Remove requirement on texture rectangle extension for minimap code.

git-svn-id: svn+ssh://svn.gna.org/svn/warzone/trunk@5960 4a71c877-e1ca-e34f-864e-861f7616d084
master
Per Inge Mathisen 2008-09-07 21:41:50 +00:00
parent c174efd0c7
commit 4def288387
1 changed files with 21 additions and 31 deletions

View File

@ -55,6 +55,7 @@
static GLuint radarTexture;
static GLuint radarSizeX, radarSizeY;
static GLfloat radarTexX, radarTexY;
/***************************************************************************/
/*
@ -302,54 +303,43 @@ BOOL pie_ShutdownRadar(void)
return true;
}
/** Store radar texture with given width and height. */
void pie_DownLoadRadar(UDWORD *buffer, int width, int height)
{
if (!GLEE_ARB_texture_rectangle)
{
return;
}
int w = 1, h = 1;
/* Find power of two size */
while (width > (w *= 2));
while (height > (h *= 2));
pie_SetTexturePage(radarTexture);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _TEX_PAGE[radarTexture].id);
glTexImage2D(GL_TEXTURE_RECTANGLE_ARB, 0, wz_texture_compression, width, height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glTexImage2D(GL_TEXTURE_2D, 0, wz_texture_compression, w, h, 0, GL_RGBA, GL_UNSIGNED_BYTE, NULL);
glTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, width, height, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_RECTANGLE_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
radarSizeX = width;
radarSizeY = height;
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(GL_TEXTURE_2D);
radarTexX = ((GLfloat)width / (GLfloat)w) * 256.0;
radarTexY = ((GLfloat)height / (GLfloat)h) * 256.0;
}
/** Display radar texture using the given height and width, depending on zoom level. */
void pie_RenderRadar(int x, int y, int width, int height)
{
const int tw = radarSizeX * 256;
const int th = radarSizeY * 256;
if (!GLEE_ARB_texture_rectangle)
{
return;
}
pie_SetTexturePage(radarTexture);
glDisable(GL_TEXTURE_2D);
glEnable(GL_TEXTURE_RECTANGLE_ARB);
glBindTexture(GL_TEXTURE_RECTANGLE_ARB, _TEX_PAGE[radarTexture].id);
pie_SetRendMode(REND_GOURAUD_TEX);
glEnable(GL_BLEND);
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glColor4ubv(WZCOL_WHITE.vector);
glBegin(GL_TRIANGLE_STRIP);
glTexCoord2f(0, 0); glVertex2f(x, y);
glTexCoord2f(tw, 0); glVertex2f(x + width, y);
glTexCoord2f(0, th); glVertex2f(x, y + height);
glTexCoord2f(tw, th); glVertex2f(x + width, y + height);
glTexCoord2f(0, 0); glVertex2f(x, y);
glTexCoord2f(radarTexX, 0); glVertex2f(x + width, y);
glTexCoord2f(0, radarTexY); glVertex2f(x, y + height);
glTexCoord2f(radarTexX, radarTexY); glVertex2f(x + width, y + height);
glEnd();
glDisable(GL_TEXTURE_RECTANGLE_ARB);
glEnable(GL_TEXTURE_2D);
}
void pie_LoadBackDrop(SCREENTYPE screenType)