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https://git.do.srb2.org/STJr/SRB2.git
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Merge branch 'tex' into 'master'
Replace NextTexAvail with glGenTextures See merge request STJr/SRB2!828
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commit
e80a09a651
1 changed files with 23 additions and 56 deletions
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@ -49,8 +49,7 @@ static const GLubyte white[4] = { 255, 255, 255, 255 };
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// ==========================================================================
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// With OpenGL 1.1+, the first texture should be 1
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#define NOTEXTURE_NUM 1 // small white texture
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#define FIRST_TEX_AVAIL (NOTEXTURE_NUM + 1)
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static GLuint NOTEXTURE_NUM = 0;
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#define N_PI_DEMI (M_PIl/2.0f) //(1.5707963268f)
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@ -63,7 +62,6 @@ static float NEAR_CLIPPING_PLANE = NZCLIP_PLANE;
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// **************************************************************************
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static GLuint NextTexAvail = FIRST_TEX_AVAIL;
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static GLuint tex_downloaded = 0;
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static GLfloat fov = 90.0f;
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#if 0
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@ -94,16 +92,10 @@ static GLfloat modelMatrix[16];
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static GLfloat projMatrix[16];
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static GLint viewport[4];
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// Yay for arbitrary numbers! NextTexAvail is buggy for some reason.
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// Sryder: NextTexAvail is broken for these because palette changes or changes to the texture filter or antialiasing
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// flush all of the stored textures, leaving them unavailable at times such as between levels
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// These need to start at 0 and be set to their number, and be reset to 0 when deleted so that intel GPUs
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// can know when the textures aren't there, as textures are always considered resident in their virtual memory
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// TODO: Store them in a more normal way
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#define SCRTEX_SCREENTEXTURE 4294967295U
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#define SCRTEX_STARTSCREENWIPE 4294967294U
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#define SCRTEX_ENDSCREENWIPE 4294967293U
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#define SCRTEX_FINALSCREENTEXTURE 4294967292U
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static GLuint screentexture = 0;
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static GLuint startScreenWipe = 0;
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static GLuint endScreenWipe = 0;
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@ -243,6 +235,7 @@ FUNCPRINTF void DBG_Printf(const char *lpFmt, ...)
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/* 1.1 functions */
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/* texture objects */ //GL_EXT_texture_object
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#define pglGenTextures glGenTextures
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#define pglDeleteTextures glDeleteTextures
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#define pglBindTexture glBindTexture
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/* texture mapping */ //GL_EXT_copy_texture
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@ -359,6 +352,8 @@ static PFNglFogfv pglFogfv;
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/* 1.1 functions */
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/* texture objects */ //GL_EXT_texture_object
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typedef void (APIENTRY * PFNglGenTextures) (GLsizei n, const GLuint *textures);
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static PFNglGenTextures pglGenTextures;
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typedef void (APIENTRY * PFNglDeleteTextures) (GLsizei n, const GLuint *textures);
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static PFNglDeleteTextures pglDeleteTextures;
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typedef void (APIENTRY * PFNglBindTexture) (GLenum target, GLuint texture);
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@ -487,6 +482,7 @@ boolean SetupGLfunc(void)
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GETOPENGLFUNC(pglFogf , glFogf)
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GETOPENGLFUNC(pglFogfv , glFogfv)
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GETOPENGLFUNC(pglGenTextures , glGenTextures)
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GETOPENGLFUNC(pglDeleteTextures , glDeleteTextures)
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GETOPENGLFUNC(pglBindTexture , glBindTexture)
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@ -527,6 +523,8 @@ static void SetNoTexture(void)
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// Set small white texture.
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if (tex_downloaded != NOTEXTURE_NUM)
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{
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if (NOTEXTURE_NUM == 0)
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pglGenTextures(1, &NOTEXTURE_NUM);
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pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
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tex_downloaded = NOTEXTURE_NUM;
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}
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@ -641,11 +639,6 @@ void SetModelView(GLint w, GLint h)
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// -----------------+
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void SetStates(void)
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{
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// Bind little white RGBA texture to ID NOTEXTURE_NUM.
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/*
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FUINT Data[8*8];
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INT32 i;
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*/
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#ifdef GL_LIGHT_MODEL_AMBIENT
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GLfloat LightDiffuse[] = {1.0f, 1.0f, 1.0f, 1.0f};
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#endif
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@ -679,16 +672,8 @@ void SetStates(void)
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CurrentPolyFlags = 0xffffffff;
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SetBlend(0);
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/*
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for (i = 0; i < 64; i++)
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Data[i] = 0xffFFffFF; // white pixel
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*/
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tex_downloaded = (GLuint)-1;
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tex_downloaded = 0;
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SetNoTexture();
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//pglBindTexture(GL_TEXTURE_2D, NOTEXTURE_NUM);
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//tex_downloaded = NOTEXTURE_NUM;
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//pglTexImage2D(GL_TEXTURE_2D, 0, 4, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, Data);
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pglPolygonOffset(-1.0f, -1.0f);
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@ -723,33 +708,12 @@ void Flush(void)
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while (gr_cachehead)
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{
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// this is not necessary at all, because you have loaded them normally,
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// and so they already are in your list!
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#if 0
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//Hurdler: 25/04/2000: now support colormap in hardware mode
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FTextureInfo *tmp = gr_cachehead->nextskin;
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// The memory should be freed in the main code
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while (tmp)
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{
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pglDeleteTextures(1, &tmp->downloaded);
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tmp->downloaded = 0;
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tmp = tmp->nextcolormap;
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}
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#endif
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if (gr_cachehead->downloaded)
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pglDeleteTextures(1, (GLuint *)&gr_cachehead->downloaded);
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gr_cachehead->downloaded = 0;
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gr_cachehead = gr_cachehead->nextmipmap;
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}
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gr_cachetail = gr_cachehead = NULL; //Hurdler: well, gr_cachehead is already NULL
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NextTexAvail = FIRST_TEX_AVAIL;
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#if 0
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if (screentexture != FIRST_TEX_AVAIL)
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{
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pglDeleteTextures(1, &screentexture);
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screentexture = FIRST_TEX_AVAIL;
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}
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#endif
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tex_downloaded = 0;
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}
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@ -1128,8 +1092,10 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
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static RGBA_t tex[2048*2048];
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const GLvoid *ptex = tex;
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INT32 w, h;
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GLuint texnum = 0;
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//DBG_Printf ("DownloadMipmap %d %x\n",NextTexAvail,pTexInfo->grInfo.data);
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pglGenTextures(1, &texnum);
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//DBG_Printf ("DownloadMipmap %d %x\n",(INT32)texnum,pTexInfo->grInfo.data);
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w = pTexInfo->width;
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h = pTexInfo->height;
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@ -1217,9 +1183,10 @@ EXPORT void HWRAPI(SetTexture) (FTextureInfo *pTexInfo)
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else
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DBG_Printf ("SetTexture(bad format) %ld\n", pTexInfo->grInfo.format);
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pTexInfo->downloaded = NextTexAvail++;
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tex_downloaded = pTexInfo->downloaded;
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pglBindTexture(GL_TEXTURE_2D, pTexInfo->downloaded);
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// the texture number was already generated by pglGenTextures
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pglBindTexture(GL_TEXTURE_2D, texnum);
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pTexInfo->downloaded = texnum;
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tex_downloaded = texnum;
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// disable texture filtering on any texture that has holes so there's no dumb borders or blending issues
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if (pTexInfo->flags & TF_TRANSPARENT)
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@ -2419,7 +2386,7 @@ EXPORT void HWRAPI(StartScreenWipe) (void)
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// Create screen texture
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if (firstTime)
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startScreenWipe = SCRTEX_STARTSCREENWIPE;
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pglGenTextures(1, &startScreenWipe);
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pglBindTexture(GL_TEXTURE_2D, startScreenWipe);
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if (firstTime)
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@ -2450,7 +2417,7 @@ EXPORT void HWRAPI(EndScreenWipe)(void)
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// Create screen texture
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if (firstTime)
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endScreenWipe = SCRTEX_ENDSCREENWIPE;
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pglGenTextures(1, &endScreenWipe);
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pglBindTexture(GL_TEXTURE_2D, endScreenWipe);
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if (firstTime)
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@ -2621,7 +2588,7 @@ EXPORT void HWRAPI(MakeScreenTexture) (void)
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// Create screen texture
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if (firstTime)
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screentexture = SCRTEX_SCREENTEXTURE;
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pglGenTextures(1, &screentexture);
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pglBindTexture(GL_TEXTURE_2D, screentexture);
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if (firstTime)
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@ -2651,7 +2618,7 @@ EXPORT void HWRAPI(MakeScreenFinalTexture) (void)
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// Create screen texture
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if (firstTime)
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finalScreenTexture = SCRTEX_FINALSCREENTEXTURE;
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pglGenTextures(1, &finalScreenTexture);
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pglBindTexture(GL_TEXTURE_2D, finalScreenTexture);
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if (firstTime)
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