wolf3d-ios/wolf3d/code/env/opengl_texture.c

254 lines
4.3 KiB
C

/*
Copyright (C) 2004 Michael Liebscher
Copyright (C) 1997-2001 Id Software, Inc.
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 2
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.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
/*
* opengl_texture.c: OpenGL Texture Manager.
*
* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
* Date: 2004
*
* Acknowledgement:
* Portion of this code was derived from Quake II, and was originally
* written by Id Software, Inc.
*
*/
#include "../wolfiphone.h"
int currentTextures[ 4 ];
int currenttmu;
int glMaxTexSize;
// ***************************************************************************
// ***************************************************************************
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_DeleteTexture( unsigned int texnum )
{
pfglDeleteTextures( 1, &texnum );
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_TexEnv( GLenum mode )
{
static int lastmodes[ 4 ] = { -1, -1, -1, -1 };
if ( mode != lastmodes[ currenttmu ] )
{
pfglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
lastmodes[ currenttmu ] = mode;
}
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_SelectTexture( GLenum texture )
{
int tmu;
#ifndef IPHONE
if( ! pfglActiveTextureARB )
{
return;
}
#endif
if( texture == GL_TEXTURE0 )
{
tmu = 0;
}
else if( texture == GL_TEXTURE1 )
{
tmu = 1;
}
else if( texture == GL_TEXTURE2 )
{
tmu = 2;
}
else
{
tmu = 3;
}
if( tmu == currenttmu )
{
return;
}
currenttmu = tmu;
pfglActiveTextureARB( texture );
pfglClientActiveTextureARB( texture );
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_Bind( int texnum )
{
// Is this texture already bound
if( currentTextures[ currenttmu ] == texnum )
{
return;
}
currentTextures[ currenttmu ] = texnum;
pfglBindTexture( GL_TEXTURE_2D, texnum );
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_MBind( GLenum target, int texnum )
{
R_SelectTexture( target );
if( target == GL_TEXTURE0 )
{
if ( currentTextures[ 0 ] == texnum )
{
return;
}
}
else if( target == GL_TEXTURE1 )
{
if( currentTextures[ 1 ] == texnum )
{
return;
}
}
else if( target == GL_TEXTURE2 )
{
if( currentTextures[ 2 ] == texnum )
{
return;
}
}
else
{
if( currentTextures[ 3 ] == texnum )
{
return;
}
}
R_Bind( texnum );
}
/*
-----------------------------------------------------------------------------
Function:
Parameters:
Returns:
Notes:
-----------------------------------------------------------------------------
*/
PUBLIC void R_EnableMultitexture( _boolean enable )
{
#ifndef IPHONE
if( ! pfglActiveTextureARB )
{
return;
}
#endif
if( enable )
{
R_SelectTexture( GL_TEXTURE1 );
pfglEnable( GL_TEXTURE_2D );
R_TexEnv( GL_REPLACE );
}
else
{
R_SelectTexture( GL_TEXTURE1 );
pfglDisable( GL_TEXTURE_2D );
R_TexEnv( GL_REPLACE );
}
R_SelectTexture( GL_TEXTURE0 );
R_TexEnv( GL_REPLACE );
}