removed direct texture binding. binding is now done through texture manager

This commit is contained in:
tmj-fstate
2017-02-12 20:06:05 +01:00
parent 22245a8801
commit a8ece11c27
12 changed files with 398 additions and 115 deletions

View File

@@ -449,9 +449,9 @@ bool TAnimModel::Init(std::string const &asName, std::string const &asReplacable
asText = asReplacableTexture.substr(1, asReplacableTexture.length() - 1); // zapamiętanie tekstu
else if (asReplacableTexture != "none")
ReplacableSkinId[1] =
TTexturesManager.GetTextureId( asReplacableTexture, "" );
TextureManager.GetTextureId( asReplacableTexture, "" );
if( ( ReplacableSkinId[ 1 ] != 0 )
&& ( TTexturesManager.Texture( ReplacableSkinId[ 1 ] ).has_alpha ) ) {
&& ( TextureManager.Texture( ReplacableSkinId[ 1 ] ).has_alpha ) ) {
// tekstura z kanałem alfa - nie renderować w cyklu nieprzezroczystych
iTexAlpha = 0x31310031;
}

View File

@@ -4417,7 +4417,7 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
Global::asCurrentTexturePath + ReplacableSkin; // skory tez z dynamic/...
std::string x = TextureTest(Global::asCurrentTexturePath + "nowhere"); // na razie prymitywnie
if (!x.empty())
ReplacableSkinID[4] = TTexturesManager.GetTextureId( Global::asCurrentTexturePath + "nowhere", "", 9);
ReplacableSkinID[4] = TextureManager.GetTextureId( Global::asCurrentTexturePath + "nowhere", "", 9);
/*
if ((i = ReplacableSkin.Pos("|")) > 0) // replacable dzielone
{
@@ -4480,21 +4480,21 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
*/
if (iMultiTex > 0)
{ // jeśli model ma 4 tekstury
ReplacableSkinID[1] = TTexturesManager.GetTextureId(
ReplacableSkinID[1] = TextureManager.GetTextureId(
ReplacableSkin + ",1", "", Global::iDynamicFiltering);
if (ReplacableSkinID[1])
{ // pierwsza z zestawu znaleziona
ReplacableSkinID[2] = TTexturesManager.GetTextureId(
ReplacableSkinID[2] = TextureManager.GetTextureId(
ReplacableSkin + ",2", "", Global::iDynamicFiltering);
if (ReplacableSkinID[2])
{
iMultiTex = 2; // już są dwie
ReplacableSkinID[3] = TTexturesManager.GetTextureId(
ReplacableSkinID[3] = TextureManager.GetTextureId(
ReplacableSkin + ",3", "", Global::iDynamicFiltering);
if (ReplacableSkinID[3])
{
iMultiTex = 3; // a teraz nawet trzy
ReplacableSkinID[4] = TTexturesManager.GetTextureId(
ReplacableSkinID[4] = TextureManager.GetTextureId(
ReplacableSkin + ",4", "", Global::iDynamicFiltering);
if (ReplacableSkinID[4])
iMultiTex = 4; // jak są cztery, to blokujemy podmianę tekstury
@@ -4505,14 +4505,14 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
else
{ // zestaw nie zadziałał, próbujemy normanie
iMultiTex = 0;
ReplacableSkinID[1] = TTexturesManager.GetTextureId(
ReplacableSkinID[1] = TextureManager.GetTextureId(
ReplacableSkin, "", Global::iDynamicFiltering);
}
}
else
ReplacableSkinID[1] = TTexturesManager.GetTextureId(
ReplacableSkinID[1] = TextureManager.GetTextureId(
ReplacableSkin, "", Global::iDynamicFiltering);
if (TTexturesManager.Texture(ReplacableSkinID[1]).has_alpha)
if (TextureManager.Texture(ReplacableSkinID[1]).has_alpha)
iAlpha = 0x31310031; // tekstura -1 z kanałem alfa - nie renderować w cyklu
// nieprzezroczystych
else
@@ -4520,17 +4520,17 @@ void TDynamicObject::LoadMMediaFile(std::string BaseDir, std::string TypeName,
// renderować w
// cyklu przezroczystych
if (ReplacableSkinID[2])
if (TTexturesManager.Texture(ReplacableSkinID[2]).has_alpha)
if (TextureManager.Texture(ReplacableSkinID[2]).has_alpha)
iAlpha |= 0x02020002; // tekstura -2 z kanałem alfa - nie renderować
// w cyklu
// nieprzezroczystych
if (ReplacableSkinID[3])
if (TTexturesManager.Texture(ReplacableSkinID[3]).has_alpha)
if (TextureManager.Texture(ReplacableSkinID[3]).has_alpha)
iAlpha |= 0x04040004; // tekstura -3 z kanałem alfa - nie renderować
// w cyklu
// nieprzezroczystych
if (ReplacableSkinID[4])
if (TTexturesManager.Texture(ReplacableSkinID[4]).has_alpha)
if (TextureManager.Texture(ReplacableSkinID[4]).has_alpha)
iAlpha |= 0x08080008; // tekstura -4 z kanałem alfa - nie renderować
// w cyklu
// nieprzezroczystych
@@ -5849,13 +5849,13 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer)
std::string x = TextureTest(asBaseDir + numer + "@" + MoverParameters->TypeName);
if (!x.empty())
{
ReplacableSkinID[4] = TTexturesManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
return;
}
x = TextureTest(asBaseDir + numer );
if (!x.empty())
{
ReplacableSkinID[4] = TTexturesManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
return;
}
if (to.empty())
@@ -5863,17 +5863,17 @@ void TDynamicObject::DestinationSet(std::string to, std::string numer)
x = TextureTest(asBaseDir + to + "@" + MoverParameters->TypeName); // w pierwszej kolejności z nazwą FIZ/MMD
if (!x.empty())
{
ReplacableSkinID[4] = TTexturesManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
return;
}
x = TextureTest(asBaseDir + to); // na razie prymitywnie
if (!x.empty())
ReplacableSkinID[4] = TTexturesManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9); // rozmywania 0,1,4,5 nie nadają się
else
{
x = TextureTest(asBaseDir + "nowhere"); // jak nie znalazł dedykowanej, to niech daje nowhere
if (!x.empty())
ReplacableSkinID[4] = TTexturesManager.GetTextureId( x, "", 9);
ReplacableSkinID[4] = TextureManager.GetTextureId( x, "", 9);
}
// Ra 2015-01: żeby zalogować błąd, trzeba by mieć pewność, że model używa
// tekstury nr 4

View File

@@ -276,7 +276,7 @@ void TGroundNode::RaRenderVBO()
{ // renderowanie z domyslnego bufora VBO
glColor3ub(Diffuse[0], Diffuse[1], Diffuse[2]);
if (TextureID)
glBindTexture(GL_TEXTURE_2D, TextureID); // Ustaw aktywną teksturę
TextureManager.Bind(TextureID); // Ustaw aktywną teksturę
glDrawArrays(iType, iVboPtr, iNumVerts); // Narysuj naraz wszystkie trójkąty
}
@@ -445,7 +445,7 @@ void TGroundNode::Compile(bool many)
#ifdef USE_VERTEX_ARRAYS
glVertexPointer(3, GL_DOUBLE, sizeof(vector3), &Points[0].x);
#endif
glBindTexture(GL_TEXTURE_2D, 0);
TextureManager.Bind(0);
#ifdef USE_VERTEX_ARRAYS
glDrawArrays(iType, 0, iNumPts);
#else
@@ -466,7 +466,7 @@ void TGroundNode::Compile(bool many)
glTexCoordPointer(2, GL_FLOAT, sizeof(TGroundVertex), &tri->Vertices[0].tu);
#endif
glColor3ub(tri->Diffuse[0], tri->Diffuse[1], tri->Diffuse[2]);
glBindTexture(GL_TEXTURE_2D, Global::bWireFrame ? 0 : tri->TextureID);
TextureManager.Bind(Global::bWireFrame ? 0 : tri->TextureID);
#ifdef USE_VERTEX_ARRAYS
glDrawArrays(Global::bWireFrame ? GL_LINE_LOOP : tri->iType, 0, tri->iNumVerts);
#else
@@ -494,7 +494,7 @@ void TGroundNode::Compile(bool many)
else if (iType == TP_MESH)
{ // grupa ze wspólną teksturą - wrzucanie do wspólnego Display List
if (TextureID)
glBindTexture(GL_TEXTURE_2D, TextureID); // Ustaw aktywną teksturę
TextureManager.Bind(TextureID); // Ustaw aktywną teksturę
TGroundNode *n = nNode;
while (n ? n->TextureID == TextureID : false)
{ // wszystkie obiekty o tej samej testurze
@@ -2109,8 +2109,8 @@ TGroundNode * TGround::AddGroundNode(cParser *parser)
tmp->PROBLEND = false;
}
#endif
tmp->TextureID = TTexturesManager.GetTextureId( str, szTexturePath );
tmp->iFlags = TTexturesManager.Texture(tmp->TextureID).has_alpha ? 0x220 : 0x210; // z usuwaniem
tmp->TextureID = TextureManager.GetTextureId( str, szTexturePath );
tmp->iFlags = TextureManager.Texture(tmp->TextureID).has_alpha ? 0x220 : 0x210; // z usuwaniem
if (((tmp->iType == GL_TRIANGLES) && (tmp->iFlags & 0x10)) ?
Global::pTerrainCompact->TerrainLoaded() :
false)

View File

@@ -28,7 +28,7 @@ using namespace Mtable;
double TSubModel::fSquareDist = 0;
int TSubModel::iInstance; // numer renderowanego egzemplarza obiektu
GLuint *TSubModel::ReplacableSkinId = NULL;
texture_manager::size_type *TSubModel::ReplacableSkinId = NULL;
int TSubModel::iAlpha = 0x30300030; // maska do testowania flag tekstur wymiennych
TModel3d *TSubModel::pRoot; // Ra: tymczasowo wskaźnik na model widoczny z submodelu
std::string *TSubModel::pasText;
@@ -411,12 +411,12 @@ int TSubModel::Load(cParser &parser, TModel3d *Model, int Pos, bool dynamic)
TextureNameSet(texture.c_str());
if (texture.find_first_of("/\\") == texture.npos)
texture.insert(0, Global::asCurrentTexturePath.c_str());
TextureID = TTexturesManager.GetTextureId( texture, szTexturePath );
TextureID = TextureManager.GetTextureId( texture, szTexturePath );
// TexAlpha=TTexturesManager::GetAlpha(TextureID);
// iFlags|=TexAlpha?0x20:0x10; //0x10-nieprzezroczysta, 0x20-przezroczysta
if (Opacity < 1.0) // przezroczystość z tekstury brana tylko dla Opacity
// 0!
iFlags |= TTexturesManager.Texture(TextureID).has_alpha ?
iFlags |= TextureManager.Texture(TextureID).has_alpha ?
0x20 :
0x10; // 0x10-nieprzezroczysta, 0x20-przezroczysta
else
@@ -636,7 +636,7 @@ int TSubModel::TriangleAdd(TModel3d *m, texture_manager::size_type tex, int tri)
m->AddTo(this, s);
}
// s->asTexture=AnsiString(TTexturesManager::GetName(tex).c_str());
s->TextureNameSet(TTexturesManager.Texture(tex).name.c_str());
s->TextureNameSet(TextureManager.Texture(tex).name.c_str());
s->TextureID = tex;
s->eType = GL_TRIANGLES;
// iAnimOwner=0; //roboczy wskaźnik na wierzchołek
@@ -714,7 +714,7 @@ void TSubModel::DisplayLists()
{
uiDisplayList = glGenLists(1);
glNewList(uiDisplayList, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, 0);
TextureManager.Bind(0);
// if (eType==smt_FreeSpotLight)
// {
// if (iFarAttenDecay==0)
@@ -737,7 +737,7 @@ void TSubModel::DisplayLists()
{ // punkty świecące dookólnie
uiDisplayList = glGenLists(1);
glNewList(uiDisplayList, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, 0); // tekstury nie ma
TextureManager.Bind(0); // tekstury nie ma
glColorMaterial(GL_FRONT, GL_EMISSION);
glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie blendowaly
glBegin(GL_POINTS);
@@ -1100,11 +1100,11 @@ void TSubModel::RenderDL()
{
if (TextureID < 0) // && (ReplacableSkinId!=0))
{ // zmienialne skóry
glBindTexture(GL_TEXTURE_2D, ReplacableSkinId[-TextureID]);
TextureManager.Bind(ReplacableSkinId[-TextureID]);
// TexAlpha=!(iAlpha&1); //zmiana tylko w przypadku wymienej tekstury
}
else
glBindTexture(GL_TEXTURE_2D, TextureID); // również 0
TextureManager.Bind(TextureID); // również 0
if (Global::fLuminance < fLight)
{
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
@@ -1197,11 +1197,11 @@ void TSubModel::RenderAlphaDL()
{
if (TextureID < 0) // && (ReplacableSkinId!=0))
{ // zmienialne skóry
glBindTexture(GL_TEXTURE_2D, ReplacableSkinId[-TextureID]);
TextureManager.Bind(ReplacableSkinId[-TextureID]);
// TexAlpha=iAlpha&1; //zmiana tylko w przypadku wymienej tekstury
}
else
glBindTexture(GL_TEXTURE_2D, TextureID); // również 0
TextureManager.Bind(TextureID); // również 0
if (Global::fLuminance < fLight)
{
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
@@ -1278,11 +1278,11 @@ void TSubModel::RenderVBO()
{
if (TextureID < 0) // && (ReplacableSkinId!=0))
{ // zmienialne skóry
glBindTexture(GL_TEXTURE_2D, ReplacableSkinId[-TextureID]);
TextureManager.Bind(ReplacableSkinId[-TextureID]);
// TexAlpha=!(iAlpha&1); //zmiana tylko w przypadku wymienej tekstury
}
else
glBindTexture(GL_TEXTURE_2D, TextureID); // również 0
TextureManager.Bind(TextureID); // również 0
glColor3fv(f4Diffuse); // McZapkie-240702: zamiast ub
// glMaterialfv(GL_FRONT,GL_AMBIENT_AND_DIFFUSE,f4Diffuse); //to samo,
// co glColor
@@ -1349,7 +1349,7 @@ void TSubModel::RenderVBO()
Distdimm=1;
*/
glBindTexture(GL_TEXTURE_2D, 0); // nie teksturować
TextureManager.Bind(0); // nie teksturować
// glColor3f(f4Diffuse[0],f4Diffuse[1],f4Diffuse[2]);
// glColorMaterial(GL_FRONT,GL_EMISSION);
float color[4] = {f4Diffuse[0] * Distdimm, f4Diffuse[1] * Distdimm,
@@ -1378,7 +1378,7 @@ void TSubModel::RenderVBO()
if (pRoot->StartColorVBO())
{ // wyświetlanie kolorowych punktów zamiast
// trójkątów
glBindTexture(GL_TEXTURE_2D, 0); // tekstury nie ma
TextureManager.Bind(0); // tekstury nie ma
glColorMaterial(GL_FRONT, GL_EMISSION);
glDisable(GL_LIGHTING); // Tolaris-030603: bo mu punkty swiecace sie
// blendowaly
@@ -1452,11 +1452,11 @@ void TSubModel::RenderAlphaVBO()
{
if (TextureID < 0) // && (ReplacableSkinId!=0))
{ // zmienialne skory
glBindTexture(GL_TEXTURE_2D, ReplacableSkinId[-TextureID]);
TextureManager.Bind(ReplacableSkinId[-TextureID]);
// TexAlpha=iAlpha&1; //zmiana tylko w przypadku wymienej tekstury
}
else
glBindTexture(GL_TEXTURE_2D, TextureID); // również 0
TextureManager.Bind(TextureID); // również 0
if (Global::fLuminance < fLight)
{
glMaterialfv(GL_FRONT, GL_EMISSION, f4Diffuse); // zeby swiecilo na kolorowo
@@ -1624,14 +1624,14 @@ void TSubModel::BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TS
std::string tex = pTexture;
if (tex.find_last_of("/\\") == std::string::npos)
tex.insert(0, Global::asCurrentTexturePath);
TextureID = TTexturesManager.GetTextureId( tex, szTexturePath );
TextureID = TextureManager.GetTextureId( tex, szTexturePath );
// TexAlpha=TTexturesManager::GetAlpha(TextureID); //zmienna robocza
// ustawienie cyklu przezroczyste/nieprzezroczyste zależnie od własności
// stałej tekstury
// iFlags=(iFlags&~0x30)|(TTexturesManager::GetAlpha(TextureID)?0x20:0x10);
// //0x10-nieprzezroczysta, 0x20-przezroczysta
if (Opacity < 1.0) // przezroczystość z tekstury brana tylko dla Opacity 0!
iFlags |= TTexturesManager.Texture(TextureID).has_alpha ?
iFlags |= TextureManager.Texture(TextureID).has_alpha ?
0x20 :
0x10; // 0x10-nieprzezroczysta, 0x20-przezroczysta
else
@@ -2175,7 +2175,7 @@ ReplacableSkinId,int iAlpha)
};
*/
void TModel3d::Render(double fSquareDistance, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::Render(double fSquareDistance, texture_manager::size_type *ReplacableSkinId, int iAlpha)
{
iAlpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
if (iAlpha & iFlags & 0x1F1F001F) // czy w ogóle jest co robić w tym cyklu?
@@ -2186,7 +2186,7 @@ void TModel3d::Render(double fSquareDistance, GLuint *ReplacableSkinId, int iAlp
}
};
void TModel3d::RenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::RenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId, int iAlpha)
{
if (iAlpha & iFlags & 0x2F2F002F)
{
@@ -2230,7 +2230,7 @@ globalna!
};
*/
void TModel3d::RaRender(double fSquareDistance, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::RaRender( double fSquareDistance, texture_manager::size_type *ReplacableSkinId, int iAlpha )
{ // renderowanie specjalne, np. kabiny
iAlpha ^= 0x0F0F000F; // odwrócenie flag tekstur, aby wyłapać nieprzezroczyste
if (iAlpha & iFlags & 0x1F1F001F) // czy w ogóle jest co robić w tym cyklu?
@@ -2246,7 +2246,7 @@ void TModel3d::RaRender(double fSquareDistance, GLuint *ReplacableSkinId, int iA
}
};
void TModel3d::RaRenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::RaRenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId, int iAlpha)
{ // renderowanie specjalne, np. kabiny
if (iAlpha & iFlags & 0x2F2F002F) // czy w ogóle jest co robić w tym cyklu?
{
@@ -2284,7 +2284,7 @@ globalna!
// 2011-03-16 cztery nowe funkcje renderowania z możliwością pochylania obiektów
//-----------------------------------------------------------------------------
void TModel3d::Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::Render(vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId, int iAlpha)
{ // nieprzezroczyste, Display List
glPushMatrix();
glTranslated(vPosition->x, vPosition->y, vPosition->z);
@@ -2301,7 +2301,7 @@ void TModel3d::Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSki
Root->RenderDL();
glPopMatrix();
};
void TModel3d::RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId,
void TModel3d::RenderAlpha(vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId,
int iAlpha)
{ // przezroczyste, Display List
glPushMatrix();
@@ -2318,7 +2318,7 @@ void TModel3d::RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *Replacab
Root->RenderAlphaDL();
glPopMatrix();
};
void TModel3d::RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId, int iAlpha)
void TModel3d::RaRender( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId, int iAlpha )
{ // nieprzezroczyste, VBO
glPushMatrix();
glTranslated(vPosition->x, vPosition->y, vPosition->z);
@@ -2338,7 +2338,7 @@ void TModel3d::RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableS
}
glPopMatrix();
};
void TModel3d::RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId,
void TModel3d::RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId,
int iAlpha)
{ // przezroczyste, VBO
glPushMatrix();

View File

@@ -253,7 +253,7 @@ class TSubModel
public:
static int iInstance; // identyfikator egzemplarza, który aktualnie renderuje model
static GLuint *ReplacableSkinId;
static texture_manager::size_type *ReplacableSkinId;
static int iAlpha; // maska bitowa dla danego przebiegu
static double fSquareDist;
static TModel3d *pRoot;
@@ -312,7 +312,7 @@ class TSubModel
void InfoSet(TSubModelInfo *info);
void BinInit(TSubModel *s, float4x4 *m, float8 *v, TStringPack *t, TStringPack *n = NULL,
bool dynamic = false);
void ReplacableSet(GLuint *r, int a)
void ReplacableSet(texture_manager::size_type *r, int a)
{
ReplacableSkinId = r;
iAlpha = a;
@@ -410,29 +410,29 @@ class TModel3d : public CMesh
void SaveToBinFile(char const *FileName);
void BreakHierarhy();
// renderowanie specjalne
void Render(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
void Render(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(double fSquareDistance, GLuint *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RaRenderAlpha(double fSquareDistance, GLuint *ReplacableSkinId = NULL,
void RaRender(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL, int iAlpha = 0x30300030);
void RaRenderAlpha(double fSquareDistance, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// jeden kąt obrotu
void Render(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void Render(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RaRender(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 pPosition, double fAngle = 0, GLuint *ReplacableSkinId = NULL,
void RaRenderAlpha(vector3 pPosition, double fAngle = 0, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// trzy kąty obrotu
void Render(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void Render( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRender(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RaRender( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
void RaRenderAlpha(vector3 *vPosition, vector3 *vAngle, GLuint *ReplacableSkinId = NULL,
void RaRenderAlpha( vector3 *vPosition, vector3 *vAngle, texture_manager::size_type *ReplacableSkinId = NULL,
int iAlpha = 0x30300030);
// inline int GetSubModelsCount() { return (SubModelsCount); };
int Flags()

View File

@@ -447,7 +447,7 @@ void TPythonScreens::init(cParser &parser, TModel3d *model, std::string const &n
free(pyClassName);
return; // nie ma takiego sub modelu w danej kabinie pomijamy
}
int textureId = subModel->GetTextureId();
int textureId = TextureManager.Texture(subModel->GetTextureId()).id;
if (textureId <= 0)
{
sprintf(buff, "Python Screen: invalid texture id %d - Ignoring screen", textureId);

View File

@@ -641,7 +641,7 @@ void TSegment::RenderSwitchRail(const vector6 *ShapePoints1, const vector6 *Shap
void TSegment::Render()
{
vector3 pt;
glBindTexture(GL_TEXTURE_2D, 0);
TextureManager.Bind(0);
int i;
if (bCurve)
{

View File

@@ -26,19 +26,248 @@ http://mozilla.org/MPL/2.0/.
#include "Usefull.h"
#include "TextureDDS.h"
texture_manager TTexturesManager;
texture_manager TextureManager;
/*
TTexturesManager::Alphas TTexturesManager::_alphas;
TTexturesManager::Names TTexturesManager::_names;
*/
void
texture_manager::Init() {
texture_manager::texture_manager() {
// since index 0 is used to indicate no texture, we put a blank entry in the first texture slot
m_textures.emplace_back( opengl_texture() );
}
// loads texture data from specified file
// TODO: wrap it in a workitem class, for the job system deferred loading
void
opengl_texture::load() {
if( name.size() < 3 ) { goto fail; }
WriteLog( "Loading texture data from \"" + name + "\"" );
data_state = resource_state::loading;
{
std::string const extension = name.substr( name.size() - 3, 3 );
if( extension == "dds" ) { load_DDS(); }
/*
else if( extension == "tga" ) { load_TGA(); }
else if( extension == "tex" ) { load_TEX(); }
else if( extension == "bmp" ) { load_BMP(); }
*/
else { goto fail; }
}
// data state will be set by called loader, so we're all done here
if( data_state == resource_state::good ) {
return;
}
fail:
data_state = resource_state::failed;
ErrorLog( "Failed to load texture \"" + name + "\"" );
return;
}
void
opengl_texture::load_DDS() {
std::ifstream file( name, std::ios::binary | std::ios::ate ); file.unsetf( std::ios::skipws );
std::size_t filesize = static_cast<size_t>(file.tellg()); // ios::ate already positioned us at the end of the file
file.seekg( 0, std::ios::beg ); // rewind the caret afterwards
char filecode[5];
file.read(filecode, 4);
filesize -= 4;
filecode[4] = 0;
if( filecode != std::string( "DDS " ) )
{
data_state = resource_state::failed;
return;
}
DDSURFACEDESC2 ddsd;
file.read((char *)&ddsd, sizeof(ddsd));
filesize -= sizeof( ddsd );
//
// This .dds loader supports the loading of compressed formats DXT1, DXT3
// and DXT5.
//
switch (ddsd.ddpfPixelFormat.dwFourCC)
{
case FOURCC_DXT1:
// DXT1's compression ratio is 8:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT1_EXT;
break;
case FOURCC_DXT3:
// DXT3's compression ratio is 4:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT3_EXT;
break;
case FOURCC_DXT5:
// DXT5's compression ratio is 4:1
data_format = GL_COMPRESSED_RGBA_S3TC_DXT5_EXT;
break;
default:
data_state = resource_state::failed;
return;
}
data_width = ddsd.dwWidth;
data_height = ddsd.dwHeight;
data_mapcount = 1;// ddsd.dwMipMapCount;
int blockSize = ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ? 8 : 16 );
int offset = 0;
while( ( data_width > Global::iMaxTextureSize ) || ( data_height > Global::iMaxTextureSize ) ) {
// pomijanie zbyt dużych mipmap, jeśli wymagane jest ograniczenie rozmiaru
offset += ( ( data_width + 3 ) / 4 ) * ( ( data_height + 3 ) / 4 ) * blockSize;
data_width /= 2;
data_height /= 2;
--data_mapcount;
};
if( data_mapcount <= 0 ) {
// there's a chance we've discarded the provided mipmap(s) as too large
WriteLog( "Texture \"" + name + "\" has no mipmaps which can fit currently set texture size limits." );
data_state = resource_state::failed;
return;
}
int datasize = filesize - offset;
// int datasize = ( ( data_width + 3 ) / 4 ) * ( ( data_height + 3 ) / 4 ) * blockSize;
/*
// calculate size of accepted data
// NOTE: this is a fallback, as we should be able to just move the file caret by calculated offset and read the rest
int datasize = 0;
int mapcount = data_mapcount,
width = data_width,
height = data_height;
while( mapcount ) {
datasize += ( ( width + 3 ) / 4 ) * ( ( height + 3 ) / 4 ) * blockSize;
width = std::max( width / 2, 4 );
height = std::max( height / 2, 4 );
--mapcount;
}
*/
// reserve space and load texture data
data.resize( datasize );
if( offset != 0 ) {
// skip data for mipmaps we don't need
file.seekg( offset, std::ios_base::cur );
filesize -= offset;
}
file.read((char *)&data[0], datasize);
filesize -= datasize;
data_components =
( ddsd.ddpfPixelFormat.dwFourCC == FOURCC_DXT1 ?
GL_RGB :
GL_RGBA );
data_state = resource_state::good;
return;
}
void
opengl_texture::create() {
if( data_state != resource_state::good ) {
// don't bother until we have useful texture data
return;
}
glGenTextures( 1, &id );
glBindTexture( GL_TEXTURE_2D, id );
// TODO: set wrapping according to supplied parameters
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
glTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
set_filtering();
if( GLEW_VERSION_1_4 ) {
if( data_mapcount == 1 ) {
// fill missing mipmaps if needed
glTexParameteri( GL_TEXTURE_2D, GL_GENERATE_MIPMAP, GL_TRUE );
}
// upload texture data
// TBD, TODO: handle mipmaps other than base manually, or let the card take care of it?
int dataoffset = 0,
datasize = 0,
datawidth = data_width,
dataheight = data_height;
for( int maplevel = 0; maplevel < data_mapcount; ++maplevel ) {
if( ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT )
|| ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT3_EXT )
|| ( data_format == GL_COMPRESSED_RGBA_S3TC_DXT5_EXT ) ) {
// compressed dds formats
if( false == Global::bDecompressDDS ) {
// let the openGL handle this
int const datablocksize =
( data_format == GL_COMPRESSED_RGBA_S3TC_DXT1_EXT ?
8 :
16 );
datasize = ( ( std::max(datawidth, 4) + 3 ) / 4 ) * ( ( std::max(dataheight, 4) + 3 ) / 4 ) * datablocksize;
glCompressedTexImage2D(
GL_TEXTURE_2D, maplevel,
data_format, datawidth, dataheight, 0, datasize,
(GLubyte *)&data[0] + dataoffset );
dataoffset += datasize;
datawidth = std::max( datawidth / 2, 1 );
dataheight = std::max( dataheight / 2, 1 );
}
}
}
}
is_ready = true;
has_alpha = (
data_components == GL_RGBA ?
true :
false );
data.resize( 0 ); // TBD, TODO: keep the texture data if we start doing some gpu data cleaning down the road
data_state = resource_state::none;
}
void
opengl_texture::set_filtering() {
bool hash = ( name.find( '#' ) != std::string::npos );
if( GLEW_VERSION_1_4 ) {
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
glTexParameteri( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR_MIPMAP_LINEAR );
if( true == hash ) {
// #: sharpen more
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -2.0 );
}
else {
// regular texture sharpening
glTexEnvf( GL_TEXTURE_FILTER_CONTROL, GL_TEXTURE_LOD_BIAS, -1.0 );
}
}
}
void
texture_manager::Init() {
}
/*
TTexturesManager::Names::iterator TTexturesManager::LoadFromFile(std::string fileName, int filter)
{
@@ -100,9 +329,9 @@ struct ReplaceSlash
}
};
*/
// ustalenie numeru tekstury, wczytanie jeśli nie jeszcze takiej nie było
// ustalenie numeru tekstury, wczytanie jeśli jeszcze takiej nie było
texture_manager::size_type
texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int const Filter ) {
texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int const Filter, bool const Loadnow ) {
if( Filename.find( ':' ) != std::string::npos )
Filename.erase( Filename.find( ':' ) ); // po dwukropku mogą być podane dodatkowe informacje niebędące nazwą tekstury
@@ -112,6 +341,8 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
// change forward slashes to windows ones. NOTE: probably not strictly necessary, but eh
c = ( c == '/' ? '\\' : c );
}
if( Filename.rfind('.')!= std::string::npos )
Filename.erase( Filename.find( '.' ) ); // trim extension if there's one
/*
std::transform(
Filename.begin(), Filename.end(),
@@ -171,15 +402,38 @@ texture_manager::GetTextureId( std::string Filename, std::string const &Dir, int
opengl_texture texture;
texture.name = filename;
texture.attributes = std::to_string( Filter ); // temporary. TODO, TBD: check how it's used and possibly get rid of it
auto const textureindex = m_textures.size();
m_textures.emplace_back( texture );
auto const textureindex = m_textures.size() - 1;
m_texturemappings.emplace( filename, textureindex );
WriteLog( "Created texture object for file \"" + filename + "\"" );
WriteLog( "Created texture object for \"" + filename + "\"" );
if( true == Loadnow ) {
Texture( textureindex ).load();
Texture( textureindex ).create();
}
return textureindex;
};
void
texture_manager::Bind( texture_manager::size_type const Id ) {
// TODO: keep track of what's currently bound and don't do it twice
// TODO: do binding in texture object, add support for other types
if( Id != 0 ) {
auto const &texture = Texture( Id );
if( true == texture.is_ready ) {
glBindTexture( GL_TEXTURE_2D, texture.id );
return;
}
}
glBindTexture( GL_TEXTURE_2D, 0 );
}
// checks whether specified texture is in the texture bank. returns texture id, or npos.
texture_manager::size_type
texture_manager::find_in_databank( std::string const &Texturename ) {

View File

@@ -12,15 +12,40 @@ http://mozilla.org/MPL/2.0/.
#include <string>
#include "opengl/glew.h"
enum resource_state {
none,
loading,
good,
failed
};
struct opengl_texture {
GLuint id{ -1 }; // associated GL resource
bool has_alpha{ false }; // indicates the texture has alpha channel
bool is_ready{ false }; // indicates the texture was processed and is ready for use
std::string attributes; // requested texture attributes: wrapping modes etc
std::string name; // name of the texture source file
std::vector<char> data; // texture data
/*std::atomic<bool>*/ bool is_loaded{ false }; // indicates the texture data was loaded and can be processed
/*std::atomic<bool>*/ bool is_good{ false }; // indicates the texture data was retrieved without errors
resource_state data_state{ none }; // current state of texture data
int data_width{ 0 },
data_height{ 0 },
data_mapcount{ 0 };
GLuint data_format{ 0 },
data_components{ 0 };
/*
std::atomic<bool> is_loaded{ false }; // indicates the texture data was loaded and can be processed
std::atomic<bool> is_good{ false }; // indicates the texture data was retrieved without errors
*/
void load();
void create();
private:
// void load_BMP();
void load_DDS();
// void load_TEX();
// void load_TGA();
void set_filtering();
};
class texture_manager {
@@ -29,11 +54,14 @@ private:
typedef std::vector<opengl_texture> opengltexture_array;
public:
typedef opengltexture_array::size_type size_type;
// typedef opengltexture_array::size_type size_type;
typedef int size_type;
texture_manager();
~texture_manager() { Free(); }
size_type GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1 );
size_type GetTextureId( std::string Filename, std::string const &Dir, int const Filter = -1, bool const Loadnow = true );
void Bind( size_type const Id );
opengl_texture &Texture( size_type const Id ) { return m_textures.at( Id ); }
void Init();
void Free();
@@ -64,4 +92,4 @@ private:
index_map m_texturemappings;
};
extern texture_manager TTexturesManager;
extern texture_manager TextureManager;

View File

@@ -508,7 +508,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
parser->getTokens();
*parser >> token;
str = token; // railtex
TextureID1 = (str == "none" ? 0 : TTexturesManager.GetTextureId(
TextureID1 = (str == "none" ? 0 : TextureManager.GetTextureId(
str, szTexturePath,
(iCategoryFlag & 1) ? Global::iRailProFiltering :
Global::iBallastFiltering));
@@ -519,7 +519,7 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
parser->getTokens();
*parser >> token;
str = token; // sub || railtex
TextureID2 = (str == "none" ? 0 : TTexturesManager.GetTextureId(
TextureID2 = (str == "none" ? 0 : TextureManager.GetTextureId(
str, szTexturePath,
(eType == tt_Normal) ? Global::iBallastFiltering :
Global::iRailProFiltering));
@@ -579,12 +579,12 @@ void TTrack::Load(cParser *parser, vector3 pOrigin, std::string name)
if (TextureID1 && fTexLength)
{ // dla drogi trzeba ustalić proporcje boków nawierzchni
float w, h;
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind(TextureID1);
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (h != 0.0)
fTexRatio1 = w / h; // proporcja boków
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind(TextureID2);
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_WIDTH, &w);
glGetTexLevelParameterfv(GL_TEXTURE_2D, 0, GL_TEXTURE_HEIGHT, &h);
if (h != 0.0)
@@ -1299,14 +1299,14 @@ void TTrack::Compile(GLuint tex)
}
}
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind( TextureID2 );
Segment->RenderLoft(bpts1, iTrapezoid ? -4 : 4, fTexLength);
}
if (TextureID1)
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
{ // szyny
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
Segment->RenderLoft(rpts1, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
Segment->RenderLoft(rpts2, iTrapezoid ? -nnumPts : nnumPts, fTexLength);
}
@@ -1345,7 +1345,7 @@ void TTrack::Compile(GLuint tex)
// McZapkie-130302 - poprawione rysowanie szyn
if (SwitchExtension->RightSwitch)
{ // zwrotnica prawa
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
SwitchExtension->Segments[0]->RenderLoft(rpts1, nnumPts, fTexLength,
2); // prawa szyna za iglicą
SwitchExtension->Segments[0]->RenderSwitchRail(
@@ -1354,7 +1354,7 @@ void TTrack::Compile(GLuint tex)
SwitchExtension->Segments[0]->RenderLoft(
rpts2, nnumPts, fTexLength); // lewa szyna normalnie cała
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind( TextureID2 );
SwitchExtension->Segments[1]->RenderLoft(
rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
SwitchExtension->Segments[1]->RenderLoft(rpts2, nnumPts, fTexLength,
@@ -1365,7 +1365,7 @@ void TTrack::Compile(GLuint tex)
}
else
{ // lewa kiedyś działała lepiej niż prawa
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
SwitchExtension->Segments[0]->RenderLoft(
rpts1, nnumPts, fTexLength); // prawa szyna normalna cała
SwitchExtension->Segments[0]->RenderLoft(rpts2, nnumPts, fTexLength,
@@ -1374,7 +1374,7 @@ void TTrack::Compile(GLuint tex)
rpts2, rpts4, nnumPts, fTexLength, 2,
-SwitchExtension->fOffset2); // lewa iglica
if (TextureID2 != TextureID1) // nie wiadomo, czy OpenGL to optymalizuje
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind( TextureID2 );
SwitchExtension->Segments[1]->RenderLoft(rpts1, nnumPts, fTexLength,
2); // prawa szyna za iglicą
SwitchExtension->Segments[1]->RenderSwitchRail(
@@ -1422,7 +1422,7 @@ void TTrack::Compile(GLuint tex)
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
{ // tworzenie trójkątów nawierzchni szosy
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
Segment->RenderLoft(bpts1, iTrapezoid ? -2 : 2, fTexLength);
}
if (TextureID2)
@@ -1430,7 +1430,7 @@ void TTrack::Compile(GLuint tex)
{ // pobocze drogi - poziome przy przechyłce (a może krawężnik i chodnik zrobić jak
// w Midtown Madness 2?)
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind( TextureID2 );
vector6 rpts1[6],
rpts2[6]; // współrzędne przekroju i mapowania dla prawej i lewej strony
if (fTexHeight1 >= 0.0)
@@ -1610,7 +1610,7 @@ void TTrack::Compile(GLuint tex)
// Midtown Madness 2?)
if (TextureID2)
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID2);
TextureManager.Bind( TextureID2 );
vector6 rpts1[6],
rpts2[6]; // współrzędne przekroju i mapowania dla prawej i lewej strony
// Ra 2014-07: trzeba to przerobić na pętlę i pobierać profile (przynajmniej 2..4) z
@@ -1755,7 +1755,7 @@ void TTrack::Compile(GLuint tex)
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
{
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
glBegin(GL_TRIANGLE_FAN); // takie kółeczko będzie
glNormal3f(0, 1, 0);
glTexCoord2f(0.5, 0.5); //środek tekstury na środku skrzyżowania
@@ -1787,7 +1787,7 @@ void TTrack::Compile(GLuint tex)
if (tex ? TextureID1 == tex : true) // jeśli pasuje do grupy (tex)
{
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID1);
TextureManager.Bind( TextureID1 );
Segment->RenderLoft(bpts1, numPts, fTexLength);
}
if (TextureID2)
@@ -1799,7 +1799,7 @@ void TTrack::Compile(GLuint tex)
vector6 rpts2[3] = {vector6(-fHTW, 0.0, 1.0), vector6(-fHTW - side, 0.0, 0.5),
vector6(-rozp, -fTexHeight1, 0.0)}; // Ra: po kiego 0.1?
if (!tex)
glBindTexture(GL_TEXTURE_2D, TextureID2); // brzeg rzeki
TextureManager.Bind( TextureID2 ); // brzeg rzeki
Segment->RenderLoft(rpts1, 3, fTexLength);
Segment->RenderLoft(rpts2, 3, fTexLength);
}
@@ -2473,7 +2473,7 @@ void TTrack::RaRenderVBO(int iPtr)
if (TextureID1)
if ((seg = SwitchExtension->Segments[0]->RaSegCount()) > 0)
{
glBindTexture(GL_TEXTURE_2D, TextureID1); // szyny +
TextureManager.Bind( TextureID1 ); // szyny +
for (i = 0; i < seg; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
iPtr += 24 * seg; // pominięcie lewej szyny
@@ -2484,7 +2484,7 @@ void TTrack::RaRenderVBO(int iPtr)
if (TextureID2)
if ((seg = SwitchExtension->Segments[1]->RaSegCount()) > 0)
{
glBindTexture(GL_TEXTURE_2D, TextureID2); // szyny -
TextureManager.Bind( TextureID2 ); // szyny -
for (i = 0; i < seg; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
iPtr += 24 * seg; // pominięcie lewej szyny
@@ -2498,14 +2498,14 @@ void TTrack::RaRenderVBO(int iPtr)
{
if (TextureID2)
{
glBindTexture(GL_TEXTURE_2D, TextureID2); // podsypka
TextureManager.Bind( TextureID2 ); // podsypka
for (i = 0; i < seg; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 8 * i, 8);
iPtr += 8 * seg; // pominięcie podsypki
}
if (TextureID1)
{
glBindTexture(GL_TEXTURE_2D, TextureID1); // szyny
TextureManager.Bind( TextureID1 ); // szyny
for (i = 0; i < seg; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 24 * i, 24);
iPtr += 24 * seg; // pominięcie lewej szyny
@@ -2520,7 +2520,7 @@ void TTrack::RaRenderVBO(int iPtr)
{
if (TextureID1)
{
glBindTexture(GL_TEXTURE_2D, TextureID1); // nawierzchnia
TextureManager.Bind( TextureID1 ); // nawierzchnia
for (i = 0; i < seg; ++i)
{
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
@@ -2529,7 +2529,7 @@ void TTrack::RaRenderVBO(int iPtr)
}
if (TextureID2)
{
glBindTexture(GL_TEXTURE_2D, TextureID2); // pobocze
TextureManager.Bind( TextureID2 ); // pobocze
if (fTexHeight1 >= 0.0)
{ // normalna droga z poboczem
for (i = 0; i < seg; ++i)
@@ -2558,7 +2558,7 @@ void TTrack::RaRenderVBO(int iPtr)
{
if (TextureID1)
{
glBindTexture(GL_TEXTURE_2D, TextureID1); // nawierzchnia
TextureManager.Bind( TextureID1 ); // nawierzchnia
for (i = 0; i < seg; ++i)
{
glDrawArrays(GL_TRIANGLE_STRIP, iPtr, 4);
@@ -2567,7 +2567,7 @@ void TTrack::RaRenderVBO(int iPtr)
}
if (TextureID2)
{
glBindTexture(GL_TEXTURE_2D, TextureID2); // pobocze
TextureManager.Bind( TextureID2 ); // pobocze
for (i = 0; i < seg; ++i)
glDrawArrays(GL_TRIANGLE_STRIP, iPtr + 6 * i, 6);
iPtr += 6 * seg; // pominięcie lewego pobocza

View File

@@ -18,6 +18,7 @@ http://mozilla.org/MPL/2.0/.
#include "logs.h"
#include "mctools.h"
#include "TractionPower.h"
#include "Texture.h"
//---------------------------------------------------------------------------
/*
@@ -115,7 +116,7 @@ void TTraction::Optimize()
uiDisplayList = glGenLists(1);
glNewList(uiDisplayList, GL_COMPILE);
glBindTexture(GL_TEXTURE_2D, 0);
TextureManager.Bind(0);
// glColor3ub(0,0,0); McZapkie: to do render
// glPushMatrix();
@@ -462,7 +463,7 @@ void TTraction::RenderVBO(float mgn, int iPtr)
{ // renderowanie z użyciem VBO
if (Wires != 0 && !TestFlag(DamageFlag, 128)) // rysuj jesli sa druty i nie zerwana
{
glBindTexture(GL_TEXTURE_2D, 0);
TextureManager.Bind(0);
glDisable(GL_LIGHTING); // aby nie używało wektorów normalnych do kolorowania
glColor4f(0, 0, 0, 1); // jak nieznany kolor to czarne nieprzezroczyste
if (!Global::bSmoothTraction)

View File

@@ -479,8 +479,8 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
glDisable(GL_DEPTH_TEST); // Disables depth testing
glColor3f(3.0f, 3.0f, 3.0f);
auto logo = TTexturesManager.GetTextureId( "logo", szTexturePath, 6 );
glBindTexture(GL_TEXTURE_2D, logo); // Select our texture
auto logo = TextureManager.GetTextureId( "logo", szTexturePath, 6 );
TextureManager.Bind(logo); // Select our texture
glBegin(GL_QUADS); // Drawing using triangles
glTexCoord2f(0.0f, 0.0f);
@@ -663,9 +663,9 @@ bool TWorld::Init(HWND NhWnd, HDC hDC)
// glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); //{Texture blends with object
// background}
if (Global::bOldSmudge == true)
light = TTexturesManager.GetTextureId( "smuga.tga", szTexturePath );
light = TextureManager.GetTextureId( "smuga.tga", szTexturePath );
else
light = TTexturesManager.GetTextureId( "smuga2.tga", szTexturePath );
light = TextureManager.GetTextureId( "smuga2.tga", szTexturePath );
// Camera.Reset();
Timer::ResetTimers();
WriteLog( "Load time: " +
@@ -1584,7 +1584,7 @@ TWorld::Render_Cab() {
glDisable( GL_LIGHTING );
glDisable( GL_FOG );
glColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glBindTexture( GL_TEXTURE_2D, light ); // Select our texture
TextureManager.Bind( light ); // Select our texture
glBegin( GL_QUADS );
float fSmudge =
dynamic->MoverParameters->DimHalf.y + 7; // gdzie zaczynać smugę
@@ -1623,7 +1623,7 @@ TWorld::Render_Cab() {
glDisable( GL_LIGHTING );
glDisable( GL_FOG );
//glColor4f(0.15f, 0.15f, 0.15f, 0.25f);
glBindTexture( GL_TEXTURE_2D, light ); // Select our texture
TextureManager.Bind( light ); // Select our texture
//float ddl = (0.15*Global::diffuseDayLight[0]+0.295*Global::diffuseDayLight[1]+0.055*Global::diffuseDayLight[2]); //0.24:0
glBegin( GL_QUADS );
float fSmudge = dynamic->MoverParameters->DimHalf.y + 7; // gdzie zaczynać smugę
@@ -1922,7 +1922,7 @@ TWorld::Render_UI() {
SetWindowText( hWnd, Controlled->MoverParameters->Name.c_str() );
else
SetWindowText( hWnd, Global::SceneryFile.c_str() ); // nazwa scenerii
glBindTexture( GL_TEXTURE_2D, 0 );
TextureManager.Bind( 0 );
glColor4f( 1.0f, 0.0f, 0.0f, 1.0f );
glLoadIdentity();
glTranslatef( 0.0f, 0.0f, -0.50f );