quakeforge/libs/video/renderer/gl/gl_rmisc.c
Bill Currie 5a57280aa9 [gl] Use glGenTextures to allocate texture numbers
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.
2022-03-15 13:29:05 +09:00

267 lines
5.8 KiB
C

/*
gl_rmisc.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
#include <malloc.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_particles.h"
#include "QF/GL/qf_rlight.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_sky.h"
#include "QF/GL/qf_sprite.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/scene/entity.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
/*
R_Envmap_f
Grab six views for environment mapping tests
*/
static void
R_Envmap_f (void)
{
/*FIXME update for simd
byte buffer[256 * 256 * 4];
qfglDrawBuffer (GL_FRONT);
qfglReadBuffer (GL_FRONT);
gl_envmap = true;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = 256;
r_refdef.vrect.height = 256;
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 0;
r_refdef.viewangles[2] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env0.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 90;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env1.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 180;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env2.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 270;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env3.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = -90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env4.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = 90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env5.rgb", buffer, sizeof (buffer));
gl_envmap = false;
qfglDrawBuffer (GL_BACK);
qfglReadBuffer (GL_BACK);
gl_ctx->end_rendering ();*/
}
static void
gl_R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : load a skybox\n");
return;
}
gl_R_LoadSkys (Cmd_Argv (1));
}
/*
R_TimeRefresh_f
For program optimization
LordHavoc: improved appearance and accuracy of timerefresh
*/
static void
gl_R_TimeRefresh_f (void)
{
/*FIXME update for simd
double start, stop, time;
int i;
gl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
gl_R_RenderView ();
gl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}
void
gl_R_Init (void)
{
r_ent_queue = EntQueue_New (mod_num_types);
R_Init_Cvars ();
gl_R_Particles_Init_Cvars ();
Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
"Tests the current refresh rate for the current location");
Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
gl_Draw_Init ();
SCR_Init ();
gl_R_InitBubble ();
GDT_Init ();
gl_R_InitGraphTextures ();
gl_Skin_Init_Textures ();
r_init = 1;
gl_R_InitParticles ();
gl_R_InitSprites ();
Skin_Init ();
}
static void
register_textures (mod_brush_t *brush)
{
texture_t *tex;
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
gl_R_AddTexture (tex);
}
}
void
gl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
texture_t *tex;
mod_brush_t *brush;
for (int i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
r_refdef.worldmodel = worldmodel;
brush = &worldmodel->brush;
// clear out efrags in case the level hasn't been reloaded
for (unsigned i = 0; i < brush->modleafs; i++)
brush->leafs[i].efrags = NULL;
// Force a vis update
r_refdef.viewleaf = NULL;
R_MarkLeaves ();
R_ClearParticles ();
GL_BuildLightmaps (models, num_models);
// identify sky texture
gl_mirrortexturenum = -1;
gl_R_ClearTextures ();
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
if (!strncmp (tex->name, "sky", 3)) {
gl_R_InitSky (tex);
}
if (!strncmp (tex->name, "window02_1", 10))
gl_mirrortexturenum = i;
}
gl_R_InitSurfaceChains (brush);
gl_R_AddTexture (r_notexture_mip);
register_textures (brush);
for (int i = 0; i < num_models; i++) {
if (!models[i])
continue;
if (*models[i]->path == '*')
continue;
if (models[i] != r_refdef.worldmodel
&& models[i]->type == mod_brush)
register_textures (&models[i]->brush);
}
}
void
gl_R_ViewChanged (void)
{
}