mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-22 04:01:17 +00:00
ee02c7385b
tarred, feathered, stabbed, shot, drawn, quartered, and then really hurt. Such hardware requiring it should be incinerated as worthless garbage. Yes, this means that we now change blending states often again. This may recover much of the lost FPS people were having with certain cards and drivers. Sorry guys, I didn't consider that card makers could be such complete idiots. On the plus side, all major bugs outstanding in the GL renderer should be resolved excepting the banding on 3dfx cards. As soon as Mercury gets me the documentation on the gamma ramp extension, I'll be using it (hint..) This is your cue to merge my changes into the main tree taniwha. No depth polys yet. Waterripple added. Version display while downloading removed. gl_finish sortof removed (cvar needs to be pulled still), gl_ztrick is next. I understand the GL renderer and what I plan to do w/ it better now, so I can start pounding away at that after I wake up.
535 lines
14 KiB
C
535 lines
14 KiB
C
/*
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gl_rmisc.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include <config.h>
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#endif
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#include <string.h>
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#include <stdio.h>
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#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
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#include "vid.h"
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#include "sys.h"
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#include "zone.h" // needed by: client.h, gl_model.h
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, gl_model.h, glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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qboolean VID_Is8bit(void);
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extern void R_InitBubble();
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qboolean allowskybox; // allow skyboxes? --KB
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/*
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==================
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R_InitTextures
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==================
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*/
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void R_InitTextures (void)
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{
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int x,y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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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;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
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for (m=0 ; m<4 ; m++)
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{
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dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y=0 ; y< (16>>m) ; y++)
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for (x=0 ; x< (16>>m) ; x++)
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{
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if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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void R_InitParticleTexture (void)
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{
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int x,y;
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byte data[8][8][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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glBindTexture (GL_TEXTURE_2D, particletexture);
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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void R_Envmap_f (void)
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{
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byte buffer[256*256*4];
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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glDrawBuffer (GL_BACK);
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glReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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/*
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R_LoadSky_f
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*/
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void
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R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2)
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{
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Con_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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R_LoadSkys (Cmd_Argv(1));
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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allowskybox = false; // server will decide if this is allowed --KB
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("envmap", R_Envmap_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cmd_AddCommand ("loadsky", R_LoadSky_f);
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r_norefresh = Cvar_Get("r_norefresh", "0", CVAR_NONE, "None");
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r_lightmap = Cvar_Get("r_lightmap", "0", CVAR_NONE, "None");
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r_fullbright = Cvar_Get("r_fullbright", "0", CVAR_NONE, "None");
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r_drawentities = Cvar_Get("r_drawentities", "1", CVAR_NONE, "None");
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r_drawviewmodel = Cvar_Get("r_drawviewmodel", "1", CVAR_NONE, "None");
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r_shadows = Cvar_Get("r_shadows", "0", CVAR_NONE, "None");
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r_mirroralpha = Cvar_Get("r_mirroralpha", "1", CVAR_NONE, "None");
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r_wateralpha = Cvar_Get("r_wateralpha", "1", CVAR_NONE, "None");
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r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None");
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r_dynamic = Cvar_Get("r_dynamic", "1", CVAR_NONE, "None");
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r_novis = Cvar_Get("r_novis", "0", CVAR_NONE, "None");
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r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None");
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r_netgraph = Cvar_Get("r_netgraph", "0", CVAR_NONE, "None");
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gl_clear = Cvar_Get("gl_clear", "0", CVAR_NONE, "None");
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gl_texsort = Cvar_Get("gl_texsort", "1", CVAR_NONE, "None");
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if (gl_mtexable)
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gl_texsort->value = 0.0;
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gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None");
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gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None");
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gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None");
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gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None");
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gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None");
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gl_playermip = Cvar_Get("gl_playermip", "0", CVAR_NONE, "None");
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gl_nocolors = Cvar_Get("gl_nocolors", "0", CVAR_NONE, "None");
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gl_finish = Cvar_Get("gl_finish", "0", CVAR_NONE, "None");
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gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None");
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gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");
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r_skyname = Cvar_Get("r_skyname", "none", CVAR_NONE,
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"name of the current skybox");
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R_InitBubble();
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R_InitParticles ();
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R_InitParticleTexture ();
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netgraphtexture = texture_extension_number;
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texture_extension_number++;
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playertextures = texture_extension_number;
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texture_extension_number += MAX_CLIENTS;
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}
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/*
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===============
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R_TranslatePlayerSkin
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Translates a skin texture by the per-player color lookup
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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byte translate[256];
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unsigned translate32[256];
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int i, j;
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byte *original;
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unsigned pixels[512*256], *out;
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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int tinwidth, tinheight;
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byte *inrow;
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unsigned frac, fracstep;
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player_info_t *player;
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extern byte player_8bit_texels[320*200];
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char s[512];
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GL_DisableMultitexture();
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player = &cl.players[playernum];
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if (!player->name[0])
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return;
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strcpy(s, Info_ValueForKey(player->userinfo, "skin"));
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COM_StripExtension(s, s);
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if (player->skin && !stricmp(s, player->skin->name))
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player->skin = NULL;
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if (player->_topcolor != player->topcolor ||
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player->_bottomcolor != player->bottomcolor || !player->skin) {
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player->_topcolor = player->topcolor;
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player->_bottomcolor = player->bottomcolor;
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top = player->topcolor;
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bottom = player->bottomcolor;
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top = (top < 0) ? 0 : ((top > 13) ? 13 : top);
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bottom = (bottom < 0) ? 0 : ((bottom > 13) ? 13 : bottom);
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top *= 16;
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bottom *= 16;
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for (i=0 ; i<256 ; i++)
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translate[i] = i;
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for (i=0 ; i<16 ; i++)
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{
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if (top < 128) // the artists made some backwards ranges. sigh.
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translate[TOP_RANGE+i] = top+i;
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else
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translate[TOP_RANGE+i] = top+15-i;
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if (bottom < 128)
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translate[BOTTOM_RANGE+i] = bottom+i;
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else
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translate[BOTTOM_RANGE+i] = bottom+15-i;
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}
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//
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// locate the original skin pixels
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//
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// real model width
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tinwidth = 296;
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tinheight = 194;
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if (!player->skin)
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Skin_Find(player);
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if ((original = Skin_Cache(player->skin)) != NULL) {
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//skin data width
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inwidth = 320;
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inheight = 200;
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} else {
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original = player_8bit_texels;
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inwidth = 296;
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inheight = 194;
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}
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
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#if 0
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s = 320*200;
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byte translated[320*200];
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for (i=0 ; i<s ; i+=4)
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{
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translated[i] = translate[original[i]];
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translated[i+1] = translate[original[i+1]];
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translated[i+2] = translate[original[i+2]];
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translated[i+3] = translate[original[i+3]];
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}
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// don't mipmap these, because it takes too long
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GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight,
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false, false, true);
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#endif
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// FIXME deek: This 512x256 limit sucks!
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scaled_width = min(gl_max_size->value, 512);
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scaled_height = min(gl_max_size->value, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= (int)gl_playermip->value;
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scaled_height >>= (int)gl_playermip->value;
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if (VID_Is8bit()) { // 8bit texture upload
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byte *out2;
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out2 = (byte *)pixels;
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memset(pixels, 0, sizeof(pixels));
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fracstep = tinwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
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{
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inrow = original + inwidth*(i*tinheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out2[j] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+1] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+2] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+3] = translate[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, false, false);
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return;
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}
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for (i=0 ; i<256 ; i++)
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translate32[i] = d_8to24table[translate[i]];
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out = pixels;
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memset(pixels, 0, sizeof(pixels));
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fracstep = tinwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out += scaled_width)
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{
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inrow = original + inwidth*(i*tinheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out[j] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+1] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+2] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+3] = translate32[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format,
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scaled_width, scaled_height, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap (void)
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{
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int i;
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cvar_t *r_skyname;
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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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++)
|
|
cl.worldmodel->leafs[i].efrags = NULL;
|
|
|
|
r_viewleaf = NULL;
|
|
R_ClearParticles ();
|
|
|
|
GL_BuildLightmaps ();
|
|
|
|
// identify sky texture
|
|
skytexturenum = -1;
|
|
mirrortexturenum = -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;
|
|
if (!strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
|
|
mirrortexturenum = 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
|
|
====================
|
|
*/
|
|
void R_TimeRefresh_f (void)
|
|
{
|
|
int i;
|
|
float start, stop, time;
|
|
|
|
glDrawBuffer (GL_FRONT);
|
|
glFinish ();
|
|
|
|
start = Sys_DoubleTime ();
|
|
for (i=0 ; i<128 ; i++)
|
|
{
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
R_RenderView ();
|
|
}
|
|
|
|
glFinish ();
|
|
stop = Sys_DoubleTime ();
|
|
time = stop-start;
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
glDrawBuffer (GL_BACK);
|
|
GL_EndRendering ();
|
|
}
|
|
|
|
void D_FlushCaches (void)
|
|
{
|
|
}
|
|
|
|
|