SelectTexture() публичный статический Метод

GL_SelectTexture
public static SelectTexture ( MTexTarget target ) : void
target MTexTarget
Результат void
Пример #1
0
        private static byte[] _LightMaps = new byte[4 * MAX_LIGHTMAPS * BLOCK_WIDTH * BLOCK_HEIGHT]; // lightmaps

        /// <summary>
        /// GL_BuildLightmaps
        /// Builds the lightmap texture with all the surfaces from all brush models
        /// </summary>
        private static void BuildLightMaps()
        {
            Array.Clear(_Allocated, 0, _Allocated.Length);
            //memset (allocated, 0, sizeof(allocated));

            _FrameCount = 1;            // no dlightcache

            if (_LightMapTextures == 0)
            {
                _LightMapTextures = Drawer.GenerateTextureNumberRange(MAX_LIGHTMAPS);
            }

            Drawer.LightMapFormat = PixelFormat.Luminance;// GL_LUMINANCE;

            // default differently on the Permedia
            if (Scr.IsPermedia)
            {
                Drawer.LightMapFormat = PixelFormat.Rgba;
            }

            if (common.HasParam("-lm_1"))
            {
                Drawer.LightMapFormat = PixelFormat.Luminance;
            }

            if (common.HasParam("-lm_a"))
            {
                Drawer.LightMapFormat = PixelFormat.Alpha;
            }

            //if (Common.HasParam("-lm_i"))
            //    Drawer.LightMapFormat = PixelFormat.Intensity;

            //if (Common.HasParam("-lm_2"))
            //    Drawer.LightMapFormat = PixelFormat.Rgba4;

            if (common.HasParam("-lm_4"))
            {
                Drawer.LightMapFormat = PixelFormat.Rgba;
            }

            switch (Drawer.LightMapFormat)
            {
            case PixelFormat.Rgba:
                _LightMapBytes = 4;
                break;

            //case PixelFormat.Rgba4:
            //_LightMapBytes = 2;
            //break;

            case PixelFormat.Luminance:
            //case PixelFormat.Intensity:
            case PixelFormat.Alpha:
                _LightMapBytes = 1;
                break;
            }

            for (int j = 1; j < QDef.MAX_MODELS; j++)
            {
                model_t m = client.cl.model_precache[j];
                if (m == null)
                {
                    break;
                }

                if (m.name != null && m.name.StartsWith("*"))
                {
                    continue;
                }

                _CurrentVertBase = m.vertexes;
                _CurrentModel    = m;
                for (int i = 0; i < m.numsurfaces; i++)
                {
                    CreateSurfaceLightmap(m.surfaces[i]);
                    if ((m.surfaces[i].flags & Surf.SURF_DRAWTURB) != 0)
                    {
                        continue;
                    }

                    if ((m.surfaces[i].flags & Surf.SURF_DRAWSKY) != 0)
                    {
                        continue;
                    }

                    BuildSurfaceDisplayList(m.surfaces[i]);
                }
            }

            if (_glTexSort.Value == 0)
            {
                Drawer.SelectTexture(MTexTarget.TEXTURE1_SGIS);
            }

            //
            // upload all lightmaps that were filled
            //
            GCHandle handle = GCHandle.Alloc(_LightMaps, GCHandleType.Pinned);

            try
            {
                IntPtr ptr    = handle.AddrOfPinnedObject();
                long   lmAddr = ptr.ToInt64();

                for (int i = 0; i < MAX_LIGHTMAPS; i++)
                {
                    if (_Allocated[i, 0] == 0)
                    {
                        break;          // no more used
                    }
                    _LightMapModified[i]     = false;
                    _LightMapRectChange[i].l = BLOCK_WIDTH;
                    _LightMapRectChange[i].t = BLOCK_HEIGHT;
                    _LightMapRectChange[i].w = 0;
                    _LightMapRectChange[i].h = 0;
                    Drawer.Bind(_LightMapTextures + i);
                    Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);

                    long addr = lmAddr + i * BLOCK_WIDTH * BLOCK_HEIGHT * _LightMapBytes;
                    GL.TexImage2D(TextureTarget.Texture2D, 0, (PixelInternalFormat)_LightMapBytes,
                                  BLOCK_WIDTH, BLOCK_HEIGHT, 0, Drawer.LightMapFormat, PixelType.UnsignedByte, new IntPtr(addr));
                }
            }
            finally
            {
                handle.Free();
            }

            if (_glTexSort.Value == 0)
            {
                Drawer.SelectTexture(MTexTarget.TEXTURE0_SGIS);
            }
        }
Пример #2
0
        /// <summary>
        /// R_DrawSequentialPoly
        /// Systems that have fast state and texture changes can
        /// just do everything as it passes with no need to sort
        /// </summary>
        private static void DrawSequentialPoly(msurface_t s)
        {
            //
            // normal lightmaped poly
            //
            if ((s.flags & (Surf.SURF_DRAWSKY | Surf.SURF_DRAWTURB | Surf.SURF_UNDERWATER)) == 0)
            {
                RenderDynamicLightmaps(s);
                glpoly_t  p = s.polys;
                texture_t t = TextureAnimation(s.texinfo.texture);
                if (vid.glMTexable)
                {
                    // Binds world to texture env 0
                    Drawer.SelectTexture(MTexTarget.TEXTURE0_SGIS);
                    Drawer.Bind(t.gl_texturenum);
                    GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace);

                    // Binds lightmap to texenv 1
                    EnableMultitexture(); // Same as SelectTexture (TEXTURE1)
                    Drawer.Bind(_LightMapTextures + s.lightmaptexturenum);
                    int i = s.lightmaptexturenum;
                    if (_LightMapModified[i])
                    {
                        CommitLightmap(i);
                    }

                    GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Blend);
                    GL.Begin(PrimitiveType.Polygon);
                    for (i = 0; i < p.numverts; i++)
                    {
                        float[] v = p.verts[i];
                        GL.MultiTexCoord2(TextureUnit.Texture0, v[3], v[4]);
                        GL.MultiTexCoord2(TextureUnit.Texture1, v[5], v[6]);
                        GL.Vertex3(v);
                    }
                    GL.End();
                    return;
                }
                else
                {
                    Drawer.Bind(t.gl_texturenum);
                    GL.Begin(PrimitiveType.Polygon);
                    for (int i = 0; i < p.numverts; i++)
                    {
                        float[] v = p.verts[i];
                        GL.TexCoord2(v[3], v[4]);
                        GL.Vertex3(v);
                    }
                    GL.End();

                    Drawer.Bind(_LightMapTextures + s.lightmaptexturenum);
                    GL.Enable(EnableCap.Blend);
                    GL.Begin(PrimitiveType.Polygon);
                    for (int i = 0; i < p.numverts; i++)
                    {
                        float[] v = p.verts[i];
                        GL.TexCoord2(v[5], v[6]);
                        GL.Vertex3(v);
                    }
                    GL.End();

                    GL.Disable(EnableCap.Blend);
                }

                return;
            }

            //
            // subdivided water surface warp
            //

            if ((s.flags & Surf.SURF_DRAWTURB) != 0)
            {
                DisableMultitexture();
                Drawer.Bind(s.texinfo.texture.gl_texturenum);
                EmitWaterPolys(s);
                return;
            }

            //
            // subdivided sky warp
            //
            if ((s.flags & Surf.SURF_DRAWSKY) != 0)
            {
                DisableMultitexture();
                Drawer.Bind(_SolidSkyTexture);
                _SpeedScale  = (float)host.RealTime * 8;
                _SpeedScale -= (int)_SpeedScale & ~127;

                EmitSkyPolys(s);

                GL.Enable(EnableCap.Blend);
                Drawer.Bind(_AlphaSkyTexture);
                _SpeedScale  = (float)host.RealTime * 16;
                _SpeedScale -= (int)_SpeedScale & ~127;

                EmitSkyPolys(s);

                GL.Disable(EnableCap.Blend);
                return;
            }

            //
            // underwater warped with lightmap
            //
            RenderDynamicLightmaps(s);
            if (vid.glMTexable)
            {
                texture_t t = TextureAnimation(s.texinfo.texture);
                Drawer.SelectTexture(MTexTarget.TEXTURE0_SGIS);
                Drawer.Bind(t.gl_texturenum);
                GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Replace);
                EnableMultitexture();
                Drawer.Bind(_LightMapTextures + s.lightmaptexturenum);
                int i = s.lightmaptexturenum;
                if (_LightMapModified[i])
                {
                    CommitLightmap(i);
                }

                GL.TexEnv(TextureEnvTarget.TextureEnv, TextureEnvParameter.TextureEnvMode, (int)TextureEnvMode.Blend);
                GL.Begin(PrimitiveType.TriangleFan);
                glpoly_t p  = s.polys;
                float[]  nv = new float[3];
                for (i = 0; i < p.numverts; i++)
                {
                    float[] v = p.verts[i];
                    GL.MultiTexCoord2(TextureUnit.Texture0, v[3], v[4]);
                    GL.MultiTexCoord2(TextureUnit.Texture1, v[5], v[6]);

                    nv[0] = (float)(v[0] + 8 * Math.Sin(v[1] * 0.05 + host.RealTime) * Math.Sin(v[2] * 0.05 + host.RealTime));
                    nv[1] = (float)(v[1] + 8 * Math.Sin(v[0] * 0.05 + host.RealTime) * Math.Sin(v[2] * 0.05 + host.RealTime));
                    nv[2] = v[2];

                    GL.Vertex3(nv);
                }
                GL.End();
            }
            else
            {
                glpoly_t p = s.polys;

                texture_t t = TextureAnimation(s.texinfo.texture);
                Drawer.Bind(t.gl_texturenum);
                DrawGLWaterPoly(p);

                Drawer.Bind(_LightMapTextures + s.lightmaptexturenum);
                GL.Enable(EnableCap.Blend);
                DrawGLWaterPolyLightmap(p);
                GL.Disable(EnableCap.Blend);
            }
        }