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fteqw/engine/gl/gl_warp.c
Spoike c0680334c7 What could possibly go wrong?...
Multiple consoles can now be printed/cleared via extra con commands.
Fixed the tab-completion alignment, by adding support for \t characters.
Changing the download mechanisms. Don't try downloading an ftp:// file. It'll probably crash you for now.
Trying to fix load time issues on q3bsps with a lot of curves.
Fixed sprites.
Added warning prints/spam where the new backend is bypassed, thus marking things that still need to be fixed.
QTV proxy fixed to not sit on qw servers unless someone is actually watching. Will ping for status requests still.
QTV proxy now supports ipv6.
QTV proxy now attempts to use the fte browser plugin.
Reworked the browser plugin code, now uses threads instead of ugly hacks. This should make cooperation with other such plugins work. Fixes unresponsiveness of opera, and gives an API that can be used from any other bit of software you want, tbh (read: internet explorer/activex plugins).

git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3516 fc73d0e0-1445-4013-8a0c-d673dee63da5
2010-03-14 14:35:56 +00:00

946 lines
19 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
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.
*/
// gl_warp.c -- sky and water polygons
#include "quakedef.h"
#if defined(GLQUAKE) || defined(D3DQUAKE)
#include "glquake.h"
#include "shader.h"
#include <ctype.h>
static void R_CalcSkyChainBounds (msurface_t *s);
static void GL_DrawSkyGrid (texture_t *tex);
static void GL_DrawSkySphere (msurface_t *fa);
static void GL_SkyForceDepth(msurface_t *fa);
static void GL_DrawSkyBox (texid_t *texnums, msurface_t *s);
//static int skytexturenum;
static float speedscale; // for top sky and bottom sky
//static float skyrotate;
//static vec3_t skyaxis;
//static qboolean usingskybox;
//static msurface_t *warpface;
//extern cvar_t r_skyboxname;
extern cvar_t gl_skyboxdist;
extern cvar_t r_fastsky;
extern cvar_t r_fastskycolour;
//static char defaultskybox[MAX_QPATH];
//static int skyprogram;
//static int skyprogram_time;
//static int skyprogram_eyepos;
//static int waterprogram;
//static int waterprogram_time;
static qboolean overrideskybox;
static texid_t overrideskyboxtex[6];
//static vec3_t glskycolor;
//=========================================================
/*
=================
GL_DrawSkyChain
=================
*/
#ifdef GLQUAKE
static void R_DrawSkyBoxChain (msurface_t *s);
void R_DrawSkyChain (msurface_t *s)
{
texid_t *skyboxtex;
skyboxtex = s->texinfo->texture->shader->skydome->farbox_textures;
R_CalcSkyChainBounds(s);
#ifdef GLQUAKE
if (qrenderer == QR_OPENGL)
{
GL_DrawSkyBox (skyboxtex, s);
GL_SkyForceDepth(s);
return;
}
#endif
if (*r_fastsky.string)
{
GL_DrawSkyGrid(s->texinfo->texture);
GL_SkyForceDepth(s);
}
else
{
GL_DrawSkySphere(s);
GL_SkyForceDepth(s);
}
R_IBrokeTheArrays();
}
#endif
/*
=================================================================
Quake 2 environment sky
=================================================================
*/
static vec3_t skyclip[6] = {
{1,1,0},
{1,-1,0},
{0,-1,1},
{0,1,1},
{1,0,1},
{-1,0,1}
};
static int c_sky;
// 1 = s, 2 = t, 3 = 2048
static int st_to_vec[6][3] =
{
{3,-1,2},
{-3,1,2},
{1,3,2},
{-1,-3,2},
{-2,-1,3}, // 0 degrees yaw, look straight up
{2,-1,-3} // look straight down
// {-1,2,3},
// {1,2,-3}
};
// s = [0]/[2], t = [1]/[2]
static int vec_to_st[6][3] =
{
{-2,3,1},
{2,3,-1},
{1,3,2},
{-1,3,-2},
{-2,-1,3},
{-2,1,-3}
// {-1,2,3},
// {1,2,-3}
};
static float skymins[2][6], skymaxs[2][6];
static void DrawSkyPolygon (int nump, vec3_t vecs)
{
int i,j;
vec3_t v, av;
float s, t, dv;
int axis;
float *vp;
c_sky++;
// decide which face it maps to
VectorClear (v);
for (i=0, vp=vecs ; i<nump ; i++, vp+=3)
{
VectorAdd (vp, v, v);
}
av[0] = fabs(v[0]);
av[1] = fabs(v[1]);
av[2] = fabs(v[2]);
if (av[0] > av[1] && av[0] > av[2])
{
if (v[0] < 0)
axis = 1;
else
axis = 0;
}
else if (av[1] > av[2] && av[1] > av[0])
{
if (v[1] < 0)
axis = 3;
else
axis = 2;
}
else
{
if (v[2] < 0)
axis = 5;
else
axis = 4;
}
// project new texture coords
for (i=0 ; i<nump ; i++, vecs+=3)
{
j = vec_to_st[axis][2];
if (j > 0)
dv = vecs[j - 1];
else
dv = -vecs[-j - 1];
if (dv < 0.001)
continue; // don't divide by zero
j = vec_to_st[axis][0];
if (j < 0)
s = -vecs[-j -1] / dv;
else
s = vecs[j-1] / dv;
j = vec_to_st[axis][1];
if (j < 0)
t = -vecs[-j -1] / dv;
else
t = vecs[j-1] / dv;
if (s < skymins[0][axis])
skymins[0][axis] = s;
if (t < skymins[1][axis])
skymins[1][axis] = t;
if (s > skymaxs[0][axis])
skymaxs[0][axis] = s;
if (t > skymaxs[1][axis])
skymaxs[1][axis] = t;
}
}
#define MAX_CLIP_VERTS 64
static void ClipSkyPolygon (int nump, vec3_t vecs, int stage)
{
float *norm;
float *v;
qboolean front, back;
float d, e;
float dists[MAX_CLIP_VERTS];
int sides[MAX_CLIP_VERTS];
vec3_t newv[2][MAX_CLIP_VERTS];
int newc[2];
int i, j;
if (nump > MAX_CLIP_VERTS-2)
Sys_Error ("ClipSkyPolygon: MAX_CLIP_VERTS");
if (stage == 6)
{ // fully clipped, so draw it
DrawSkyPolygon (nump, vecs);
return;
}
front = back = false;
norm = skyclip[stage];
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
d = DotProduct (v, norm);
if (d > ON_EPSILON)
{
front = true;
sides[i] = SIDE_FRONT;
}
else if (d < -ON_EPSILON)
{
back = true;
sides[i] = SIDE_BACK;
}
else
sides[i] = SIDE_ON;
dists[i] = d;
}
if (!front || !back)
{ // not clipped
ClipSkyPolygon (nump, vecs, stage+1);
return;
}
// clip it
sides[i] = sides[0];
dists[i] = dists[0];
VectorCopy (vecs, (vecs+(i*3)) );
newc[0] = newc[1] = 0;
for (i=0, v = vecs ; i<nump ; i++, v+=3)
{
switch (sides[i])
{
case SIDE_FRONT:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
break;
case SIDE_BACK:
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
case SIDE_ON:
VectorCopy (v, newv[0][newc[0]]);
newc[0]++;
VectorCopy (v, newv[1][newc[1]]);
newc[1]++;
break;
}
if (sides[i] == SIDE_ON || sides[i+1] == SIDE_ON || sides[i+1] == sides[i])
continue;
d = dists[i] / (dists[i] - dists[i+1]);
for (j=0 ; j<3 ; j++)
{
e = v[j] + d*(v[j+3] - v[j]);
newv[0][newc[0]][j] = e;
newv[1][newc[1]][j] = e;
}
newc[0]++;
newc[1]++;
}
// continue
ClipSkyPolygon (newc[0], newv[0][0], stage+1);
ClipSkyPolygon (newc[1], newv[1][0], stage+1);
}
/*
=================
R_DrawSkyBoxChain
=================
*/
static void R_CalcSkyChainBounds (msurface_t *s)
{
msurface_t *fa;
int i;
vec3_t verts[MAX_CLIP_VERTS];
c_sky = 0;
for (i=0 ; i<6 ; i++)
{
skymins[0][i] = skymins[1][i] = 9999;
skymaxs[0][i] = skymaxs[1][i] = -9999;
}
// calculate vertex values for sky box
for (fa=s ; fa ; fa=fa->texturechain)
{
//triangulate
for (i=2 ; i<fa->mesh->numvertexes ; i++)
{
VectorSubtract (fa->mesh->xyz_array[0], r_origin, verts[0]);
VectorSubtract (fa->mesh->xyz_array[i-1], r_origin, verts[1]);
VectorSubtract (fa->mesh->xyz_array[i], r_origin, verts[2]);
ClipSkyPolygon (3, verts[0], 0);
}
}
}
#define skygridx 16
#define skygridx1 (skygridx + 1)
#define skygridxrecip (1.0f / (skygridx))
#define skygridy 16
#define skygridy1 (skygridy + 1)
#define skygridyrecip (1.0f / (skygridy))
#define skysphere_numverts (skygridx1 * skygridy1)
#define skysphere_numtriangles (skygridx * skygridy * 2)
static int skymade;
static index_t skysphere_element3i[skysphere_numtriangles * 3];
static float skysphere_texcoord2f[skysphere_numverts * 2];
#ifdef D3DQUAKE
static float skysphere_d3dvertex[skysphere_numverts * 5];
static d3d_animateskysphere(float time)
{
int i;
float *d3dvert, *texcoord2f;
d3dvert = skysphere_d3dvertex;
texcoord2f = skysphere_texcoord2f;
for (i = 0; i < skysphere_numverts; i++)
{
d3dvert[3] = time+*texcoord2f++;
d3dvert[4] = time+*texcoord2f++;
d3dvert+=5;
}
}
static void d3d_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *d3dvert, *texcoord2f;
float dx, dy, dz;
float texscale;
if (skymade == skytype+500)
return;
skymade = skytype+500;
if (skytype == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
texscale*=3;
dx = 16;
dy = 16;
dz = 16 / 3;
d3dvert = skysphere_d3dvertex;
texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
ax = cos(a * M_PI * 2);
ay = -sin(a * M_PI * 2);
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
*d3dvert++ = v[0]*1000;
*d3dvert++ = v[1]*1000;
*d3dvert++ = v[2]*1000;
d3dvert+=2;
*texcoord2f++ = v[0] * length;
*texcoord2f++ = v[1] * length;
}
}
e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
*e++ = j * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
}
}
#endif
#ifdef GLQUAKE
static vecV_t skysphere_vertex3f[skysphere_numverts];
static mesh_t skymesh;
static void gl_skyspherecalc(int skytype)
{ //yes, this is basically stolen from DarkPlaces
int i, j;
index_t *e;
float a, b, x, ax, ay, v[3], length, *texcoord2f;
vecV_t* vertex;
float dx, dy, dz;
float texscale;
if (skymade == skytype)
return;
skymade = skytype;
if (skymade == 2)
texscale = 1/16.0f;
else
texscale = 1/1.5f;
texscale*=3;
skymesh.indexes = skysphere_element3i;
skymesh.st_array = (void*)skysphere_texcoord2f;
skymesh.lmst_array = (void*)skysphere_texcoord2f;
skymesh.xyz_array = (void*)skysphere_vertex3f;
skymesh.numindexes = skysphere_numtriangles * 3;
skymesh.numvertexes = skysphere_numverts;
dx = 16;
dy = 16;
dz = 16 / 3;
vertex = skysphere_vertex3f;
texcoord2f = skysphere_texcoord2f;
for (j = 0;j <= skygridy;j++)
{
a = j * skygridyrecip;
ax = cos(a * M_PI * 2);
ay = -sin(a * M_PI * 2);
for (i = 0;i <= skygridx;i++)
{
b = i * skygridxrecip;
x = cos((b + 0.5) * M_PI);
v[0] = ax*x * dx;
v[1] = ay*x * dy;
v[2] = -sin((b + 0.5) * M_PI) * dz;
length = texscale / sqrt(v[0]*v[0]+v[1]*v[1]+(v[2]*v[2]*9));
*texcoord2f++ = v[0] * length;
*texcoord2f++ = v[1] * length;
(*vertex)[0] = v[0];
(*vertex)[1] = v[1];
(*vertex)[2] = v[2];
vertex++;
}
}
e = skysphere_element3i;
for (j = 0;j < skygridy;j++)
{
for (i = 0;i < skygridx;i++)
{
*e++ = j * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
*e++ = j * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i + 1;
*e++ = (j + 1) * skygridx1 + i;
}
}
}
static void GL_SkyForceDepth(msurface_t *fa)
{
vbo_t *v;
mesh_t *m;
if (!cls.allow_skyboxes) //allow a little extra fps.
{//Draw the texture chain to only the depth buffer.
v = &fa->texinfo->texture->vbo;
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, v->vboe);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, v->vbocoord);
qglVertexPointer(3, GL_FLOAT, 0, v->coord);
qglDisable(GL_TEXTURE_2D);
if (qglColorMask)
qglColorMask(0,0,0,0);
for (; fa; fa = fa->texturechain)
{
m = fa->mesh;
qglDrawRangeElements(GL_TRIANGLES, m->vbofirstvert, m->vbofirstvert+m->numvertexes, m->numindexes, GL_INDEX_TYPE, v->indicies+m->vbofirstelement);
}
if (qglColorMask)
qglColorMask(1,1,1,1);
qglBindBufferARB(GL_ELEMENT_ARRAY_BUFFER_ARB, 0);
qglBindBufferARB(GL_ARRAY_BUFFER_ARB, 0);
R_IBrokeTheArrays();
}
}
static void FTE_DEPRECATED GL_DrawAliasMesh (mesh_t *mesh, texid_t texnum)
{
shader_t shader;
memset(&shader, 0, sizeof(shader));
shader.numpasses = 1;
shader.passes[0].numMergedPasses = 1;
shader.passes[0].anim_frames[0] = texnum;
shader.passes[0].rgbgen = RGB_GEN_IDENTITY;
shader.passes[0].alphagen = ALPHA_GEN_IDENTITY;
shader.passes[0].shaderbits |= SBITS_MISC_DEPTHWRITE;
shader.passes[0].blendmode = GL_MODULATE;
shader.passes[0].texgen = T_GEN_SINGLEMAP;
BE_DrawMeshChain(&shader, mesh, NULL, NULL);
}
static void GL_DrawSkySphere (msurface_t *fa)
{
extern cvar_t gl_maxdist;
float time = cl.gametime+realtime-cl.gametimemark;
float skydist = gl_maxdist.value;
if (skydist<1)
skydist=gl_skyboxdist.value;
skydist/=16;
//scale sky sphere and place around view origin.
qglPushMatrix();
qglTranslatef(r_refdef.vieworg[0], r_refdef.vieworg[1], r_refdef.vieworg[2]);
qglScalef(skydist, skydist, skydist);
//draw in bulk? this is eeevil
//FIXME: We should use the skybox clipping code and split the sphere into 6 sides.
if (fa->texinfo->texture->shader)
{ //the shader route.
meshbuffer_t mb;
gl_skyspherecalc(2);
mb.infokey = -1;
mb.dlightbits = 0;
mb.entity = &r_worldentity;
mb.shader = fa->texinfo->texture->shader;
mb.fog = NULL;
mb.mesh = &skymesh;
R_PushMesh(mb.mesh, mb.shader->features);
R_RenderMeshBuffer(&mb, false);
}
else
{ //the boring route.
gl_skyspherecalc(1);
qglMatrixMode(GL_TEXTURE);
qglPushMatrix();
qglTranslatef(time*8/128, time*8/128, 0);
GL_DrawAliasMesh(&skymesh, fa->texinfo->texture->shader->defaulttextures.base);
qglColor4f(1,1,1,0.5);
qglEnable(GL_BLEND);
qglTranslatef(time*8/128, time*8/128, 0);
GL_DrawAliasMesh(&skymesh, fa->texinfo->texture->shader->defaulttextures.fullbright);
qglDisable(GL_BLEND);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
}
qglPopMatrix();
}
#endif
#ifdef GLQUAKE
static void GL_MakeSkyVec (float s, float t, int axis)
{
vec3_t v, b;
int j, k;
float skydist = gl_skyboxdist.value;
extern cvar_t gl_maxdist;
if (!skydist)
{
// if (r_shadows.value || !gl_maxdist.value)
// skydist = 1000000; //inifite distance
// else
skydist = gl_maxdist.value * 0.577;
}
b[0] = s*skydist;
b[1] = t*skydist;
b[2] = skydist;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
}
// avoid bilerp seam
s = (s+1)*0.5;
t = (t+1)*0.5;
if (s < 1.0/512)
s = 1.0/512;
else if (s > 511.0/512)
s = 511.0/512;
if (t < 1.0/512)
t = 1.0/512;
else if (t > 511.0/512)
t = 511.0/512;
t = 1.0 - t;
qglTexCoord2f (s, t);
qglVertex3fv (v);
}
static void EmitSkyGridVert (vec3_t v)
{
vec3_t dir;
float s, t;
float length;
VectorSubtract (v, r_origin, dir);
dir[2] *= 3; // flatten the sphere
length = VectorLength (dir);
length = 6*63/length;
dir[0] *= length;
dir[1] *= length;
s = (speedscale + dir[0]) * (1.0/128);
t = (speedscale + dir[1]) * (1.0/128);
qglTexCoord2f (s, t);
qglVertex3fv (v);
}
// s and t range from -1 to 1
static void MakeSkyGridVec2 (float s, float t, int axis, vec3_t v)
{
vec3_t b;
int j, k;
float skydist = gl_skyboxdist.value;
extern cvar_t gl_maxdist;
if (!skydist)
{
// if (r_shadows.value || !gl_maxdist.value)
// skydist = 1000000; //inifite distance
// else
skydist = gl_maxdist.value * 0.577;
}
b[0] = s*skydist;
b[1] = t*skydist;
b[2] = skydist;
for (j=0 ; j<3 ; j++)
{
k = st_to_vec[axis][j];
if (k < 0)
v[j] = -b[-k - 1];
else
v[j] = b[k - 1];
v[j] += r_origin[j];
}
}
#define SUBDIVISIONS 10
static void GL_DrawSkyGridFace (int axis)
{
int i, j;
vec3_t vecs[4];
float s, t;
float fstep = 2.0 / SUBDIVISIONS;
qglBegin (GL_QUADS);
for (i = 0; i < SUBDIVISIONS; i++)
{
s = (float)(i*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (s + fstep < skymins[0][axis] || s > skymaxs[0][axis])
continue;
for (j = 0; j < SUBDIVISIONS; j++)
{
t = (float)(j*2 - SUBDIVISIONS) / SUBDIVISIONS;
if (t + fstep < skymins[1][axis] || t > skymaxs[1][axis])
continue;
MakeSkyGridVec2 (s, t, axis, vecs[0]);
MakeSkyGridVec2 (s, t + fstep, axis, vecs[1]);
MakeSkyGridVec2 (s + fstep, t + fstep, axis, vecs[2]);
MakeSkyGridVec2 (s + fstep, t, axis, vecs[3]);
EmitSkyGridVert (vecs[0]);
EmitSkyGridVert (vecs[1]);
EmitSkyGridVert (vecs[2]);
EmitSkyGridVert (vecs[3]);
}
}
qglEnd ();
}
static void GL_DrawSkyGrid (texture_t *tex)
{
int i;
float time = cl.gametime+realtime-cl.gametimemark;
PPL_RevertToKnownState();
GL_Bind (tex->shader->defaulttextures.base);
speedscale = time*8;
speedscale -= (int)speedscale & ~127;
for (i = 0; i < 6; i++)
{
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
continue;
GL_DrawSkyGridFace (i);
}
qglEnable (GL_BLEND);
GL_Bind (tex->shader->defaulttextures.fullbright);
speedscale = time*16;
speedscale -= (int)speedscale & ~127;
for (i = 0; i < 6; i++)
{
if ((skymins[0][i] >= skymaxs[0][i] || skymins[1][i] >= skymaxs[1][i]))
continue;
GL_DrawSkyGridFace (i);
}
qglDisable (GL_BLEND);
}
#endif
/*
==============
R_DrawSkyBox
==============
*/
static int skytexorder[6] = {0,2,1,3,4,5};
#ifdef GLQUAKE
static void GL_DrawSkyBox (texid_t *texnums, msurface_t *s)
{
int i;
if (cl.skyrotate)
{
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] < skymaxs[0][i]
&& skymins[1][i] < skymaxs[1][i])
break;
skymins[0][i] = -1; //fully visible
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
if (i == 6)
return; //can't see anything
for ( ; i<6 ; i++)
{
skymins[0][i] = -1;
skymins[1][i] = -1;
skymaxs[0][i] = 1;
skymaxs[1][i] = 1;
}
}
qglPushMatrix ();
qglTranslatef (r_origin[0], r_origin[1], r_origin[2]);
if (cl.skyrotate)
qglRotatef (cl.time * cl.skyrotate, cl.skyaxis[0], cl.skyaxis[1], cl.skyaxis[2]);
for (i=0 ; i<6 ; i++)
{
if (skymins[0][i] >= skymaxs[0][i]
|| skymins[1][i] >= skymaxs[1][i])
continue;
GL_Bind (texnums[skytexorder[i]]);
qglBegin (GL_QUADS);
GL_MakeSkyVec (skymins[0][i], skymins[1][i], i);
GL_MakeSkyVec (skymins[0][i], skymaxs[1][i], i);
GL_MakeSkyVec (skymaxs[0][i], skymaxs[1][i], i);
GL_MakeSkyVec (skymaxs[0][i], skymins[1][i], i);
qglEnd ();
}
qglPopMatrix ();
}
#endif
//===============================================================
/*
=============
R_InitSky
A sky texture is 256*128, with the right side being a masked overlay
==============
*/
texnums_t R_InitSky (texture_t *mt)
{
int i, j, p;
qbyte *src;
unsigned trans[128*128];
unsigned transpix, alphamask;
int r, g, b;
unsigned *rgba;
char name[MAX_QPATH];
texnums_t tn;
memset(&tn, 0, sizeof(tn));
src = (qbyte *)mt + mt->offsets[0];
// make an average value for the back to avoid
// a fringe on the top level
r = g = b = 0;
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j + 128];
rgba = &d_8to24rgbtable[p];
trans[(i*128) + j] = *rgba;
r += ((qbyte *)rgba)[0];
g += ((qbyte *)rgba)[1];
b += ((qbyte *)rgba)[2];
}
((qbyte *)&transpix)[0] = r/(128*128);
((qbyte *)&transpix)[1] = g/(128*128);
((qbyte *)&transpix)[2] = b/(128*128);
((qbyte *)&transpix)[3] = 0;
Q_snprintfz(name, sizeof(name), "%s_solid", mt->name);
Q_strlwr(name);
tn.base = R_LoadReplacementTexture(name, NULL, IF_NOALPHA);
if (!TEXVALID(tn.base))
tn.base = R_LoadTexture32(name, 128, 128, trans, IF_NOALPHA|IF_NOGAMMA);
alphamask = LittleLong(0x7fffffff);
for (i=0 ; i<128 ; i++)
for (j=0 ; j<128 ; j++)
{
p = src[i*256 + j];
if (p == 0)
trans[(i*128) + j] = transpix;
else
trans[(i*128) + j] = d_8to24rgbtable[p] & alphamask;
}
Q_snprintfz(name, sizeof(name), "%s_trans", mt->name);
Q_strlwr(name);
tn.fullbright = R_LoadReplacementTexture(name, NULL, 0);
if (!TEXVALID(tn.fullbright))
tn.fullbright = R_LoadTexture32(name, 128, 128, trans, IF_NOGAMMA);
return tn;
}
#endif