jak-project/goal_src/jak1/engine/gfx/texture/texture-upload.gc
ManDude b74399ed57
rework goal_src structure for jak 1 a bit (#1615)
* move files

* update game.gp
2022-07-05 16:00:09 -04:00

37 lines
1.5 KiB
Common Lisp

;;-*-Lisp-*-
(in-package goal)
;; name: texture-upload.gc
;; name in dgo: texture-upload
;; dgos: GAME, ART
;; This will happen part way through the list of tpages
;; we already got the font texture, so set that up.
;; NOTE: I added this check so you can load the engine without the font texture.
(cond
((and *texture-page-dir* (lookup-texture-by-id (new 'static 'texture-id :index #x1 :page #x4fe)))
(setup-font-texture! *texture-pool*)
;; Load some textures
(define *shadow-middot-texture* (lookup-texture-by-id (new 'static 'texture-id :index #x4 :page #x2)))
;; not sure what's going on here, this isn't a valid texture ID. It ends up ignoring the 0x14 in the lower
;; bits, and just gets you the 0th texture in the environment-generic texture page.
(define *generic-envmap-texture* (lookup-texture-by-id (the-as texture-id #x10000014)))
(define *ocean-texture* (lookup-texture-by-id (new 'static 'texture-id :page #x370)))
)
(else
(format 0 "NOTE: skipped texture setup in texture-upload.gc, textures were not loaded.~%")
(set! *shadow-middot-texture* #f)
(set! *generic-envmap-texture* #f)
(set! *ocean-texture* #f)
)
)
;; the next texture we're going to load is the HUD for the start menu, which shouldn't
;; be allocated with the default allocator. So for now we can set it to common-boot, which
;; will place this in common, then disable itself once it encounters another normal texture
(set! (-> *texture-pool* allocate-func) texture-page-common-boot-allocate)