コード例 #1
0
ファイル: gl_wipe.c プロジェクト: SHMAUS-Carter/OpenGames
GLuint CaptureScreenAsTexID(void)
{
  GLuint id;

  gld_EnableTexture2D(GL_TEXTURE0_ARB, true);
 
  qglGenTextures(1, &id);
  qglBindTexture(GL_TEXTURE_2D, id);
  
  qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
  qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
  qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
  qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);

#ifdef ANDROID
  qglTexImage2D(GL_TEXTURE_2D, 0, GL_RGB,
#else
  qglTexImage2D(GL_TEXTURE_2D, 0, 3,
#endif
    gld_GetTexDimension(SCREENWIDTH), gld_GetTexDimension(SCREENHEIGHT), 
    0, GL_RGB, GL_UNSIGNED_BYTE, 0);

  qglCopyTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, 0, 0, SCREENWIDTH, SCREENHEIGHT);

  return id;
}
コード例 #2
0
ファイル: gl_texture.c プロジェクト: Krazygamr/D-Touch
GLTexture *gld_RegisterFlat(int lump, dboolean mipmap)
{
  GLTexture *gltexture;

  gltexture=gld_AddNewGLPatchTexture(firstflat+lump);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=firstflat+lump;

    //e6y
    gltexture->flags = 0;
    if (mipmap && tex_filter[MIP_TEXTURE].mipmap)
      gltexture->flags |= GLTEXTURE_MIPMAP;

    gltexture->realtexwidth=64;
    gltexture->realtexheight=64;
    gltexture->leftoffset=0;
    gltexture->topoffset=0;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=gltexture->tex_width;
    gltexture->height=gltexture->tex_height;
    gltexture->buffer_width=gltexture->realtexwidth;
    gltexture->buffer_height=gltexture->realtexheight;
#endif
    if (gltexture->flags & GLTEXTURE_MIPMAP)
    {
      gltexture->width=gltexture->tex_width;
      gltexture->height=gltexture->tex_height;
      gltexture->buffer_width=gltexture->realtexwidth;
      gltexture->buffer_height=gltexture->realtexheight;
    }

    //e6y: right/bottom UV coordinates for flat drawing
    gltexture->scalexfac=(float)gltexture->width/(float)gltexture->tex_width;
    gltexture->scaleyfac=(float)gltexture->height/(float)gltexture->tex_height;

    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;

    gltexture->textype=GLDT_FLAT;

    gld_SetTexDetail(gltexture);
  }
  return gltexture;
}
コード例 #3
0
ファイル: gl_texture.c プロジェクト: 00wendi00/MyProject
//e6y: "force" flag for loading texture with zero index
GLTexture *gld_RegisterTexture(int texture_num, boolean mipmap, boolean force)
{
  GLTexture *gltexture;

  //e6y: textures with zero index should be loaded sometimes
  if (texture_num==NO_TEXTURE && !force)
    return NULL;
  gltexture=gld_AddNewGLTexture(texture_num);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    texture_t *texture=NULL;

    if ((texture_num>=0) || (texture_num<numtextures))
      texture=textures[texture_num];
    if (!texture)
      return NULL;
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=texture_num;
    gltexture->mipmap=mipmap;
    gltexture->realtexwidth=texture->width;
    gltexture->realtexheight=texture->height;
    gltexture->leftoffset=0;
    gltexture->topoffset=0;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=gltexture->tex_width;
    gltexture->height=gltexture->tex_height;
    gltexture->buffer_width=gltexture->realtexwidth;
    gltexture->buffer_height=gltexture->realtexheight;
#endif
    if (gltexture->mipmap & use_mipmapping)
    {
      gltexture->width=gltexture->tex_width;
      gltexture->height=gltexture->tex_height;
      gltexture->buffer_width=gltexture->realtexwidth;
      gltexture->buffer_height=gltexture->realtexheight;
    }
    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;
    gltexture->textype=GLDT_TEXTURE;
  }
  return gltexture;
}
コード例 #4
0
ファイル: gl_wipe.c プロジェクト: SHMAUS-Carter/OpenGames
int gld_wipe_doMelt(int ticks, int *y_lookup)
{
  int i;
  int total_w, total_h;
  float fU1, fU2, fV1, fV2;

  total_w = gld_GetTexDimension(SCREENWIDTH);
  total_h = gld_GetTexDimension(SCREENHEIGHT);

  fU1 = 0.0f;
  fV1 = (float)SCREENHEIGHT / (float)total_h;
  fU2 = (float)SCREENWIDTH / (float)total_w;
  fV2 = 0.0f;
  
  gld_EnableTexture2D(GL_TEXTURE0_ARB, true);
  
  qglBindTexture(GL_TEXTURE_2D, wipe_scr_end_tex);
  qglColor3f(1.0f, 1.0f, 1.0f);

  qglBegin(GL_TRIANGLE_STRIP);
  {
    qglTexCoord2f(fU1, fV1); qglVertex2f(0.0f, 0.0f);
    qglTexCoord2f(fU1, fV2); qglVertex2f(0.0f, (float)SCREENHEIGHT);
    qglTexCoord2f(fU2, fV1); qglVertex2f((float)SCREENWIDTH, 0.0f);
    qglTexCoord2f(fU2, fV2); qglVertex2f((float)SCREENWIDTH, (float)SCREENHEIGHT);
  }
  qglEnd();
  
  qglBindTexture(GL_TEXTURE_2D, wipe_scr_start_tex);
  qglColor3f(1.0f, 1.0f, 1.0f);
  
  qglBegin(GL_QUAD_STRIP);
  
  for (i=0; i <= SCREENWIDTH; i++)
  {
    int yoffs = MAX(0, y_lookup[i]);
    
    float tx = (float) i / total_w;
    float sx = (float) i;
    float sy = (float) yoffs;
    
    qglTexCoord2f(tx, fV1); qglVertex2f(sx, sy);
    qglTexCoord2f(tx, fV2); qglVertex2f(sx, sy + (float)SCREENHEIGHT);
  }
  
  qglEnd();
  
  return 0;
}
コード例 #5
0
ファイル: gl_texture.c プロジェクト: 00wendi00/MyProject
GLTexture *gld_RegisterFlat(int lump, boolean mipmap)
{
  GLTexture *gltexture;

  gltexture=gld_AddNewGLPatchTexture(firstflat+lump);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=firstflat+lump;
    gltexture->mipmap=mipmap;
    gltexture->realtexwidth=64;
    gltexture->realtexheight=64;
    gltexture->leftoffset=0;
    gltexture->topoffset=0;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=gltexture->tex_width;
    gltexture->height=gltexture->tex_height;
    gltexture->buffer_width=gltexture->realtexwidth;
    gltexture->buffer_height=gltexture->realtexheight;
#endif
    if (gltexture->mipmap & use_mipmapping)
    {
      gltexture->width=gltexture->tex_width;
      gltexture->height=gltexture->tex_height;
      gltexture->buffer_width=gltexture->realtexwidth;
      gltexture->buffer_height=gltexture->realtexheight;
    }
    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;
    gltexture->textype=GLDT_FLAT;
  }
  return gltexture;
}
コード例 #6
0
ファイル: gl_texture.c プロジェクト: 00wendi00/MyProject
GLTexture *gld_RegisterPatch(int lump, int cm)
{
  const rpatch_t *patch;
  GLTexture *gltexture;

  gltexture=gld_AddNewGLPatchTexture(lump);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    patch=R_CachePatchNum(lump);
    if (!patch)
      return NULL;
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=lump;
    gltexture->mipmap=false;
    gltexture->realtexwidth=patch->width;
    gltexture->realtexheight=patch->height;
    gltexture->leftoffset=patch->leftoffset;
    gltexture->topoffset=patch->topoffset;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=MAX(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->buffer_height=MAX(gltexture->realtexheight, gltexture->tex_height);
#endif
    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    R_UnlockPatchNum(lump);
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;
    gltexture->textype=GLDT_PATCH;
  }
  return gltexture;
}
コード例 #7
0
ファイル: gl_texture.c プロジェクト: Krazygamr/D-Touch
int gld_BuildTexture(GLTexture *gltexture, void *data, dboolean readonly, int width, int height)
{
  int result = false;

  int tex_width, tex_height, tex_buffer_size;
  unsigned char *tex_buffer = NULL;

  tex_width  = gld_GetTexDimension(width);
  tex_height = gld_GetTexDimension(height);
  tex_buffer_size = tex_width * tex_height * 4;

  //your video is modern
  if (gl_arb_texture_non_power_of_two)
  {
    qglTexParameteri(GL_TEXTURE_2D, GL_GENERATE_MIPMAP,
      ((gltexture->flags & GLTEXTURE_MIPMAP) ? GL_TRUE : GL_FALSE));

    qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
      tex_width, tex_height,
      0, GL_RGBA, GL_UNSIGNED_BYTE, data);

    gld_RecolorMipLevels(data);

    gld_SetTexFilters(gltexture);

    result = true;
    goto l_exit;
  }

#ifdef USE_GLU_MIPMAP
  if (gltexture->flags & GLTEXTURE_MIPMAP)
  {
    gluBuild2DMipmaps(GL_TEXTURE_2D, gl_tex_format,
      width, height, GL_RGBA, GL_UNSIGNED_BYTE, data);

    gld_RecolorMipLevels(data);

    gld_SetTexFilters(gltexture);

    result = true;
    goto l_exit;
  }
  else
#endif // USE_GLU_MIPMAP
  {
#ifdef USE_GLU_IMAGESCALE
    if ((width != tex_width) || (height != tex_height))
    {
      tex_buffer = malloc(tex_buffer_size);
      if (!tex_buffer)
      {
        goto l_exit;
      }

      gluScaleImage(GL_RGBA, width, height,
        GL_UNSIGNED_BYTE, data,
        tex_width, tex_height,
        GL_UNSIGNED_BYTE, tex_buffer);

      qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
        tex_width, tex_height,
        0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer);
    }
    else
#endif // USE_GLU_IMAGESCALE
    {
      if ((width != tex_width) || (height != tex_height))
      {
        if (width == tex_width)
        {
          tex_buffer = malloc(tex_buffer_size);
          memcpy(tex_buffer, data, width * height * 4);
        }
        else
        {
          int y;
          tex_buffer = calloc(1, tex_buffer_size);
          for (y = 0; y < height; y++)          
          {
            memcpy(tex_buffer + y * tex_width * 4,
              ((unsigned char*)data) + y * width * 4, width * 4);
          }
        }
      }
      else
      {
        tex_buffer = data;
      }

      if (gl_paletted_texture) {
        gld_SetTexturePalette(GL_TEXTURE_2D);
        qglTexImage2D( GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT,
          tex_width, tex_height,
          0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, tex_buffer);
      } else {
        qglTexImage2D( GL_TEXTURE_2D, 0, gl_tex_format,
          tex_width, tex_height,
          0, GL_RGBA, GL_UNSIGNED_BYTE, tex_buffer);
      }
    }

    gltexture->flags &= ~GLTEXTURE_MIPMAP;
    gld_SetTexFilters(gltexture);
    result = true;
  }

l_exit:
  if (result)
  {
    qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
    qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
  }

  if (tex_buffer && tex_buffer != data)
  {
    free(tex_buffer);
    tex_buffer = NULL;
  }

  if (!readonly)
  {
    free(data);
    data = NULL;
  }

  return result;
}
コード例 #8
0
ファイル: gl_texture.c プロジェクト: Krazygamr/D-Touch
//e6y: "force" flag for loading texture with zero index
GLTexture *gld_RegisterTexture(int texture_num, dboolean mipmap, dboolean force)
{
  GLTexture *gltexture;

  //e6y: textures with zero index should be loaded sometimes
  if (texture_num==NO_TEXTURE && !force)
    return NULL;
  gltexture=gld_AddNewGLTexture(texture_num);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    texture_t *texture=NULL;

    if ((texture_num>=0) || (texture_num<numtextures))
      texture=textures[texture_num];
    if (!texture)
      return NULL;
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=texture_num;
    
    //e6y
    gltexture->flags = 0;
    if (mipmap && tex_filter[MIP_TEXTURE].mipmap)
      gltexture->flags |= GLTEXTURE_MIPMAP;

    gltexture->realtexwidth=texture->width;
    gltexture->realtexheight=texture->height;
    gltexture->leftoffset=0;
    gltexture->topoffset=0;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=gltexture->tex_width;
    gltexture->height=gltexture->tex_height;
    gltexture->buffer_width=gltexture->realtexwidth;
    gltexture->buffer_height=gltexture->realtexheight;
#endif
    if (gltexture->flags & GLTEXTURE_MIPMAP)
    {
      gltexture->width=gltexture->tex_width;
      gltexture->height=gltexture->tex_height;
      gltexture->buffer_width=gltexture->realtexwidth;
      gltexture->buffer_height=gltexture->realtexheight;
    }
    
    //e6y: right/bottom UV coordinates for texture drawing
    gltexture->scalexfac=(float)gltexture->width/(float)gltexture->tex_width;
    gltexture->scaleyfac=(float)gltexture->height/(float)gltexture->tex_height;

    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;

    gltexture->textype=GLDT_TEXTURE;

    gld_SetTexDetail(gltexture);
  }
  return gltexture;
}
コード例 #9
0
ファイル: gl_texture.c プロジェクト: Krazygamr/D-Touch
GLTexture *gld_RegisterPatch(int lump, int cm)
{
  const rpatch_t *patch;
  GLTexture *gltexture;

  gltexture=gld_AddNewGLPatchTexture(lump);
  if (!gltexture)
    return NULL;
  if (gltexture->textype==GLDT_UNREGISTERED)
  {
    patch=R_CachePatchNum(lump);
    if (!patch)
      return NULL;
    gltexture->textype=GLDT_BROKEN;
    gltexture->index=lump;

    //e6y
    gltexture->flags = 0;
    if (lump >= firstspritelump && lump > (firstspritelump + numsprites))
    {
      gltexture->flags |= GLTEXTURE_SPRITE;
      if (tex_filter[MIP_SPRITE].mipmap)
        gltexture->flags |= GLTEXTURE_MIPMAP;
    }
    else
    {
      if (tex_filter[MIP_PATCH].mipmap)
        gltexture->flags |= GLTEXTURE_MIPMAP;
    }
    //gltexture->wrap_mode = (patch->flags & PATCH_REPEAT ? GL_REPEAT : GLEXT_CLAMP_TO_EDGE);

    gltexture->realtexwidth=patch->width;
    gltexture->realtexheight=patch->height;
    gltexture->leftoffset=patch->leftoffset;
    gltexture->topoffset=patch->topoffset;
    gltexture->tex_width=gld_GetTexDimension(gltexture->realtexwidth);
    gltexture->tex_height=gld_GetTexDimension(gltexture->realtexheight);
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=gltexture->tex_width;
    gltexture->buffer_height=gltexture->tex_height;
#ifdef USE_GLU_IMAGESCALE
    gltexture->width=MIN(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->height=MIN(gltexture->realtexheight, gltexture->tex_height);
    gltexture->buffer_width=MAX(gltexture->realtexwidth, gltexture->tex_width);
    gltexture->buffer_height=MAX(gltexture->realtexheight, gltexture->tex_height);
#endif
    if (gltexture->flags & GLTEXTURE_MIPMAP)
    {
      gltexture->width=gltexture->tex_width;
      gltexture->height=gltexture->tex_height;
      gltexture->buffer_width=gltexture->realtexwidth;
      gltexture->buffer_height=gltexture->realtexheight;
    }

    //e6y: right/bottom UV coordinates for patch drawing
    gltexture->scalexfac=(float)gltexture->width/(float)gltexture->tex_width;
    gltexture->scaleyfac=(float)gltexture->height/(float)gltexture->tex_height;

    gltexture->buffer_size=gltexture->buffer_width*gltexture->buffer_height*4;
    R_UnlockPatchNum(lump);
    if (gltexture->realtexwidth>gltexture->buffer_width)
      return gltexture;
    if (gltexture->realtexheight>gltexture->buffer_height)
      return gltexture;
    gltexture->textype=GLDT_PATCH;
  }
  return gltexture;
}