivec *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform3iv_(b->loc, n, v->v); }
+ void setv(const ivec2 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform2iv_(b->loc, n, v->v); }
+ void setv(const ivec4 *v, int n = 1) { ShaderParamBinding *b = resolve(); if(b) glUniform4iv_(b->loc, n, v->v); }
+};
+
+#define LOCALPARAM(name, vals) do { static LocalShaderParam param( #name ); param.set(vals); } while(0)
+#define LOCALPARAMF(name, ...) do { static LocalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
+#define LOCALPARAMI(name, ...) do { static LocalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
+#define LOCALPARAMV(name, vals, num) do { static LocalShaderParam param( #name ); param.setv(vals, num); } while(0)
+#define GLOBALPARAM(name, vals) do { static GlobalShaderParam param( #name ); param.set(vals); } while(0)
+#define GLOBALPARAMF(name, ...) do { static GlobalShaderParam param( #name ); param.setf(__VA_ARGS__); } while(0)
+#define GLOBALPARAMI(name, ...) do { static GlobalShaderParam param( #name ); param.seti(__VA_ARGS__); } while(0)
+#define GLOBALPARAMV(name, vals, num) do { static GlobalShaderParam param( #name ); param.setv(vals, num); } while(0)
+
+#define SETSHADER(name, ...) \
+ do { \
+ static Shader *name##shader = NULL; \
+ if(!name##shader) name##shader = lookupshaderbyname(#name); \
+ name##shader->set(__VA_ARGS__); \
+ } while(0)
+#define SETVARIANT(name, ...) \
+ do { \
+ static Shader *name##shader = NULL; \
+ if(!name##shader) name##shader = lookupshaderbyname(#name); \
+ name##shader->setvariant(__VA_ARGS__); \
+ } while(0)
+
+struct ImageData
+{
+ int w, h, bpp, levels, align, pitch;
+ GLenum compressed;
+ uchar *data;
+ void *owner;
+ void (*freefunc)(void *);
+
+ ImageData()
+ : data(NULL), owner(NULL), freefunc(NULL)
+ {}
+
+
+ ImageData(int nw, int nh, int nbpp, int nlevels = 1, int nalign = 0, GLenum ncompressed = GL_FALSE)
+ {
+ setdata(NULL, nw, nh, nbpp, nlevels, nalign, ncompressed);
+ }
+
+ ImageData(int nw, int nh, int nbpp, uchar *data)
+ : owner(NULL), freefunc(NULL)
+ {
+ setdata(data, nw, nh, nbpp);
+ }
+
+ ImageData(SDL_Surface *s) { wrap(s); }
+ ~ImageData() { cleanup(); }
+
+ void setdata(uchar *ndata, int nw, int nh, int nbpp, int nlevels = 1, int nalign = 0, GLenum ncompressed = GL_FALSE)
+ {
+ w = nw;
+ h = nh;
+ bpp = nbpp;
+ levels = nlevels;
+ align = nalign;
+ pitch = align ? 0 : w*bpp;
+ compressed = ncompressed;
+ data = ndata ? ndata : new uchar[calcsize()];
+ if(!ndata) { owner = this; freefunc = NULL; }
+ }
+
+ int calclevelsize(int level) const { return ((max(w>>level, 1)+align-1)/align)*((max(h>>level, 1)+align-1)/align)*bpp; }
+
+ int calcsize() const
+ {
+ if(!align) return w*h*bpp;
+ int lw = w, lh = h,
+ size = 0;
+ loopi(levels)
+ {
+ if(lw<=0) lw = 1;
+ if(lh<=0) lh = 1;
+ size += ((lw+align-1)/align)*((lh+align-1)/align)*bpp;
+ if(lw*lh==1) break;
+ lw >>= 1;
+ lh >>= 1;
+ }
+ return size;
+ }
+
+ void disown()
+ {
+ data = NULL;
+ owner = NULL;
+ freefunc = NULL;
+ }
+
+ void cleanup()
+ {
+ if(owner==this) delete[] data;
+ else if(freefunc) (*freefunc)(owner);
+ disown();
+ }
+
+ void replace(ImageData &d)
+ {
+ cleanup();
+ *this = d;
+ if(owner == &d) owner = this;
+ d.disown();
+ }
+
+ void wrap(SDL_Surface *s)
+ {
+ setdata((uchar *)s->pixels, s->w, s->h, s->format->BytesPerPixel);
+ pitch = s->pitch;
+ owner = s;
+ freefunc = (void (*)(void *))SDL_FreeSurface;
+ }
+};
+
+// management of texture slots
+// each texture slot can have multiple texture frames, of which currently only the first is used
+// additional frames can be used for various shaders
+
+struct Texture
+{
+ enum
+ {
+ IMAGE = 0,
+ CUBEMAP = 1,
+ TYPE = 0xFF,
+
+ STUB = 1<<8,
+ TRANSIENT = 1<<9,
+ COMPRESSED = 1<<10,
+ ALPHA = 1<<11,
+ MIRROR = 1<<12,
+ FLAGS = 0xFF00
+ };
+
+ char *name;
+ int type, w, h, xs, ys, bpp, clamp;
+ bool mipmap, canreduce;
+ GLuint id;
+ uchar *alphamask;
+
+ Texture() : alphamask(NULL) {}
+};
+
+enum
+{
+ TEX_DIFFUSE = 0,
+ TEX_UNKNOWN,
+ TEX_DECAL,
+ TEX_NORMAL,
+ TEX_GLOW,
+ TEX_SPEC,
+ TEX_DEPTH,
+ TEX_ALPHA,
+ TEX_ENVMAP
+};
+
+enum
+{
+ VSLOT_SHPARAM = 0,
+ VSLOT_SCALE,
+ VSLOT_ROTATION,
+ VSLOT_OFFSET,
+ VSLOT_SCROLL,
+ VSLOT_LAYER,
+ VSLOT_ALPHA,
+ VSLOT_COLOR,
+ VSLOT_NUM
+};
+
+struct VSlot
+{
+ Slot *slot;
+ VSlot *next;
+ int index, changed;
+ vector<SlotShaderParam> params;
+ bool linked;
+ float scale;
+ int rotation;
+ ivec2 offset;
+ vec2 scroll;
+ int layer;
+ float alphafront, alphaback;
+ vec colorscale;
+ vec glowcolor;
+
+ VSlot(Slot *slot = NULL, int index = -1) : slot(slot), next(NULL), index(index), changed(0)
+ {
+ reset();
+ if(slot) addvariant(slot);
+ }
+
+ void addvariant(Slot *slot);
+
+ void reset()
+ {
+ params.shrink(0);
+ linked = false;
+ scale = 1;
+ rotation = 0;
+ offset = ivec2(0, 0);
+ scroll = vec2(0, 0);
+ layer = 0;
+ alphafront = 0.5f;
+ alphaback = 0;
+ colorscale = vec(1, 1, 1);
+ glowcolor = vec(1, 1, 1);
+ }
+
+ void cleanup()
+ {
+ linked = false;
+ }
+};
+
+struct Slot
+{
+ struct Tex
+ {
+ int type;
+ Texture *t;
+ string name;
+ int combined;
+ };
+
+ int index;
+ vector<Tex> sts;
+ Shader *shader;
+ vector<SlotShaderParam> params;
+ VSlot *variants;
+ bool loaded;
+ uint texmask;
+ char *autograss;
+ Texture *grasstex, *thumbnail;
+ char *layermaskname;
+ int layermaskmode;
+ float layermaskscale;
+ ImageData *layermask;
+
+ Slot(int index = -1) : index(index), variants(NULL), autograss(NULL), layermaskname(NULL), layermask(NULL) { reset(); }
+
+ void reset()
+ {
+ sts.shrink(0);
+ shader = NULL;
+ params.shrink(0);
+ loaded = false;
+ texmask = 0;
+ DELETEA(autograss);
+ grasstex = NULL;
+ thumbnail = NULL;
+ DELETEA(layermaskname);
+ layermaskmode = 0;
+ layermaskscale = 1;
+ if(layermask) DELETEP(layermask);
+ }
+
+ void cleanup()
+ {
+ loaded = false;
+ grasstex = NULL;
+ thumbnail = NULL;
+ loopv(sts)
+ {
+ Tex &t = sts[i];
+ t.t = NULL;
+ t.combined = -1;
+ }
+ }
+};
+
+inline void VSlot::addvariant(Slot *slot)
+{
+ if(!slot->variants) slot->variants = this;
+ else
+ {
+ VSlot *prev = slot->variants;
+ while(prev->next) prev = prev->next;
+ prev->next = this;
+ }
+}
+
+struct MSlot : Slot, VSlot
+{
+ MSlot() : VSlot(this) {}
+
+ void reset()
+ {
+ Slot::reset();
+ VSlot::reset();
+ }
+
+ void cleanup()
+ {
+ Slot::cleanup();
+ VSlot::cleanup();
+ }
+};
+
+struct texrotation
+{
+ bool flipx, flipy, swapxy;
+};
+
+struct cubemapside
+{
+ GLenum target;
+ const char *name;
+ bool flipx, flipy, swapxy;
+};
+
+extern const texrotation texrotations[8];
+extern const cubemapside cubemapsides[6];
+extern Texture *notexture;
+extern Shader *nullshader, *hudshader, *hudnotextureshader, *textureshader, *notextureshader, *nocolorshader, *foggedshader, *foggednotextureshader, *stdworldshader;
+extern int reservevpparams, maxvsuniforms, maxfsuniforms;
+
+extern Shader *lookupshaderbyname(const char *name);
+extern Shader *useshaderbyname(const char *name);
+extern Shader *generateshader(const char *name, const char *cmd, ...);
+extern Texture *loadthumbnail(Slot &slot);
+extern void resetslotshader();
+extern void setslotshader(Slot &s);
+extern void linkslotshader(Slot &s, bool load = true);
+extern void linkvslotshader(VSlot &s, bool load = true);
+extern void linkslotshaders();
+extern const char *getshaderparamname(const char *name, bool insert = true);
+extern void setupshaders();
+extern void reloadshaders();
+extern void cleanupshaders();
+
+#define MAXDYNLIGHTS 5
+#define DYNLIGHTBITS 6
+#define DYNLIGHTMASK ((1<<DYNLIGHTBITS)-1)
+
+#define MAXBLURRADIUS 7
+
+extern void setupblurkernel(int radius, float sigma, float *weights, float *offsets);
+extern void setblurshader(int pass, int size, int radius, float *weights, float *offsets);
+
+extern void savepng(const char *filename, ImageData &image, bool flip = false);
+extern void savetga(const char *filename, ImageData &image, bool flip = false);
+extern bool loaddds(const char *filename, ImageData &image, int force = 0);
+extern bool loadimage(const char *filename, ImageData &image);
+
+extern MSlot &lookupmaterialslot(int slot, bool load = true);
+extern Slot &lookupslot(int slot, bool load = true);
+extern VSlot &lookupvslot(int slot, bool load = true);
+extern VSlot *findvslot(Slot &slot, const VSlot &src, const VSlot &delta);
+extern VSlot *editvslot(const VSlot &src, const VSlot &delta);
+extern void mergevslot(VSlot &dst, const VSlot &src, const VSlot &delta);
+extern void packvslot(vector<uchar> &buf, const VSlot &src);
+extern bool unpackvslot(ucharbuf &buf, VSlot &dst, bool delta);
+
+extern Slot dummyslot;
+extern VSlot dummyvslot;
+extern vector<Slot *> slots;
+extern vector<VSlot *> vslots;
+