newtree/source/gl_rmisc.c

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/*
gl_rmisc.c
(description)
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
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#ifdef HAVE_CONFIG_H
# include "config.h"
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#endif
#include <string.h>
#include <stdio.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
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#include "bothdefs.h" // needed by: common.h, net.h,
// client.h
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#include "bspfile.h" // needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "mathlib.h" // needed by: protocol.h, render.h,
// client.h,
// modelgen.h, glmodel.h
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h" // needed by: client.h, gl_model.h,
// glquake.h
#include "client.h" // need cls in this file
#include "model.h" // needed by: glquake.h
#include "console.h"
#include "glquake.h"
#include "r_dynamic.h"
#include "skin.h"
qboolean VID_Is8bit (void);
void R_InitBubble ();
void R_FireColor_f (void);
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cvar_t *gl_fires;
qboolean allowskybox; // allow skyboxes? --KB
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/*
==================
R_Textures_Init
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==================
*/
void
R_Textures_Init (void)
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{
int x, y, m;
byte *dest;
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// create a simple checkerboard texture for the default
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;
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)))
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*dest++ = 0;
else
*dest++ = 0xff;
}
}
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}
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
void
R_Envmap_f (void)
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{
byte buffer[256 * 256 * 4];
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glDrawBuffer (GL_FRONT);
glReadBuffer (GL_FRONT);
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envmap = true;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = 256;
r_refdef.vrect.height = 256;
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 0;
r_refdef.viewangles[2] = 0;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env0.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 90;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env1.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 180;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env2.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 270;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env3.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = -90;
r_refdef.viewangles[1] = 0;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env4.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = 90;
r_refdef.viewangles[1] = 0;
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
R_RenderView ();
glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env5.rgb", buffer, sizeof (buffer));
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envmap = false;
glDrawBuffer (GL_BACK);
glReadBuffer (GL_BACK);
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GL_EndRendering ();
}
/*
R_LoadSky_f
*/
void
R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Con_Printf ("loadsky <name> : load a skybox\n");
return;
}
R_LoadSkys (Cmd_Argv (1));
}
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/*
===============
R_Init
===============
*/
void
R_Init (void)
{
allowskybox = false; // server will decide if this is
// allowed --KB
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand ("envmap", R_Envmap_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
Cmd_AddCommand ("loadsky", R_LoadSky_f);
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Cmd_AddCommand ("r_firecolor", R_FireColor_f);
R_InitBubble ();
R_InitParticles ();
netgraphtexture = texture_extension_number;
texture_extension_number++;
playertextures = texture_extension_number;
texture_extension_number += MAX_CLIENTS;
}
void
R_Init_Cvars (void)
{
r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, "None");
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "None");
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, "None");
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, "None");
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "None");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None");
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "None");
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "None");
r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "None");
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE, "None");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "None");
gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, "None");
gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, "None");
gl_smooth = Cvar_Get ("gl_smooth", "1", CVAR_NONE, "None");
gl_smoothdlights = Cvar_Get ("gl_smoothdlights", "1", CVAR_NONE, "None");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, "None");
gl_flashblend = Cvar_Get ("gl_flashblend", "0", CVAR_NONE, "None");
gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "None");
gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "None");
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE,
"Toggles lavaball and rocket fireballs");
gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
"whether or not to draw particles");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE,
"Toggles fullbright color support for models.. "
"This is very handy, but costs me 2 FPS.. (=:]");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE,
"Toggles fullbright color support for bmodels");
gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, "None");
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE,
"name of the current skybox");
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_NONE,
"controls whether the skydome is single or double pass");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_NONE,
"controls whether sky is drawn first (0) or later (1)");
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}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void
R_TranslatePlayerSkin (int playernum)
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{
int top, bottom;
byte translate[256];
unsigned int translate32[256];
int i, j;
byte *original;
unsigned int pixels[512 * 256], *out;
unsigned int scaled_width, scaled_height;
int inwidth, inheight;
int tinwidth, tinheight;
byte *inrow;
unsigned int frac, fracstep;
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player_info_t *player;
extern byte player_8bit_texels[320 * 200];
char s[512];
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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))
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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++)
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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;
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else
translate[TOP_RANGE + i] = top + 15 - i;
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if (bottom < 128)
translate[BOTTOM_RANGE + i] = bottom + i;
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else
translate[BOTTOM_RANGE + i] = bottom + 15 - i;
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}
//
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// locate the original skin pixels
//
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// real model width
tinwidth = 296;
tinheight = 194;
if (!player->skin)
Skin_Find (player);
if ((original = Skin_Cache (player->skin)) != NULL) {
// skin data width
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inwidth = 320;
inheight = 200;
} else {
original = player_8bit_texels;
inwidth = 296;
inheight = 194;
}
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
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#if 0
s = 320 * 200;
byte translated[320 * 200];
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for (i = 0; i < s; i += 4) {
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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]];
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}
// don't mipmap these, because it takes too long
GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight,
false, false, true);
#endif
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// FIXME deek: This 512x256 limit sucks!
scaled_width = min (gl_max_size->int_val, 512);
scaled_height = min (gl_max_size->int_val, 256);
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// allow users to crunch sizes down even more if they want
scaled_width >>= gl_playermip->int_val;
scaled_height >>= gl_playermip->int_val;
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if (VID_Is8bit ()) { // 8bit texture upload
byte *out2;
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out2 = (byte *) 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);
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frac = fracstep >> 1;
for (j = 0; j < scaled_width; j += 4) {
out2[j] = translate[inrow[frac >> 16]];
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frac += fracstep;
out2[j + 1] = translate[inrow[frac >> 16]];
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frac += fracstep;
out2[j + 2] = translate[inrow[frac >> 16]];
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frac += fracstep;
out2[j + 3] = translate[inrow[frac >> 16]];
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frac += fracstep;
}
}
GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false,
false);
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return;
}
for (i = 0; i < 256; i++)
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translate32[i] = d_8to24table[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);
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frac = fracstep >> 1;
for (j = 0; j < scaled_width; j += 4) {
out[j] = translate32[inrow[frac >> 16]];
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frac += fracstep;
out[j + 1] = translate32[inrow[frac >> 16]];
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frac += fracstep;
out[j + 2] = translate32[inrow[frac >> 16]];
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frac += fracstep;
out[j + 3] = translate32[inrow[frac >> 16]];
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frac += fracstep;
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format,
scaled_width, scaled_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, pixels);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
}
/*
===============
R_NewMap
===============
*/
void
R_NewMap (void)
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{
int i;
cvar_t *r_skyname;
for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.model = cl.worldmodel;
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i = 0; i < cl.worldmodel->numleafs; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
R_ClearParticles ();
GL_BuildLightmaps ();
// identify sky texture
skytexturenum = -1;
for (i = 0; i < cl.worldmodel->numtextures; i++) {
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if (!cl.worldmodel->textures[i])
continue;
if (!strncmp (cl.worldmodel->textures[i]->name, "sky", 3))
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skytexturenum = i;
cl.worldmodel->textures[i]->texturechain = NULL;
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}
r_skyname = Cvar_FindVar ("r_skyname");
if (r_skyname != NULL)
R_LoadSkys (r_skyname->string);
else
R_LoadSkys ("none");
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}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
// LordHavoc: improved appearance and accuracy of timerefresh
void
R_TimeRefresh_f (void)
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{
int i;
double start, stop, time;
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// glDrawBuffer (GL_FRONT);
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glFinish ();
GL_EndRendering ();
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start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
r_refdef.viewangles[1] = i / 128.0 * 360.0;
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R_RenderView ();
glFinish ();
GL_EndRendering ();
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}
// glFinish ();
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stop = Sys_DoubleTime ();
time = stop - start;
Con_Printf ("%f seconds (%f fps)\n", time, 128 / time);
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// glDrawBuffer (GL_BACK);
// GL_EndRendering ();
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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}
void
D_FlushCaches (void)
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{
}