mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-15 01:11:27 +00:00
5a57280aa9
While the scheme of using our own allocated did work just fine, fisheye rendering uses glGenTextures which caused a texture id clash and thus invalid operations (the cube map texture happened to be the same as the console background texture). Sure, I could have just "fixed" the fisheye init code, but this brings gl closer in line with glsl (which makes extensive use of glGenTextures and glDeleteTextures). This doesn't fix any texture leaks gl has (plenty, I imagine), but it's a step in the right direction.
110 lines
2.5 KiB
C
110 lines
2.5 KiB
C
/*
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gl_dyn_textures.c
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Dynamic texture generation.
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Copyright (C) 1996-1997 Id Software, Inc.
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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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#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 <stdlib.h>
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#include "QF/image.h"
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#include "QF/qtypes.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "r_internal.h"
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GLuint gl_part_tex;
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static GLint part_tex_internal_format = 2;
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static void
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GDT_InitParticleTexture (void)
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{
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byte data[64][64][2];
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memset (data, 0, sizeof (data));
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qfglGenTextures (1, &gl_part_tex);
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qfglBindTexture (GL_TEXTURE_2D, gl_part_tex);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qfglTexImage2D (GL_TEXTURE_2D, 0, part_tex_internal_format, 64, 64, 0, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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}
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static void
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GDT_InitDotParticleTexture (void)
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{
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tex_t *tex;
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tex = R_DotParticleTexture ();
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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static void
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GDT_InitSparkParticleTexture (void)
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{
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tex_t *tex;
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tex = R_SparkParticleTexture ();
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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static void
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GDT_InitSmokeParticleTexture (void)
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{
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tex_t *tex;
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tex = R_SmokeParticleTexture ();
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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void
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GDT_Init (void)
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{
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if (gl_feature_mach64)
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part_tex_internal_format = 4;
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GDT_InitParticleTexture ();
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GDT_InitDotParticleTexture ();
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GDT_InitSparkParticleTexture ();
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GDT_InitSmokeParticleTexture ();
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}
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