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
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#include <stdio.h>
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#ifdef HAVE_STRING_H
#include <string.h>
#endif
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
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#include "cmd.h"
#include "console.h"
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#include "cvar.h"
#include "glquake.h"
#include "r_dynamic.h"
#include "skin.h"
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#include "sys.h"
#include "vid.h"
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qboolean VID_Is8bit (void);
void R_InitBubble (void);
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cvar_t *gl_fires;
cvar_t *r_netgraph_alpha;
cvar_t *r_netgraph_box;
extern cvar_t *r_netgraph;
extern cvar_t *gl_lerp_anim;
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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];
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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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}
}
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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, "No Description");
Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
Cmd_AddCommand ("pointfile", R_ReadPointFile_f, "No Description");
Cmd_AddCommand ("loadsky", R_LoadSky_f, "No Description");
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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)
{
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r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, "Set to 1 to disable display refresh");
r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "Toggles drawing of entities (almost everything but the world)");
r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, "Toggles drawing of view models (your weapons)");
r_shadows = Cvar_Get ("r_shadows", "0", CVAR_ARCHIVE, "Set to 1 to enable shadows for entities");
r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "Determine opacity of liquids. 1 = solid, 0 = transparent, otherwise translucent.");
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/* FIXME what does r_waterripple use for units? */
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "Set to make liquids ripple, a good setting is 5");
r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "Set to 0 to disable lightmap changes");
r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "Set to 1 to enable runtime visibility checking (SLOW)");
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r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "Display drawing time and statistics of what is being viewed");
r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_ARCHIVE, "Graph network stats");
r_netgraph_alpha = Cvar_Get ("r_netgraph_alpha", "0.5", CVAR_ARCHIVE, "Net graph translucency");
r_netgraph_box = Cvar_Get ("r_netgraph_box", "1", CVAR_ARCHIVE, "Draw box around net graph");
r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, "name of the current skybox");
gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_ARCHIVE, "Makes texture rendering quality better if set to 1");
gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "Set to 1 to make background black. Useful for removing HOM effect");
gl_cull = Cvar_Get ("gl_cull", "1", CVAR_ARCHIVE, "If set to 1, does not render things that do not need to be");
gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, "Toggles fullbright color support for bmodels");
gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, "Toggles fullbright color support for models");
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, "Toggles lavaball and rocket fireballs");
gl_flashblend = Cvar_Get ("gl_flashblend", "0", CVAR_ARCHIVE, "Set to 1 to use a type of lighting faster on GL");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_ARCHIVE, "Set to 0 to turn off colinear vertexes upon level load");
gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, "Toggles model animation interpolation");
gl_multitexture = Cvar_Get ("gl_multitexture", "0", CVAR_ARCHIVE, "Use multitexture when available");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "Set to 1, turns off all player colors");
gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE, "whether or not to draw particles");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "Detail of player skins. 0 best, 4 worst.");
gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_ARCHIVE, "controls whether sky is drawn first (0) or later (1)");
gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, "subdivide sky polys");
gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_ARCHIVE, "controls whether the skydome is single or double pass");
gl_smooth = Cvar_Get ("gl_smooth", "1", CVAR_ARCHIVE, "Smooth lighting on models");
gl_smoothdlights = Cvar_Get ("gl_smoothdlights", "1", CVAR_ARCHIVE, "Smooth dynamic lights");
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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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{
}