/* gl_dyn_textures.c Dynamic texture generation. 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 "glquake.h" #include "fractalnoise.h" #include static void GDT_InitDotParticleTexture (void); static void GDT_InitSmokeParticleTexture (void); int part_tex_smoke[8]; int part_tex_dot; void GDT_Init (void) { GDT_InitDotParticleTexture (); GDT_InitSmokeParticleTexture (); } byte dottexture[4][4] = { {0, 1, 1, 0}, {1, 1, 1, 1}, {1, 1, 1, 1}, {0, 1, 1, 0}, }; static void GDT_InitDotParticleTexture (void) { int x, y; byte data[4][4][4]; // // particle texture // part_tex_dot = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_dot); for (x = 0; x < 4; x++) { for (y = 0; y < 4; y++) { data[y][x][0] = 244; data[y][x][1] = 244; data[y][x][2] = 244; data[y][x][3] = dottexture[x][y] * 244; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 4, 4, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } static void GDT_InitSmokeParticleTexture (void) { int i, x, y, d; float dx, dy; byte data[32][32][4], noise1[32][32], noise2[32][32]; for (i = 0; i < 8; i++) { fractalnoise (&noise1[0][0], 32); fractalnoise (&noise2[0][0], 32); for (y = 0; y < 32; y++) for (x = 0; x < 32; x++) { data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128; dx = x - 16; dy = y - 16; d = noise2[y][x] * 4 - 512; if (d > 0) { if (d > 255) d = 255; d = (d * (255 - (int) (dx * dx + dy * dy))) >> 8; if (d < 0) d = 0; if (d > 255) d = 255; data[y][x][3] = (byte) d; } else data[y][x][3] = 0; } part_tex_smoke[i] = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_smoke[i]); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); } }