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https://git.code.sf.net/p/quake/quakeforge
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[gl] Add a function to load a tex_t image
In theory, it supports all the non-palette formats, but only luminance and alpha (tex_l and tex_a) have been tested. Fixes the rather broken glyph rendering.
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b987414c1d
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3 changed files with 54 additions and 2 deletions
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@ -41,10 +41,12 @@ extern int gl_filter_max;
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extern qboolean gl_Anisotropy;
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extern float gl_aniso;
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extern GLuint gl_part_tex;
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struct tex_s;
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void GL_Upload8 (const byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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void GL_Upload8_EXT (const byte *data, int width, int height, qboolean mipmap, qboolean alpha);
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int GL_LoadTexture (const char *identifier, int width, int height, const byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel);
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int GL_LoadTex (const char *identifier, int mips, struct tex_s *tex);
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int GL_FindTexture (const char *identifier);
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void GL_TextureMode_f (void);
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@ -1066,8 +1066,14 @@ gl_Draw_AddFont (struct rfont_s *rfont)
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glfont_t *font = &gl_fonts.a[fontid];
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font->font = rfont;
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font->texid = GL_LoadTexture ("", rfont->scrap.width, rfont->scrap.height,
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rfont->scrap_bitmap, 0, 1, 1);
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tex_t tex = {
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.width = rfont->scrap.width,
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.height = rfont->scrap.height,
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.format = tex_a,
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.loaded = 1,
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.data = rfont->scrap_bitmap,
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};
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font->texid = GL_LoadTex ("", 0, &tex);
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return fontid;
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}
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@ -1090,6 +1096,7 @@ gl_render_glyph (uint32_t glyphid, int x, int y, void *_rgctx)
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float v = rect->y;
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float s = 1.0 / rfont->scrap.width;
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float t = 1.0 / rfont->scrap.height;
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qfglColor4ubv (rgctx->color);
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qfglTexCoord2f (u * s, v * t);
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qfglVertex2f (x, y);
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qfglTexCoord2f ((u + w) * s, v * t);
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@ -1126,4 +1133,5 @@ gl_Draw_FontString (int x, int y, int fontid, const char *str)
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RText_DeleteShaper (shaper);
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qfglEnd ();
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qfglColor4ubv (color_white);
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}
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@ -42,6 +42,7 @@
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#include "QF/crc.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/image.h"
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#include "QF/mathlib.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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@ -641,6 +642,47 @@ SetupTexture:
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return glt->texnum;
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}
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int
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GL_LoadTex (const char *identifier, int mips, tex_t *tex)
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{
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GLuint tnum;
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qfglGenTextures (1, &tnum);
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int format = GL_RGB;
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switch (tex->format) {
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case tex_l:
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case tex_a:
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format = tex->format;
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break;
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case tex_la:
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format = GL_LUMINANCE_ALPHA;
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break;
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case tex_rgb:
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format = GL_RGB;
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break;
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case tex_rgba:
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format = GL_RGBA;
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break;
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default:
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Sys_Error ("GL_CreateScrap: Invalid texture format");
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}
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qfglBindTexture (GL_TEXTURE_2D, tnum);
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qfglTexImage2D (GL_TEXTURE_2D, 0, format, tex->width, tex->height,
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0, format, GL_UNSIGNED_BYTE, tex->data);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (mips) {
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfglGenerateMipmap (GL_TEXTURE_2D);
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} else {
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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return tnum;
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}
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void
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GL_ReleaseTexture (int tex)
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{
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