newtree/source/gl_dyn_textures.c
Zephaniah E. Hull 5d07b61d7a The big particle rework!
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!
2000-10-28 08:02:08 +00:00

118 lines
2.8 KiB
C

/*
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 <stdlib.h>
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);
}
}