/* 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 #include #ifdef HAVE_STRING_H #include #endif #ifdef HAVE_STRINGS_H #include #endif #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); Cmd_AddCommand ("envmap", R_Envmap_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_f); Cmd_AddCommand ("loadsky", R_LoadSky_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, "Set to 1 to disable display refresh"); r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "Set to 0 to disable drawing entities"); r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, "Set to 0 to disable drawing your weapon"); r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, "Set to 1 to enable shadows for entities"); r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "Determine opacity of liquids. 1 is solid," ".75, .50, and .25 are partially transparent, and 0 is transparent."); /* 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 all dynamic lighting - unless gl_flashblend is set to 1"); r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "Set to 1 to enable transparency of liquids on unvised maps"); 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?"); gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "Set to 1 to make background black. Useful for removing HOM effect"); gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, "Set to 0 to enable multitexture"); gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, "If set to 1, does not render things that do not need to be"); gl_smooth = Cvar_Get ("gl_smooth", "1", CVAR_NONE, "Set to 0 to NOT smooth lighted models"); gl_smoothdlights = Cvar_Get ("gl_smoothdlights", "1", CVAR_NONE, "Set to 0 to NOT smooth lights"); gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, "Makes texture rendering quality better if set to 1"); gl_flashblend = Cvar_Get ("gl_flashblend", "0", CVAR_NONE, "Set to 1 to use a type of lighting faster on GL"); gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "Detail of player skins. 0 best, 2 worst."); gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "Set to 1, turns off all player skins"); 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, "Set to 1 to turn off colinear vertexes upon level load"); gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE, "Toggles model animation interpolation"); 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)"); gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE, "subdivide sky polys"); } /* =============== R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup =============== */ void R_TranslatePlayerSkin (int playernum) { 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; player_info_t *player; extern byte player_8bit_texels[320 * 200]; char s[512]; 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_Cache (player->skin)) != NULL) { // skin data width 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); #if 0 s = 320 * 200; byte 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 // FIXME deek: This 512x256 limit sucks! scaled_width = min (gl_max_size->int_val, 512); scaled_height = min (gl_max_size->int_val, 256); // allow users to crunch sizes down even more if they want scaled_width >>= gl_playermip->int_val; scaled_height >>= gl_playermip->int_val; if (VID_Is8bit ()) { // 8bit texture upload byte *out2; 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); 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 ((byte *) pixels, scaled_width, scaled_height, false, false); return; } for (i = 0; i < 256; i++) 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); 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); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } /* =============== 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 // FIXME: is this one short? 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) { }