quakeforge/libs/video/renderer/gl/gl_dyn_textures.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

110 lines
2.5 KiB
C

/*
gl_dyn_textures.c
Dynamic texture generation.
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
#include <stdlib.h>
#include "QF/image.h"
#include "QF/qtypes.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "r_internal.h"
GLuint gl_part_tex;
static GLint part_tex_internal_format = 2;
static void
GDT_InitParticleTexture (void)
{
byte data[64][64][2];
memset (data, 0, sizeof (data));
qfglGenTextures (1, &gl_part_tex);
qfglBindTexture (GL_TEXTURE_2D, gl_part_tex);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qfglTexImage2D (GL_TEXTURE_2D, 0, part_tex_internal_format, 64, 64, 0, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, data);
}
static void
GDT_InitDotParticleTexture (void)
{
tex_t *tex;
tex = R_DotParticleTexture ();
qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
}
static void
GDT_InitSparkParticleTexture (void)
{
tex_t *tex;
tex = R_SparkParticleTexture ();
qfglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
}
static void
GDT_InitSmokeParticleTexture (void)
{
tex_t *tex;
tex = R_SmokeParticleTexture ();
qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
GL_UNSIGNED_BYTE, tex->data);
free (tex);
}
void
GDT_Init (void)
{
if (gl_feature_mach64)
part_tex_internal_format = 4;
GDT_InitParticleTexture ();
GDT_InitDotParticleTexture ();
GDT_InitSparkParticleTexture ();
GDT_InitSmokeParticleTexture ();
}