/* 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "cmd.h" #include "console.h" #include "cvar.h" #include "glquake.h" #include "r_dynamic.h" #include "skin.h" #include "sys.h" #include "vid.h" qboolean VID_Is8bit (void); void R_InitBubble (void); 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; qboolean allowskybox; // allow skyboxes? --KB /* ================== R_Textures_Init ================== */ void R_Textures_Init (void) { int x, y, m; byte *dest; // 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"); r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = sizeof (texture_t); r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16 * 16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8 * 8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4 * 4; for (m = 0; m < 4; m++) { dest = (byte *) r_notexture_mip + r_notexture_mip->offsets[m]; for (y = 0; y < (16 >> m); y++) { for (x = 0; x < (16 >> m); x++) { if ((y < (8 >> m)) ^ (x < (8 >> m))) *dest++ = 0; else *dest++ = 0xff; } } } } /* =============== R_Envmap_f Grab six views for environment mapping tests =============== */ void R_Envmap_f (void) { byte buffer[256 * 256 * 4]; glDrawBuffer (GL_FRONT); glReadBuffer (GL_FRONT); 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)); 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)); 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)); 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)); 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)); 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)); envmap = false; glDrawBuffer (GL_BACK); glReadBuffer (GL_BACK); GL_EndRendering (); } /* R_LoadSky_f */ void R_LoadSky_f (void) { if (Cmd_Argc () != 2) { Con_Printf ("loadsky : load a skybox\n"); return; } R_LoadSkys (Cmd_Argv (1)); } /* =============== 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"); R_InitBubble (); R_InitParticles (); netgraphtexture = texture_extension_number; texture_extension_number++; playertextures = texture_extension_number; texture_extension_number += MAX_CLIENTS; player_fb_textures = texture_extension_number; texture_extension_number += MAX_CACHED_SKINS; } void R_Init_Cvars (void) { 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."); /* 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)"); 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_particles = Cvar_Get ("r_particles", "1", CVAR_ARCHIVE, "whether or not to draw particles"); 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_dlight_lightmap = Cvar_Get ("gl_dlight_lightmap", "1", CVAR_ARCHIVE, "Set to 1 for high quality dynamic lighting."); gl_dlight_polyblend = Cvar_Get ("gl_dlight_polyblend", "0", CVAR_ARCHIVE, "Set to 1 to use a dynamic light effect faster on GL"); gl_dlight_smooth = Cvar_Get ("gl_dlight_smooth", "1", CVAR_ARCHIVE, "Smooth dynamic vertex lighting"); 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_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"); gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "Set to 1, turns off all player colors"); 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"); } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; cvar_t *r_skyname; for (i = 0; i < 256; i++) d_lightstylevalue[i] = 264; // normal light value memset (&r_worldentity, 0, sizeof (r_worldentity)); r_worldentity.model = cl.worldmodel; // clear out efrags in case the level hasn't been reloaded for (i = 0; i < cl.worldmodel->numleafs; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture skytexturenum = -1; for (i = 0; i < cl.worldmodel->numtextures; i++) { if (!cl.worldmodel->textures[i]) continue; if (!strncmp (cl.worldmodel->textures[i]->name, "sky", 3)) skytexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } r_skyname = Cvar_FindVar ("r_skyname"); if (r_skyname != NULL) R_LoadSkys (r_skyname->string); else R_LoadSkys ("none"); } /* ==================== R_TimeRefresh_f For program optimization ==================== */ // LordHavoc: improved appearance and accuracy of timerefresh void R_TimeRefresh_f (void) { int i; double start, stop, time; // glDrawBuffer (GL_FRONT); glFinish (); GL_EndRendering (); start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { GL_BeginRendering (&glx, &gly, &glwidth, &glheight); r_refdef.viewangles[1] = i / 128.0 * 360.0; R_RenderView (); glFinish (); GL_EndRendering (); } // glFinish (); stop = Sys_DoubleTime (); time = stop - start; Con_Printf ("%f seconds (%f fps)\n", time, 128 / time); // glDrawBuffer (GL_BACK); // GL_EndRendering (); GL_BeginRendering (&glx, &gly, &glwidth, &glheight); } void D_FlushCaches (void) { }