quakespasm/Quake/gl_rmisc.c
Ozkan Sezer 10b8caa816 gl_rmain.c, gl_rmisc.c, cl_tent.c, quakedef.h: removed leftovers from GLTEST.
git-svn-id: svn://svn.code.sf.net/p/quakespasm/code/trunk/quakespasm@177 af15c1b1-3010-417e-b628-4374ebc0bcbd
2010-06-01 10:55:40 +00:00

403 lines
10 KiB
C

/*
Copyright (C) 1996-2001 Id Software, Inc.
Copyright (C) 2002-2009 John Fitzgibbons and others
Copyright (C) 2007-2008 Kristian Duske
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 "quakedef.h"
//johnfitz -- new cvars
extern cvar_t r_stereo;
extern cvar_t r_stereodepth;
extern cvar_t r_clearcolor;
extern cvar_t r_drawflat;
extern cvar_t r_flatlightstyles;
extern cvar_t gl_fullbrights;
extern cvar_t gl_farclip;
extern cvar_t gl_overbright;
extern cvar_t gl_overbright_models;
extern cvar_t r_waterquality;
extern cvar_t r_oldwater;
extern cvar_t r_waterwarp;
extern cvar_t r_oldskyleaf;
extern cvar_t r_drawworld;
extern cvar_t r_showtris;
extern cvar_t r_showbboxes;
extern cvar_t r_lerpmodels;
extern cvar_t r_lerpmove;
extern cvar_t r_nolerp_list;
//johnfitz
extern float load_subdivide_size; //johnfitz -- remember what subdivide_size value was when this map was loaded
extern cvar_t gl_subdivide_size; //johnfitz -- moved here from gl_model.c
extern gltexture_t *playertextures[MAX_SCOREBOARD]; //johnfitz
void R_NoLerpList_f (void); //johnfitz
/*
====================
GL_Overbright_f -- johnfitz
====================
*/
void GL_Overbright_f (void)
{
R_RebuildAllLightmaps ();
}
/*
====================
GL_Fullbrights_f -- johnfitz
====================
*/
void GL_Fullbrights_f (void)
{
TexMgr_ReloadNobrightImages ();
}
/*
====================
R_SetClearColor_f -- johnfitz
====================
*/
void R_SetClearColor_f (void)
{
byte *rgb;
int s;
s = (int)r_clearcolor.value & 0xFF;
rgb = (byte*)(d_8to24table + s);
glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
}
/*
====================
R_Novis_f -- johnfitz
====================
*/
void R_Novis_f (void)
{
extern int vis_changed;
vis_changed = 1;
}
/*
====================
R_OldSkyLeaf_f -- johnfitz
====================
*/
void R_OldSkyLeaf_f (void)
{
extern int vis_changed;
vis_changed = 1;
}
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
void R_Envmap_f (void)
{
byte buffer[256*256*4];
refdef_t save_refdef;
if (cls.state != ca_connected)
return;
memcpy (&save_refdef, &r_refdef, sizeof(refdef_t));
glDrawBuffer (GL_FRONT);
glReadBuffer (GL_FRONT);
envmap = true;
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 = false;
glDrawBuffer (GL_BACK);
glReadBuffer (GL_BACK);
GL_EndRendering ();
memcpy (&r_refdef, &save_refdef, sizeof(refdef_t));
vid.recalc_refdef = 1;
}
/*
===============
R_Init
===============
*/
void R_Init (void)
{
extern cvar_t gl_finish;
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand ("envmap", R_Envmap_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
Cvar_RegisterVariable (&r_norefresh, NULL);
Cvar_RegisterVariable (&r_lightmap, NULL);
Cvar_RegisterVariable (&r_fullbright, NULL);
Cvar_RegisterVariable (&r_drawentities, NULL);
Cvar_RegisterVariable (&r_drawviewmodel, NULL);
Cvar_RegisterVariable (&r_shadows, NULL);
Cvar_RegisterVariable (&r_wateralpha, NULL);
Cvar_RegisterVariable (&r_dynamic, NULL);
Cvar_RegisterVariable (&r_novis, R_Novis_f);
Cvar_RegisterVariable (&r_speeds, NULL);
Cvar_RegisterVariable (&gl_finish, NULL);
Cvar_RegisterVariable (&gl_clear, NULL);
Cvar_RegisterVariable (&gl_cull, NULL);
Cvar_RegisterVariable (&gl_smoothmodels, NULL);
Cvar_RegisterVariable (&gl_affinemodels, NULL);
Cvar_RegisterVariable (&gl_polyblend, NULL);
Cvar_RegisterVariable (&gl_flashblend, NULL);
Cvar_RegisterVariable (&gl_playermip, NULL);
Cvar_RegisterVariable (&gl_nocolors, NULL);
//johnfitz -- new cvars
Cvar_RegisterVariable (&r_stereo, NULL);
Cvar_RegisterVariable (&r_stereodepth, NULL);
Cvar_RegisterVariable (&r_clearcolor, R_SetClearColor_f);
Cvar_RegisterVariable (&r_waterquality, NULL);
Cvar_RegisterVariable (&r_oldwater, NULL);
Cvar_RegisterVariable (&r_waterwarp, NULL);
Cvar_RegisterVariable (&r_drawflat, NULL);
Cvar_RegisterVariable (&r_flatlightstyles, NULL);
Cvar_RegisterVariable (&r_oldskyleaf, R_OldSkyLeaf_f);
Cvar_RegisterVariable (&r_drawworld, NULL);
Cvar_RegisterVariable (&r_showtris, NULL);
Cvar_RegisterVariable (&r_showbboxes, NULL);
Cvar_RegisterVariable (&gl_farclip, NULL);
Cvar_RegisterVariable (&gl_fullbrights, GL_Fullbrights_f);
Cvar_RegisterVariable (&gl_overbright, GL_Overbright_f);
Cvar_RegisterVariable (&gl_overbright_models, NULL);
Cvar_RegisterVariable (&r_lerpmodels, NULL);
Cvar_RegisterVariable (&r_lerpmove, NULL);
Cvar_RegisterVariable (&r_nolerp_list, R_NoLerpList_f);
//johnfitz
Cvar_RegisterVariable (&gl_subdivide_size, NULL); //johnfitz -- moved here from gl_model.c
R_InitParticles ();
R_SetClearColor_f (); //johnfitz
Sky_Init (); //johnfitz
Fog_Init (); //johnfitz
}
/*
===============
R_NoLerpList_f -- johnfitz -- called when r_nolerp_list cvar changes
===============
*/
void R_NoLerpList_f (void)
{
int i;
for (i=0; i < MAX_MODELS; i++)
Mod_SetExtraFlags (cl.model_precache[i]);
}
/*
===============
R_TranslatePlayerSkin -- johnfitz -- rewritten. also, only handles new colors, not new skins
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
int top, bottom;
top = (cl.scores[playernum].colors & 0xf0)>>4;
bottom = cl.scores[playernum].colors &15;
//FIXME: if gl_nocolors is on, then turned off, the textures may be out of sync with the scoreboard colors.
if (!gl_nocolors.value)
if (playertextures[playernum])
TexMgr_ReloadImage (playertextures[playernum], top, bottom);
}
/*
===============
R_TranslateNewPlayerSkin -- johnfitz -- split off of TranslatePlayerSkin -- this is called when
the skin or model actually changes, instead of just new colors
added bug fix from bengt jardup
===============
*/
void R_TranslateNewPlayerSkin (int playernum)
{
char name[64];
byte *pixels;
aliashdr_t *paliashdr;
int skinnum;
//get correct texture pixels
currententity = &cl_entities[1+playernum];
if (!currententity->model || currententity->model->type != mod_alias)
return;
paliashdr = (aliashdr_t *)Mod_Extradata (currententity->model);
skinnum = currententity->skinnum;
//TODO: move these tests to the place where skinnum gets received from the server
if (skinnum < 0 || skinnum >= paliashdr->numskins)
{
Con_DPrintf("(%d): Invalid player skin #%d\n", playernum, skinnum);
skinnum = 0;
}
pixels = (byte *)paliashdr + paliashdr->texels[skinnum]; // This is not a persistent place!
//upload new image
sprintf(name, "player_%i", playernum);
playertextures[playernum] = TexMgr_LoadImage (currententity->model, name, paliashdr->skinwidth, paliashdr->skinheight,
SRC_INDEXED, pixels, paliashdr->gltextures[skinnum][0]->source_file, paliashdr->gltextures[skinnum][0]->source_offset, TEXPREF_PAD | TEXPREF_OVERWRITE);
//now recolor it
R_TranslatePlayerSkin (playernum);
}
/*
===============
R_NewGame -- johnfitz -- handle a game switch
===============
*/
void R_NewGame (void)
{
int i;
//clear playertexture pointers (the textures themselves were freed by texmgr_newgame)
for (i=0; i<MAX_SCOREBOARD; i++)
playertextures[i] = NULL;
}
/*
===============
R_NewMap
===============
*/
void R_NewMap (void)
{
int i;
for (i=0 ; i<256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
GL_BuildLightmaps ();
r_framecount = 0; //johnfitz -- paranoid?
r_visframecount = 0; //johnfitz -- paranoid?
Sky_NewMap (); //johnfitz -- skybox in worldspawn
Fog_NewMap (); //johnfitz -- global fog in worldspawn
load_subdivide_size = gl_subdivide_size.value; //johnfitz -- is this the right place to set this?
}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
int i;
float start, stop, time;
glDrawBuffer (GL_FRONT);
glFinish ();
start = Sys_FloatTime ();
for (i=0 ; i<128 ; i++)
{
r_refdef.viewangles[1] = i/128.0*360.0;
R_RenderView ();
}
glFinish ();
stop = Sys_FloatTime ();
time = stop-start;
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
glDrawBuffer (GL_BACK);
GL_EndRendering ();
}
void D_FlushCaches (void)
{
}