Ported all the demos and loaders across to use the new multitexturing API.

This commit is contained in:
Robert Osfield
2002-07-10 11:22:24 +00:00
parent 46af97727a
commit c1fc3dcdb9
19 changed files with 105 additions and 50 deletions

View File

@@ -46,11 +46,13 @@ RegisterDotOsgWrapperProxy g_GeoStateFuncProxy
//
// Set up the maps from name to GLMode and visa versa.
//
typedef std::map<std::string,StateAttribute::GLMode> GLNameToGLModeMap;
typedef std::map<StateAttribute::GLMode,std::string> GLModeToGLNameMap;
typedef std::map<std::string,StateAttribute::GLMode> GLNameToGLModeMap;
typedef std::map<StateAttribute::GLMode,std::string> GLModeToGLNameMap;
typedef std::set<StateAttribute::GLMode> TextureGLModeSet;
GLNameToGLModeMap s_GLNameToGLModeMap;
GLModeToGLNameMap s_GLModeToGLNameMap;
TextureGLModeSet s_TextureGLModeSet;
#define ADD_NAME(name,mode) s_GLNameToGLModeMap[name]=mode; s_GLModeToGLNameMap[mode]=name;
@@ -100,6 +102,19 @@ void initGLNames()
ADD_NAME("GL_LIGHT5",GL_LIGHT5);
ADD_NAME("GL_LIGHT6",GL_LIGHT6);
ADD_NAME("GL_LIGHT7",GL_LIGHT7);
s_TextureGLModeSet.insert(GL_TEXTURE_1D);
s_TextureGLModeSet.insert(GL_TEXTURE_2D);
s_TextureGLModeSet.insert(GL_TEXTURE_3D);
s_TextureGLModeSet.insert(GL_TEXTURE_CUBE_MAP);
s_TextureGLModeSet.insert(GL_TEXTURE_GEN_Q);
s_TextureGLModeSet.insert(GL_TEXTURE_GEN_R);
s_TextureGLModeSet.insert(GL_TEXTURE_GEN_S);
s_TextureGLModeSet.insert(GL_TEXTURE_GEN_T);
// for(GLNameToGLModeMap::iterator itr=s_GLNameToGLModeMap.begin();
// itr!=s_GLNameToGLModeMap.end();
@@ -159,7 +174,7 @@ bool GeoState_readLocalData(Object& obj, Input& fr)
if (fr[0].matchWord("texturing") && StateSet_matchModeStr(fr[1].getStr(),mode))
{
statset.setMode(GL_TEXTURE_2D,mode);
statset.setTextureMode(0,GL_TEXTURE_2D,mode);
fr+=2;
iteratorAdvanced = true;
}
@@ -218,7 +233,15 @@ bool GeoState_readLocalData(Object& obj, Input& fr)
StateAttribute* attribute = NULL;
while((attribute=fr.readStateAttribute())!=NULL)
{
statset.setAttribute(attribute);
if (attribute->isTextureAttribute())
{
// remap to be a texture attribute
statset.setTextureAttribute(0,attribute);
}
else
{
statset.setAttribute(attribute);
}
if (attribute->getType()==StateAttribute::TEXGEN)
statset.setAssociatedModes(attribute,texgening);
@@ -314,7 +337,16 @@ bool StateSet_readLocalData(Object& obj, Input& fr)
{
int mode;
fr[0].getInt(mode);
stateset.setMode((StateAttribute::GLMode)mode,value);
if (s_TextureGLModeSet.find(mode)!=s_TextureGLModeSet.end())
{
// remap to a texture unit.
stateset.setTextureMode(0,(StateAttribute::GLMode)mode,value);
}
else
{
stateset.setMode((StateAttribute::GLMode)mode,value);
}
fr+=2;
iteratorAdvanced = true;
readingMode=true;
@@ -329,7 +361,15 @@ bool StateSet_readLocalData(Object& obj, Input& fr)
if (nitr!=s_GLNameToGLModeMap.end())
{
StateAttribute::GLMode mode = nitr->second;
stateset.setMode(mode,value);
if (s_TextureGLModeSet.find(mode)!=s_TextureGLModeSet.end())
{
// remap to a texture unit.
stateset.setTextureMode(0,mode,value);
}
else
{
stateset.setMode(mode,value);
}
fr+=2;
iteratorAdvanced = true;
readingMode=true;
@@ -344,7 +384,15 @@ bool StateSet_readLocalData(Object& obj, Input& fr)
StateAttribute* attribute = NULL;
while((attribute=fr.readStateAttribute())!=NULL)
{
stateset.setAttribute(attribute);
if (attribute->isTextureAttribute())
{
// remap to be a texture attribute
stateset.setTextureAttribute(0,attribute);
}
else
{
stateset.setAttribute(attribute);
}
iteratorAdvanced = true;
}