newtree/source/gl_dyn_textures.c
Jeff Teunissen 54e2a4d9d3 Okay, the big whitespace reformat. There is some silliness (case
statements, variable declarations), but all in all it's not bad.
2000-12-08 06:51:37 +00:00

122 lines
2.9 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);
}
}