Cube  Diff

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cleangl()
{
	if (qsphere)
		gluDeleteQuadric(qsphere);
}

bool
installtex(int tnum, char *texname, int &xs, int &ys, bool clamp)
installtex(int tnum, OFIRI *IRI, int *xs, int *ys, bool clamp)
{
	@autoreleasepool {
	SDL_Surface *s = IMG_Load(texname);
	if (s == NULL) {
		conoutf(@"couldn't load texture %s", texname);
		return false;
	}
		SDL_Surface *s =
		    IMG_Load(IRI.fileSystemRepresentation.UTF8String);
		if (s == NULL) {
			conoutf(
			    @"couldn't load texture %s", IRI.string.UTF8String);
			return false;
		}

	if (s->format->BitsPerPixel != 24) {
		SDL_PixelFormat *format =
		    SDL_AllocFormat(SDL_PIXELFORMAT_RGB24);
		if (format == NULL) {
			conoutf(@"texture cannot be converted to 24bpp: %s",
		if (s->format->BitsPerPixel != 24) {
			SDL_PixelFormat *format =
			    SDL_AllocFormat(SDL_PIXELFORMAT_RGB24);
			if (format == NULL) {
				conoutf(
				    @"texture cannot be converted to 24bpp: %s",
			    texname);
			return false;
		}
				    IRI.string.UTF8String);
				return false;
			}

		@try {
			SDL_Surface *converted =
			    SDL_ConvertSurface(s, format, 0);
			if (converted == NULL) {
				conoutf(
				    @"texture cannot be converted to 24bpp: %s",
			@try {
				SDL_Surface *converted =
				    SDL_ConvertSurface(s, format, 0);
				if (converted == NULL) {
					conoutf(@"texture cannot be converted "
					        @"to 24bpp: %s",
				    texname);
				return false;
			}
					    IRI.string.UTF8String);
					return false;
				}

			SDL_FreeSurface(s);
			s = converted;
		} @finally {
			SDL_FreeFormat(format);
		}
	}
				SDL_FreeSurface(s);
				s = converted;
			} @finally {
				SDL_FreeFormat(format);
			}
		}

	// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p = 255-*p; };
	glBindTexture(GL_TEXTURE_2D, tnum);
	glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
	    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
	glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
	    GL_LINEAR_MIPMAP_LINEAR); // NEAREST);
	glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
		// loopi(s->w*s->h*3) { uchar *p = (uchar *)s->pixels+i; *p =
		// 255-*p; };
		glBindTexture(GL_TEXTURE_2D, tnum);
		glPixelStorei(GL_UNPACK_ALIGNMENT, 1);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S,
		    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T,
		    clamp ? GL_CLAMP_TO_EDGE : GL_REPEAT);
		glTexParameteri(
		    GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
		glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
		    GL_LINEAR_MIPMAP_LINEAR); // NEAREST);
		glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);

	xs = s->w;
	ys = s->h;
	while (xs > glmaxtexsize || ys > glmaxtexsize) {
		xs /= 2;
		ys /= 2;
	}
		*xs = s->w;
		*ys = s->h;
		while (*xs > glmaxtexsize || *ys > glmaxtexsize) {
			*xs /= 2;
			*ys /= 2;
		}

	void *scaledimg = s->pixels;
		void *scaledimg = s->pixels;

	if (xs != s->w) {
		conoutf(@"warning: quality loss: scaling %s",
		    texname); // for voodoo cards under linux
		scaledimg = alloc(xs * ys * 3);
		gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE, s->pixels,
		    xs, ys, GL_UNSIGNED_BYTE, scaledimg);
	}
		if (*xs != s->w) {
			conoutf(@"warning: quality loss: scaling %s",
			    IRI.string
			        .UTF8String); // for voodoo cards under linux
			scaledimg = alloc(*xs * *ys * 3);
			gluScaleImage(GL_RGB, s->w, s->h, GL_UNSIGNED_BYTE,
			    s->pixels, *xs, *ys, GL_UNSIGNED_BYTE, scaledimg);
		}

	if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, xs, ys, GL_RGB,
	        GL_UNSIGNED_BYTE, scaledimg))
		fatal(@"could not build mipmaps");
		if (gluBuild2DMipmaps(GL_TEXTURE_2D, GL_RGB, *xs, *ys, GL_RGB,
		        GL_UNSIGNED_BYTE, scaledimg))
			fatal(@"could not build mipmaps");

	if (xs != s->w)
		free(scaledimg);
		if (*xs != s->w)
			free(scaledimg);

	SDL_FreeSurface(s);
		SDL_FreeSurface(s);

	return true;
		return true;
	}
}

// management of texture slots
// each texture slot can have multople texture frames, of which currently only
// the first is used additional frames can be used for various shaders

const int MAXTEX = 1000;
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	@autoreleasepool {
		int num = curtexnum++, frame = (int)aframe.longLongValue;
		if (num < 0 || num >= 256 || frame < 0 || frame >= MAXFRAMES)
			return;
		mapping[num][frame] = 1;
		char *n = mapname[num][frame];
		strcpy_s(n, name.UTF8String);
		path(n);
	}
}
COMMAND(texture, ARG_2STR)

int
lookuptexture(int tex, int &xs, int &ys)
lookuptexture(int tex, int *xs, int *ys)
{
	int frame = 0; // other frames?
	int tid = mapping[tex][frame];

	if (tid >= FIRSTTEX) {
		xs = texx[tid - FIRSTTEX];
		ys = texy[tid - FIRSTTEX];
		*xs = texx[tid - FIRSTTEX];
		*ys = texy[tid - FIRSTTEX];
		return tid;
	};

	xs = ys = 16;
	if (!tid)
	}

	*xs = *ys = 16;
	if (tid == 0)
		return 1; // crosshair :)

	loopi(curtex) // lazily happens once per "texture" command, basically
	{
		if (strcmp(mapname[tex][frame], texname[i]) == 0) {
			mapping[tex][frame] = tid = i + FIRSTTEX;
			xs = texx[i];
			ys = texy[i];
			*xs = texx[i];
			*ys = texy[i];
			return tid;
		};
	};
		}
	}

	if (curtex == MAXTEX)
		fatal(@"loaded too many textures");

	int tnum = curtex + FIRSTTEX;
	strcpy_s(texname[curtex], mapname[tex][frame]);

	@autoreleasepool {
		OFString *path =
	sprintf_sd(name)("packages%c%s", PATHDIV, texname[curtex]);
		    [OFString stringWithFormat:@"packages/%s", texname[curtex]];

	if (installtex(tnum, name, xs, ys)) {
		mapping[tex][frame] = tnum;
		texx[curtex] = xs;
		texy[curtex] = ys;
		curtex++;
		return tnum;
	} else {
		return mapping[tex][frame] = FIRSTTEX; // temp fix
		if (installtex(tnum,
		        [Cube.sharedInstance.gameDataIRI
		            IRIByAppendingPathComponent:path],
		        xs, ys, false)) {
			mapping[tex][frame] = tnum;
			texx[curtex] = *xs;
			texy[curtex] = *ys;
			curtex++;
			return tnum;
		} else {
			return mapping[tex][frame] = FIRSTTEX; // temp fix
	};
};
		}
	}
}

void
setupworld()
{
	glEnableClientState(GL_VERTEX_ARRAY);
	glEnableClientState(GL_COLOR_ARRAY);
	glEnableClientState(GL_TEXTURE_COORD_ARRAY);
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	glMatrixMode(GL_MODELVIEW);

	transplayer();

	glEnable(GL_TEXTURE_2D);

	int xs, ys;
	skyoglid = lookuptexture(DEFAULT_SKY, xs, ys);
	skyoglid = lookuptexture(DEFAULT_SKY, &xs, &ys);

	resetcubes();

	curvert = 0;
	strips.setsize(0);

	render_world(player1->o.x, player1->o.y, player1->o.z,