/* Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 2007 Peter Mackay and Chris Swindle. Copyright (C) 2008-2009 Crow_bar. 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 CL_CopyPlayerInfo (entity_t *ent, entity_t *player); } void GL_InitTextureUsage (); qboolean r_loadq3player = qfalse; int decal_blood1, decal_blood2, decal_blood3, decal_q3blood, decal_burn, decal_mark, decal_glow; /* ================== R_InitOtherTextures ================== */ void R_InitOtherTextures (void) { sniper_scope = Draw_CachePic ("gfx/hud/scope_256"); zombie_skins[0][0] = loadtextureimage ("models/ai/zfull.mdl_0", 0, 0, qtrue, GU_LINEAR); GL_MarkTextureAsPermanent(zombie_skins[0][0]); // PSP PHAT: Only have 1 Zombie skin.. this saves 192kB of VRAM, well worth it. #ifdef SLIM zombie_skins[0][1] = loadtextureimage ("models/ai/zfull.mdl_1", 0, 0, qtrue, GU_LINEAR); zombie_skins[1][0] = loadtextureimage ("models/ai/zfull.mdl_2", 0, 0, qtrue, GU_LINEAR); zombie_skins[1][1] = loadtextureimage ("models/ai/zfull.mdl_3", 0, 0, qtrue, GU_LINEAR); GL_MarkTextureAsPermanent(zombie_skins[0][1]); GL_MarkTextureAsPermanent(zombie_skins[1][0]); GL_MarkTextureAsPermanent(zombie_skins[1][1]); #else zombie_skins[0][1] = zombie_skins[0][0]; zombie_skins[1][0] = zombie_skins[0][0]; zombie_skins[1][1] = zombie_skins[0][0]; #endif // SLIM decal_burn = loadtextureimage ("textures/decals/explo_burn01", 0, 0, qfalse, GU_LINEAR); GL_MarkTextureAsPermanent(decal_burn); decal_blood1 = decal_blood2 = decal_blood3 = decal_q3blood = decal_burn; decal_mark = loadtextureimage ("textures/decals/particle_burn01", 0, 0, qfalse, GU_LINEAR); GL_MarkTextureAsPermanent(decal_mark); decal_glow = loadtextureimage ("textures/decals/glow2", 0, 0, qfalse, GU_LINEAR); GL_MarkTextureAsPermanent(decal_glow); } /* ================== 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}, }; byte dottexture2[16][16] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0}, {0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0}, {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}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,0,0,0}, {0,1,1,1,1,1,1,1,1,1,1,1,1,1,1,0}, {0,0,1,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,1,1,1,1,1,1,1,1,1,1,1,0,0}, {0,0,0,1,1,1,0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,1,0,0,0,0,1,0,0,0,0,0}, {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_LoadImages ("_particle_", 16, 16, &data[0][0][0], qtrue, GU_LINEAR, 0, 2); } //extern qboolean config_lock; void LoadMapConfig (void) { /* char *mapname = ""; if (DF_FindFile("config.cfg")) { Cbuf_AddText ("exec config.cfg\n"); Cbuf_Execute (); } if (DF_FindFile("autoexec.cfg")) { Cbuf_AddText ("exec autoexec.cfg\n"); Cbuf_Execute (); } config_lock = qfalse; //mapname = cl_map.string; Con_Printf("loading cfg for %s\n", mapname); if (DF_FindFile(va("%s.cfg",mapname))) { //config_lock = true; Cbuf_AddText (va("exec %s.cfg\n", mapname)); Cbuf_Execute (); } */ } // joe: added from FuhQuake void R_PreMapLoad (char *mapname) { Cvar_Set ("map", mapname); } /* =============== R_Envmap_f Grab six views for environment mapping tests =============== */ #define ENVMAP_SIZE 256*256*4 void R_Envmap_f (void) { byte *buffer; buffer = static_cast(Q_malloc(ENVMAP_SIZE)); if(!buffer) { Con_Printf("ENV MAP FAILED, buffer not created\n"); return; } 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 (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env0.rgb", buffer, ENVMAP_SIZE); r_refdef.viewangles[1] = 90; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env1.rgb", buffer, ENVMAP_SIZE); r_refdef.viewangles[1] = 180; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env2.rgb", buffer, ENVMAP_SIZE); r_refdef.viewangles[1] = 270; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env3.rgb", buffer, ENVMAP_SIZE); r_refdef.viewangles[0] = -90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env4.rgb", buffer, ENVMAP_SIZE); r_refdef.viewangles[0] = 90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); GL_GetPixelsRGBA(buffer, 256, 256, 0); COM_WriteFile ("env5.rgb", buffer, ENVMAP_SIZE); envmap = qfalse; GL_EndRendering (); if(buffer) { free(buffer); buffer = NULL; } } /* =============== R_Init =============== */ void R_InitDecals (void); void R_ToggleDecals_f (void); void R_ToggleParticles_f (void); void R_Init (void) { Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cmd_AddCommand ("envmap", R_Envmap_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_f); Cmd_AddCommand ("toggleparticles", R_ToggleParticles_f); Cmd_AddCommand ("toggledecals", R_ToggleDecals_f); Cvar_RegisterVariable (&r_hlbsponly); Cvar_RegisterVariable (&r_partalpha); Cvar_RegisterVariable (&r_restexf); Cvar_RegisterVariable (&r_texcompr); Cvar_RegisterVariable (&r_skyfog); Cvar_RegisterVariable (&r_skydis); Cvar_RegisterVariable (&r_caustics); Cvar_RegisterVariable (&r_detail); Cvar_RegisterVariable (&r_detail_mipmaps); Cvar_RegisterVariable (&r_detail_mipmaps_func); Cvar_RegisterVariable (&r_detail_mipmaps_bias); Cvar_RegisterVariable (&r_waterripple); 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_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_mipmaps); Cvar_RegisterVariable (&r_mipmaps_func); Cvar_RegisterVariable (&r_mipmaps_bias); Cvar_RegisterVariable (&r_retro); // dr_mabuse1981: "retro filter". Cvar_RegisterVariable (&r_maxrange); Cvar_RegisterVariable (&r_i_model_animation); Cvar_RegisterVariable (&r_i_model_transform); Cvar_RegisterVariable (&r_fastsky); Cvar_RegisterVariable (&r_skycolor); Cvar_RegisterVariable (&r_skyfogblend); Cvar_RegisterVariable (&r_loadq3models); Cvar_RegisterVariable (&r_farclip); Cvar_RegisterVariable (&r_asynch); Cvar_RegisterVariable (&gl_keeptjunctions); Cvar_RegisterVariable (&r_waterwarp); Cvar_RegisterVariable (&r_showbboxes); Cvar_RegisterVariable (&r_showbboxes_full); Cvar_RegisterVariable (&r_polyblend); Cvar_RegisterVariable (&r_showtris); Cvar_RegisterVariable (&r_showtris_full); Cvar_RegisterVariable (&cl_loadmapcfg); Cvar_RegisterVariable (&r_laserpoint); Cvar_RegisterVariable (&r_part_explosions); Cvar_RegisterVariable (&r_part_trails); Cvar_RegisterVariable (&r_part_sparks); Cvar_RegisterVariable (&r_part_spikes); Cvar_RegisterVariable (&r_part_gunshots); Cvar_RegisterVariable (&r_part_blood); Cvar_RegisterVariable (&r_part_telesplash); Cvar_RegisterVariable (&r_part_blobs); Cvar_RegisterVariable (&r_part_lavasplash); Cvar_RegisterVariable (&r_part_flames); Cvar_RegisterVariable (&r_part_lightning); Cvar_RegisterVariable (&r_part_flies); Cvar_RegisterVariable (&r_explosiontype); Cvar_RegisterVariable (&r_part_muzzleflash); //Shpuld Cvar_RegisterVariable (&r_model_brightness); Cvar_RegisterVariable (&r_runqmbparticles); R_InitParticles (); // R_InitParticleTexture (); R_InitOtherTextures (); R_InitDecals (); Sky_Init (); //johnfitz Fog_Init (); //johnfitz /* playertextures = texture_extension_number; texture_extension_number += 16; */ } void R_ClearDecals(void); /* =============== 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 (); R_ClearDecals(); GL_BuildLightmaps (); Sky_NewMap (); //johnfitz -- skybox in worldspawn Fog_NewMap (); //johnfitz -- global fog in worldspawn // 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 (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )//reminder //if (!Q_strncmp(cl.worldmodel->textures[i]->name,"3tiles_grey_64",10) )//reminder "window02_1" mirrortexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } if (cl_loadmapcfg.value) { LoadMapConfig(); } // HACK HACK HACK - create two extra entities if drawing the player's multimodel if (r_loadq3player) { memset (&q3player_body, 0, sizeof(tagentity_t)); CL_CopyPlayerInfo (&q3player_body.ent, &cl_entities[cl.viewentity]); memset (&q3player_head, 0, sizeof(tagentity_t)); CL_CopyPlayerInfo (&q3player_head.ent, &cl_entities[cl.viewentity]); } } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; double start, stop, time; 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 (); }