mirror of
https://git.code.sf.net/p/quake/quakeforge
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89 lines
2.4 KiB
C
89 lines
2.4 KiB
C
/*
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glsl_textures.c
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Texture format setup.
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Copyright (C) 1996-1997 Id Software, Inc.
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Copyright (C) 2001 Ragnvald Maartmann-Moe IV
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] =
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"$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_textures.h"
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int
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GL_LoadQuakeTexture (const char *identifier, int width, int height, byte *data)
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{
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GLuint tnum;
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qfglGenTextures (1, &tnum);
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qfglBindTexture (GL_TEXTURE_2D, tnum);
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qfglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
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width, height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, 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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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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qfglGenerateMipmap (GL_TEXTURE_2D);
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return tnum;
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}
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int
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GL_LoadRGBTexture (const char *identifier, int width, int height, byte *data)
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{
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GLuint tnum;
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qfglGenTextures (1, &tnum);
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qfglBindTexture (GL_TEXTURE_2D, tnum);
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qfglTexImage2D (GL_TEXTURE_2D, 0, GL_RGB,
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width, height, 0, GL_RGB, GL_UNSIGNED_BYTE, 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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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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qfglGenerateMipmap (GL_TEXTURE_2D);
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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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GLuint tnum = tex;
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qfglDeleteTextures (1, &tnum);
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}
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