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https://git.code.sf.net/p/quake/newtree
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128 lines
2.9 KiB
C
128 lines
2.9 KiB
C
/*
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gl_dyn_textures.c
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Dynamic texture generation.
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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 <stdlib.h>
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#include "fractalnoise.h"
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#include "glquake.h"
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static void GDT_InitDotParticleTexture (void);
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static void GDT_InitSmokeParticleTexture (void);
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int part_tex_smoke[8];
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int part_tex_dot;
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void
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GDT_Init (void)
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{
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GDT_InitDotParticleTexture ();
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GDT_InitSmokeParticleTexture ();
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}
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static void
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GDT_InitDotParticleTexture (void)
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{
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int x, y, dx2, dy, d;
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byte data[16][16][2];
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//
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// particle texture
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//
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part_tex_dot = texture_extension_number++;
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glBindTexture (GL_TEXTURE_2D, part_tex_dot);
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for (x = 0; x < 16; x++) {
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dx2 = x - 8;
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dx2 *= dx2;
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for (y = 0; y < 16; y++) {
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dy = y - 8;
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d = 255 - 4 * (dx2 + dy * dy);
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if (d<=0) {
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d = 0;
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data[y][x][0] = 0;
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} else
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data[y][x][0] = 255;
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data[y][x][1] = (byte) d;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, 2, 16, 16, 0, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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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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static void
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GDT_InitSmokeParticleTexture (void)
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{
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int i, x, y, d;
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float dx, dy2;
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byte data[32][32][2], noise1[32][32], noise2[32][32];
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for (i = 0; i < 8; i++) {
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fractalnoise (&noise1[0][0], 32);
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fractalnoise (&noise2[0][0], 32);
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for (y = 0; y < 32; y++)
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{
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dy2 = y - 16;
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dy2 *= dy2;
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for (x = 0; x < 32; x++) {
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dx = x - 16;
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d = noise2[y][x] * 4 - 512;
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if (d > 0) {
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if (d > 255)
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d = 255;
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d = (d * (255 - (int) (dx * dx + dy2))) >> 8;
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if (d <= 0) {
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d = 0;
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data[y][x][0] = 0;
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} else
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data[y][x][0] = (noise1[y][x] >> 1) + 128;
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// if (d > 255)
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// d = 255;
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data[y][x][1] = (byte) d;
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} else {
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data[y][x][0] = 0; //DESPAIR
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data[y][x][1] = 0;
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}
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}
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}
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part_tex_smoke[i] = texture_extension_number++;
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glBindTexture (GL_TEXTURE_2D, part_tex_smoke[i]);
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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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glTexImage2D (GL_TEXTURE_2D, 0, 2, 32, 32, 0, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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}
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}
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