mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-25 13:32:01 +00:00
GL_Bind () wanted to be tied up and spanked. Since QuakeForge is a nice,
wholesome, family project (yeah right), it will not be seen anymore. But fret not. If you need a replacement, just use glBindTexture the way SGI intended. In fact, every single GL_Bind (target) call was simply replaced with glBindTexture (GL_TEXTURE_2D, target).. Since that's more or less all GL_Bind () did anyway, save a function call!
This commit is contained in:
parent
b62e9e6104
commit
e140ca0b83
8 changed files with 69 additions and 174 deletions
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@ -175,8 +175,6 @@ extern texture_t *r_notexture_mip;
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extern int d_lightstylevalue[256]; // 8.8 fraction of base light value
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extern qboolean envmap;
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extern int currenttexture;
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extern int cnttextures[2];
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extern int particletexture;
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extern int netgraphtexture; // netgraph texture
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extern int playertextures;
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@ -232,7 +230,6 @@ extern const char *gl_version;
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extern const char *gl_extensions;
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void R_TranslatePlayerSkin (int playernum);
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void GL_Bind (int texnum);
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// Multitexture
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#define TEXTURE0_SGIS 0x835E
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@ -122,16 +122,6 @@ typedef struct
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gltexture_t gltextures[MAX_GLTEXTURES];
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int numgltextures;
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void GL_Bind (int texnum)
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{
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if (gl_nobind->value)
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texnum = char_texture;
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if (currenttexture == texnum)
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return;
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currenttexture = texnum;
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glBindTexture (GL_TEXTURE_2D, texnum);
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}
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/*
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=============================================================================
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@ -200,7 +190,7 @@ int scrap_uploads;
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void Scrap_Upload (void)
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{
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scrap_uploads++;
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GL_Bind(scrap_texnum);
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glBindTexture (GL_TEXTURE_2D, scrap_texnum);
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GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
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scrap_dirty = false;
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}
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@ -372,7 +362,7 @@ void Draw_TextureMode_f (void)
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{
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if (glt->mipmap)
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{
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GL_Bind (glt->texnum);
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glBindTexture (GL_TEXTURE_2D, glt->texnum);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
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@ -475,7 +465,7 @@ void Draw_Character8 (int x, int y, int num)
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fcol = col*0.0625;
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size = 0.0625;
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GL_Bind (char_texture);
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glBindTexture (GL_TEXTURE_2D, char_texture);
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glColor3f (0.5, 0.5, 0.5);
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glBegin (GL_QUADS);
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@ -532,7 +522,7 @@ void Draw_Crosshair(void)
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pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
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glColor4ubv ( pColor );
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GL_Bind (cs_texture);
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glBindTexture (GL_TEXTURE_2D, cs_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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@ -577,7 +567,7 @@ void Draw_Pic (int x, int y, qpic_t *pic)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glColor3f (0.4, 0.4, 0.4);
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GL_Bind (gl->texnum);
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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glVertex2f (x, y);
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@ -603,7 +593,7 @@ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
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Scrap_Upload ();
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gl = (glpic_t *)pic->data;
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glColor4f (0.4, 0.4, 0.4, alpha);
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GL_Bind (gl->texnum);
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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glVertex2f (x, y);
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@ -637,7 +627,7 @@ void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int h
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newth = newtl + (height*oldglheight)/pic->height;
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glColor3f (0.4, 0.4, 0.4);
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GL_Bind (gl->texnum);
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (newsl, newtl);
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glVertex2f (x, y);
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@ -682,7 +672,7 @@ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
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byte *src;
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int p;
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GL_Bind (translate_texture);
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glBindTexture (GL_TEXTURE_2D, translate_texture);
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c = pic->width * pic->height;
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@ -775,7 +765,7 @@ Draw_ConsoleBackground ( int lines )
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glColor4f (0.5, 0.5, 0.5, alpha);
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// draw the console texture
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GL_Bind (gl->texnum);
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl + ofs);
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glVertex2f (0, 0);
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@ -818,7 +808,7 @@ refresh window.
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void Draw_TileClear (int x, int y, int w, int h)
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{
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glColor3f (0.5, 0.5, 0.5);
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GL_Bind (*(int *)draw_backtile->data);
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glBindTexture (GL_TEXTURE_2D, *(int *)draw_backtile->data);
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glBegin (GL_QUADS);
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glTexCoord2f (x/64.0, y/64.0);
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glVertex2f (x, y);
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@ -1376,7 +1366,7 @@ SetupTexture:
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glt->height = height;
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glt->mipmap = mipmap;
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GL_Bind(glt->texnum);
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glBindTexture (GL_TEXTURE_2D, glt->texnum);
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GL_Upload8 (data, width, height, mipmap, alpha);
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@ -1395,17 +1385,10 @@ int GL_LoadPicTexture (qpic_t *pic)
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/****************************************/
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static GLenum oldtarget = 0; // TEXTURE0_SGIS;
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void GL_SelectTexture (GLenum target)
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{
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if (!gl_mtexable)
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return;
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qglSelectTexture (target + gl_mtex_enum);
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if (target == oldtarget)
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return;
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cnttextures[oldtarget] = currenttexture;
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currenttexture = cnttextures[target];
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oldtarget = target;
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}
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@ -149,7 +149,7 @@ void R_NetGraph (void)
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Draw_String8 (8, y, st);
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y += 8;
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GL_Bind(netgraphtexture);
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glBindTexture (GL_TEXTURE_2D, netgraphtexture);
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format,
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NET_TIMINGS, NET_GRAPHHEIGHT, 0, GL_RGBA,
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@ -494,7 +494,7 @@ void R_DrawParticles (void)
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float scale;
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qboolean alphaTestEnabled;
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GL_Bind(particletexture);
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glBindTexture (GL_TEXTURE_2D, particletexture);
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alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
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if (alphaTestEnabled)
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@ -60,9 +60,6 @@ int c_brush_polys, c_alias_polys;
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qboolean envmap; // true during envmap command capture
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int currenttexture = -1; // to avoid unnecessary texture sets
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int cnttextures[2] = {-1, -1}; // cached
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int particletexture; // little dot for particles
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int playertextures; // up to 16 color translated skins
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@ -292,7 +289,7 @@ void R_DrawSpriteModel (entity_t *e)
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GL_DisableMultitexture();
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GL_Bind(frame->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, frame->gl_texturenum);
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glEnable (GL_ALPHA_TEST);
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glBegin (GL_QUADS);
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@ -606,7 +603,7 @@ void R_DrawAliasModel (entity_t *e)
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}
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anim = (int)(cl.time*10) & 3;
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GL_Bind(paliashdr->gl_texturenum[currententity->skinnum][anim]);
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glBindTexture (GL_TEXTURE_2D, paliashdr->gl_texturenum[currententity->skinnum][anim]);
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// we can't dynamically colormap textures, so they are cached
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// seperately for the players. Heads are just uncolored.
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@ -618,7 +615,7 @@ void R_DrawAliasModel (entity_t *e)
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R_TranslatePlayerSkin(i);
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}
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if (i >= 0 && i<MAX_CLIENTS)
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GL_Bind(playertextures + i);
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glBindTexture (GL_TEXTURE_2D, playertextures + i);
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}
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if (gl_smoothmodels->value)
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@ -114,7 +114,7 @@ void R_InitParticleTexture (void)
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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glBindTexture (GL_TEXTURE_2D, particletexture);
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for (x=0 ; x<8 ; x++)
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{
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@ -243,7 +243,7 @@ void R_Init (void)
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r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None");
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r_netgraph = Cvar_Get("r_netgraph", "0", CVAR_NONE, "None");
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gl_clear = Cvar_Get("gl_clear", "1", CVAR_NONE, "None");
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gl_clear = Cvar_Get("gl_clear", "0", CVAR_NONE, "None");
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gl_texsort = Cvar_Get("gl_texsort", "1", CVAR_NONE, "None");
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if (gl_mtexable)
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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GL_Bind(playertextures + playernum);
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glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
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#if 0
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s = 320*200;
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@ -395,11 +395,11 @@ void R_DrawSequentialPoly (msurface_t *s)
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t = R_TextureAnimation (s->texinfo->texture);
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// Binds world to texture env 0
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GL_SelectTexture(0);
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
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// Binds lightmap to texenv 1
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GL_EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
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GL_Bind (lightmap_textures + s->lightmaptexturenum);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
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i = s->lightmaptexturenum;
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if (lightmap_modified[i])
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{
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@ -428,7 +428,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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p = s->polys;
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t = R_TextureAnimation (s->texinfo->texture);
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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glBegin (GL_POLYGON);
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v = p->verts[0];
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for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
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}
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glEnd ();
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GL_Bind (lightmap_textures + s->lightmaptexturenum);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
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glBegin (GL_POLYGON);
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v = p->verts[0];
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for (i=0 ; i<p->numverts ; i++, v+= VERTEXSIZE)
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@ -458,7 +458,7 @@ void R_DrawSequentialPoly (msurface_t *s)
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if (s->flags & SURF_DRAWTURB)
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{
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GL_DisableMultitexture();
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GL_Bind (s->texinfo->texture->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
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EmitWaterPolys (s);
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return;
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}
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@ -469,13 +469,13 @@ void R_DrawSequentialPoly (msurface_t *s)
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if (s->flags & SURF_DRAWSKY)
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{
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GL_DisableMultitexture();
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GL_Bind (solidskytexture);
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glBindTexture (GL_TEXTURE_2D, solidskytexture);
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speedscale = realtime*8;
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speedscale -= (int)speedscale & ~127;
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EmitSkyPolys (s);
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GL_Bind (alphaskytexture);
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glBindTexture (GL_TEXTURE_2D, alphaskytexture);
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speedscale = realtime*16;
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speedscale -= (int)speedscale & ~127;
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EmitSkyPolys (s);
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t = R_TextureAnimation (s->texinfo->texture);
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GL_SelectTexture(0);
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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GL_EnableMultitexture();
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GL_Bind (lightmap_textures + s->lightmaptexturenum);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
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i = s->lightmaptexturenum;
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if (lightmap_modified[i])
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{
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@ -528,10 +528,10 @@ void R_DrawSequentialPoly (msurface_t *s)
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p = s->polys;
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t = R_TextureAnimation (s->texinfo->texture);
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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DrawGLWaterPoly (p);
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GL_Bind (lightmap_textures + s->lightmaptexturenum);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures + s->lightmaptexturenum);
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DrawGLWaterPolyLightmap (p);
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}
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}
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@ -635,7 +635,7 @@ void R_BlendLightmaps (void)
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p = lightmap_polys[i];
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if (!p)
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continue;
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GL_Bind(lightmap_textures+i);
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glBindTexture (GL_TEXTURE_2D, lightmap_textures+i);
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if (lightmap_modified[i])
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{
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lightmap_modified[i] = false;
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@ -686,42 +686,6 @@ void R_BlendLightmaps (void)
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glDepthMask (1); // back to normal Z buffering
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}
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// Ender: Half-Life BSP loading
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void R_RenderBrushPolyTransparent (msurface_t *fa)
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{
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texture_t *t;
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GEQUAL, 0.05f);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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c_brush_polys++;
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if (fa->flags & SURF_DRAWSKY)
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{ // warp texture, no lightmaps
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EmitBothSkyLayers (fa);
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return;
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}
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t = R_TextureAnimation (fa->texinfo->texture);
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GL_Bind (t->gl_texturenum);
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if (fa->flags & SURF_DRAWTURB)
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{ // warp texture, no lightmaps
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EmitWaterPolys (fa);
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return;
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}
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if (fa->flags & SURF_UNDERWATER)
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DrawGLWaterPoly (fa->polys);
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else
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DrawGLPoly (fa->polys);
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glDisable(GL_ALPHA_TEST);
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}
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/*
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================
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R_RenderBrushPoly
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@ -735,11 +699,6 @@ void R_RenderBrushPoly (msurface_t *fa)
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glRect_t *theRect;
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int smax, tmax;
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if (fa->texinfo->texture->transparent) {
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R_RenderBrushPolyTransparent(fa);
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return;
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}
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c_brush_polys++;
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if (fa->flags & SURF_DRAWSKY)
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@ -749,7 +708,7 @@ void R_RenderBrushPoly (msurface_t *fa)
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}
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t = R_TextureAnimation (fa->texinfo->texture);
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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if (fa->flags & SURF_DRAWTURB)
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{ // warp texture, no lightmaps
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@ -909,7 +868,7 @@ void R_DrawWaterSurfaces (void)
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return;
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for ( s = waterchain ; s ; s=s->texturechain) {
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GL_Bind (s->texinfo->texture->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, s->texinfo->texture->gl_texturenum);
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EmitWaterPolys (s);
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}
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@ -929,7 +888,7 @@ void R_DrawWaterSurfaces (void)
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// set modulate mode explicitly
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GL_Bind (t->gl_texturenum);
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glBindTexture (GL_TEXTURE_2D, t->gl_texturenum);
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for ( ; s ; s=s->texturechain)
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EmitWaterPolys (s);
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@ -1011,7 +970,6 @@ void R_DrawBrushModel (entity_t *e)
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qboolean rotated;
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currententity = e;
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currenttexture = -1;
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clmodel = e->model;
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@ -1249,7 +1207,6 @@ void R_DrawWorld (void)
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VectorCopy (r_refdef.vieworg, modelorg);
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currententity = &ent;
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currenttexture = -1;
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glColor3f (1.0, 1.0, 1.0);
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memset (lightmap_polys, 0, sizeof(lightmap_polys));
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@ -1584,7 +1541,7 @@ void GL_BuildLightmaps (void)
|
|||
lightmap_rectchange[i].t = BLOCK_HEIGHT;
|
||||
lightmap_rectchange[i].w = 0;
|
||||
lightmap_rectchange[i].h = 0;
|
||||
GL_Bind(lightmap_textures + i);
|
||||
glBindTexture (GL_TEXTURE_2D, lightmap_textures + i);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, lightmap_bytes, BLOCK_WIDTH,
|
||||
|
|
|
@ -301,13 +301,13 @@ void EmitBothSkyLayers (msurface_t *fa)
|
|||
{
|
||||
GL_DisableMultitexture();
|
||||
|
||||
GL_Bind (solidskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, solidskytexture);
|
||||
speedscale = realtime*8;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
GL_Bind (alphaskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
|
@ -332,18 +332,18 @@ void EmitBothSkyLayers (msurface_t *fa)
|
|||
=================================================================
|
||||
*/
|
||||
|
||||
//byte *pcx_rgb;
|
||||
byte *pcx_rgb;
|
||||
|
||||
/*
|
||||
============
|
||||
LoadPCX
|
||||
============
|
||||
*/
|
||||
byte *LoadPCX (FILE *f)
|
||||
void LoadPCX (FILE *f)
|
||||
{
|
||||
pcx_t *pcx, pcxbuf;
|
||||
byte palette[768];
|
||||
byte *pix, *pcx_rgb;
|
||||
byte *pix;
|
||||
int x, y;
|
||||
int dataByte, runLength;
|
||||
int count;
|
||||
|
@ -363,7 +363,7 @@ byte *LoadPCX (FILE *f)
|
|||
|| pcx->ymax >= 256)
|
||||
{
|
||||
Con_Printf ("Bad pcx file\n");
|
||||
return NULL;
|
||||
return;
|
||||
}
|
||||
|
||||
// seek to palette
|
||||
|
@ -401,8 +401,6 @@ byte *LoadPCX (FILE *f)
|
|||
}
|
||||
}
|
||||
}
|
||||
|
||||
return pcx_rgb;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -423,7 +421,7 @@ typedef struct _TargaHeader {
|
|||
|
||||
|
||||
TargaHeader targa_header;
|
||||
//byte *targa_rgba;
|
||||
byte *targa_rgba;
|
||||
|
||||
int fgetLittleShort (FILE *f)
|
||||
{
|
||||
|
@ -453,13 +451,12 @@ int fgetLittleLong (FILE *f)
|
|||
LoadTGA
|
||||
=============
|
||||
*/
|
||||
byte *LoadTGA (FILE *fin)
|
||||
void LoadTGA (FILE *fin)
|
||||
{
|
||||
int columns, rows, numPixels;
|
||||
byte *pixbuf;
|
||||
int row, column;
|
||||
unsigned char red = 0, green = 0, blue = 0, alphabyte = 0;
|
||||
byte *targa_rgba;
|
||||
|
||||
targa_header.id_length = fgetc(fin);
|
||||
targa_header.colormap_type = fgetc(fin);
|
||||
|
@ -600,7 +597,6 @@ byte *LoadTGA (FILE *fin)
|
|||
}
|
||||
|
||||
fclose(fin);
|
||||
return targa_rgba;
|
||||
}
|
||||
|
||||
/*
|
||||
|
@ -614,7 +610,6 @@ void R_LoadSkys (char * skyname)
|
|||
int i;
|
||||
FILE *f;
|
||||
char name[64];
|
||||
byte *data;
|
||||
|
||||
if (stricmp (skyname, "none") == 0)
|
||||
{
|
||||
|
@ -625,7 +620,7 @@ void R_LoadSkys (char * skyname)
|
|||
skyloaded = true;
|
||||
for (i=0 ; i<6 ; i++)
|
||||
{
|
||||
GL_Bind (SKY_TEX + i);
|
||||
glBindTexture (GL_TEXTURE_2D, SKY_TEX + i);
|
||||
snprintf (name, sizeof(name),"env/%s%s.tga", skyname, suf[i]);
|
||||
COM_FOpenFile (name, &f);
|
||||
if (!f)
|
||||
|
@ -634,13 +629,13 @@ void R_LoadSkys (char * skyname)
|
|||
skyloaded = false;
|
||||
continue;
|
||||
}
|
||||
data = LoadTGA (f);
|
||||
LoadTGA (f);
|
||||
// LoadPCX (f);
|
||||
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, targa_rgba);
|
||||
// glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, pcx_rgb);
|
||||
|
||||
free (data);
|
||||
free (targa_rgba);
|
||||
// free (pcx_rgb);
|
||||
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
|
@ -875,7 +870,7 @@ void R_DrawSkyChain (msurface_t *s)
|
|||
if (allowskybox && skyloaded)
|
||||
{
|
||||
c_sky = 0;
|
||||
GL_Bind(solidskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, solidskytexture);
|
||||
|
||||
// calculate vertex values for sky box
|
||||
|
||||
|
@ -897,14 +892,14 @@ void R_DrawSkyChain (msurface_t *s)
|
|||
GL_DisableMultitexture();
|
||||
|
||||
// used when gl_texsort is on
|
||||
GL_Bind(solidskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, solidskytexture);
|
||||
speedscale = realtime*8;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
for (fa=s ; fa ; fa=fa->texturechain)
|
||||
EmitSkyPolys (fa);
|
||||
|
||||
GL_Bind (alphaskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
||||
speedscale = realtime*16;
|
||||
speedscale -= (int)speedscale & ~127 ;
|
||||
|
||||
|
@ -987,7 +982,7 @@ void R_DrawSkyBox (void)
|
|||
|| skymins[1][i] >= skymaxs[1][i])
|
||||
continue;
|
||||
|
||||
GL_Bind (SKY_TEX+skytexorder[i]);
|
||||
glBindTexture (GL_TEXTURE_2D, SKY_TEX+skytexorder[i]);
|
||||
glBegin (GL_QUADS);
|
||||
MakeSkyVec (skymins[0][i], skymins[1][i], i);
|
||||
MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
|
||||
|
@ -1001,14 +996,14 @@ void R_DrawSkyBox (void)
|
|||
//===============================================================
|
||||
|
||||
/*
|
||||
=============
|
||||
R_InitSky
|
||||
|
||||
A sky texture is 256*128, with the right side being a masked overlay
|
||||
==============
|
||||
*/
|
||||
void
|
||||
R_InitSky (texture_t *mt)
|
||||
void R_InitSky (texture_t *mt)
|
||||
{
|
||||
|
||||
int i, j, p;
|
||||
byte *src;
|
||||
unsigned trans[128*128];
|
||||
|
@ -1022,8 +1017,9 @@ R_InitSky (texture_t *mt)
|
|||
// a fringe on the top level
|
||||
|
||||
r = g = b = 0;
|
||||
for (i=0 ; i<128 ; i++) {
|
||||
for (j=0 ; j<128 ; j++) {
|
||||
for (i=0 ; i<128 ; i++)
|
||||
for (j=0 ; j<128 ; j++)
|
||||
{
|
||||
p = src[i*256 + j + 128];
|
||||
rgba = &d_8to24table[p];
|
||||
trans[(i*128) + j] = *rgba;
|
||||
|
@ -1031,71 +1027,36 @@ R_InitSky (texture_t *mt)
|
|||
g += ((byte *)rgba)[1];
|
||||
b += ((byte *)rgba)[2];
|
||||
}
|
||||
}
|
||||
|
||||
((byte *)&transpix)[0] = r/(128*128);
|
||||
((byte *)&transpix)[1] = g/(128*128);
|
||||
((byte *)&transpix)[2] = b/(128*128);
|
||||
((byte *)&transpix)[3] = 0;
|
||||
|
||||
|
||||
if (!solidskytexture)
|
||||
solidskytexture = texture_extension_number++;
|
||||
GL_Bind (solidskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, solidskytexture );
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
for (i=0 ; i<128 ; i++) {
|
||||
for (j=0 ; j<128 ; j++) {
|
||||
|
||||
for (i=0 ; i<128 ; i++)
|
||||
for (j=0 ; j<128 ; j++)
|
||||
{
|
||||
p = src[i*256 + j];
|
||||
if (p == 0)
|
||||
trans[(i*128) + j] = transpix;
|
||||
else
|
||||
trans[(i*128) + j] = d_8to24table[p];
|
||||
}
|
||||
}
|
||||
|
||||
if (!alphaskytexture)
|
||||
alphaskytexture = texture_extension_number++;
|
||||
GL_Bind(alphaskytexture);
|
||||
glBindTexture (GL_TEXTURE_2D, alphaskytexture);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
||||
/*
|
||||
=============
|
||||
R_InitSky_32
|
||||
|
||||
A sky texture is 256*128, with the right side being a masked overlay
|
||||
==============
|
||||
*/
|
||||
void R_InitSky_32 (byte *src)
|
||||
{
|
||||
int i, j;
|
||||
unsigned trans[128*128];
|
||||
|
||||
for (i = 0;i < 128;i++)
|
||||
for (j = 0;j < 128;j++)
|
||||
trans[(i*128) + j] = src[i*256+j+128];
|
||||
|
||||
if (!solidskytexture)
|
||||
solidskytexture = texture_extension_number++;
|
||||
|
||||
GL_Bind (solidskytexture );
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
|
||||
for (i = 0;i < 128;i++)
|
||||
for (j = 0;j < 128;j++)
|
||||
trans[(i*128) + j] = src[i*256+j];
|
||||
|
||||
if (!alphaskytexture)
|
||||
alphaskytexture = texture_extension_number++;
|
||||
|
||||
GL_Bind(alphaskytexture);
|
||||
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 128, 128, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
||||
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
||||
}
|
||||
|
|
Loading…
Reference in a new issue