/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2007 Peter Mackay and Chris Swindle. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // r_misc.c #include #include extern "C" { #include "../quakedef.h" void VLight_ResetAnormTable(); } void GL_InitTextureUsage (); /* ================== R_InitTextures ================== */ void R_InitTextures (void) { int x,y, m; byte *dest; GL_InitTextureUsage (); // create a simple checkerboard texture for the default r_notexture_mip = static_cast(Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture")); r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = sizeof(texture_t); r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4; for (m=0 ; m<4 ; m++) { dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m]; for (y=0 ; y< (16>>m) ; y++) for (x=0 ; x< (16>>m) ; x++) { if ( (y< (8>>m) ) ^ (x< (8>>m) ) ) *dest++ = 0; else *dest++ = 0xff; } } } /* byte dottexture[8][8] = { {0,1,1,0,0,0,0,0}, {1,1,1,1,0,0,0,0}, {1,1,1,1,0,0,0,0}, {0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, }; void R_InitParticleTexture (void) { int x,y; byte data[8][8][2]; // // particle texture // for (x=0 ; x<8 ; x++) { for (y=0 ; y<8 ; y++) { data[y][x][0] = (dottexture[x][y])*0xF0 | (dottexture[x][y])*0x0F; data[y][x][1] = (dottexture[x][y])*0xF0 | (dottexture[x][y])*0x0F; } } particletexture = GL_LoadTextureLM ("_particle_", 8, 8, &data[0][0][0], 2, GU_LINEAR, qtrue); } */ byte dottexture2[16][16] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,0,0,0,1,1,1,1,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, }; void R_InitParticleTexture (void) { int x,y; byte data[16][16][2]; // // particle texture // for (x=0 ; x<16 ; x++) { for (y=0 ; y<16 ; y++) { data[y][x][0] = (dottexture2[x][y])*0xF0 | (dottexture2[x][y])*0x0F; data[y][x][1] = (dottexture2[x][y])*0xF0 | (dottexture2[x][y])*0x0F; } } particletexture = GL_LoadTextureLM ("_particle_", 16, 16, &data[0][0][0], 2, GU_LINEAR, qtrue); } /* =============== R_Envmap_f Grab six views for environment mapping tests =============== */ void R_Envmap_f (void) { byte buffer[256*256*4]; // char name[1024]; /*glDrawBuffer (GL_FRONT); glReadBuffer (GL_FRONT);*/ envmap = qtrue; r_refdef.vrect.x = 0; r_refdef.vrect.y = 0; r_refdef.vrect.width = 256; r_refdef.vrect.height = 256; r_refdef.viewangles[0] = 0; r_refdef.viewangles[1] = 0; r_refdef.viewangles[2] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env0.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 90; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env1.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 180; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env2.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 270; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env3.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[0] = -90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env4.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[0] = 90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); /*glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);*/ COM_WriteFile ("env5.rgb", buffer, sizeof(buffer)); envmap = qfalse; /*glDrawBuffer (GL_BACK); glReadBuffer (GL_BACK);*/ GL_EndRendering (); } /* =============== R_Init =============== */ void R_Init (void) { // extern byte *hunk_base; /*extern cvar_t gl_finish;*/ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cmd_AddCommand ("envmap", R_Envmap_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_f); // Cmd_AddCommand ("fog", R_Fog_f); Cvar_RegisterVariable (&r_showtris); Cvar_RegisterVariable (&r_skyfog); Cvar_RegisterVariable (&r_skyclip); Cvar_RegisterVariable (&r_menufade); Cvar_RegisterVariable (&r_norefresh); Cvar_RegisterVariable (&r_lightmap); Cvar_RegisterVariable (&r_fullbright); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_shadows); Cvar_RegisterVariable (&r_mirroralpha); Cvar_RegisterVariable (&r_glassalpha); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_novis); Cvar_RegisterVariable (&r_speeds); Cvar_RegisterVariable (&r_tex_scale_down); Cvar_RegisterVariable (&r_particles_simple); Cvar_RegisterVariable (&r_vsync); Cvar_RegisterVariable (&r_dithering); Cvar_RegisterVariable (&r_test); Cvar_RegisterVariable (&r_mipmaps); Cvar_RegisterVariable (&r_mipmaps_func); Cvar_RegisterVariable (&r_mipmaps_bias); Cvar_RegisterVariable (&r_antialias); Cvar_RegisterVariable (&r_i_model_animation); Cvar_RegisterVariable (&r_i_model_transform); Cvar_RegisterVariable (&r_model_contrast); Cvar_RegisterVariable (&r_model_brightness); Cvar_RegisterVariable (&gl_keeptjunctions); // RIOT - Vertex lighting Cvar_RegisterVariable(&vlight); Cvar_RegisterVariable(&vlight_pitch); Cvar_RegisterVariable(&vlight_yaw); Cvar_RegisterVariable(&vlight_highcut); Cvar_RegisterVariable(&vlight_lowcut); /* Cvar_RegisterVariable (&gl_finish); Cvar_RegisterVariable (&gl_clear); Cvar_RegisterVariable (&gl_texsort); if (gl_mtexable) Cvar_SetValue ("gl_texsort", 0.0); Cvar_RegisterVariable (&gl_cull); Cvar_RegisterVariable (&gl_smoothmodels); Cvar_RegisterVariable (&gl_affinemodels); Cvar_RegisterVariable (&gl_polyblend); Cvar_RegisterVariable (&gl_flashblend); Cvar_RegisterVariable (&gl_playermip); Cvar_RegisterVariable (&gl_nocolors); Cvar_RegisterVariable (&gl_reporttjunctions); Cvar_RegisterVariable (&gl_doubleeyes); */ if(vlight.value) VLight_ResetAnormTable(); R_InitParticles (); R_InitParticleTexture (); Sky_Init (); //johnfitz Fog_Init (); //johnfitz #ifdef GLTEST Test_Init (); #endif /* playertextures = texture_extension_number; texture_extension_number += 16; */ } /* =============== R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup =============== */ void R_TranslatePlayerSkin (int playernum) { int top, bottom; byte translate[256]; unsigned translate32[256]; int i, j, s; model_t *model; aliashdr_t *paliashdr; byte *original; unsigned pixels[512*256];//, *out; unsigned scaled_width, scaled_height; int inwidth, inheight; byte *inrow; unsigned frac, fracstep; // extern byte **player_8bit_texels_tbl; /*GL_DisableMultitexture();*/ top = cl.scores[playernum].colors & 0xf0; bottom = (cl.scores[playernum].colors &15)<<4; for (i=0 ; i<256 ; i++) translate[i] = i; for (i=0 ; i<16 ; i++) { if (top < 128) // the artists made some backwards ranges. sigh. translate[TOP_RANGE+i] = top+i; else translate[TOP_RANGE+i] = top+15-i; if (bottom < 128) translate[BOTTOM_RANGE+i] = bottom+i; else translate[BOTTOM_RANGE+i] = bottom+15-i; } // // locate the original skin pixels // currententity = &cl_entities[1+playernum]; model = currententity->model; if (!model) return; // player doesn't have a model yet if (model->type != mod_alias) return; // only translate skins on alias models paliashdr = (aliashdr_t *)Mod_Extradata (model); s = paliashdr->skinwidth * paliashdr->skinheight; if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) { Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum); original = (byte *)paliashdr + paliashdr->texels[0]; } else original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum]; if (s & 3) Sys_Error ("R_TranslateSkin: s&3"); inwidth = paliashdr->skinwidth; inheight = paliashdr->skinheight; // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 /*GL_Bind(playertextures + playernum);*/ #if 0 byte translated[320*200]; for (i=0 ; iskinwidth, paliashdr->skinheight, qfalse, qfalse, qtrue); #else scaled_width = 512; scaled_height = 256; /*if (VID_Is8bit())*/ { // 8bit texture upload byte *out2; out2 = (byte *)pixels; memset(pixels, 0, sizeof(pixels)); fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i<(signed)scaled_height ; i++, out2 += scaled_width) { inrow = original + inwidth*(i*inheight/scaled_height); frac = fracstep >> 1; for (j=0 ; j<(signed)scaled_width ; j+=4) { out2[j] = translate[inrow[frac>>16]]; frac += fracstep; out2[j+1] = translate[inrow[frac>>16]]; frac += fracstep; out2[j+2] = translate[inrow[frac>>16]]; frac += fracstep; out2[j+3] = translate[inrow[frac>>16]]; frac += fracstep; } } /*GL_Upload8((byte *)pixels, scaled_width, scaled_height, qfalse, qfalse);*/ return; } for (i=0 ; i<256 ; i++) translate32[i] = d_8to24table[translate[i]]; /* out = pixels; fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>16]]; frac += fracstep; out[j+1] = translate32[inrow[frac>>16]]; frac += fracstep; out[j+2] = translate32[inrow[frac>>16]]; frac += fracstep; out[j+3] = translate32[inrow[frac>>16]]; frac += fracstep; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); */ #endif } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; for (i=0 ; i<256 ; i++) d_lightstylevalue[i] = 264; // normal light value memset (&r_worldentity, 0, sizeof(r_worldentity)); r_worldentity.model = cl.worldmodel; // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); Sky_NewMap (); //johnfitz -- skybox in worldspawn Fog_NewMap (); //johnfitz -- global fog in worldspawn // Reset these back to normal. if(kurok) Cbuf_AddText ("viewsize 120\n chase_active 0\n"); // identify sky texture skytexturenum = -1; mirrortexturenum = -1; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) skytexturenum = i; if(!kurok) { if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) mirrortexturenum = i; } else { if (!Q_strncmp(cl.worldmodel->textures[i]->name,"glass",5) ) mirrortexturenum = i; } cl.worldmodel->textures[i]->texturechain = NULL; } } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; double start, stop, time; // int startangle; // vrect_t vr; start = Sys_FloatTime (); for (i=0 ; i<128 ; i++) { r_refdef.viewangles[1] = i/128.0*360.0; R_RenderView (); } stop = Sys_FloatTime (); time = stop-start; if (time > 0) Con_Printf ("%f seconds (%f fps)\n", time, 128/time); GL_EndRendering (); } void D_FlushCaches (void) { }