mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-26 22:01:50 +00:00
1dcc435bca
Committing my lame water shader. r_water_refract/r_water_reflect 1 to use. Bugfix for crepuscular arrays (r_sun_colour to easily enable). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4047 fc73d0e0-1445-4013-8a0c-d673dee63da5
611 lines
14 KiB
C
611 lines
14 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "gl_draw.h"
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/*
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==================
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R_InitTextures
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==================
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*
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void GLR_InitTextures (void)
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{
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int x,y, m;
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qbyte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
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for (m=0 ; m<4 ; m++)
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{
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dest = (qbyte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y=0 ; y< (16>>m) ; y++)
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for (x=0 ; x< (16>>m) ; x++)
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{
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if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}*/
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#if 1
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texid_t GenerateNormalisationCubeMap(void)
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{
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texid_t normalisationCubeMap;
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unsigned char data[32*32*3];
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//some useful variables
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int size=32;
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float offset=0.5f;
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float halfSize=16.0f;
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vec3_t tempVector;
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unsigned char * bytePtr;
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int i, j;
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normalisationCubeMap = R_AllocNewTexture("normalisationcubemap", 32, 32);
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GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
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//positive x
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = halfSize;
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tempVector[1] = -(j+offset-halfSize);
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tempVector[2] = -(i+offset-halfSize);
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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//negative x
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = (-halfSize);
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tempVector[1] = (-(j+offset-halfSize));
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tempVector[2] = ((i+offset-halfSize));
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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//positive y
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = (i+offset-halfSize);
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tempVector[1] = (halfSize);
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tempVector[2] = ((j+offset-halfSize));
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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//negative y
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = (i+offset-halfSize);
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tempVector[1] = (-halfSize);
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tempVector[2] = (-(j+offset-halfSize));
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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//positive z
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = (i+offset-halfSize);
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tempVector[1] = (-(j+offset-halfSize));
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tempVector[2] = (halfSize);
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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//negative z
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bytePtr=data;
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for(j=0; j<size; j++)
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{
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for(i=0; i<size; i++)
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{
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tempVector[0] = (-(i+offset-halfSize));
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tempVector[1] = (-(j+offset-halfSize));
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tempVector[2] = (-halfSize);
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VectorNormalize(tempVector);
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bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
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bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
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bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
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bytePtr+=3;
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}
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}
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qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
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0, GL_RGBA, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
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return normalisationCubeMap;
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}
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texid_t normalisationCubeMap;
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#endif
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/*
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===============
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R_Init
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===============
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*/
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void GLR_ReInit (void)
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{
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R_NetgraphInit();
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R_InitBloomTextures();
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}
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/*
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typedef struct
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{
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long offset; // Position of the entry in WAD
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long dsize; // Size of the entry in WAD file
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long size; // Size of the entry in memory
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char type; // type of entry
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char cmprs; // Compression. 0 if none.
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short dummy; // Not used
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char name[16]; // we use only first 8
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} wad2entry_t;
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typedef struct
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{
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char magic[4]; //should be WAD2
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long num; //number of entries
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long offset; //location of directory
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} wad2_t;
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void R_MakeTexWad_f(void)
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{
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miptex_t dummymip = {"", 0, 0, {0, 0, 0, 0}};
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wad2_t wad2 = {"WAD2",0,0};
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wad2entry_t entry[2048];
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int entries = 0, i;
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FILE *f;
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char base[128];
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char *texname;
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// qbyte b;
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float scale;
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int width, height;
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qbyte *buf, *outmip;
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qbyte *mip, *stack;
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// WIN32_FIND_DATA fd;
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// HANDLE h;
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scale = atof(Cmd_Argv(2));
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if (!scale)
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scale = 2;
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// h = FindFirstFile(va("%s/textures/ *.tga", com_gamedir), &fd); //if this is uncommented, clear that space... (gcc warning fix)
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if (!shader)
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return;
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mip = BZ_Malloc(1024*1024);
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// initbuf = BZ_Malloc(1024*1024*4);
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stack = BZ_Malloc(1024*1024*4+1024);
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f=fopen(va("%s/shadrtex.wad", com_gamedir), "wb");
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fwrite(&wad2, 1, sizeof(wad2_t), f);
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for (shad = shader; shad; shad=shad->next)
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{
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texname = shad->editorname;
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if (!*texname)
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continue;
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COM_StripExtension(shad->name, base);
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base[15]=0;
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for (i =0; i < entries; i++)
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if (!strcmp(entry[entries].name, base))
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break;
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if (i != entries)
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{
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Con_Printf("Skipped %s - duplicated shrunken name\n", texname);
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continue;
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}
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entry[entries].offset = ftell(f);
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entry[entries].dsize = entry[entries].size = 0;
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entry[entries].type = TYP_MIPTEX;
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entry[entries].cmprs = 0;
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entry[entries].dummy = 0;
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strcpy(entry[entries].name, base);
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strcpy(dummymip.name, base);
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{
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qbyte *data;
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int h;
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float x, xi;
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float y, yi;
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char *path[] ={
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"%s",
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"override/%s.tga",
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"override/%s.pcx",
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"%s.tga",
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"progs/%s"};
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for (h = 0, buf=NULL; h < sizeof(path)/sizeof(char *); h++)
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{
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buf = COM_LoadStackFile(va(path[h], texname), stack, 1024*1024*4+1024);
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if (buf)
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break;
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}
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if (!buf)
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{
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Con_Printf("Failed to find texture \"%s\"\n", texname);
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continue;
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}
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data = ReadTargaFile(buf, com_filesize, &width, &height, false);
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if (!data)
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{
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BZ_Free(data);
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Con_Printf("Skipped %s - file type not supported (bad bpp?)\n", texname);
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continue;
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}
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dummymip.width = (int)(width/scale) & ~0xf;
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dummymip.height = (int)(height/scale) & ~0xf;
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if (dummymip.width<=0)
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dummymip.width=16;
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if (dummymip.height<=0)
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dummymip.height=16;
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dummymip.offsets[0] = sizeof(dummymip);
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dummymip.offsets[1] = dummymip.offsets[0]+dummymip.width*dummymip.height;
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dummymip.offsets[2] = dummymip.offsets[1]+dummymip.width/2*dummymip.height/2;
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dummymip.offsets[3] = dummymip.offsets[2]+dummymip.width/4*dummymip.height/4;
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entry[entries].dsize = entry[entries].size = dummymip.offsets[3]+dummymip.width/8*dummymip.height/8;
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xi = (float)width/dummymip.width;
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yi = (float)height/dummymip.height;
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fwrite(&dummymip, 1, sizeof(dummymip), f);
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outmip=mip;
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for (outmip=mip, y = 0; y < height; y+=yi)
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for (x = 0; x < width; x+=xi)
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{
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*outmip++ = GetPaletteIndex( data[(int)(x+y*width)*4+0],
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data[(int)(x+y*width)*4+1],
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data[(int)(x+y*width)*4+2]);
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}
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fwrite(mip, dummymip.width, dummymip.height, f);
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for (outmip=mip, y = 0; y < height; y+=yi*2)
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for (x = 0; x < width; x+=xi*2)
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{
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*outmip++ = GetPaletteIndex( data[(int)(x+y*width)*4+0],
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data[(int)(x+y*width)*4+1],
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data[(int)(x+y*width)*4+2]);
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}
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fwrite(mip, dummymip.width/2, dummymip.height/2, f);
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for (outmip=mip, y = 0; y < height; y+=yi*4)
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for (x = 0; x < width; x+=xi*4)
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{
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*outmip++ = GetPaletteIndex( data[(int)(x+y*width)*4+0],
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data[(int)(x+y*width)*4+1],
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data[(int)(x+y*width)*4+2]);
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}
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fwrite(mip, dummymip.width/4, dummymip.height/4, f);
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for (outmip=mip, y = 0; y < height; y+=yi*8)
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for (x = 0; x < width; x+=xi*8)
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{
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*outmip++ = GetPaletteIndex( data[(int)(x+y*width)*4+0],
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data[(int)(x+y*width)*4+1],
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data[(int)(x+y*width)*4+2]);
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}
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fwrite(mip, dummymip.width/8, dummymip.height/8, f);
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BZ_Free(data);
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}
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entries++;
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Con_Printf("Added %s\n", base);
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GLSCR_UpdateScreen();
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}
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wad2.offset = ftell(f);
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wad2.num = entries;
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fwrite(entry, entries, sizeof(wad2entry_t), f);
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fseek(f, 0, SEEK_SET);
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fwrite(&wad2, 1, sizeof(wad2_t), f);
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fclose(f);
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BZ_Free(mip);
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// BZ_Free(initbuf);
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BZ_Free(stack);
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Con_Printf("Written %i mips to textures.wad\n", entries);
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}
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*/
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void GLR_TimeRefresh_f (void);
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extern cvar_t v_contrast, r_drawflat;
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extern cvar_t r_stains, r_stainfadetime, r_stainfadeammount;
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// callback defines
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extern cvar_t gl_font;
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extern cvar_t vid_conautoscale, vid_conheight, vid_conwidth;
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extern cvar_t crosshair, crosshairimage, crosshaircolor, r_skyboxname;
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extern cvar_t r_floorcolour, r_wallcolour, r_floortexture, r_walltexture;
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extern cvar_t r_fastskycolour;
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void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue);
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void GLR_DeInit (void)
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{
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Cmd_RemoveCommand ("timerefresh");
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Cmd_RemoveCommand ("makewad");
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Cvar_Unhook(&r_skyboxname);
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Cvar_Unhook(&vid_conautoscale);
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Cvar_Unhook(&vid_conheight);
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Cvar_Unhook(&vid_conwidth);
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Cvar_Unhook(&r_walltexture);
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Cvar_Unhook(&r_floortexture);
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Cvar_Unhook(&r_drawflat);
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Cvar_Unhook(&v_gamma);
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Cvar_Unhook(&v_contrast);
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Surf_DeInit();
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GLDraw_DeInit();
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}
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void GLR_Init (void)
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{
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Cmd_AddCommand ("timerefresh", GLR_TimeRefresh_f);
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// Cmd_AddCommand ("makewad", R_MakeTexWad_f);
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// Cvar_Hook(&r_floortexture, GLR_Floortexture_Callback);
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// Cvar_Hook(&r_walltexture, GLR_Walltexture_Callback);
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// Cvar_Hook(&r_drawflat, GLR_Drawflat_Callback);
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Cvar_Hook(&v_gamma, GLV_Gamma_Callback);
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Cvar_Hook(&v_contrast, GLV_Gamma_Callback);
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GLR_ReInit();
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void GLR_NewMap (void)
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{
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char namebuf[MAX_QPATH];
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extern cvar_t host_mapname, r_shadow_realtime_dlight, r_shadow_realtime_world;
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int i;
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof(r_worldentity));
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AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
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VectorInverse(r_worldentity.axis[1]);
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r_worldentity.model = cl.worldmodel;
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Vector4Set(r_worldentity.shaderRGBAf, 1, 1, 1, 1);
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COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf));
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Cvar_Set(&host_mapname, namebuf);
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Surf_DeInit();
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r_viewleaf = NULL;
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r_viewcluster = -1;
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r_oldviewcluster = 0;
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r_viewcluster2 = -1;
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Mod_ParseInfoFromEntityLump(cl.worldmodel, cl.worldmodel->entities, cl.worldmodel->name);
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TRACE(("dbg: GLR_NewMap: clear particles\n"));
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P_ClearParticles ();
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TRACE(("dbg: GLR_NewMap: wiping them stains (getting the cloth out)\n"));
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Surf_WipeStains();
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CL_RegisterParticles();
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TRACE(("dbg: GLR_NewMap: building lightmaps\n"));
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Surf_BuildLightmaps ();
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TRACE(("dbg: GLR_NewMap: ui\n"));
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#ifdef VM_UI
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UI_Reset();
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#endif
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TRACE(("dbg: GLR_NewMap: tp\n"));
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TP_NewMap();
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R_SetSky(cl.skyname);
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#ifdef MAP_PROC
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if (cl.worldmodel->fromgame == fg_doom3)
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D3_GenerateAreas(cl.worldmodel);
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#endif
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#ifdef RTLIGHTS
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if (r_shadow_realtime_dlight.ival || r_shadow_realtime_world.ival)
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{
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R_LoadRTLights();
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if (rtlights_first == rtlights_max)
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R_ImportRTLights(cl.worldmodel->entities);
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}
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Sh_PreGenerateLights();
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#endif
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}
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void GLR_PreNewMap(void)
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{
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r_loadbumpmapping = r_deluxemapping.ival || r_shadow_realtime_world.ival || r_shadow_realtime_dlight.ival || r_glsl_offsetmapping.ival;
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void GLR_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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qboolean finish;
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int frames = 128;
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finish = atoi(Cmd_Argv(1));
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frames = atoi(Cmd_Argv(2));
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if (frames < 1)
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frames = 128;
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#if defined(_WIN32) && !defined(_SDL)
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if (finish == 2)
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{
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extern HDC maindc;
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qglFinish ();
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start = Sys_DoubleTime ();
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for (i=0 ; i<frames ; i++)
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{
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r_refdef.viewangles[1] = i/(float)frames*360.0;
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R_RenderView ();
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qSwapBuffers(maindc);
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}
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}
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else
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#endif
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{
|
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if (qglDrawBuffer)
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qglDrawBuffer (GL_FRONT);
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qglFinish ();
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start = Sys_DoubleTime ();
|
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for (i=0 ; i<frames ; i++)
|
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{
|
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r_refdef.viewangles[1] = i/(float)frames*360.0;
|
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R_RenderView ();
|
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if (finish)
|
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qglFinish ();
|
|
}
|
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}
|
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qglFinish ();
|
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stop = Sys_DoubleTime ();
|
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time = stop-start;
|
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Con_Printf ("%f seconds (%f fps)\n", time, frames/time);
|
|
|
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if (qglDrawBuffer)
|
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qglDrawBuffer (GL_BACK);
|
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GL_EndRendering ();
|
|
GL_DoSwap();
|
|
}
|
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#endif
|