newtree/source/gl_rmisc.c
Joseph Carter ee02c7385b Those GL drivers with non-accellerated blending should have their authors
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.
2000-06-15 12:05:41 +00:00

535 lines
14 KiB
C

/*
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 <string.h>
#include <stdio.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#endif
#include "bothdefs.h" // needed by: common.h, net.h, client.h
#include "bspfile.h" // needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "zone.h" // needed by: client.h, gl_model.h
#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
// modelgen.h, glmodel.h
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h" // needed by: client.h, gl_model.h, glquake.h
#include "client.h" // need cls in this file
#include "model.h" // needed by: glquake.h
#include "console.h"
#include "glquake.h"
qboolean VID_Is8bit(void);
extern void R_InitBubble();
qboolean allowskybox; // allow skyboxes? --KB
/*
==================
R_InitTextures
==================
*/
void R_InitTextures (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;
}
}
}
byte dottexture[8][8] =
{
{0,1,1,0,0,0,0,0},
{1,1,1,1,0,0,0,0},
{1,1,1,1,0,0,0,0},
{0,1,1,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
};
void R_InitParticleTexture (void)
{
int x,y;
byte data[8][8][4];
//
// particle texture
//
particletexture = texture_extension_number++;
glBindTexture (GL_TEXTURE_2D, particletexture);
for (x=0 ; x<8 ; x++)
{
for (y=0 ; y<8 ; y++)
{
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
data[y][x][3] = dottexture[x][y]*255;
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
/*
===============
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 <name> : 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_norefresh = Cvar_Get("r_norefresh", "0", CVAR_NONE, "None");
r_lightmap = Cvar_Get("r_lightmap", "0", CVAR_NONE, "None");
r_fullbright = Cvar_Get("r_fullbright", "0", CVAR_NONE, "None");
r_drawentities = Cvar_Get("r_drawentities", "1", CVAR_NONE, "None");
r_drawviewmodel = Cvar_Get("r_drawviewmodel", "1", CVAR_NONE, "None");
r_shadows = Cvar_Get("r_shadows", "0", CVAR_NONE, "None");
r_mirroralpha = Cvar_Get("r_mirroralpha", "1", CVAR_NONE, "None");
r_wateralpha = Cvar_Get("r_wateralpha", "1", CVAR_NONE, "None");
r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None");
r_dynamic = Cvar_Get("r_dynamic", "1", CVAR_NONE, "None");
r_novis = Cvar_Get("r_novis", "0", CVAR_NONE, "None");
r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None");
r_netgraph = Cvar_Get("r_netgraph", "0", CVAR_NONE, "None");
gl_clear = Cvar_Get("gl_clear", "0", CVAR_NONE, "None");
gl_texsort = Cvar_Get("gl_texsort", "1", CVAR_NONE, "None");
if (gl_mtexable)
gl_texsort->value = 0.0;
gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None");
gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None");
gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None");
gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None");
gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None");
gl_playermip = Cvar_Get("gl_playermip", "0", CVAR_NONE, "None");
gl_nocolors = Cvar_Get("gl_nocolors", "0", CVAR_NONE, "None");
gl_finish = Cvar_Get("gl_finish", "0", CVAR_NONE, "None");
gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None");
gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");
r_skyname = Cvar_Get("r_skyname", "none", CVAR_NONE,
"name of the current skybox");
R_InitBubble();
R_InitParticles ();
R_InitParticleTexture ();
netgraphtexture = texture_extension_number;
texture_extension_number++;
playertextures = texture_extension_number;
texture_extension_number += MAX_CLIENTS;
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
int top, bottom;
byte translate[256];
unsigned translate32[256];
int i, j;
byte *original;
unsigned pixels[512*256], *out;
unsigned scaled_width, scaled_height;
int inwidth, inheight;
int tinwidth, tinheight;
byte *inrow;
unsigned frac, fracstep;
player_info_t *player;
extern byte player_8bit_texels[320*200];
char s[512];
GL_DisableMultitexture();
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->value, 512);
scaled_height = min(gl_max_size->value, 256);
// allow users to crunch sizes down even more if they want
scaled_width >>= (int)gl_playermip->value;
scaled_height >>= (int)gl_playermip->value;
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);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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;
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)
{
}