Cube  Diff

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};

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

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

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

			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);

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

	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 (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);

	SDL_FreeSurface(s);

	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;
int texx[MAXTEX]; // ( loaded texture ) -> ( name, size )