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https://github.com/nzp-team/fteqw.git
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348a1024be
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@1300 fc73d0e0-1445-4013-8a0c-d673dee63da5
1089 lines
26 KiB
C
1089 lines
26 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 RGLQUAKE
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#include "glquake.h"
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#include "gl_draw.h"
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#ifdef WATERLAYERS
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cvar_t r_waterlayers = {"r_waterlayers","3"};
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#endif
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extern void R_InitBubble();
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#ifndef SWQUAKE
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//SW rendering has a faster method, which takes more memory and stuff.
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//We need this for minor things though, so we'll just use the slow accurate method.
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//this is unlikly to be called very often.
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qbyte GetPalette(int red, int green, int blue)
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{
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//slow, horrible method.
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{
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int i, best=15;
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int bestdif=256*256*256, curdif;
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extern qbyte *host_basepal;
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qbyte *pa;
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#define _abs(x) ((x)*(x))
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pa = host_basepal;
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for (i = 0; i < 256; i++, pa+=3)
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{
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curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
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if (curdif < bestdif)
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{
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if (curdif<1)
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return i;
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bestdif = curdif;
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best = i;
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}
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}
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return best;
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}
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}
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#endif
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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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//we could go for nice smooth round particles... but then we would loose a little bit of the chaotic nature of the particles.
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static qbyte dottexture[8][8] =
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{
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{0,0,0,0,0,0,0,0},
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{0,0,0,1,1,0,0,0},
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{0,0,1,1,1,1,0,0},
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{0,1,1,1,1,1,1,0},
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{0,1,1,1,1,1,1,0},
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{0,0,1,1,1,1,0,0},
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{0,0,0,1,1,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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static qbyte exptexture[16][16] =
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{
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0},
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{0,0,0,1,1,1,1,1,3,1,1,2,1,0,0,0},
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{0,0,0,1,1,1,1,4,4,4,5,4,2,1,1,0},
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{0,0,1,1,6,5,5,8,6,8,3,6,3,2,1,0},
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{0,0,1,5,6,7,5,6,8,8,8,3,3,1,0,0},
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{0,0,0,1,6,8,9,9,9,9,4,6,3,1,0,0},
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{0,0,2,1,7,7,9,9,9,9,5,3,1,0,0,0},
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{0,0,2,4,6,8,9,9,9,9,8,6,1,0,0,0},
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{0,0,2,2,3,5,6,8,9,8,8,4,4,1,0,0},
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{0,0,1,2,4,1,8,7,8,8,6,5,4,1,0,0},
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{0,1,1,1,7,8,1,6,7,5,4,7,1,0,0,0},
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{0,1,2,1,1,5,1,3,4,3,1,1,0,0,0,0},
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{0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
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};
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void R_InitParticleTexture (void)
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{
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#define PARTICLETEXTURESIZE 64
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int x,y;
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float dx, dy, d;
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qbyte data[PARTICLETEXTURESIZE*PARTICLETEXTURESIZE][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y*8+x][0] = 255;
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data[y*8+x][1] = 255;
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data[y*8+x][2] = 255;
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data[y*8+x][3] = dottexture[x][y]*255;
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}
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}
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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explosiontexture = texture_extension_number++;
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GL_Bind(explosiontexture);
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for (x=0 ; x<16 ; x++)
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{
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for (y=0 ; y<16 ; y++)
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{
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data[y*16+x][0] = 255;
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data[y*16+x][1] = 255;
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data[y*16+x][2] = 255;
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data[y*16+x][3] = exptexture[x][y]*255/9.0;
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}
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}
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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memset(data, 255, sizeof(data));
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for (y = 0;y < PARTICLETEXTURESIZE;y++)
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{
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dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
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for (x = 0;x < PARTICLETEXTURESIZE;x++)
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{
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dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
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d = 256 * (1 - (dx*dx+dy*dy));
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d = bound(0, d, 255);
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data[y*PARTICLETEXTURESIZE+x][3] = (qbyte) d;
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}
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}
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balltexture = texture_extension_number++;
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GL_Bind(balltexture);
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qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, PARTICLETEXTURESIZE, PARTICLETEXTURESIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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void R_Envmap_f (void)
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{
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qbyte buffer[256*256*4];
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qglDrawBuffer (GL_FRONT);
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qglReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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qglDrawBuffer (GL_BACK);
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qglReadBuffer (GL_BACK);
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GL_EndRendering ();
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GL_DoSwap();
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}
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qboolean GenerateNormalisationCubeMap()
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{
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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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//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_RGBA8, 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_RGBA8, 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_RGBA8, 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_RGBA8, 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_RGBA8, 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_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
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return true;
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}
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int normalisationCubeMap;
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/*
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===============
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R_Init
|
|
===============
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*/
|
|
void GLR_ReInit (void)
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{
|
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extern int gl_bumpmappingpossible;
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R_InitParticleTexture ();
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|
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#ifdef GLTEST
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Test_Init ();
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#endif
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netgraphtexture = texture_extension_number;
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texture_extension_number++;
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playertextures = texture_extension_number;
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texture_extension_number += MAX_CLIENTS;
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if (gl_bumpmappingpossible)
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{
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//Create normalisation cube map
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normalisationCubeMap = texture_extension_number++;
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GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
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GenerateNormalisationCubeMap();
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qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
|
|
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
|
|
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
|
|
}
|
|
else
|
|
normalisationCubeMap = 0;
|
|
|
|
}
|
|
/*
|
|
typedef struct
|
|
{
|
|
long offset; // Position of the entry in WAD
|
|
long dsize; // Size of the entry in WAD file
|
|
long size; // Size of the entry in memory
|
|
char type; // type of entry
|
|
char cmprs; // Compression. 0 if none.
|
|
short dummy; // Not used
|
|
char name[16]; // we use only first 8
|
|
} wad2entry_t;
|
|
typedef struct
|
|
{
|
|
char magic[4]; //should be WAD2
|
|
long num; //number of entries
|
|
long offset; //location of directory
|
|
} wad2_t;
|
|
void R_MakeTexWad_f(void)
|
|
{
|
|
miptex_t dummymip = {"", 0, 0, {0, 0, 0, 0}};
|
|
wad2_t wad2 = {"WAD2",0,0};
|
|
wad2entry_t entry[2048];
|
|
int entries = 0, i;
|
|
FILE *f;
|
|
char base[128];
|
|
char *texname;
|
|
// qbyte b;
|
|
float scale;
|
|
int width, height;
|
|
|
|
qbyte *buf, *outmip;
|
|
qbyte *mip, *stack;
|
|
|
|
// WIN32_FIND_DATA fd;
|
|
// HANDLE h;
|
|
|
|
scale = atof(Cmd_Argv(2));
|
|
if (!scale)
|
|
scale = 2;
|
|
|
|
// h = FindFirstFile(va("%s/textures/ *.tga", com_gamedir), &fd); //if this is uncommented, clear that space... (gcc warning fix)
|
|
if (!shader)
|
|
return;
|
|
mip = BZ_Malloc(1024*1024);
|
|
// initbuf = BZ_Malloc(1024*1024*4);
|
|
stack = BZ_Malloc(1024*1024*4+1024);
|
|
f=fopen(va("%s/shadrtex.wad", com_gamedir), "wb");
|
|
fwrite(&wad2, 1, sizeof(wad2_t), f);
|
|
|
|
for (shad = shader; shad; shad=shad->next)
|
|
{
|
|
texname = shad->editorname;
|
|
if (!*texname)
|
|
continue;
|
|
COM_StripExtension(shad->name, base);
|
|
base[15]=0;
|
|
for (i =0; i < entries; i++)
|
|
if (!strcmp(entry[entries].name, base))
|
|
break;
|
|
if (i != entries)
|
|
{
|
|
Con_Printf("Skipped %s - duplicated shrunken name\n", texname);
|
|
continue;
|
|
}
|
|
entry[entries].offset = ftell(f);
|
|
entry[entries].dsize = entry[entries].size = 0;
|
|
entry[entries].type = TYP_MIPTEX;
|
|
entry[entries].cmprs = 0;
|
|
entry[entries].dummy = 0;
|
|
strcpy(entry[entries].name, base);
|
|
|
|
strcpy(dummymip.name, base);
|
|
|
|
{
|
|
|
|
qbyte *data;
|
|
int h;
|
|
float x, xi;
|
|
float y, yi;
|
|
|
|
char *path[] ={
|
|
"%s",
|
|
"override/%s.tga",
|
|
"override/%s.pcx",
|
|
"%s.tga",
|
|
"progs/%s"};
|
|
for (h = 0, buf=NULL; h < sizeof(path)/sizeof(char *); h++)
|
|
{
|
|
buf = COM_LoadStackFile(va(path[h], texname), stack, 1024*1024*4+1024);
|
|
if (buf)
|
|
break;
|
|
}
|
|
if (!buf)
|
|
{
|
|
Con_Printf("Failed to find texture \"%s\"\n", texname);
|
|
continue;
|
|
}
|
|
|
|
|
|
data = ReadTargaFile(buf, com_filesize, &width, &height, false);
|
|
if (!data)
|
|
{
|
|
BZ_Free(data);
|
|
Con_Printf("Skipped %s - file type not supported (bad bpp?)\n", texname);
|
|
continue;
|
|
}
|
|
|
|
dummymip.width = (int)(width/scale) & ~0xf;
|
|
dummymip.height = (int)(height/scale) & ~0xf;
|
|
if (dummymip.width<=0)
|
|
dummymip.width=16;
|
|
if (dummymip.height<=0)
|
|
dummymip.height=16;
|
|
|
|
dummymip.offsets[0] = sizeof(dummymip);
|
|
dummymip.offsets[1] = dummymip.offsets[0]+dummymip.width*dummymip.height;
|
|
dummymip.offsets[2] = dummymip.offsets[1]+dummymip.width/2*dummymip.height/2;
|
|
dummymip.offsets[3] = dummymip.offsets[2]+dummymip.width/4*dummymip.height/4;
|
|
entry[entries].dsize = entry[entries].size = dummymip.offsets[3]+dummymip.width/8*dummymip.height/8;
|
|
|
|
xi = (float)width/dummymip.width;
|
|
yi = (float)height/dummymip.height;
|
|
|
|
|
|
fwrite(&dummymip, 1, sizeof(dummymip), f);
|
|
outmip=mip;
|
|
for (outmip=mip, y = 0; y < height; y+=yi)
|
|
for (x = 0; x < width; x+=xi)
|
|
{
|
|
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
|
|
data[(int)(x+y*width)*4+1],
|
|
data[(int)(x+y*width)*4+2]);
|
|
}
|
|
fwrite(mip, dummymip.width, dummymip.height, f);
|
|
for (outmip=mip, y = 0; y < height; y+=yi*2)
|
|
for (x = 0; x < width; x+=xi*2)
|
|
{
|
|
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
|
|
data[(int)(x+y*width)*4+1],
|
|
data[(int)(x+y*width)*4+2]);
|
|
}
|
|
fwrite(mip, dummymip.width/2, dummymip.height/2, f);
|
|
for (outmip=mip, y = 0; y < height; y+=yi*4)
|
|
for (x = 0; x < width; x+=xi*4)
|
|
{
|
|
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
|
|
data[(int)(x+y*width)*4+1],
|
|
data[(int)(x+y*width)*4+2]);
|
|
}
|
|
fwrite(mip, dummymip.width/4, dummymip.height/4, f);
|
|
for (outmip=mip, y = 0; y < height; y+=yi*8)
|
|
for (x = 0; x < width; x+=xi*8)
|
|
{
|
|
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
|
|
data[(int)(x+y*width)*4+1],
|
|
data[(int)(x+y*width)*4+2]);
|
|
}
|
|
fwrite(mip, dummymip.width/8, dummymip.height/8, f);
|
|
|
|
BZ_Free(data);
|
|
}
|
|
entries++;
|
|
Con_Printf("Added %s\n", base);
|
|
GLSCR_UpdateScreen();
|
|
}
|
|
|
|
wad2.offset = ftell(f);
|
|
wad2.num = entries;
|
|
fwrite(entry, entries, sizeof(wad2entry_t), f);
|
|
fseek(f, 0, SEEK_SET);
|
|
fwrite(&wad2, 1, sizeof(wad2_t), f);
|
|
fclose(f);
|
|
|
|
|
|
BZ_Free(mip);
|
|
// BZ_Free(initbuf);
|
|
BZ_Free(stack);
|
|
|
|
Con_Printf("Written %i mips to textures.wad\n", entries);
|
|
}
|
|
*/
|
|
void GLR_TimeRefresh_f (void);
|
|
|
|
extern cvar_t gl_bump;
|
|
extern cvar_t r_stains, r_stainfadetime, r_stainfadeammount;
|
|
|
|
void GLR_DeInit (void)
|
|
{
|
|
Cmd_RemoveCommand ("timerefresh");
|
|
Cmd_RemoveCommand ("envmap");
|
|
Cmd_RemoveCommand ("pointfile");
|
|
|
|
Cmd_RemoveCommand ("makewad");
|
|
|
|
GLDraw_DeInit();
|
|
|
|
GLSurf_DeInit();
|
|
}
|
|
|
|
void GLR_Init (void)
|
|
{
|
|
Cmd_AddRemCommand ("timerefresh", GLR_TimeRefresh_f);
|
|
Cmd_AddRemCommand ("envmap", R_Envmap_f);
|
|
|
|
// Cmd_AddRemCommand ("makewad", R_MakeTexWad_f);
|
|
|
|
R_InitBubble();
|
|
|
|
GLR_ReInit();
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_TranslatePlayerSkin
|
|
|
|
Translates a skin texture by the per-player color lookup
|
|
===============
|
|
*/
|
|
/*
|
|
void R_TranslatePlayerSkin (int playernum)
|
|
{
|
|
int top, bottom;
|
|
qbyte translate[256];
|
|
unsigned translate32[256];
|
|
int i, j;
|
|
qbyte *original;
|
|
unsigned pixels[512*256], *out;
|
|
unsigned scaled_width, scaled_height;
|
|
int inwidth, inheight;
|
|
int tinwidth, tinheight;
|
|
qbyte *inrow;
|
|
unsigned frac, fracstep;
|
|
player_info_t *player;
|
|
extern qbyte *player_8bit_texels;
|
|
char s[512];
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
player = &cl.players[playernum];
|
|
if (!player->name[0])
|
|
return;
|
|
|
|
strcpy(s, Info_ValueForKey(player->userinfo, "skin"));
|
|
COM_StripExtension(s, s);
|
|
if (player->skin && !stricmp(s, player->skin->name))
|
|
player->skin = NULL;
|
|
|
|
if (player->_topcolor != player->topcolor ||
|
|
player->_bottomcolor != player->bottomcolor || !player->skin) {
|
|
player->_topcolor = player->topcolor;
|
|
player->_bottomcolor = player->bottomcolor;
|
|
|
|
top = player->topcolor;
|
|
bottom = player->bottomcolor;
|
|
top = (top < 0) ? 0 : ((top > 13) ? 13 : top);
|
|
bottom = (bottom < 0) ? 0 : ((bottom > 13) ? 13 : bottom);
|
|
top *= 16;
|
|
bottom *= 16;
|
|
|
|
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
|
|
//
|
|
// real model width
|
|
tinwidth = 296;
|
|
tinheight = 194;
|
|
|
|
if (!player->skin)
|
|
Skin_Find(player);
|
|
if ((original = Skin_Cache8(player->skin)) != NULL) {
|
|
//skin data width
|
|
inwidth = player->skin->width;
|
|
inheight = player->skin->height;
|
|
} else {
|
|
original = player_8bit_texels;
|
|
inwidth = 296;
|
|
inheight = 194;
|
|
}
|
|
//tinwidth = 251&~3;
|
|
//tinheight = 194&~3;
|
|
//tinwidth = 319&~3;
|
|
//tinheight = 199&~3;
|
|
|
|
if (!original) //can't.
|
|
return;
|
|
|
|
|
|
// because this happens during gameplay, do it fast
|
|
// instead of sending it through gl_upload 8
|
|
GL_Bind(playertextures + playernum);
|
|
|
|
#if 0
|
|
s = 320*200;
|
|
qbyte translated[320*200];
|
|
|
|
for (i=0 ; i<s ; i+=4)
|
|
{
|
|
translated[i] = translate[original[i]];
|
|
translated[i+1] = translate[original[i+1]];
|
|
translated[i+2] = translate[original[i+2]];
|
|
translated[i+3] = translate[original[i+3]];
|
|
}
|
|
|
|
|
|
// don't mipmap these, because it takes too long
|
|
GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight,
|
|
false, false, true);
|
|
#endif
|
|
|
|
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
|
scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
|
|
// allow users to crunch sizes down even more if they want
|
|
scaled_width >>= (int)gl_playermip.value;
|
|
scaled_height >>= (int)gl_playermip.value;
|
|
|
|
if (scaled_width < 8)
|
|
scaled_width = 8;
|
|
if (scaled_height < 8)
|
|
scaled_height = 8;
|
|
#ifdef GL_USE8BITTEX
|
|
#ifdef GL_EXT_paletted_texture
|
|
if (GLVID_Is8bit())
|
|
{// 8bit texture upload
|
|
qbyte *out2;
|
|
|
|
out2 = (qbyte *)pixels;
|
|
memset(pixels, 0, sizeof(pixels));
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<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_EXT ((qbyte *)pixels, scaled_width, scaled_height, false, false);
|
|
return;
|
|
}
|
|
#endif
|
|
#endif
|
|
|
|
#ifdef Q2BSP
|
|
if (cls.q2server)
|
|
{
|
|
extern unsigned char d_q28to24table[768];
|
|
for (i=0 ; i<256 ; i++)
|
|
{
|
|
translate32[i] = d_q28to24table[i*3] |
|
|
(d_q28to24table[i*3+1]<<8) |
|
|
(d_q28to24table[i*3+2]<<16) |
|
|
255<<24;
|
|
}
|
|
}
|
|
else
|
|
#endif
|
|
for (i=0 ; i<256 ; i++)
|
|
translate32[i] = d_8to24rgbtable[translate[i]];
|
|
|
|
out = pixels;
|
|
memset(pixels, 0, sizeof(pixels));
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/scaled_height);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<scaled_width ; j+=4)
|
|
{
|
|
out[j] = translate32[inrow[frac>>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);
|
|
}
|
|
}
|
|
*/
|
|
|
|
|
|
void R_LoadRTLights(void)
|
|
{
|
|
dlight_t *dl;
|
|
char fname[MAX_QPATH];
|
|
char *file;
|
|
char *end;
|
|
int i;
|
|
int style;
|
|
|
|
vec3_t org;
|
|
float radius;
|
|
vec3_t rgb;
|
|
|
|
//delete all old lights
|
|
for (i=0 ; i<MAX_DLIGHTS ; i++)
|
|
{
|
|
cl_dlights[i].radius = 0;
|
|
}
|
|
|
|
COM_StripExtension(cl.worldmodel->name, fname);
|
|
strncat(fname, ".rtlights", MAX_QPATH-1);
|
|
|
|
file = COM_LoadTempFile(fname);
|
|
if (!file)
|
|
return;
|
|
while(1)
|
|
{
|
|
end = strchr(file, '\n');
|
|
if (!end)
|
|
end = file + strlen(file);
|
|
if (end == file)
|
|
break;
|
|
*end = '\0';
|
|
|
|
file = COM_Parse(file);
|
|
org[0] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[1] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
org[2] = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
radius = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
rgb[0] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
rgb[1] = atof(com_token);
|
|
file = COM_Parse(file);
|
|
rgb[2] = atof(com_token);
|
|
|
|
file = COM_Parse(file);
|
|
style = atoi(com_token);
|
|
|
|
if (!file)
|
|
break;
|
|
|
|
dl = CL_AllocDlight(0);
|
|
VectorCopy(org, dl->origin);
|
|
dl->radius = radius;
|
|
VectorCopy(rgb, dl->color);
|
|
dl->die = cl.time + 0x7fffffff;
|
|
dl->isstatic = true;
|
|
|
|
dl->nodynamic = true;
|
|
dl->noflash = true;
|
|
|
|
dl->style = style+1;
|
|
|
|
file = end+1;
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
R_NewMap
|
|
===============
|
|
*/
|
|
void GLR_NewMap (void)
|
|
{
|
|
char namebuf[MAX_QPATH];
|
|
extern cvar_t host_mapname;
|
|
int i;
|
|
|
|
/*
|
|
if (cl.worldmodel->fromgame == fg_quake3 && cls.netchan.remote_address.type != NA_LOOPBACK)
|
|
{
|
|
if (!cls.allow_cheats)
|
|
{
|
|
CL_Disconnect();
|
|
Host_EndGame("\n\nThe quake3 map implementation is still experimental and contains many bugs that could be considered cheats. Therefore, the engine is handicapped to quake3 maps only when hosting - it's single player only.\n\nYou can allow it on the server by activating cheats, at which point this check will be ignored\n");
|
|
return;
|
|
}
|
|
// Cbuf_AddText("disconnect\n", RESTRICT_LOCAL);
|
|
}
|
|
*/
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
d_lightstylevalue[i] = 264; // normal light value
|
|
|
|
memset (&r_worldentity, 0, sizeof(r_worldentity));
|
|
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
|
|
VectorInverse(r_worldentity.axis[1]);
|
|
r_worldentity.model = cl.worldmodel;
|
|
|
|
|
|
COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf);
|
|
Cvar_Set(&host_mapname, namebuf);
|
|
|
|
// 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_viewcluster = -1;
|
|
r_oldviewcluster = 0;
|
|
r_viewcluster2 = -1;
|
|
TRACE(("dbg: GLR_NewMap: clear particles\n"));
|
|
P_ClearParticles ();
|
|
TRACE(("dbg: GLR_NewMap: wiping them stains (getting the cloth out)\n"));
|
|
GLR_WipeStains();
|
|
TRACE(("dbg: GLR_NewMap: building lightmaps\n"));
|
|
GL_BuildLightmaps ();
|
|
TRACE(("dbg: GLR_NewMap: figuring out skys and mirrors\n"));
|
|
// identify sky texture
|
|
if (cl.worldmodel->fromgame != fg_quake2 && cl.worldmodel->fromgame != fg_quake3)
|
|
{
|
|
skytexturenum = -1;
|
|
mirrortexturenum = -1;
|
|
}
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; 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) )
|
|
mirrortexturenum = i;
|
|
cl.worldmodel->textures[i]->texturechain = NULL;
|
|
}
|
|
TRACE(("dbg: GLR_NewMap: that skybox thang\n"));
|
|
//#ifdef QUAKE2
|
|
R_LoadSkys ();
|
|
//#endif
|
|
TRACE(("dbg: GLR_NewMap: ui\n"));
|
|
#ifdef VM_UI
|
|
UI_Reset();
|
|
#endif
|
|
TRACE(("dbg: GLR_NewMap: tp\n"));
|
|
TP_NewMap();
|
|
|
|
|
|
if (r_shadows.value)
|
|
{
|
|
R_LoadRTLights();
|
|
}
|
|
}
|
|
|
|
void GLR_PreNewMap(void)
|
|
{
|
|
}
|
|
|
|
|
|
/*
|
|
====================
|
|
R_TimeRefresh_f
|
|
|
|
For program optimization
|
|
====================
|
|
*/
|
|
void GLR_TimeRefresh_f (void)
|
|
{
|
|
int i;
|
|
float start, stop, time;
|
|
|
|
qglDrawBuffer (GL_FRONT);
|
|
qglFinish ();
|
|
|
|
start = Sys_DoubleTime ();
|
|
for (i=0 ; i<128 ; i++)
|
|
{
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
R_RenderView ();
|
|
}
|
|
|
|
qglFinish ();
|
|
stop = Sys_DoubleTime ();
|
|
time = stop-start;
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
qglDrawBuffer (GL_BACK);
|
|
GL_EndRendering ();
|
|
GL_DoSwap();
|
|
}
|
|
|
|
#ifndef SWQUAKE
|
|
void D_FlushCaches (void)
|
|
{
|
|
}
|
|
#endif
|
|
|
|
#endif
|