mirror of
https://git.code.sf.net/p/quake/newtree
synced 2024-11-29 07:12:30 +00:00
5d07b61d7a
Lots of changes, more then I can cover quickly. Things now look, different, and probally much better! Note, SOFTWARE RENDERING IS BROKEN with this commit!
118 lines
2.8 KiB
C
118 lines
2.8 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 "glquake.h"
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#include "fractalnoise.h"
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#include <stdlib.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 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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byte dottexture[4][4] =
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{
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{0,1,1,0},
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{1,1,1,1},
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{1,1,1,1},
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{0,1,1,0},
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};
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static void GDT_InitDotParticleTexture (void)
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{
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int x, y;
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byte data[4][4][4];
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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<4 ; x++)
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{
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for (y=0 ; y<4 ; y++)
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{
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data[y][x][0] = 244;
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data[y][x][1] = 244;
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data[y][x][2] = 244;
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data[y][x][3] = dottexture[x][y]*244;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 4, 4, 0, GL_RGBA, 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 GDT_InitSmokeParticleTexture (void)
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{
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int i, x, y, d;
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float dx, dy;
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byte data[32][32][4], 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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for (x = 0;x < 32;x++) {
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data[y][x][0] = data[y][x][1] = data[y][x][2] = (noise1[y][x] >> 1) + 128;
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dx = x - 16;
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dy = y - 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+dy*dy))) >> 8;
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if (d < 0) d = 0;
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if (d > 255) d = 255;
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data[y][x][3] = (byte) d;
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}
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else
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data[y][x][3] = 0;
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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, gl_alpha_format, 32, 32, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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}
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}
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