finally, nuq-glx works. Still needs lots of work, but getting there :)

This commit is contained in:
Bill Currie 2000-08-26 05:48:38 +00:00
parent 438a2bbcd2
commit 1ddf60ea24
17 changed files with 562 additions and 1038 deletions

View file

@ -199,6 +199,7 @@ extern cvar_t *gl_finish;
extern cvar_t *gl_clear;
extern cvar_t *gl_subdivide_size;
extern cvar_t *gl_particles;
extern cvar_t *gl_fires;
extern int gl_lightmap_format;
extern int gl_solid_format;
@ -209,6 +210,7 @@ extern cvar_t *gl_playermip;
extern int mirrortexturenum; // quake texturenum, not gltexturenum
extern qboolean mirror;
extern qboolean lighthalf;
extern mplane_t *mirror_plane;
extern float r_world_matrix[16];

View file

@ -310,6 +310,9 @@ extern int r_clipflags;
extern int r_dlightframecount;
extern qboolean r_fov_greater_than_90;
extern particle_t *active_particles, *free_particles;
extern int ramp1[],ramp2[],ramp3[];
void R_StoreEfrags (efrag_t **ppefrag);
void R_TimeRefresh_f (void);
void R_TimeGraph (void);

View file

@ -29,6 +29,7 @@
#ifndef __view_h
#define __view_h
#include "qtypes.h"
#include "cvar.h"
extern byte gammatable[256]; // palette is sent through this
@ -46,4 +47,19 @@ float V_CalcRoll (vec3_t angles, vec3_t velocity);
void V_UpdatePalette (void);
void V_CalcBlend (void);
void V_CalcIntermissionRefdef (void);
void V_CalcRefdef (void);
void V_CalcPowerupCshift (void);
qboolean V_CheckGamma (void);
extern cvar_t *scr_ofsx;
extern cvar_t *scr_ofsy;
extern cvar_t *scr_ofsz;
extern cvar_t *lcd_yaw;
extern cvar_t *cl_crossx;
extern cvar_t *cl_crossy;
extern cvar_t *gl_cshiftpercent;
extern vec3_t forward, right, up;
#endif // __cvar_h

View file

@ -49,7 +49,7 @@ common_ASM= sys_ia32.S worlda.S $(math_ASM)
#endif
common_SOURCES= crc.c cvar.c cmd.c mathlib.c wad.c world.c \
msg.c sizebuf.c qendian.c qargs.c quakefs.c \
msg.c r_part.c sizebuf.c qendian.c qargs.c quakefs.c \
va.c quakeio.c link.c com.c \
zone.c $(common_ASM)
@ -113,7 +113,7 @@ EXTRA_libqfcd_a_SOURCES=net_dos.c net_bw.c net_ipx.c net_mp.c net_ser.c \
client_LIBS= -L. -lqfsys -lqfsnd -lqfcd -lqfnet $(SOUND_LIBS) $(NET_LIBS)
client_SOURCES= cl_cam.c cl_demo.c cl_input.c cl_main.c cl_parse.c \
cl_tent.c console.c keys.c menu.c sbar.c view.c \
cl_tent.c console.c keys.c menu.c sbar.c r_view.c \
nonintel.c
server_SOURCES= host.c host_cmd.c \
@ -131,8 +131,8 @@ combined_SOURCES= $(common_SOURCES) $(client_SOURCES) $(server_SOURCES)
soft_SOURCES= d_edge.c d_fill.c d_init.c d_modech.c d_part.c d_polyse.c \
d_scan.c d_sky.c d_sprite.c d_surf.c d_vars.c d_zpoint.c \
draw.c r_aclip.c r_alias.c r_bsp.c r_draw.c r_edge.c r_efrag.c \
r_light.c r_main.c r_misc.c r_part.c r_sky.c r_sprite.c \
r_surf.c r_vars.c screen.c model.c $(soft_ASM)
r_light.c r_main.c r_misc.c sw_part.c r_sky.c r_sprite.c \
r_surf.c r_vars.c screen.c model.c sw_view.c $(soft_ASM)
#
# ... GGI

View file

@ -1,7 +1,7 @@
/*
r_part.c
(description)
@description@
Copyright (C) 1996-1997 Id Software, Inc.
@ -27,481 +27,24 @@
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
# include "config.h"
#endif
#include "qargs.h"
#include "d_iface.h"
#include "bspfile.h" // needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
#include "host.h"
// modelgen.h, glmodel.h
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "menu.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h" // needed by: client.h, gl_model.h, glquake.h
#include "client.h" // need cls in this file
#include "model.h" // needed by: glquake.h
#include "console.h"
#include "r_shared.h"
#include "r_local.h"
#include "glquake.h"
#include "quakefs.h"
#include <stdlib.h>
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
#define MAX_FIRES 128 // rocket flames
#define ABSOLUTE_MIN_PARTICLES 512 // no fewer than this no matter what's
// on the command line
int ramp1[8] = {0x6f, 0x6d, 0x6b, 0x69, 0x67, 0x65, 0x63, 0x61};
int ramp2[8] = {0x6f, 0x6e, 0x6d, 0x6c, 0x6b, 0x6a, 0x68, 0x66};
int ramp3[8] = {0x6d, 0x6b, 6, 5, 4, 3};
particle_t *active_particles, *free_particles;
particle_t *particles;
int r_numparticles;
vec3_t r_pright, r_pup, r_ppn;
#include "server.h"
#include "console.h"
#define MAX_FIRES 128 // rocket flames
fire_t r_fires[MAX_FIRES];
extern cvar_t *gl_fires;
extern qboolean lighthalf;
/*
===============
R_InitParticles
===============
*/
void R_InitParticles (void)
{
int i;
i = COM_CheckParm ("-particles");
if (i)
{
r_numparticles = (int)(atoi(com_argv[i+1]));
if (r_numparticles < ABSOLUTE_MIN_PARTICLES)
r_numparticles = ABSOLUTE_MIN_PARTICLES;
}
else
{
r_numparticles = MAX_PARTICLES;
}
particles = (particle_t *)
Hunk_AllocName (r_numparticles * sizeof(particle_t), "particles");
}
/*
===============
R_ClearParticles
===============
*/
void R_ClearParticles (void)
{
int i;
free_particles = &particles[0];
active_particles = NULL;
for (i=0 ;i<r_numparticles ; i++)
particles[i].next = &particles[i+1];
particles[r_numparticles-1].next = NULL;
}
void R_ReadPointFile_f (void)
{
FILE *f;
vec3_t org;
int r;
int c;
particle_t *p;
char name[MAX_OSPATH];
// FIXME sprintf (name,"maps/%s.pts", sv.name);
COM_FOpenFile (name, &f);
if (!f)
{
Con_Printf ("couldn't open %s\n", name);
return;
}
Con_Printf ("Reading %s...\n", name);
c = 0;
for ( ;; )
{
r = fscanf (f,"%f %f %f\n", &org[0], &org[1], &org[2]);
if (r != 3)
break;
c++;
if (!free_particles)
{
Con_Printf ("Not enough free particles\n");
break;
}
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = 99999;
p->color = (-c)&15;
p->type = pt_static;
VectorCopy (vec3_origin, p->vel);
VectorCopy (org, p->org);
}
fclose (f);
Con_Printf ("%i points read\n", c);
}
/*
===============
R_ParticleExplosion
===============
*/
void R_ParticleExplosion (vec3_t org)
{
int i, j;
particle_t *p;
if (!gl_particles->value)
return;
for (i=0 ; i<1024 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 5;
p->color = ramp1[0];
p->ramp = rand()&3;
if (i & 1)
{
p->type = pt_explode;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_explode2;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_BlobExplosion
===============
*/
void R_BlobExplosion (vec3_t org)
{
int i, j;
particle_t *p;
if (!gl_particles->value)
return;
for (i=0 ; i<1024 ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 1 + (rand()&8)*0.05;
if (i & 1)
{
p->type = pt_blob;
p->color = 66 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
else
{
p->type = pt_blob2;
p->color = 150 + rand()%6;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + ((rand()%32)-16);
p->vel[j] = (rand()%512)-256;
}
}
}
}
/*
===============
R_RunParticleEffect
===============
*/
void R_RunParticleEffect (vec3_t org, vec3_t dir, int color, int count)
{
int i, j;
particle_t *p;
int scale;
if (!gl_particles->value)
return;
if (count > 130)
scale = 3;
else if (count > 20)
scale = 2;
else
scale = 1;
for (i=0 ; i<count ; i++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.1*(rand()%5);
p->color = (color&~7) + (rand()&7);
p->type = pt_grav;
for (j=0 ; j<3 ; j++)
{
p->org[j] = org[j] + scale*((rand()&15)-8);
p->vel[j] = dir[j]*15;// + (rand()%300)-150;
}
}
}
/*
===============
R_LavaSplash
===============
*/
void R_LavaSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
if (!gl_particles->value)
return;
for (i=-16 ; i<16 ; i++)
for (j=-16 ; j<16 ; j++)
for (k=0 ; k<1 ; k++)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 2 + (rand()&31) * 0.02;
p->color = 224 + (rand()&7);
p->type = pt_grav;
dir[0] = j*8 + (rand()&7);
dir[1] = i*8 + (rand()&7);
dir[2] = 256;
p->org[0] = org[0] + dir[0];
p->org[1] = org[1] + dir[1];
p->org[2] = org[2] + (rand()&63);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
/*
===============
R_TeleportSplash
===============
*/
void R_TeleportSplash (vec3_t org)
{
int i, j, k;
particle_t *p;
float vel;
vec3_t dir;
if (!gl_particles->value)
return;
for (i=-16 ; i<16 ; i+=4)
for (j=-16 ; j<16 ; j+=4)
for (k=-24 ; k<32 ; k+=4)
{
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
p->die = cl.time + 0.2 + (rand()&7) * 0.02;
p->color = 7 + (rand()&7);
p->type = pt_grav;
dir[0] = j*8;
dir[1] = i*8;
dir[2] = k*8;
p->org[0] = org[0] + i + (rand()&3);
p->org[1] = org[1] + j + (rand()&3);
p->org[2] = org[2] + k + (rand()&3);
VectorNormalize (dir);
vel = 50 + (rand()&63);
VectorScale (dir, vel, p->vel);
}
}
void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
{
vec3_t vec;
float len;
int j;
particle_t *p;
if (type == 0)
R_AddFire (start, end, ent);
if (!gl_particles->value)
return;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
while (len > 0)
{
len -= 3;
if (!free_particles)
return;
p = free_particles;
free_particles = p->next;
p->next = active_particles;
active_particles = p;
VectorCopy (vec3_origin, p->vel);
p->die = cl.time + 2;
if (type == 4)
{ // slight blood
p->type = pt_slowgrav;
p->color = 67 + (rand()&3);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
len -= 3;
}
else if (type == 2)
{ // blood
p->type = pt_slowgrav;
p->color = 67 + (rand()&3);
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
}
else if (type == 6)
{ // voor trail
p->color = 9*16 + 8 + (rand()&3);
p->type = pt_static;
p->die = cl.time + 0.3;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()&15)-8);
}
else if (type == 1)
{ // smoke smoke
p->ramp = (rand()&3) + 2;
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
}
else if (type == 0)
{ // rocket trail
p->ramp = (rand()&3);
p->color = ramp3[(int)p->ramp];
p->type = pt_fire;
for (j=0 ; j<3 ; j++)
p->org[j] = start[j] + ((rand()%6)-3);
}
else if (type == 3 || type == 5)
{ // tracer
static int tracercount;
p->die = cl.time + 0.5;
p->type = pt_static;
if (type == 3)
p->color = 52 + ((tracercount&4)<<1);
else
p->color = 230 + ((tracercount&4)<<1);
tracercount++;
VectorCopy (start, p->org);
if (tracercount & 1)
{
p->vel[0] = 30*vec[1];
p->vel[1] = 30*-vec[0];
}
else
{
p->vel[0] = 30*-vec[1];
p->vel[1] = 30*vec[0];
}
}
VectorAdd (start, vec, start);
}
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
particle_t *p, *kill;
@ -511,29 +54,23 @@ void R_DrawParticles (void)
float time1;
float dvel;
float frametime;
unsigned char *at;
unsigned char theAlpha;
vec3_t up, right;
float scale;
qboolean alphaTestEnabled;
glBindTexture (GL_TEXTURE_2D, particletexture);
// LordHavoc: particles should not affect zbuffer
glDepthMask(0);
alphaTestEnabled = glIsEnabled(GL_ALPHA_TEST);
if (alphaTestEnabled)
glDisable(GL_ALPHA_TEST);
GL_Bind(particletexture);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin (GL_TRIANGLES);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
frametime = host_frametime;
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * 800 * 0.05;
grav = frametime * sv_gravity->value * 0.05;
dvel = 4*frametime;
for ( ;; )
@ -571,20 +108,7 @@ void R_DrawParticles (void)
scale = 1;
else
scale = 1 + scale * 0.004;
at = (byte *)&d_8to24table[(int)p->color];
if (p->type==pt_fire)
theAlpha = 255*(6-p->ramp)/6;
// theAlpha = 192;
// else if (p->type==pt_explode || p->type==pt_explode2)
// theAlpha = 255*(8-p->ramp)/8;
else
theAlpha = 255;
if (lighthalf)
glColor4ub((byte) ((int) at[0] >> 1), (byte) ((int) at[1] >> 1), (byte) ((int) at[2] >> 1), theAlpha);
else
glColor4ub(at[0], at[1], at[2], theAlpha);
// glColor3ubv (at);
// glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
glTexCoord2f (0,0);
glVertex3fv (p->org);
glTexCoord2f (1,0);
@ -643,17 +167,20 @@ void R_DrawParticles (void)
p->vel[2] -= grav;
break;
case pt_slowgrav:
case pt_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
glEnd ();
if (alphaTestEnabled)
glEnable(GL_ALPHA_TEST);
glDepthMask(1);
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
}
/*

View file

@ -85,6 +85,23 @@ void AddLightBlend (float r, float g, float b, float a2)
v_blend[2] = v_blend[2]*(1-a2) + b*a2;
}
float bubble_sintable[33], bubble_costable[33];
void R_InitBubble() {
float a;
int i;
float *bub_sin, *bub_cos;
bub_sin = bubble_sintable;
bub_cos = bubble_costable;
for (i=32 ; i>=0 ; i--) {
a = i/32.0 * M_PI*2;
*bub_sin++ = sin(a);
*bub_cos++ = cos(a);
}
}
void R_RenderDlight (dlight_t *light)
{
int i, j;

View file

@ -115,6 +115,8 @@ cvar_t *gl_nocolors;
cvar_t *gl_keeptjunctions;
cvar_t *gl_reporttjunctions;
cvar_t *gl_doubleeyes;
cvar_t *gl_particles;
cvar_t *gl_fires;
/*
=================
@ -991,27 +993,6 @@ void R_Clear (void)
gldepthmax = 0.5;
glDepthFunc (GL_LEQUAL);
}
else if (gl_ztrick->value)
{
static int trickframe;
if (gl_clear->value)
glClear (GL_COLOR_BUFFER_BIT);
trickframe++;
if (trickframe & 1)
{
gldepthmin = 0;
gldepthmax = 0.49999;
glDepthFunc (GL_LEQUAL);
}
else
{
gldepthmin = 1;
gldepthmax = 0.5;
glDepthFunc (GL_GEQUAL);
}
}
else
{
if (gl_clear->value)

View file

@ -213,6 +213,12 @@ void R_Init (void)
gl_playermip = Cvar_Get("gl_playermip", "0", CVAR_NONE, "None");
gl_nocolors = Cvar_Get("gl_nocolors", "0", CVAR_NONE, "None");
gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE,
"Toggles lavaball and rocket fireballs");
gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE,
"whether or not to draw particles");
gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "0", CVAR_NONE, "None");
gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None");

View file

@ -76,6 +76,7 @@ msurface_t *skychain = NULL;
msurface_t *waterchain = NULL;
lpMTexFUNC qglMTexCoord2f = NULL;
lpSelTexFUNC qglSelectTexture = NULL;
void R_RenderDynamicLightmaps (msurface_t *fa);
@ -1602,7 +1603,6 @@ void GL_BuildLightmaps (void)
{
int i, j;
model_t *m;
extern qboolean isPermedia;
memset (allocated, 0, sizeof(allocated));
@ -1615,9 +1615,6 @@ void GL_BuildLightmaps (void)
}
gl_lightmap_format = GL_LUMINANCE;
// default differently on the Permedia
if (isPermedia)
gl_lightmap_format = GL_RGBA;
if (COM_CheckParm ("-lm_1"))
gl_lightmap_format = GL_LUMINANCE;

View file

@ -114,6 +114,8 @@ cvar_t *gl_triplebuffer;
qboolean scr_initialized; // ready to draw
qboolean lighthalf;
qpic_t *scr_ram;
qpic_t *scr_net;
qpic_t *scr_turtle;
@ -137,6 +139,11 @@ qboolean block_drawing;
void SCR_ScreenShot_f (void);
void
SCR_InitCvars(void)
{
}
/*
===============================================================================

View file

@ -1,7 +1,7 @@
/*
gl_view.c
view.c
player eye positioning
@description@
Copyright (C) 1996-1997 Id Software, Inc.
@ -27,53 +27,25 @@
*/
#ifdef HAVE_CONFIG_H
# include <config.h>
# include "config.h"
#endif
#include <string.h>
#include <stdio.h>
#include "bspfile.h" // needed by: glquake.h
#include "vid.h"
#include "sys.h"
#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
// modelgen.h, glmodel.h
#include "compat.h"
#include "wad.h"
#include "draw.h"
#include "cvar.h"
#include "net.h" // needed by: client.h
#include "protocol.h" // needed by: client.h
#include "cmd.h"
#include "sbar.h"
#include "render.h" // needed by: client.h, model.h, glquake.h
#include "client.h" // need cls in this file
#include "model.h" // needed by: glquake.h
#include "view.h"
#include "client.h"
#include "host.h"
#include "console.h"
#include "glquake.h"
extern byte *host_basepal;
extern double host_frametime;
extern int onground;
extern byte gammatable[256];
extern cvar_t *gl_cshiftpercent;
byte ramps[3][256];
float v_blend[4];
void V_CalcPowerupCshift (void);
qboolean V_CheckGamma (void);
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
/*
V_CalcBlend
LordHavoc made this a real, (messy,) true alpha blend. Cleaned it up
a bit, but otherwise this is his code. --KB
=============
V_CalcBlend
=============
*/
void
V_CalcBlend (void)
void V_CalcBlend (void)
{
float r, g, b, a, a2, a3;
float r, g, b, a, a2;
int j;
r = 0;
@ -81,40 +53,32 @@ V_CalcBlend (void)
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
// a2 = cl.cshifts[j].percent/255.0;
if (!a2)
continue;
a2 = min(a2, 1.0);
r += (cl.cshifts[j].destcolor[0]-r) * a2;
g += (cl.cshifts[j].destcolor[1]-g) * a2;
b += (cl.cshifts[j].destcolor[2]-b) * a2;
a3 = (1.0 - a) * (1.0 - a2);
a = 1.0 - a3;
a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
// LordHavoc: saturate color
if (a)
{
a2 = 1.0 / a;
r *= a2;
g *= a2;
b *= a2;
if (a > 1) // clamp alpha blend too
a = 1;
}
v_blend[0] = min(r, 255.0)/255.0;
v_blend[1] = min(g, 255.0)/255.0;
v_blend[2] = min(b, 255.0)/255.0;
v_blend[3] = bound (0.0, a, 1.0);
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
/*
@ -122,7 +86,6 @@ V_CalcBlend (void)
V_UpdatePalette
=============
*/
void V_UpdatePalette (void)
{
int i, j;
@ -151,7 +114,7 @@ void V_UpdatePalette (void)
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
@ -168,8 +131,6 @@ void V_UpdatePalette (void)
V_CalcBlend ();
//Con_Printf("b: %4.2f %4.2f %4.2f %4.6f\n", v_blend[0], v_blend[1], v_blend[2], v_blend[3]);
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
@ -178,9 +139,15 @@ void V_UpdatePalette (void)
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = min(i*a + r, 255);
ig = min(i*a + g, 255);
ib = min(i*a + b, 255);
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
ramps[0][i] = gammatable[ir];
ramps[1][i] = gammatable[ig];
@ -206,3 +173,82 @@ void V_UpdatePalette (void)
VID_ShiftPalette (pal);
}
/*
==============================================================================
VIEW RENDERING
==============================================================================
*/
/*
==================
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
extern vrect_t scr_vrect;
void V_RenderView (void)
{
if (con_forcedup)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
Cvar_Set(scr_ofsx, "0");
Cvar_Set(scr_ofsy, "0");
Cvar_Set(scr_ofsz, "0");
}
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
}
R_PushDlights ();
if (lcd_x->value)
{
//
// render two interleaved views
//
int i;
vid.rowbytes <<= 1;
vid.aspect *= 0.5;
r_refdef.viewangles[YAW] -= lcd_yaw->value;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] -= right[i]*lcd_x->value;
R_RenderView ();
vid.buffer += vid.rowbytes>>1;
R_PushDlights ();
r_refdef.viewangles[YAW] += lcd_yaw->value*2;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
R_RenderView ();
vid.buffer -= vid.rowbytes>>1;
r_refdef.vrect.height <<= 1;
vid.rowbytes >>= 1;
vid.aspect *= 2;
}
else
{
R_RenderView ();
}
}

View file

@ -129,6 +129,7 @@ float se_time1, se_time2, de_time1, de_time2, dv_time1, dv_time2;
void R_MarkLeaves (void);
cvar_t *gl_particles;
cvar_t *r_draworder;
cvar_t *r_speeds;
cvar_t *r_timegraph;
@ -204,6 +205,9 @@ void R_Init (void)
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE|CVAR_ROM,
"whether or not to draw particles");
r_draworder = Cvar_Get("r_draworder", "0", CVAR_NONE, "None");
r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None");
r_timegraph = Cvar_Get("r_timegraph", "0", CVAR_NONE, "None");

View file

@ -35,6 +35,7 @@
#include "console.h"
#include "server.h"
#include "msg.h"
#include "glquake.h"
#define MAX_PARTICLES 2048 // default max # of particles at one
// time
@ -558,6 +559,12 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
int dec;
static int tracercount;
if (type == 0)
R_AddFire (start, end, ent);
if (!gl_particles->value)
return;
VectorSubtract (end, start, vec);
len = VectorNormalize (vec);
if (type < 128)
@ -653,162 +660,3 @@ void R_RocketTrail (vec3_t start, vec3_t end, int type, entity_t *ent)
}
}
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
#ifdef GLQUAKE
vec3_t up, right;
float scale;
GL_Bind(particletexture);
glEnable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glBegin (GL_TRIANGLES);
VectorScale (vup, 1.5, up);
VectorScale (vright, 1.5, right);
#else
D_StartParticles ();
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
#endif
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity->value * 0.05;
dvel = 4*frametime;
for ( ;; )
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p=active_particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < cl.time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
#ifdef GLQUAKE
// hack a scale up to keep particles from disapearing
scale = (p->org[0] - r_origin[0])*vpn[0] + (p->org[1] - r_origin[1])*vpn[1]
+ (p->org[2] - r_origin[2])*vpn[2];
if (scale < 20)
scale = 1;
else
scale = 1 + scale * 0.004;
glColor3ubv ((byte *)&d_8to24table[(int)p->color]);
glTexCoord2f (0,0);
glVertex3fv (p->org);
glTexCoord2f (1,0);
glVertex3f (p->org[0] + up[0]*scale, p->org[1] + up[1]*scale, p->org[2] + up[2]*scale);
glTexCoord2f (0,1);
glVertex3f (p->org[0] + right[0]*scale, p->org[1] + right[1]*scale, p->org[2] + right[2]*scale);
#else
D_DrawParticle (p);
#endif
p->org[0] += p->vel[0]*frametime;
p->org[1] += p->vel[1]*frametime;
p->org[2] += p->vel[2]*frametime;
switch (p->type)
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp1[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] -= p->vel[i]*frametime;
p->vel[2] -= grav;
break;
case pt_blob:
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
#ifdef GLQUAKE
glEnd ();
glDisable (GL_BLEND);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE);
#else
D_EndParticles ();
#endif
}

View file

@ -277,11 +277,6 @@ cvar_t *v_gamma;
byte gammatable[256]; // palette is sent through this
#ifdef GLQUAKE
byte ramps[3][256];
float v_blend[4]; // rgba 0.0 - 1.0
#endif // GLQUAKE
void BuildGammaTable (float g)
{
int i, inf;
@ -490,213 +485,6 @@ void V_CalcPowerupCshift (void)
cl.cshifts[CSHIFT_POWERUP].percent = 0;
}
/*
=============
V_CalcBlend
=============
*/
#ifdef GLQUAKE
void V_CalcBlend (void)
{
float r, g, b, a, a2;
int j;
r = 0;
g = 0;
b = 0;
a = 0;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
if (!gl_cshiftpercent->value)
continue;
a2 = ((cl.cshifts[j].percent * gl_cshiftpercent->value) / 100.0) / 255.0;
// a2 = cl.cshifts[j].percent/255.0;
if (!a2)
continue;
a = a + a2*(1-a);
//Con_Printf ("j:%i a:%f\n", j, a);
a2 = a2/a;
r = r*(1-a2) + cl.cshifts[j].destcolor[0]*a2;
g = g*(1-a2) + cl.cshifts[j].destcolor[1]*a2;
b = b*(1-a2) + cl.cshifts[j].destcolor[2]*a2;
}
v_blend[0] = r/255.0;
v_blend[1] = g/255.0;
v_blend[2] = b/255.0;
v_blend[3] = a;
if (v_blend[3] > 1)
v_blend[3] = 1;
if (v_blend[3] < 0)
v_blend[3] = 0;
}
#endif
/*
=============
V_UpdatePalette
=============
*/
#ifdef GLQUAKE
void V_UpdatePalette (void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
float r,g,b,a;
int ir, ig, ib;
qboolean force;
V_CalcPowerupCshift ();
new = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
new = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
new = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
force = V_CheckGamma ();
if (!new && !force)
return;
V_CalcBlend ();
a = v_blend[3];
r = 255*v_blend[0]*a;
g = 255*v_blend[1]*a;
b = 255*v_blend[2]*a;
a = 1-a;
for (i=0 ; i<256 ; i++)
{
ir = i*a + r;
ig = i*a + g;
ib = i*a + b;
if (ir > 255)
ir = 255;
if (ig > 255)
ig = 255;
if (ib > 255)
ib = 255;
ramps[0][i] = gammatable[ir];
ramps[1][i] = gammatable[ig];
ramps[2][i] = gammatable[ib];
}
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
ir = basepal[0];
ig = basepal[1];
ib = basepal[2];
basepal += 3;
newpal[0] = ramps[0][ir];
newpal[1] = ramps[1][ig];
newpal[2] = ramps[2][ib];
newpal += 3;
}
VID_ShiftPalette (pal);
}
#else // !GLQUAKE
void V_UpdatePalette (void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
int r,g,b;
qboolean force;
V_CalcPowerupCshift ();
new = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
new = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
new = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
force = V_CheckGamma ();
if (!new && !force)
return;
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
r = basepal[0];
g = basepal[1];
b = basepal[2];
basepal += 3;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
r += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[0]-r))>>8;
g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8;
b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8;
}
newpal[0] = gammatable[r];
newpal[1] = gammatable[g];
newpal[2] = gammatable[b];
newpal += 3;
}
VID_ShiftPalette (pal);
}
#endif // !GLQUAKE
/*
==============================================================================
@ -1009,75 +797,6 @@ the entity origin, so any view position inside that will be valid
*/
extern vrect_t scr_vrect;
void V_RenderView (void)
{
if (con_forcedup)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
Cvar_Set(scr_ofsx, "0");
Cvar_Set(scr_ofsy, "0");
Cvar_Set(scr_ofsz, "0");
}
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
}
R_PushDlights ();
if (lcd_x->value)
{
//
// render two interleaved views
//
int i;
vid.rowbytes <<= 1;
vid.aspect *= 0.5;
r_refdef.viewangles[YAW] -= lcd_yaw->value;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] -= right[i]*lcd_x->value;
R_RenderView ();
vid.buffer += vid.rowbytes>>1;
R_PushDlights ();
r_refdef.viewangles[YAW] += lcd_yaw->value*2;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
R_RenderView ();
vid.buffer -= vid.rowbytes>>1;
r_refdef.vrect.height <<= 1;
vid.rowbytes >>= 1;
vid.aspect *= 2;
}
else
{
R_RenderView ();
}
#ifndef GLQUAKE
if (crosshair->value)
Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx->value,
scr_vrect.y + scr_vrect.height/2 + cl_crossy->value, '+');
#endif
}
//============================================================================
/*

165
source/sw_part.c Normal file
View file

@ -0,0 +1,165 @@
/*
r_part.c
@description@
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 "r_shared.h"
#include "r_local.h"
#include "client.h"
#include "server.h"
/*
===============
R_DrawParticles
===============
*/
void R_DrawParticles (void)
{
particle_t *p, *kill;
float grav;
int i;
float time2, time3;
float time1;
float dvel;
float frametime;
D_StartParticles ();
VectorScale (vright, xscaleshrink, r_pright);
VectorScale (vup, yscaleshrink, r_pup);
VectorCopy (vpn, r_ppn);
frametime = cl.time - cl.oldtime;
time3 = frametime * 15;
time2 = frametime * 10; // 15;
time1 = frametime * 5;
grav = frametime * sv_gravity->value * 0.05;
dvel = 4*frametime;
for ( ;; )
{
kill = active_particles;
if (kill && kill->die < cl.time)
{
active_particles = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
for (p=active_particles ; p ; p=p->next)
{
for ( ;; )
{
kill = p->next;
if (kill && kill->die < cl.time)
{
p->next = kill->next;
kill->next = free_particles;
free_particles = kill;
continue;
}
break;
}
D_DrawParticle (p);
p->org[0] += p->vel[0]*frametime;
p->org[1] += p->vel[1]*frametime;
p->org[2] += p->vel[2]*frametime;
switch (p->type)
{
case pt_static:
break;
case pt_fire:
p->ramp += time1;
if (p->ramp >= 6)
p->die = -1;
else
p->color = ramp3[(int)p->ramp];
p->vel[2] += grav;
break;
case pt_explode:
p->ramp += time2;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp1[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_explode2:
p->ramp += time3;
if (p->ramp >=8)
p->die = -1;
else
p->color = ramp2[(int)p->ramp];
for (i=0 ; i<3 ; i++)
p->vel[i] -= p->vel[i]*frametime;
p->vel[2] -= grav;
break;
case pt_blob:
for (i=0 ; i<3 ; i++)
p->vel[i] += p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_blob2:
for (i=0 ; i<2 ; i++)
p->vel[i] -= p->vel[i]*dvel;
p->vel[2] -= grav;
break;
case pt_grav:
#ifdef QUAKE2
p->vel[2] -= grav * 20;
break;
#endif
case pt_slowgrav:
p->vel[2] -= grav;
break;
}
}
D_EndParticles ();
}
void
R_AddFire(vec3_t start, vec3_t end, entity_t *ent)
{
}

186
source/sw_view.c Normal file
View file

@ -0,0 +1,186 @@
/*
view.c
@description@
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 "view.h"
#include "vid.h"
#include "console.h"
#include "host.h"
#include "client.h"
#include "draw.h"
/*
V_UpdatePalette
*/
void
V_UpdatePalette (void)
{
int i, j;
qboolean new;
byte *basepal, *newpal;
byte pal[768];
int r,g,b;
qboolean force;
V_CalcPowerupCshift ();
new = false;
for (i=0 ; i<NUM_CSHIFTS ; i++)
{
if (cl.cshifts[i].percent != cl.prev_cshifts[i].percent)
{
new = true;
cl.prev_cshifts[i].percent = cl.cshifts[i].percent;
}
for (j=0 ; j<3 ; j++)
if (cl.cshifts[i].destcolor[j] != cl.prev_cshifts[i].destcolor[j])
{
new = true;
cl.prev_cshifts[i].destcolor[j] = cl.cshifts[i].destcolor[j];
}
}
// drop the damage value
cl.cshifts[CSHIFT_DAMAGE].percent -= host_frametime*150;
if (cl.cshifts[CSHIFT_DAMAGE].percent <= 0)
cl.cshifts[CSHIFT_DAMAGE].percent = 0;
// drop the bonus value
cl.cshifts[CSHIFT_BONUS].percent -= host_frametime*100;
if (cl.cshifts[CSHIFT_BONUS].percent <= 0)
cl.cshifts[CSHIFT_BONUS].percent = 0;
force = V_CheckGamma ();
if (!new && !force)
return;
basepal = host_basepal;
newpal = pal;
for (i=0 ; i<256 ; i++)
{
r = basepal[0];
g = basepal[1];
b = basepal[2];
basepal += 3;
for (j=0 ; j<NUM_CSHIFTS ; j++)
{
r += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[0]-r))>>8;
g += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[1]-g))>>8;
b += (cl.cshifts[j].percent*(cl.cshifts[j].destcolor[2]-b))>>8;
}
newpal[0] = gammatable[r];
newpal[1] = gammatable[g];
newpal[2] = gammatable[b];
newpal += 3;
}
VID_ShiftPalette (pal);
}
/*
==================
V_RenderView
The player's clipping box goes from (-16 -16 -24) to (16 16 32) from
the entity origin, so any view position inside that will be valid
==================
*/
extern vrect_t scr_vrect;
void V_RenderView (void)
{
if (con_forcedup)
return;
// don't allow cheats in multiplayer
if (cl.maxclients > 1)
{
Cvar_Set(scr_ofsx, "0");
Cvar_Set(scr_ofsy, "0");
Cvar_Set(scr_ofsz, "0");
}
if (cl.intermission)
{ // intermission / finale rendering
V_CalcIntermissionRefdef ();
}
else
{
if (!cl.paused /* && (sv.maxclients > 1 || key_dest == key_game) */ )
V_CalcRefdef ();
}
R_PushDlights ();
if (lcd_x->value)
{
//
// render two interleaved views
//
int i;
vid.rowbytes <<= 1;
vid.aspect *= 0.5;
r_refdef.viewangles[YAW] -= lcd_yaw->value;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] -= right[i]*lcd_x->value;
R_RenderView ();
vid.buffer += vid.rowbytes>>1;
R_PushDlights ();
r_refdef.viewangles[YAW] += lcd_yaw->value*2;
for (i=0 ; i<3 ; i++)
r_refdef.vieworg[i] += 2*right[i]*lcd_x->value;
R_RenderView ();
vid.buffer -= vid.rowbytes>>1;
r_refdef.vrect.height <<= 1;
vid.rowbytes >>= 1;
vid.aspect *= 2;
}
else
{
R_RenderView ();
}
if (crosshair->value)
Draw_Character (scr_vrect.x + scr_vrect.width/2 + cl_crossx->value,
scr_vrect.y + scr_vrect.height/2 + cl_crossy->value, '+');
}

View file

@ -705,7 +705,7 @@ void VID_Init(unsigned char *palette)
snprintf(gldir, sizeof(gldir), "%s/glquake", com_gamedir);
Sys_mkdir (gldir);
GL_CheckGamma (palette);
//XXXGL_CheckGamma (palette);
VID_SetPalette (palette);
// Check for 3DFX Extensions and initialize them.