- moved GLEXT API out of RenderContext struct.

This commit is contained in:
Christoph Oelckers 2013-09-03 18:29:39 +02:00
commit 2885056f46
35 changed files with 384 additions and 353 deletions

View file

@ -49,6 +49,7 @@
#include "templates.h"
#include "vectors.h"
#include "gl/system/gl_interface.h"
#include "gl/renderer/gl_renderer.h"
#include "gl/renderer/gl_renderstate.h"
#include "gl/system/gl_framebuffer.h"
@ -506,7 +507,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
gl_RenderState.SetTextureMode(TM_MODULATE);
gl_RenderState.Apply(true);
gl.ActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glEnable(GL_TEXTURE_2D);
// mask out the alpha channel of the wipeendscreen.
@ -518,7 +519,7 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
glTexEnvi(GL_TEXTURE_ENV, GL_SOURCE0_ALPHA, GL_PREVIOUS);
glTexEnvi(GL_TEXTURE_ENV, GL_OPERAND0_ALPHA, GL_SRC_ALPHA);
gl.ActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
// Burn the new screen on top of it.
glColor4f(1.f, 1.f, 1.f, 1.f);
@ -533,24 +534,24 @@ bool OpenGLFrameBuffer::Wiper_Burn::Run(int ticks, OpenGLFrameBuffer *fb)
glBegin(GL_TRIANGLE_STRIP);
gl.MultiTexCoord2f(GL_TEXTURE0, 0, 0);
gl.MultiTexCoord2f(GL_TEXTURE1, 0, vb);
glMultiTexCoord2f(GL_TEXTURE0, 0, 0);
glMultiTexCoord2f(GL_TEXTURE1, 0, vb);
glVertex2i(0, 0);
gl.MultiTexCoord2f(GL_TEXTURE0, 0, 1);
gl.MultiTexCoord2f(GL_TEXTURE1, 0, 0);
glMultiTexCoord2f(GL_TEXTURE0, 0, 1);
glMultiTexCoord2f(GL_TEXTURE1, 0, 0);
glVertex2i(0, fb->Height);
gl.MultiTexCoord2f(GL_TEXTURE0, 1, 0);
gl.MultiTexCoord2f(GL_TEXTURE1, ur, vb);
glMultiTexCoord2f(GL_TEXTURE0, 1, 0);
glMultiTexCoord2f(GL_TEXTURE1, ur, vb);
glVertex2i(fb->Width, 0);
gl.MultiTexCoord2f(GL_TEXTURE0, 1, 1);
gl.MultiTexCoord2f(GL_TEXTURE1, ur, 0);
glMultiTexCoord2f(GL_TEXTURE0, 1, 1);
glMultiTexCoord2f(GL_TEXTURE1, ur, 0);
glVertex2i(fb->Width, fb->Height);
glEnd();
gl.ActiveTexture(GL_TEXTURE1);
glActiveTexture(GL_TEXTURE1);
glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glDisable(GL_TEXTURE_2D);
gl.ActiveTexture(GL_TEXTURE0);
glActiveTexture(GL_TEXTURE0);
// The fire may not always stabilize, so the wipe is forced to end
// after an arbitrary maximum time.