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Replace GL_TEXTURE by XASH_TEXTURE because it's used internally by GL.h

pull/2/head
Alibek Omarov 7 years ago
parent
commit
b825e584f3
  1. 14
      engine/client/gl_alias.c
  2. 2
      engine/client/gl_backend.c
  3. 2
      engine/client/gl_decals.c
  4. 6
      engine/client/gl_draw.c
  5. 2
      engine/client/gl_image.c
  6. 2
      engine/client/gl_rpart.c
  7. 22
      engine/client/gl_rsurf.c
  8. 8
      engine/client/gl_sprite.c
  9. 14
      engine/client/gl_studio.c
  10. 8
      engine/client/gl_warp.c

14
engine/client/gl_alias.c

@ -1074,8 +1074,8 @@ void GL_DrawAliasFrame( aliashdr_t *paliashdr )
// texture coordinates come from the draw list // texture coordinates come from the draw list
if( GL_Support( GL_ARB_MULTITEXTURE ) && glState.activeTMU > 0 ) if( GL_Support( GL_ARB_MULTITEXTURE ) && glState.activeTMU > 0 )
{ {
GL_MultiTexCoord2f( GL_TEXTURE0, ((float *)order)[0], ((float *)order)[1] ); GL_MultiTexCoord2f( XASH_TEXTURE0, ((float *)order)[0], ((float *)order)[1] );
GL_MultiTexCoord2f( GL_TEXTURE1, ((float *)order)[0], ((float *)order)[1] ); GL_MultiTexCoord2f( XASH_TEXTURE1, ((float *)order)[0], ((float *)order)[1] );
} }
else else
{ {
@ -1290,7 +1290,7 @@ static void R_AliasDrawAbsBBox( cl_entity_t *e, const vec3_t absmin, const vec3_
p[i][2] = ( i & 4 ) ? absmin[2] : absmax[2]; p[i][2] = ( i & 4 ) ? absmin[2] : absmax[2];
} }
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f ); TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f );
TriRenderMode( kRenderTransAdd ); TriRenderMode( kRenderTransAdd );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
@ -1440,16 +1440,16 @@ void R_DrawAliasModel( cl_entity_t *e )
if( m_fDoRemap ) pinfo = CL_GetRemapInfoForEntity( e ); if( m_fDoRemap ) pinfo = CL_GetRemapInfoForEntity( e );
if( r_lightmap->value && !r_fullbright->value ) if( r_lightmap->value && !r_fullbright->value )
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
else if( pinfo != NULL && pinfo->textures[skin] != 0 ) else if( pinfo != NULL && pinfo->textures[skin] != 0 )
GL_Bind( GL_TEXTURE0, pinfo->textures[skin] ); // FIXME: allow remapping for skingroups someday GL_Bind( XASH_TEXTURE0, pinfo->textures[skin] ); // FIXME: allow remapping for skingroups someday
else GL_Bind( GL_TEXTURE0, m_pAliasHeader->gl_texturenum[skin][anim] ); else GL_Bind( XASH_TEXTURE0, m_pAliasHeader->gl_texturenum[skin][anim] );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
if( GL_Support( GL_ARB_MULTITEXTURE ) && m_pAliasHeader->fb_texturenum[skin][anim] ) if( GL_Support( GL_ARB_MULTITEXTURE ) && m_pAliasHeader->fb_texturenum[skin][anim] )
{ {
GL_Bind( GL_TEXTURE1, m_pAliasHeader->fb_texturenum[skin][anim] ); GL_Bind( XASH_TEXTURE1, m_pAliasHeader->fb_texturenum[skin][anim] );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_ADD );
} }

2
engine/client/gl_backend.c

@ -679,7 +679,7 @@ rebuild_page:
y = k / base_w * h; y = k / base_w * h;
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( GL_TEXTURE0, i ); // NOTE: don't use image->texnum here, because skybox has a 'wrong' indexes GL_Bind( XASH_TEXTURE0, i ); // NOTE: don't use image->texnum here, because skybox has a 'wrong' indexes
if( FBitSet( image->flags, TF_DEPTHMAP ) && !FBitSet( image->flags, TF_NOCOMPARE )) if( FBitSet( image->flags, TF_DEPTHMAP ) && !FBitSet( image->flags, TF_NOCOMPARE ))
pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE ); pglTexParameteri( image->target, GL_TEXTURE_COMPARE_MODE_ARB, GL_NONE );

2
engine/client/gl_decals.c

@ -891,7 +891,7 @@ void DrawSingleDecal( decal_t *pDecal, msurface_t *fa )
v = R_DecalSetupVerts( pDecal, fa, pDecal->texture, &numVerts ); v = R_DecalSetupVerts( pDecal, fa, pDecal->texture, &numVerts );
if( !numVerts ) return; if( !numVerts ) return;
GL_Bind( GL_TEXTURE0, pDecal->texture ); GL_Bind( XASH_TEXTURE0, pDecal->texture );
pglBegin( GL_POLYGON ); pglBegin( GL_POLYGON );

6
engine/client/gl_draw.c

@ -66,7 +66,7 @@ R_DrawStretchPic
*/ */
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum ) void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{ {
GL_Bind( GL_TEXTURE0, texnum ); GL_Bind( XASH_TEXTURE0, texnum );
pglBegin( GL_QUADS ); pglBegin( GL_QUADS );
pglTexCoord2f( s1, t1 ); pglTexCoord2f( s1, t1 );
@ -98,7 +98,7 @@ void R_DrawTileClear( int x, int y, int w, int h )
GL_SetRenderMode( kRenderNormal ); GL_SetRenderMode( kRenderNormal );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f ); pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( GL_TEXTURE0, cls.tileImage ); GL_Bind( XASH_TEXTURE0, cls.tileImage );
glt = R_GetTexture( cls.tileImage ); glt = R_GetTexture( cls.tileImage );
tw = glt->srcWidth; tw = glt->srcWidth;
@ -156,7 +156,7 @@ void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, c
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
tex = R_GetTexture( tr.cinTexture ); tex = R_GetTexture( tr.cinTexture );
GL_Bind( GL_TEXTURE0, tr.cinTexture ); GL_Bind( XASH_TEXTURE0, tr.cinTexture );
if( cols == tex->width && rows == tex->height ) if( cols == tex->width && rows == tex->height )
{ {

2
engine/client/gl_image.c

@ -253,7 +253,7 @@ static void GL_UpdateTextureParams( int iTexture )
if( !tex->texnum ) return; // free slot if( !tex->texnum ) return; // free slot
GL_Bind( GL_TEXTURE0, iTexture ); GL_Bind( XASH_TEXTURE0, iTexture );
// set texture anisotropy if available // set texture anisotropy if available
if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP )) if( GL_Support( GL_ANISOTROPY_EXT ) && ( tex->numMips > 1 ) && !FBitSet( tex->flags, TF_DEPTHMAP ))

2
engine/client/gl_rpart.c

@ -380,7 +380,7 @@ void CL_DrawParticles( double frametime )
pglDisable( GL_ALPHA_TEST ); pglDisable( GL_ALPHA_TEST );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
GL_Bind( GL_TEXTURE0, tr.particleTexture ); GL_Bind( XASH_TEXTURE0, tr.particleTexture );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglDepthMask( GL_FALSE ); pglDepthMask( GL_FALSE );

22
engine/client/gl_rsurf.c

@ -41,7 +41,7 @@ static qboolean draw_details = false;
static msurface_t *skychain = NULL; static msurface_t *skychain = NULL;
static gllightmapstate_t gl_lms; static gllightmapstate_t gl_lms;
static void LM_UploadBlock( int lightmapnum ); static void LM_UploadBlock( qboolean dynamic );
byte *Mod_GetCurrentVis( void ) byte *Mod_GetCurrentVis( void )
{ {
@ -625,8 +625,8 @@ static void LM_UploadBlock( qboolean dynamic )
} }
if( host.features & ENGINE_LARGE_LIGHTMAPS ) if( host.features & ENGINE_LARGE_LIGHTMAPS )
GL_Bind( GL_TEXTURE0, tr.dlightTexture2 ); GL_Bind( XASH_TEXTURE0, tr.dlightTexture2 );
else GL_Bind( GL_TEXTURE0, tr.dlightTexture ); else GL_Bind( XASH_TEXTURE0, tr.dlightTexture );
pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer ); pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, BLOCK_SIZE, height, GL_RGBA, GL_UNSIGNED_BYTE, gl_lms.lightmap_buffer );
} }
@ -864,7 +864,7 @@ void R_BlendLightmaps( void )
{ {
if( gl_lms.lightmap_surfaces[i] ) if( gl_lms.lightmap_surfaces[i] )
{ {
GL_Bind( GL_TEXTURE0, tr.lightmapTextures[i] ); GL_Bind( XASH_TEXTURE0, tr.lightmapTextures[i] );
for( surf = gl_lms.lightmap_surfaces[i]; surf != NULL; surf = surf->info->lightmapchain ) for( surf = gl_lms.lightmap_surfaces[i]; surf != NULL; surf = surf->info->lightmapchain )
{ {
@ -879,8 +879,8 @@ void R_BlendLightmaps( void )
LM_InitBlock(); LM_InitBlock();
if( host.features & ENGINE_LARGE_LIGHTMAPS ) if( host.features & ENGINE_LARGE_LIGHTMAPS )
GL_Bind( GL_TEXTURE0, tr.dlightTexture2 ); GL_Bind( XASH_TEXTURE0, tr.dlightTexture2 );
else GL_Bind( GL_TEXTURE0, tr.dlightTexture ); else GL_Bind( XASH_TEXTURE0, tr.dlightTexture );
newsurf = gl_lms.dynamic_surfaces; newsurf = gl_lms.dynamic_surfaces;
@ -985,7 +985,7 @@ void R_RenderFullbrights( void )
es = fullbright_surfaces[i]; es = fullbright_surfaces[i];
if( !es ) continue; if( !es ) continue;
GL_Bind( GL_TEXTURE0, i ); GL_Bind( XASH_TEXTURE0, i );
for( p = es; p; p = p->lumachain ) for( p = es; p; p = p->lumachain )
DrawGLPoly( p->surf->polys, 0.0f, 0.0f ); DrawGLPoly( p->surf->polys, 0.0f, 0.0f );
@ -1030,7 +1030,7 @@ void R_RenderDetails( void )
es = detail_surfaces[i]; es = detail_surfaces[i];
if( !es ) continue; if( !es ) continue;
GL_Bind( GL_TEXTURE0, i ); GL_Bind( XASH_TEXTURE0, i );
for( p = es; p; p = p->detailchain ) for( p = es; p; p = p->detailchain )
{ {
@ -1071,7 +1071,7 @@ void R_RenderBrushPoly( msurface_t *fa, int cull_type )
t = R_TextureAnimation( fa ); t = R_TextureAnimation( fa );
GL_Bind( GL_TEXTURE0, t->gl_texturenum ); GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
if( FBitSet( fa->flags, SURF_DRAWTURB )) if( FBitSet( fa->flags, SURF_DRAWTURB ))
{ {
@ -1164,7 +1164,7 @@ dynamic:
R_BuildLightMap( fa, temp, smax * 4, true ); R_BuildLightMap( fa, temp, smax * 4, true );
R_SetCacheState( fa ); R_SetCacheState( fa );
GL_Bind( GL_TEXTURE0, tr.lightmapTextures[fa->lightmaptexturenum] ); GL_Bind( XASH_TEXTURE0, tr.lightmapTextures[fa->lightmaptexturenum] );
pglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax, pglTexSubImage2D( GL_TEXTURE_2D, 0, fa->light_s, fa->light_t, smax, tmax,
GL_RGBA, GL_UNSIGNED_BYTE, temp ); GL_RGBA, GL_UNSIGNED_BYTE, temp );
@ -1347,7 +1347,7 @@ void R_DrawWaterSurfaces( void )
continue; continue;
// set modulate mode explicitly // set modulate mode explicitly
GL_Bind( GL_TEXTURE0, t->gl_texturenum ); GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
for( ; s; s = s->texturechain ) for( ; s; s = s->texturechain )
EmitWaterPolys( s, false ); EmitWaterPolys( s, false );

8
engine/client/gl_sprite.c

@ -1031,7 +1031,7 @@ void R_DrawSpriteModel( cl_entity_t *e )
{ {
// draw the single non-lerped frame // draw the single non-lerped frame
pglColor4f( color[0], color[1], color[2], tr.blend ); pglColor4f( color[0], color[1], color[2], tr.blend );
GL_Bind( GL_TEXTURE0, frame->gl_texturenum ); GL_Bind( XASH_TEXTURE0, frame->gl_texturenum );
R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale );
} }
else else
@ -1043,14 +1043,14 @@ void R_DrawSpriteModel( cl_entity_t *e )
if( ilerp != 0.0f ) if( ilerp != 0.0f )
{ {
pglColor4f( color[0], color[1], color[2], tr.blend * ilerp ); pglColor4f( color[0], color[1], color[2], tr.blend * ilerp );
GL_Bind( GL_TEXTURE0, oldframe->gl_texturenum ); GL_Bind( XASH_TEXTURE0, oldframe->gl_texturenum );
R_DrawSpriteQuad( oldframe, origin, v_right, v_up, scale ); R_DrawSpriteQuad( oldframe, origin, v_right, v_up, scale );
} }
if( lerp != 0.0f ) if( lerp != 0.0f )
{ {
pglColor4f( color[0], color[1], color[2], tr.blend * lerp ); pglColor4f( color[0], color[1], color[2], tr.blend * lerp );
GL_Bind( GL_TEXTURE0, frame->gl_texturenum ); GL_Bind( XASH_TEXTURE0, frame->gl_texturenum );
R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale );
} }
} }
@ -1067,7 +1067,7 @@ void R_DrawSpriteModel( cl_entity_t *e )
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglColor4f( color2[0], color2[1], color2[2], tr.blend ); pglColor4f( color2[0], color2[1], color2[2], tr.blend );
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
R_DrawSpriteQuad( frame, origin, v_right, v_up, scale ); R_DrawSpriteQuad( frame, origin, v_right, v_up, scale );
pglAlphaFunc( GL_GREATER, 0.0f ); pglAlphaFunc( GL_GREATER, 0.0f );
pglDepthFunc( GL_LEQUAL ); pglDepthFunc( GL_LEQUAL );

14
engine/client/gl_studio.c

@ -2058,8 +2058,8 @@ static void R_StudioSetupSkin( studiohdr_t *ptexturehdr, int index )
if( !ptexture ) ptexture = (mstudiotexture_t *)((byte *)ptexturehdr + ptexturehdr->textureindex); // fallback if( !ptexture ) ptexture = (mstudiotexture_t *)((byte *)ptexturehdr + ptexturehdr->textureindex); // fallback
if( r_lightmap->value && !r_fullbright->value ) if( r_lightmap->value && !r_fullbright->value )
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
else GL_Bind( GL_TEXTURE0, ptexture[index].index ); else GL_Bind( XASH_TEXTURE0, ptexture[index].index );
} }
/* /*
@ -2163,7 +2163,7 @@ R_StudioDrawNormalMesh
generic path generic path
=============== ===============
*/ */
static _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t ) _inline void R_StudioDrawNormalMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t )
{ {
float *lv; float *lv;
int i; int i;
@ -2199,7 +2199,7 @@ R_StudioDrawNormalMesh
generic path generic path
=============== ===============
*/ */
static _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms ) _inline void R_StudioDrawFloatMesh( short *ptricmds, vec3_t *pstudionorms )
{ {
float *lv; float *lv;
int i; int i;
@ -2234,7 +2234,7 @@ R_StudioDrawNormalMesh
generic path generic path
=============== ===============
*/ */
static _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale ) _inline void R_StudioDrawChromeMesh( short *ptricmds, vec3_t *pstudionorms, float s, float t, float scale )
{ {
float *lv, *av; float *lv, *av;
int i, idx; int i, idx;
@ -2465,7 +2465,7 @@ static void R_StudioDrawHulls( void )
alpha = 0.5f; alpha = 0.5f;
else alpha = 1.0f; else alpha = 1.0f;
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pglTexEnvf( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
for( i = 0; i < m_pStudioHeader->numhitboxes; i++ ) for( i = 0; i < m_pStudioHeader->numhitboxes; i++ )
@ -2522,7 +2522,7 @@ static void R_StudioDrawAbsBBox( void )
if( !R_StudioComputeBBox( p )) if( !R_StudioComputeBBox( p ))
return; return;
GL_Bind( GL_TEXTURE0, tr.whiteTexture ); GL_Bind( XASH_TEXTURE0, tr.whiteTexture );
TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f ); TriColor4f( 0.5f, 0.5f, 1.0f, 0.5f );
TriRenderMode( kRenderTransAdd ); TriRenderMode( kRenderTransAdd );

8
engine/client/gl_warp.c

@ -382,8 +382,8 @@ void R_DrawSkyBox( void )
continue; continue;
if( tr.skyboxTextures[r_skyTexOrder[i]] ) if( tr.skyboxTextures[r_skyTexOrder[i]] )
GL_Bind( GL_TEXTURE0, tr.skyboxTextures[r_skyTexOrder[i]] ); GL_Bind( XASH_TEXTURE0, tr.skyboxTextures[r_skyTexOrder[i]] );
else GL_Bind( GL_TEXTURE0, tr.skyTexture ); // stub else GL_Bind( XASH_TEXTURE0, tr.skyTexture ); // stub
pglBegin( GL_QUADS ); pglBegin( GL_QUADS );
MakeSkyVec( RI.skyMins[0][i], RI.skyMins[1][i], i ); MakeSkyVec( RI.skyMins[0][i], RI.skyMins[1][i], i );
@ -521,7 +521,7 @@ void R_CloudDrawPoly( glpoly_t *p )
int i; int i;
GL_SetRenderMode( kRenderNormal ); GL_SetRenderMode( kRenderNormal );
GL_Bind( GL_TEXTURE0, tr.solidskyTexture ); GL_Bind( XASH_TEXTURE0, tr.solidskyTexture );
pglBegin( GL_QUADS ); pglBegin( GL_QUADS );
for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE ) for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE )
@ -533,7 +533,7 @@ void R_CloudDrawPoly( glpoly_t *p )
pglEnd(); pglEnd();
GL_SetRenderMode( kRenderTransTexture ); GL_SetRenderMode( kRenderTransTexture );
GL_Bind( GL_TEXTURE0, tr.alphaskyTexture ); GL_Bind( XASH_TEXTURE0, tr.alphaskyTexture );
pglBegin( GL_QUADS ); pglBegin( GL_QUADS );
for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE ) for( i = 0, v = p->verts[0]; i < 4; i++, v += VERTEXSIZE )

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