mirror of
https://git.code.sf.net/p/quake/newtree
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518 lines
14 KiB
C
518 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 <stdio.h>
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#ifdef HAVE_STRING_H
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#include <string.h>
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#endif
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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 "cmd.h"
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#include "console.h"
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#include "cvar.h"
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#include "glquake.h"
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#include "r_dynamic.h"
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#include "skin.h"
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#include "sys.h"
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#include "vid.h"
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qboolean VID_Is8bit (void);
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void R_InitBubble (void);
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void R_FireColor_f (void);
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cvar_t *gl_fires;
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cvar_t *r_netgraph_alpha;
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cvar_t *r_netgraph_box;
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extern cvar_t *r_netgraph;
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extern cvar_t *gl_lerp_anim;
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qboolean allowskybox; // allow skyboxes? --KB
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/*
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==================
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R_Textures_Init
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==================
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*/
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void
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R_Textures_Init (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 =
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Hunk_AllocName (sizeof (texture_t) + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2,
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"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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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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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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}
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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
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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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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
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R_Init (void)
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{
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allowskybox = false; // server will decide if this is
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// 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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Cmd_AddCommand ("r_firecolor", R_FireColor_f);
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R_InitBubble ();
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R_InitParticles ();
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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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void
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R_Init_Cvars (void)
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{
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r_norefresh = Cvar_Get ("r_norefresh", "0", CVAR_NONE, "Set to 1 to disable display refresh");
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r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "Set to 0 to disable drawing entities");
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r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_ARCHIVE, "Set to 0 to disable drawing your weapon");
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r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, "Set to 1 to enable shadows for entities");
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r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "Determine opacity of liquids. 1 is solid,
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.75, .50, and .25 are partially transparent, and 0 is transparent.");
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/* FIXME what does r_waterripple use for units? */
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r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "Set to make liquids ripple, a good setting is 5");
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r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "Set to 0 to disable all dynamic lighting - unless gl_flashblend is set to 1");
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r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "Set to 1 to enable transparency of liquids on unvised maps");
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r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "Display drawing time and statistics of what is being viewed");
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r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_ARCHIVE, "Graph network stats");
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r_netgraph_alpha = Cvar_Get ("r_netgraph_alpha", "0.5", CVAR_ARCHIVE, "Net graph translucency");
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r_netgraph_box = Cvar_Get ("r_netgraph_box", "1", CVAR_ARCHIVE, "Draw box around net graph?");
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gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "Set to 1 to make background black. Useful for removing HOM effect");
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gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, "Set to 0 to enable multitexture");
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gl_cull = Cvar_Get ("gl_cull", "1", CVAR_NONE, "If set to 1, does not render things that do not need to be");
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gl_smooth = Cvar_Get ("gl_smooth", "1", CVAR_NONE, "Set to 0 to NOT smooth lighted models");
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gl_smoothdlights = Cvar_Get ("gl_smoothdlights", "1", CVAR_NONE, "Set to 0 to NOT smooth lights");
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gl_affinemodels = Cvar_Get ("gl_affinemodels", "0", CVAR_NONE, "Makes texture rendering quality better if set to 1");
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gl_flashblend = Cvar_Get ("gl_flashblend", "0", CVAR_NONE, "Set to 1 to use a type of lighting faster on GL");
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gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "Detail of player skins. 0 best, 2 worst.");
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gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "Set to 1, turns off all player skins");
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gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE,
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"Toggles lavaball and rocket fireballs");
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gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
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"whether or not to draw particles");
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gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE,
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"Toggles fullbright color support for models.. "
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"This is very handy, but costs me 2 FPS.. (=:]");
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gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE,
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"Toggles fullbright color support for bmodels");
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gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, "Set to 1 to turn off colinear vertexes upon level load");
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gl_lerp_anim = Cvar_Get ("gl_lerp_anim", "1", CVAR_ARCHIVE,
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"Toggles model animation interpolation");
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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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gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_NONE,
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"controls whether the skydome is single or double pass");
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gl_sky_clip = Cvar_Get ("gl_sky_clip", "0", CVAR_NONE,
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"controls whether sky is drawn first (0) or later (1)");
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gl_sky_divide = Cvar_Get ("gl_sky_divide", "1", CVAR_ARCHIVE,
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"subdivide sky polys");
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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
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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 int translate32[256];
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int i, j;
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byte *original;
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unsigned int pixels[512 * 256], *out;
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unsigned int 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 int 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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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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if (top < 128) // the artists made some backwards
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// 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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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->int_val, 512);
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scaled_height = min (gl_max_size->int_val, 256);
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip->int_val;
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scaled_height >>= gl_playermip->int_val;
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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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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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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,
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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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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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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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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
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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;
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i = 0; i < cl.worldmodel->numleafs; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps ();
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// identify sky texture
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skytexturenum = -1;
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for (i = 0; i < cl.worldmodel->numtextures; i++) {
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if (!cl.worldmodel->textures[i])
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continue;
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if (!strncmp (cl.worldmodel->textures[i]->name, "sky", 3))
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skytexturenum = i;
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cl.worldmodel->textures[i]->texturechain = NULL;
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}
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r_skyname = Cvar_FindVar ("r_skyname");
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if (r_skyname != NULL)
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R_LoadSkys (r_skyname->string);
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else
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R_LoadSkys ("none");
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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// LordHavoc: improved appearance and accuracy of timerefresh
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void
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R_TimeRefresh_f (void)
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{
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int i;
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double start, stop, time;
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// glDrawBuffer (GL_FRONT);
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glFinish ();
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GL_EndRendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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r_refdef.viewangles[1] = i / 128.0 * 360.0;
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R_RenderView ();
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glFinish ();
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GL_EndRendering ();
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}
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// glFinish ();
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stop = Sys_DoubleTime ();
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time = stop - start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128 / time);
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// glDrawBuffer (GL_BACK);
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// GL_EndRendering ();
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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}
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void
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D_FlushCaches (void)
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{
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}
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