mirror of
https://github.com/nzp-team/quakespasm.git
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befc85915d
GCC 14 makes this an error. source/gl_rmisc.c: In function 'R_Init': source/gl_rmisc.c:256:2: warning: implicit declaration of function 'R_InitOtherTextures'; did you mean 'R_InitTextures'? [-Wimplicit-function-declaration] 256 | R_InitOtherTextures (); | ^~~~~~~~~~~~~~~~~~~ | R_InitTextures source/gl_rmisc.c: At top level: source/gl_rmisc.c:671:6: warning: conflicting types for 'R_InitOtherTextures' 671 | void R_InitOtherTextures (void) | ^~~~~~~~~~~~~~~~~~~ source/gl_rmisc.c:256:2: note: previous implicit declaration of 'R_InitOtherTextures' was here 256 | R_InitOtherTextures (); | ^~~~~~~~~~~~~~~~~~~
684 lines
16 KiB
C
684 lines
16 KiB
C
/*
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Copyright (C) 1996-2001 Id Software, Inc.
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Copyright (C) 2002-2009 John Fitzgibbons and others
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Copyright (C) 2007-2008 Kristian Duske
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Copyright (C) 2010-2014 QuakeSpasm developers
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (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.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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//johnfitz -- new cvars
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extern cvar_t r_stereo;
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extern cvar_t r_stereodepth;
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extern cvar_t r_clearcolor;
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extern cvar_t r_drawflat;
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extern cvar_t r_flatlightstyles;
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extern cvar_t gl_fullbrights;
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extern cvar_t gl_farclip;
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extern cvar_t gl_overbright;
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extern cvar_t gl_overbright_models;
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extern cvar_t r_waterquality;
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extern cvar_t r_oldwater;
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extern cvar_t r_waterwarp;
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extern cvar_t r_oldskyleaf;
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extern cvar_t r_drawworld;
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extern cvar_t r_showtris;
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extern cvar_t r_showbboxes;
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extern cvar_t r_lerpmodels;
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extern cvar_t r_lerpmove;
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extern cvar_t r_nolerp_list;
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extern cvar_t r_noshadow_list;
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//johnfitz
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extern cvar_t gl_zfix; // QuakeSpasm z-fighting fix
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extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
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gltexture_t *decal_blood1;
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gltexture_t * decal_blood2;
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gltexture_t *decal_blood3;
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gltexture_t *decal_q3blood;
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gltexture_t *decal_burn;
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gltexture_t *decal_mark;
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gltexture_t *decal_glow;
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gltexture_t *zombie_skin;
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/*
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====================
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GL_Overbright_f -- johnfitz
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====================
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*/
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static void GL_Overbright_f (cvar_t *var)
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{
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R_RebuildAllLightmaps ();
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}
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/*
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====================
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GL_Fullbrights_f -- johnfitz
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====================
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*/
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static void GL_Fullbrights_f (cvar_t *var)
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{
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TexMgr_ReloadNobrightImages ();
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}
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/*
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====================
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R_SetClearColor_f -- johnfitz
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====================
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*/
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static void R_SetClearColor_f (cvar_t *var)
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{
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byte *rgb;
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int s;
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s = (int)r_clearcolor.value & 0xFF;
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rgb = (byte*)(d_8to24table + s);
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glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
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}
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/*
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====================
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R_Novis_f -- johnfitz
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====================
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*/
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static void R_VisChanged (cvar_t *var)
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{
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extern int vis_changed;
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vis_changed = 1;
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}
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/*
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===============
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R_Model_ExtraFlags_List_f -- johnfitz -- called when r_nolerp_list or r_noshadow_list cvar changes
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===============
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*/
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static void R_Model_ExtraFlags_List_f (cvar_t *var)
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{
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int i;
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for (i=0; i < MAX_MODELS; i++)
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Mod_SetExtraFlags (cl.model_precache[i]);
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}
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/*
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====================
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R_SetWateralpha_f -- ericw
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====================
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*/
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static void R_SetWateralpha_f (cvar_t *var)
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{
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map_wateralpha = var->value;
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}
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/*
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====================
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R_SetLavaalpha_f -- ericw
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====================
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*/
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static void R_SetLavaalpha_f (cvar_t *var)
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{
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map_lavaalpha = var->value;
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}
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/*
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====================
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R_SetTelealpha_f -- ericw
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====================
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*/
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static void R_SetTelealpha_f (cvar_t *var)
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{
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map_telealpha = var->value;
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}
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/*
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====================
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R_SetSlimealpha_f -- ericw
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====================
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*/
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static void R_SetSlimealpha_f (cvar_t *var)
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{
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map_slimealpha = var->value;
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}
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/*
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====================
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GL_WaterAlphaForSurfface -- ericw
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====================
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*/
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float GL_WaterAlphaForSurface (msurface_t *fa)
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{
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if (fa->flags & SURF_DRAWLAVA)
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return map_lavaalpha > 0 ? map_lavaalpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWTELE)
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return map_telealpha > 0 ? map_telealpha : map_wateralpha;
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else if (fa->flags & SURF_DRAWSLIME)
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return map_slimealpha > 0 ? map_slimealpha : map_wateralpha;
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else
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return map_wateralpha;
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}
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/*
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==================
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R_InitOtherTextures
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==================
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*/
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void R_InitOtherTextures (void)
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{
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//static decals
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decal_blood1 = loadtextureimage ("textures/decals/blood_splat01");
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decal_blood2 = loadtextureimage ("textures/decals/blood_splat02");
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decal_blood3 = loadtextureimage ("textures/decals/blood_splat03");
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decal_q3blood = loadtextureimage ("textures/decals/blood_stain");
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decal_burn = loadtextureimage ("textures/decals/explo_burn01");
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decal_mark = loadtextureimage ("textures/decals/particle_burn01");
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decal_glow = loadtextureimage ("textures/decals/glow2");
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// external zombie skin
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zombie_skin = loadtextureimage ("models/ai/zfull.mdl_0");
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern cvar_t gl_finish;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&r_drawentities);
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Cvar_RegisterVariable (&r_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_SetCallback (&r_wateralpha, R_SetWateralpha_f);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_SetCallback (&r_novis, R_VisChanged);
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Cvar_RegisterVariable (&r_speeds);
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Cvar_RegisterVariable (&r_pos);
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Cvar_RegisterVariable (&gl_finish);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_cull);
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Cvar_RegisterVariable (&gl_smoothmodels);
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Cvar_RegisterVariable (&gl_affinemodels);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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//johnfitz -- new cvars
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Cvar_RegisterVariable (&r_stereo);
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Cvar_RegisterVariable (&r_stereodepth);
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Cvar_RegisterVariable (&r_clearcolor);
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Cvar_SetCallback (&r_clearcolor, R_SetClearColor_f);
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Cvar_RegisterVariable (&r_waterquality);
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Cvar_RegisterVariable (&r_oldwater);
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Cvar_RegisterVariable (&r_waterwarp);
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Cvar_RegisterVariable (&r_drawflat);
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Cvar_RegisterVariable (&r_flatlightstyles);
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Cvar_RegisterVariable (&r_oldskyleaf);
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Cvar_SetCallback (&r_oldskyleaf, R_VisChanged);
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Cvar_RegisterVariable (&r_drawworld);
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Cvar_RegisterVariable (&r_showtris);
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Cvar_RegisterVariable (&r_showbboxes);
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Cvar_RegisterVariable (&gl_farclip);
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Cvar_RegisterVariable (&gl_fullbrights);
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Cvar_RegisterVariable (&gl_overbright);
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Cvar_SetCallback (&gl_fullbrights, GL_Fullbrights_f);
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Cvar_SetCallback (&gl_overbright, GL_Overbright_f);
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Cvar_RegisterVariable (&gl_overbright_models);
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Cvar_RegisterVariable (&r_lerpmodels);
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Cvar_RegisterVariable (&r_lerpmove);
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Cvar_RegisterVariable (&r_nolerp_list);
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Cvar_SetCallback (&r_nolerp_list, R_Model_ExtraFlags_List_f);
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Cvar_RegisterVariable (&r_noshadow_list);
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Cvar_SetCallback (&r_noshadow_list, R_Model_ExtraFlags_List_f);
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//johnfitz
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Cvar_RegisterVariable (&gl_zfix); // QuakeSpasm z-fighting fix
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Cvar_RegisterVariable (&r_lavaalpha);
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Cvar_RegisterVariable (&r_telealpha);
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Cvar_RegisterVariable (&r_slimealpha);
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Cvar_RegisterVariable (&r_scale);
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Cvar_SetCallback (&r_lavaalpha, R_SetLavaalpha_f);
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Cvar_SetCallback (&r_telealpha, R_SetTelealpha_f);
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Cvar_SetCallback (&r_slimealpha, R_SetSlimealpha_f);
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R_InitParticles ();
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R_InitOtherTextures ();
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R_SetClearColor_f (&r_clearcolor); //johnfitz
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Sky_Init (); //johnfitz
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Fog_Init (); //johnfitz
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}
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/*
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===============
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R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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top = /*(cl.scores[playernum].colors & 0xf0)>>4*/ 0;
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bottom = /*cl.scores[playernum].colors &15*/ 0;
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//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
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if (!gl_nocolors.value)
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if (playertextures[playernum])
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TexMgr_ReloadImage (playertextures[playernum], top, bottom);
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}
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/*
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===============
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R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
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the skin or model actually changes, instead of just new colors
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added bug fix from bengt jardup
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===============
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*/
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void R_TranslateNewPlayerSkin (int playernum)
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{
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char name[64];
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byte *pixels;
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aliashdr_t *paliashdr;
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int skinnum;
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//get correct texture pixels
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currententity = &cl_entities[1+playernum];
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if (!currententity->model || currententity->model->type != mod_alias)
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return;
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paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
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skinnum = currententity->skinnum;
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//TODO: move these tests to the place where skinnum gets received from the server
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if (skinnum < 0 || skinnum >= paliashdr->numskins)
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{
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Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
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skinnum = 0;
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}
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pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
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//upload new image
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q_snprintf(name, sizeof(name), "player_%i", playernum);
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playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
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SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);
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//now recolor it
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R_TranslatePlayerSkin (playernum);
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}
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/*
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===============
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R_NewGame -- johnfitz -- handle a game switch
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===============
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*/
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void R_NewGame (void)
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{
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int i;
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//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
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for (i=0; i<MAX_SCOREBOARD; i++)
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playertextures[i] = NULL;
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}
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/*
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=============
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R_ParseWorldspawn
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called at map load
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=============
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*/
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static void R_ParseWorldspawn (void)
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{
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char key[128], value[4096];
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const char *data;
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map_wateralpha = r_wateralpha.value;
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map_lavaalpha = r_lavaalpha.value;
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map_telealpha = r_telealpha.value;
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map_slimealpha = r_slimealpha.value;
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data = COM_Parse(cl.worldmodel->entities);
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if (!data)
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return; // error
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if (com_token[0] != '{')
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return; // error
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while (1)
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{
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data = COM_Parse(data);
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if (!data)
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return; // error
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if (com_token[0] == '}')
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break; // end of worldspawn
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if (com_token[0] == '_')
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strcpy(key, com_token + 1);
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else
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strcpy(key, com_token);
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while (key[strlen(key)-1] == ' ') // remove trailing spaces
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key[strlen(key)-1] = 0;
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data = COM_Parse(data);
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if (!data)
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return; // error
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strcpy(value, com_token);
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if (!strcmp("wateralpha", key))
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map_wateralpha = atof(value);
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if (!strcmp("lavaalpha", key))
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map_lavaalpha = atof(value);
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if (!strcmp("telealpha", key))
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map_telealpha = atof(value);
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if (!strcmp("slimealpha", key))
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map_slimealpha = atof(value);
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}
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap (void)
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{
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int i;
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i=0 ; i<cl.worldmodel->numleafs ; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps ();
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GL_BuildBModelVertexBuffer ();
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//ericw -- no longer load alias models into a VBO here, it's done in Mod_LoadAliasModel
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r_framecount = 0; //johnfitz -- paranoid?
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r_visframecount = 0; //johnfitz -- paranoid?
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Sky_NewMap (); //johnfitz -- skybox in worldspawn
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Fog_NewMap (); //johnfitz -- global fog in worldspawn
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R_ParseWorldspawn (); //ericw -- wateralpha, lavaalpha, telealpha, slimealpha in worldspawn
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load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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if (cls.state != ca_connected)
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{
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Con_Printf("Not connected to a server\n");
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return;
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}
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++)
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{
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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r_refdef.viewangles[1] = i/128.0*360.0;
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R_RenderView ();
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GL_EndRendering ();
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}
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glFinish ();
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stop = Sys_DoubleTime ();
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time = stop-start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
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}
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void D_FlushCaches (void)
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{
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}
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static GLuint gl_programs[16];
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static int gl_num_programs;
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static qboolean GL_CheckShader (GLuint shader)
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{
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GLint status;
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GL_GetShaderivFunc (shader, GL_COMPILE_STATUS, &status);
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if (status != GL_TRUE)
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{
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char infolog[1024];
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memset(infolog, 0, sizeof(infolog));
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GL_GetShaderInfoLogFunc (shader, sizeof(infolog), NULL, infolog);
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Con_Warning ("GLSL program failed to compile: %s", infolog);
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return false;
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}
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return true;
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}
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static qboolean GL_CheckProgram (GLuint program)
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{
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GLint status;
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GL_GetProgramivFunc (program, GL_LINK_STATUS, &status);
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if (status != GL_TRUE)
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{
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char infolog[1024];
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memset(infolog, 0, sizeof(infolog));
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GL_GetProgramInfoLogFunc (program, sizeof(infolog), NULL, infolog);
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Con_Warning ("GLSL program failed to link: %s", infolog);
|
|
|
|
return false;
|
|
}
|
|
return true;
|
|
}
|
|
|
|
/*
|
|
=============
|
|
GL_GetUniformLocation
|
|
=============
|
|
*/
|
|
GLint GL_GetUniformLocation (GLuint *programPtr, const char *name)
|
|
{
|
|
GLint location;
|
|
|
|
if (!programPtr)
|
|
return -1;
|
|
|
|
location = GL_GetUniformLocationFunc(*programPtr, name);
|
|
if (location == -1)
|
|
{
|
|
Con_Warning("GL_GetUniformLocationFunc %s failed\n", name);
|
|
*programPtr = 0;
|
|
}
|
|
return location;
|
|
}
|
|
|
|
/*
|
|
====================
|
|
GL_CreateProgram
|
|
|
|
Compiles and returns GLSL program.
|
|
====================
|
|
*/
|
|
GLuint GL_CreateProgram (const GLchar *vertSource, const GLchar *fragSource, int numbindings, const glsl_attrib_binding_t *bindings)
|
|
{
|
|
int i;
|
|
GLuint program, vertShader, fragShader;
|
|
|
|
if (!gl_glsl_able)
|
|
return 0;
|
|
|
|
vertShader = GL_CreateShaderFunc (GL_VERTEX_SHADER);
|
|
GL_ShaderSourceFunc (vertShader, 1, &vertSource, NULL);
|
|
GL_CompileShaderFunc (vertShader);
|
|
if (!GL_CheckShader (vertShader))
|
|
{
|
|
GL_DeleteShaderFunc (vertShader);
|
|
return 0;
|
|
}
|
|
|
|
fragShader = GL_CreateShaderFunc (GL_FRAGMENT_SHADER);
|
|
GL_ShaderSourceFunc (fragShader, 1, &fragSource, NULL);
|
|
GL_CompileShaderFunc (fragShader);
|
|
if (!GL_CheckShader (fragShader))
|
|
{
|
|
GL_DeleteShaderFunc (vertShader);
|
|
GL_DeleteShaderFunc (fragShader);
|
|
return 0;
|
|
}
|
|
|
|
program = GL_CreateProgramFunc ();
|
|
GL_AttachShaderFunc (program, vertShader);
|
|
GL_AttachShaderFunc (program, fragShader);
|
|
#ifndef VITA
|
|
GL_DeleteShaderFunc (vertShader);
|
|
GL_DeleteShaderFunc (fragShader);
|
|
#endif
|
|
for (i = 0; i < numbindings; i++)
|
|
{
|
|
GL_BindAttribLocationFunc (program, bindings[i].attrib, bindings[i].name);
|
|
}
|
|
|
|
GL_LinkProgramFunc (program);
|
|
|
|
if (!GL_CheckProgram (program))
|
|
{
|
|
GL_DeleteProgramFunc (program);
|
|
return 0;
|
|
}
|
|
else
|
|
{
|
|
if (gl_num_programs == (sizeof(gl_programs)/sizeof(GLuint)))
|
|
Host_Error ("gl_programs overflow");
|
|
|
|
gl_programs[gl_num_programs] = program;
|
|
gl_num_programs++;
|
|
|
|
return program;
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
R_DeleteShaders
|
|
|
|
Deletes any GLSL programs that have been created.
|
|
====================
|
|
*/
|
|
void R_DeleteShaders (void)
|
|
{
|
|
int i;
|
|
|
|
if (!gl_glsl_able)
|
|
return;
|
|
|
|
for (i = 0; i < gl_num_programs; i++)
|
|
{
|
|
GL_DeleteProgramFunc (gl_programs[i]);
|
|
gl_programs[i] = 0;
|
|
}
|
|
gl_num_programs = 0;
|
|
}
|
|
GLuint current_array_buffer, current_element_array_buffer;
|
|
|
|
/*
|
|
====================
|
|
GL_BindBuffer
|
|
|
|
glBindBuffer wrapper
|
|
====================
|
|
*/
|
|
void GL_BindBuffer (GLenum target, GLuint buffer)
|
|
{
|
|
GLuint *cache;
|
|
|
|
if (!gl_vbo_able)
|
|
return;
|
|
|
|
switch (target)
|
|
{
|
|
case GL_ARRAY_BUFFER:
|
|
cache = ¤t_array_buffer;
|
|
break;
|
|
case GL_ELEMENT_ARRAY_BUFFER:
|
|
cache = ¤t_element_array_buffer;
|
|
break;
|
|
default:
|
|
Host_Error("GL_BindBuffer: unsupported target %d", (int)target);
|
|
return;
|
|
}
|
|
|
|
if (*cache != buffer)
|
|
{
|
|
*cache = buffer;
|
|
GL_BindBufferFunc (target, *cache);
|
|
}
|
|
}
|
|
|
|
/*
|
|
====================
|
|
GL_ClearBufferBindings
|
|
|
|
This must be called if you do anything that could make the cached bindings
|
|
invalid (e.g. manually binding, destroying the context).
|
|
====================
|
|
*/
|
|
void GL_ClearBufferBindings ()
|
|
{
|
|
if (!gl_vbo_able)
|
|
return;
|
|
|
|
current_array_buffer = 0;
|
|
current_element_array_buffer = 0;
|
|
GL_BindBufferFunc (GL_ARRAY_BUFFER, 0);
|
|
GL_BindBufferFunc (GL_ELEMENT_ARRAY_BUFFER, 0);
|
|
}
|
|
|