Beispiel #1
0
void gld_BindTexture(GLTexture *gltexture, unsigned int flags)
{
  const rpatch_t *patch;
  unsigned char *buffer;
  int w, h;

  if (!gltexture || gltexture->textype != GLDT_TEXTURE)
  {
    qglBindTexture(GL_TEXTURE_2D, 0);
    last_glTexID = NULL;
    return;
  }

#ifdef HAVE_LIBSDL_IMAGE
  if (gld_LoadHiresTex(gltexture, CR_DEFAULT))
  {
    gld_SetTexClamp(gltexture, flags);
    last_glTexID = gltexture->texid_p;
    return;
  }
#endif

  gld_GetTextureTexID(gltexture, CR_DEFAULT);

  if (last_glTexID == gltexture->texid_p)
  {
    gld_SetTexClamp(gltexture, flags);
    return;
  }

  last_glTexID = gltexture->texid_p;

  if (*gltexture->texid_p != 0)
  {
    qglBindTexture(GL_TEXTURE_2D, *gltexture->texid_p);
    gld_SetTexClamp(gltexture, flags);
    return;
  }

  buffer=(unsigned char*)Z_Malloc(gltexture->buffer_size,PU_STATIC,0);
  if (!(gltexture->flags & GLTEXTURE_MIPMAP) && gl_paletted_texture)
    memset(buffer,transparent_pal_index,gltexture->buffer_size);
  else
    memset(buffer,0,gltexture->buffer_size);
  patch=R_CacheTextureCompositePatchNum(gltexture->index);
  gld_AddPatchToTexture(gltexture, buffer, patch, 0, 0,
                        CR_DEFAULT, !(gltexture->flags & GLTEXTURE_MIPMAP) && gl_paletted_texture);
  R_UnlockTextureCompositePatchNum(gltexture->index);
  if (*gltexture->texid_p == 0)
    qglGenTextures(1, gltexture->texid_p);
  qglBindTexture(GL_TEXTURE_2D, *gltexture->texid_p);
  
  if (gltexture->flags & GLTEXTURE_HASHOLES)
  {
    SmoothEdges(buffer, gltexture->buffer_width, gltexture->buffer_height);
  }

  buffer = gld_HQResize(gltexture, buffer, gltexture->buffer_width, gltexture->buffer_height, &w, &h);

  gld_BuildTexture(gltexture, buffer, false, w, h);

  gld_SetTexClamp(gltexture, flags);
}
Beispiel #2
0
void gld_BindPatch(GLTexture *gltexture, int cm)
{
  const rpatch_t *patch;
  int i;
  unsigned char *buffer;

  if ((gltexture==last_gltexture) && (cm==last_cm))
    return;
  last_gltexture=gltexture;
  last_cm=cm;
  if (!gltexture)
    return;
  if (gltexture->textype!=GLDT_PATCH)
  {
    glBindTexture(GL_TEXTURE_2D, 0);
    last_gltexture = NULL;
    last_cm = -1;
    return;
  }
  if (gltexture->glTexID[cm]!=0)
  {
    glBindTexture(GL_TEXTURE_2D, gltexture->glTexID[cm]);
    glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_RESIDENT,&i);
#ifdef _DEBUG
    if (i!=GL_TRUE)
      lprintf(LO_INFO, "glGetTexParam: %i\n", i);
#endif
    if (i==GL_TRUE)
      return;
  }
  patch=R_CachePatchNum(gltexture->index);
  buffer=(unsigned char*)Z_Malloc(gltexture->buffer_size,PU_STATIC,0);
  if (gl_paletted_texture)
    memset(buffer,transparent_pal_index,gltexture->buffer_size);
  else
    memset(buffer,0,gltexture->buffer_size);
  gld_AddPatchToTexture(gltexture, buffer, patch, 0, 0, cm, gl_paletted_texture);

  if (gltexture->glTexID[cm]==0)
    glGenTextures(1,&gltexture->glTexID[cm]);

  glBindTexture(GL_TEXTURE_2D, gltexture->glTexID[cm]);
#ifdef USE_GLU_IMAGESCALE
  if ((gltexture->buffer_width>gltexture->tex_width) ||
      (gltexture->buffer_height>gltexture->tex_height)
     )
  {
    unsigned char *scaledbuffer;

    scaledbuffer=(unsigned char*)Z_Malloc(gltexture->tex_width*gltexture->tex_height*4,PU_STATIC,0);
    if (scaledbuffer)
    {
      gluScaleImage(GL_RGBA,
                    gltexture->buffer_width, gltexture->buffer_height,
                    GL_UNSIGNED_BYTE,buffer,
                    gltexture->tex_width, gltexture->tex_height,
                    GL_UNSIGNED_BYTE,scaledbuffer);
      Z_Free(buffer);
      buffer=scaledbuffer;
      glTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
                    gltexture->tex_width, gltexture->tex_height,
                    0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    }
  }
  else
#endif /* USE_GLU_IMAGESCALE */
  {
      if (gl_paletted_texture) {
		I_Error("Paletted textures not supported");
		/*
        gld_SetTexturePalette(GL_TEXTURE_2D);
        glTexImage2D( GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT,
                      gltexture->buffer_width, gltexture->buffer_height,
                      0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, buffer); */
      } else {
        glTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
                      gltexture->buffer_width, gltexture->buffer_height,
                      0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
      }
  }
  // Vladimir i ->x
  glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_tex_filter);
  glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_tex_filter);
  Z_Free(buffer);
  R_UnlockPatchNum(gltexture->index);
}
Beispiel #3
0
void gld_BindPatch(GLTexture *gltexture, int cm)
{
  const rpatch_t *patch;
  unsigned char *buffer;
  int w, h;

  if (!gltexture || gltexture->textype != GLDT_PATCH)
  {
    qglBindTexture(GL_TEXTURE_2D, 0);
    last_glTexID = NULL;
    return;
  }

#ifdef HAVE_LIBSDL_IMAGE
  if (gld_LoadHiresTex(gltexture, cm))
  {
    gld_SetTexClamp(gltexture, GLTEXTURE_CLAMPXY);
    last_glTexID = gltexture->texid_p;
    return;
  }
#endif

  gld_GetTextureTexID(gltexture, cm);

  if (last_glTexID == gltexture->texid_p)
  {
    gld_SetTexClamp(gltexture, GLTEXTURE_CLAMPXY);
    return;
  }

  last_glTexID = gltexture->texid_p;

  if (*gltexture->texid_p != 0)
  {
    qglBindTexture(GL_TEXTURE_2D, *gltexture->texid_p);
    gld_SetTexClamp(gltexture, GLTEXTURE_CLAMPXY);
    return;
  }

  patch=R_CachePatchNum(gltexture->index);
  buffer=(unsigned char*)Z_Malloc(gltexture->buffer_size,PU_STATIC,0);
  if (gl_paletted_texture)
    memset(buffer,transparent_pal_index,gltexture->buffer_size);
  else
    memset(buffer,0,gltexture->buffer_size);
  gld_AddPatchToTexture(gltexture, buffer, patch, 0, 0, cm, gl_paletted_texture);

  // e6y
  // Post-process the texture data after the buffer has been created.
  // Smooth the edges of transparent fields in the texture.
  //
  // It is a workaround to set the color of all transparent pixels
  // that border on a non-transparent pixel to the color
  // of one bordering non-transparent pixel.
  // It is necessary for textures that are not power of two
  // to avoid the lines (boxes) around the elements that change
  // on the intermission screens in Doom1 (E2, E3)
  
//  if ((gltexture->flags & (GLTEXTURE_HASHOLES | GLTEXTURE_SPRITE)) ==
//    (GLTEXTURE_HASHOLES | GLTEXTURE_SPRITE))
  if ((gltexture->flags & GLTEXTURE_HASHOLES))
  {
    SmoothEdges(buffer, gltexture->buffer_width, gltexture->buffer_height);
  }

  if (*gltexture->texid_p == 0)
    qglGenTextures(1, gltexture->texid_p);
  qglBindTexture(GL_TEXTURE_2D, *gltexture->texid_p);

  buffer = gld_HQResize(gltexture, buffer, gltexture->buffer_width, gltexture->buffer_height, &w, &h);

  gld_BuildTexture(gltexture, buffer, false, w, h);

  gld_SetTexClamp(gltexture, GLTEXTURE_CLAMPXY);

  R_UnlockPatchNum(gltexture->index);
}
Beispiel #4
0
void gld_BindTexture(GLTexture *gltexture)
{
  const rpatch_t *patch;
  int i;
  unsigned char *buffer;

  if (gltexture==last_gltexture)
    return;
  last_gltexture=gltexture;
  if (!gltexture) {
    glBindTexture(GL_TEXTURE_2D, 0);
    last_gltexture = NULL;
    last_cm = -1;
    return;
  }
  if (gltexture->textype!=GLDT_TEXTURE)
  {
    glBindTexture(GL_TEXTURE_2D, 0);
    last_gltexture = NULL;
    last_cm = -1;
    return;
  }
  if (gltexture->glTexID[CR_DEFAULT]!=0)
  {
    glBindTexture(GL_TEXTURE_2D, gltexture->glTexID[CR_DEFAULT]);
    glGetTexParameteriv(GL_TEXTURE_2D,GL_TEXTURE_RESIDENT,&i);
#ifdef _DEBUG
    if (i!=GL_TRUE)
      lprintf(LO_INFO, "glGetTexParam: %i\n", i);
#endif
    if (i==GL_TRUE)
      return;
  }
  buffer=(unsigned char*)Z_Malloc(gltexture->buffer_size,PU_STATIC,0);
  if (!(gltexture->mipmap & use_mipmapping) & gl_paletted_texture)
    memset(buffer,transparent_pal_index,gltexture->buffer_size);
  else
    memset(buffer,0,gltexture->buffer_size);
  patch=R_CacheTextureCompositePatchNum(gltexture->index);
  gld_AddPatchToTexture(gltexture, buffer, patch,
                        0, 0,
                        CR_DEFAULT, !(gltexture->mipmap & use_mipmapping) & gl_paletted_texture);
  R_UnlockTextureCompositePatchNum(gltexture->index);

  if (gltexture->glTexID[CR_DEFAULT]==0)
    glGenTextures(1,&gltexture->glTexID[CR_DEFAULT]);

  glBindTexture(GL_TEXTURE_2D, gltexture->glTexID[CR_DEFAULT]);
#ifdef USE_GLU_MIPMAP
  if (gltexture->mipmap & use_mipmapping)
  {
    gluBuild2DMipmaps(GL_TEXTURE_2D, gl_tex_format,
                      gltexture->buffer_width, gltexture->buffer_height,
                      GL_RGBA, GL_UNSIGNED_BYTE, buffer);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_tex_filter);
    glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_mipmap_filter);
    if (gl_texture_filter_anisotropic)
      glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, 2.0);
  }
  else
#endif /* USE_GLU_MIPMAP */
  {
#ifdef USE_GLU_IMAGESCALE
    if ((gltexture->buffer_width!=gltexture->tex_width) ||
        (gltexture->buffer_height!=gltexture->tex_height)
       )
    {
      unsigned char *scaledbuffer;

      scaledbuffer=(unsigned char*)Z_Malloc(gltexture->tex_width*gltexture->tex_height*4,PU_STATIC,0);
      if (scaledbuffer)
      {
        gluScaleImage(GL_RGBA,
                      gltexture->buffer_width, gltexture->buffer_height,
                      GL_UNSIGNED_BYTE,buffer,
                      gltexture->tex_width, gltexture->tex_height,
                      GL_UNSIGNED_BYTE,scaledbuffer);
        Z_Free(buffer);
        buffer=scaledbuffer;
        glTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
                      gltexture->tex_width, gltexture->tex_height,
                      0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
      }
    }
    else
#endif /* USE_GLU_IMAGESCALE */
    {
      if (gl_paletted_texture) {
		I_Error("Paletted textures not supported");
		/*
        gld_SetTexturePalette(GL_TEXTURE_2D);
        glTexImage2D( GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT,
                      gltexture->buffer_width, gltexture->buffer_height,
                      0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, buffer); */
      } else {
        glTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
                      gltexture->buffer_width, gltexture->buffer_height,
                      0, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
      }
    }
	// Vladimir (i) -> (x)
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_tex_filter);
    glTexParameterx(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_tex_filter);
  }
  Z_Free(buffer);
}