yquake2remaster/src/refresh/gl_scrap.c

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/*
* Copyright (C) 1997-2001 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 the Free Software
* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
* 02111-1307, USA.
*
* =======================================================================
*
* Allocate all the little status bar obejcts into a single texture
* to crutch up inefficient hardware / drivers.
*
* =======================================================================
*/
#include "header/local.h"
int scrap_allocated [ MAX_SCRAPS ] [ BLOCK_WIDTH ];
byte scrap_texels [ MAX_SCRAPS ] [ BLOCK_WIDTH * BLOCK_HEIGHT ];
qboolean scrap_dirty;
int scrap_uploads;
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qboolean R_Upload8 ( byte *data, int width, int height, qboolean mipmap, qboolean is_sky );
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/* returns a texture number and the position inside it */
int
Scrap_AllocBlock ( int w, int h, int *x, int *y )
{
int i, j;
int best, best2;
int texnum;
for ( texnum = 0; texnum < MAX_SCRAPS; texnum++ )
{
best = BLOCK_HEIGHT;
for ( i = 0; i < BLOCK_WIDTH - w; i++ )
{
best2 = 0;
for ( j = 0; j < w; j++ )
{
if ( scrap_allocated [ texnum ] [ i + j ] >= best )
{
break;
}
if ( scrap_allocated [ texnum ] [ i + j ] > best2 )
{
best2 = scrap_allocated [ texnum ] [ i + j ];
}
}
if ( j == w )
{ /* this is a valid spot */
*x = i;
*y = best = best2;
}
}
if ( best + h > BLOCK_HEIGHT )
{
continue;
}
for ( i = 0; i < w; i++ )
{
scrap_allocated [ texnum ] [ *x + i ] = best + h;
}
return ( texnum );
}
return ( -1 );
}
void
Scrap_Upload ( void )
{
scrap_uploads++;
R_Bind( TEXNUM_SCRAPS );
R_Upload8( scrap_texels [ 0 ], BLOCK_WIDTH, BLOCK_HEIGHT, false, false );
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scrap_dirty = false;
}