mirror of
https://github.com/AquariaOSE/Aquaria.git
synced 2024-11-25 17:53:47 +00:00
8472718fb7
This untangles some of the gigantic kitchen sink headers in an attempt to split things into smaller files. Also don't include gl.h, glext.h, windows.h, and other such nonsense *everywhere*. Lots of cleanups on the way too. More dead/unused code removal. Remove incrFlag(), decrFlag() Lua functions.
51 lines
1.2 KiB
C++
51 lines
1.2 KiB
C++
#include "RenderBase.h"
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#include "Base.h"
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void drawCircle(float radius, int stepSize)
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{
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glBegin(GL_POLYGON);
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for(int i=0;i < 360; i+=stepSize)
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{
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const float degInRad = i*(PI/180.0f);
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glVertex3f(cosf(degInRad)*radius, sinf(degInRad)*radius,0.0);
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}
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glEnd();
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}
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void sizePowerOf2Texture(int &v)
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{
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int p = 8, use=0;
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do
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{
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use = 1 << p;
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p++;
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}
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while(v > use);
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v = use;
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}
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unsigned generateEmptyTexture(int quality) // Create An Empty Texture
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{
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GLuint txtnumber=0; // Texture ID
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unsigned char *data; // Stored Data
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// Create Storage Space For Texture Data (128x128x4)
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int size = (quality * quality) * 4;
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data = new unsigned char[size];
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memset(data, 0, size); // Clear Storage Memory
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glGenTextures(1, &txtnumber); // Create 1 Texture
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glBindTexture(GL_TEXTURE_2D, txtnumber); // Bind The Texture
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MIN_FILTER,GL_LINEAR);
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glTexParameteri(GL_TEXTURE_2D,GL_TEXTURE_MAG_FILTER,GL_LINEAR);
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glTexImage2D(GL_TEXTURE_2D, 0, GL_RGBA, quality, quality, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, data); // Build Texture Using Information In data
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delete [] data; // Release data
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return txtnumber; // Return The Texture ID
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}
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