glDrawTex implementation almost working (just does not draw any texture yet :P )
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@@ -94,6 +94,7 @@ typedef struct
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GLuint tex;
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int memsize;
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int flags;
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Uint16 w, h;
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int next;
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} TEXTURE;
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@@ -105,6 +106,7 @@ enum
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static TEXTURE textures[MAX_TEXTURES];
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static int first_free_texture;
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static int memory_usage = 0;
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static int active_texture = -1;
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static SDL_Surface *screen_surface;
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@@ -152,7 +154,9 @@ static void flush()
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{
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#define SINGLE_COLOR_PER_TEXTURE 1
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// #define USE_GL_DRAW_TEX 1 // Does not work yet
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#define USE_GL_DRAW_TEX 1
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#define GL_DRAW_TEX_SWAP_UP_DOWN 1
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//#define GL_DRAW_TEX_SWAP_UP_DOWN_TEX 1
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#define TEXTURE_OUT_OF_SCREEN_CHECK 1 // Some GLES renderers seems to not have this check
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#ifdef TEXTURE_OUT_OF_SCREEN_CHECK
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@@ -197,16 +201,17 @@ static void flush()
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( vertices[i * 4 + 0].color.a + vertices[i * 4 + 1].color.a +
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vertices[i * 4 + 2].color.a + vertices[i * 4 + 3].color.a ) / 4.0f,
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};
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// Android GL implemetation has swapped R and B color channels, fascinating isn't it?
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glColor4f(texcolor.b, texcolor.g, texcolor.r, texcolor.a);
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// Android GL implemetation seems to have swapped R and B color channels, fascinating isn't it?
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// I wonder how the texturing works without hacks
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glColor4f(texcolor.r, texcolor.g, texcolor.b, texcolor.a);
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#endif
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#ifdef USE_GL_DRAW_TEX
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// TODO: this code still draws incorrectly
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if( ( fabsf(vertices[i * 4].pos.x - vertices[i * 4 + 1].pos.x) < 0.01f &&
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if( /* active_texture >= 0 && */ // Something fishy here eh, let's revert to generic code and hope OpenGL will handle that
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(( fabsf(vertices[i * 4].pos.x - vertices[i * 4 + 1].pos.x) < 0.01f &&
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fabsf(vertices[i * 4].pos.y - vertices[i * 4 + 3].pos.y) < 0.01f ) ||
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( fabsf(vertices[i * 4].pos.y - vertices[i * 4 + 1].pos.y) < 0.01f &&
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fabsf(vertices[i * 4].pos.x - vertices[i * 4 + 3].pos.x) < 0.01f ) )
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fabsf(vertices[i * 4].pos.x - vertices[i * 4 + 3].pos.x) < 0.01f )) )
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{
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// No rotation - use faster glDrawTex() implementation
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/*
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@@ -218,15 +223,41 @@ static void flush()
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glTexParameteriv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
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*/
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GLfloat cropRect[4] = {
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vertices[i * 4].tex.u, vertices[i * 4].tex.v,
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vertices[i * 4 + 2].tex.u - vertices[i * 4].tex.u,
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vertices[i * 4 + 2].tex.v - vertices[i * 4].tex.v
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vertices[i * 4].tex.u * textures[active_texture].w,
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#ifdef GL_DRAW_TEX_SWAP_UP_DOWN_TEX
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textures[active_texture].h -
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#endif
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vertices[i * 4].tex.v * textures[active_texture].h,
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(vertices[i * 4 + 2].tex.u - vertices[i * 4].tex.u) * textures[active_texture].w,
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(vertices[i * 4 + 2].tex.v - vertices[i * 4].tex.v) * textures[active_texture].h
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};
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float aspectX = screen_width / (screen_x1 - screen_x0);
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float aspectY = screen_height / (screen_y1 - screen_y0);
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glTexParameterfv(GL_TEXTURE_2D, GL_TEXTURE_CROP_RECT_OES, cropRect);
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glDrawTexfOES(vertices[i * 4].pos.x - screen_x0, vertices[i * 4].pos.y - screen_y0, 0,
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(vertices[i * 4 + 2].pos.x - vertices[i * 4].pos.x) * screen_width / (screen_x1 - screen_x0),
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(vertices[i * 4 + 2].pos.y - vertices[i * 4].pos.y) * screen_height / (screen_y1 - screen_y0));
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glDrawTexfOES( (vertices[i * 4].pos.x - screen_x0) * aspectX,
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#ifdef GL_DRAW_TEX_SWAP_UP_DOWN
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(screen_y1 - vertices[i * 4 + 2].pos.y) * aspectY,
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#else
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(vertices[i * 4].pos.y - screen_y0) * aspectY,
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#endif
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0,
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(vertices[i * 4 + 2].pos.x - vertices[i * 4].pos.x) * aspectX,
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(vertices[i * 4 + 2].pos.y - vertices[i * 4].pos.y) * aspectY );
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/*
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dbg_msg("glDrawTexfOES", "tex %d screen %fx%f:%fx%f tex UV %fx%f:%fx%f dest rect %fx%f:%fx%f",
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(int)active_texture,
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(float)screen_x0, (float)screen_y0, (float)screen_x1, (float)screen_y1,
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(float)vertices[i * 4].tex.u, (float)vertices[i * 4].tex.v,
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(float)vertices[i * 4 + 2].tex.u, (float)vertices[i * 4 + 2].tex.v,
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(float)vertices[i * 4].pos.x, (float)vertices[i * 4].pos.y,
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(float)vertices[i * 4 + 2].pos.x, (float)vertices[i * 4 + 2].pos.y);
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dbg_msg("glDrawTexfOES", "crop rect %fx%f:%fx%f screen rect %fx%f:%fx%f",
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cropRect[0], cropRect[1], cropRect[2], cropRect[3],
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(vertices[i * 4].pos.x - screen_x0) * aspectX,
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(vertices[i * 4].pos.y - screen_y0) * aspectY, 0,
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(vertices[i * 4 + 2].pos.x - vertices[i * 4].pos.x) * aspectX,
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(vertices[i * 4 + 2].pos.y - vertices[i * 4].pos.y) * aspectY );
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*/
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}
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else
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#endif
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@@ -248,6 +279,7 @@ static void flush()
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}
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#else
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// We're on acceptable hardware, not Android, just draw the texture wthout hacks
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_NEAREST);
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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glVertexPointer(3, GL_FLOAT,
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@@ -844,10 +876,13 @@ int gfx_load_texture_raw(int w, int h, int format, const void *data, int store_f
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#ifdef ANDROID
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textures[tex].memsize = power_of_2(w)*power_of_2(h)*2;
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#endif
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textures[tex].w = w;
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textures[tex].h = h;
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}
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memory_usage += textures[tex].memsize;
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mem_free(tmpdata);
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active_texture = tex;
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return tex;
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}
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@@ -1019,6 +1054,7 @@ void gfx_texture_set(int slot)
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glEnable(GL_TEXTURE_2D);
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glBindTexture(GL_TEXTURE_2D, textures[slot].tex);
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}
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active_texture = slot;
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}
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void gfx_clear(float r, float g, float b)
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@@ -82,6 +82,20 @@ void BINDS::set_defaults()
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{
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// set default key bindings
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unbindall();
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#ifdef ANDROID
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bind(KEY_LEFT, "+left");
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bind(KEY_RIGHT, "+right");
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bind(KEY_UP, "+jump");
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bind(KEY_DOWN, "+hook");
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bind(KEY_RETURN, "+jump");
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bind(KEY_SPACE, "+hook");
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bind(KEY_LSHIFT, "+nextweapon");
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bind(KEY_RSHIFT, "+prevweapon");
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#else
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bind(KEY_F1, "toggle_local_console");
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bind(KEY_F2, "toggle_remote_console");
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bind(KEY_TAB, "+scoreboard");
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@@ -110,16 +124,6 @@ void BINDS::set_defaults()
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bind(KEY_F3, "vote yes");
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bind(KEY_F4, "vote no");
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#ifdef ANDROID
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unbindall();
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bind(KEY_LEFT, "+left");
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bind(KEY_RIGHT, "+right");
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bind(KEY_UP, "+jump");
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bind(KEY_DOWN, "+hook");
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bind(KEY_RETURN, "+jump");
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bind(KEY_SPACE, "+hook");
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bind('q', "+nextweapon");
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bind('e', "+prevweapon");
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#endif
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}
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