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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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