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https://github.com/id-Software/Wolf3D-iOS.git
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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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253
wolf3d/code/env/opengl_texture.c
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253
wolf3d/code/env/opengl_texture.c
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/*
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Copyright (C) 2004 Michael Liebscher
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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/*
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* opengl_texture.c: OpenGL Texture Manager.
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*
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* Author: Michael Liebscher <johnnycanuck@users.sourceforge.net>
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* Date: 2004
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*
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* Acknowledgement:
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* Portion of this code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#include "../wolfiphone.h"
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int currentTextures[ 4 ];
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int currenttmu;
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int glMaxTexSize;
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// ***************************************************************************
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// ***************************************************************************
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_DeleteTexture( unsigned int texnum )
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{
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pfglDeleteTextures( 1, &texnum );
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_TexEnv( GLenum mode )
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{
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static int lastmodes[ 4 ] = { -1, -1, -1, -1 };
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if ( mode != lastmodes[ currenttmu ] )
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{
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pfglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, mode );
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lastmodes[ currenttmu ] = mode;
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}
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_SelectTexture( GLenum texture )
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{
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int tmu;
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#ifndef IPHONE
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if( ! pfglActiveTextureARB )
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{
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return;
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}
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#endif
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if( texture == GL_TEXTURE0 )
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{
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tmu = 0;
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}
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else if( texture == GL_TEXTURE1 )
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{
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tmu = 1;
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}
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else if( texture == GL_TEXTURE2 )
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{
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tmu = 2;
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}
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else
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{
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tmu = 3;
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}
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if( tmu == currenttmu )
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{
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return;
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}
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currenttmu = tmu;
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pfglActiveTextureARB( texture );
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pfglClientActiveTextureARB( texture );
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_Bind( int texnum )
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{
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// Is this texture already bound
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if( currentTextures[ currenttmu ] == texnum )
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{
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return;
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}
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currentTextures[ currenttmu ] = texnum;
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pfglBindTexture( GL_TEXTURE_2D, texnum );
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_MBind( GLenum target, int texnum )
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{
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R_SelectTexture( target );
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if( target == GL_TEXTURE0 )
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{
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if ( currentTextures[ 0 ] == texnum )
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{
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return;
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}
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}
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else if( target == GL_TEXTURE1 )
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{
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if( currentTextures[ 1 ] == texnum )
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{
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return;
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}
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}
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else if( target == GL_TEXTURE2 )
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{
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if( currentTextures[ 2 ] == texnum )
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{
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return;
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}
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}
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else
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{
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if( currentTextures[ 3 ] == texnum )
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{
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return;
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}
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}
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R_Bind( texnum );
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}
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/*
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-----------------------------------------------------------------------------
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Function:
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Parameters:
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Returns:
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_EnableMultitexture( _boolean enable )
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{
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#ifndef IPHONE
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if( ! pfglActiveTextureARB )
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{
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return;
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}
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#endif
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if( enable )
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{
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R_SelectTexture( GL_TEXTURE1 );
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pfglEnable( GL_TEXTURE_2D );
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R_TexEnv( GL_REPLACE );
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}
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else
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{
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R_SelectTexture( GL_TEXTURE1 );
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pfglDisable( GL_TEXTURE_2D );
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R_TexEnv( GL_REPLACE );
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}
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R_SelectTexture( GL_TEXTURE0 );
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R_TexEnv( GL_REPLACE );
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}
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