/* gl_rmisc.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 #include #ifdef HAVE_STRINGS_H #include #endif #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 "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, gl_model.h, glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "console.h" #include "glquake.h" #include "r_local.h" qboolean VID_Is8bit(void); void R_InitBubble(); void R_FireColor_f(void); cvar_t *gl_fires; qboolean allowskybox; // allow skyboxes? --KB /* ================== R_InitTextures ================== */ void R_InitTextures (void) { int x,y, m; byte *dest; // create a simple checkerboard texture for the default r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture"); r_notexture_mip->width = r_notexture_mip->height = 16; r_notexture_mip->offsets[0] = sizeof(texture_t); r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16; r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8; r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4; for (m=0 ; m<4 ; m++) { dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m]; for (y=0 ; y< (16>>m) ; y++) for (x=0 ; x< (16>>m) ; x++) { if ( (y< (8>>m) ) ^ (x< (8>>m) ) ) *dest++ = 0; else *dest++ = 0xff; } } } byte dottexture[8][8] = { {0,1,1,0,0,0,0,0}, {1,1,1,1,0,0,0,0}, {1,1,1,1,0,0,0,0}, {0,1,1,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, {0,0,0,0,0,0,0,0}, }; void R_InitParticleTexture (void) { int x,y; byte data[8][8][4]; // // particle texture // particletexture = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, particletexture); for (x=0 ; x<8 ; x++) { for (y=0 ; y<8 ; y++) { data[y][x][0] = 255; data[y][x][1] = 255; data[y][x][2] = 255; data[y][x][3] = dottexture[x][y]*255; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } /* =============== R_Envmap_f Grab six views for environment mapping tests =============== */ void R_Envmap_f (void) { byte buffer[256*256*4]; glDrawBuffer (GL_FRONT); glReadBuffer (GL_FRONT); envmap = true; r_refdef.vrect.x = 0; r_refdef.vrect.y = 0; r_refdef.vrect.width = 256; r_refdef.vrect.height = 256; r_refdef.viewangles[0] = 0; r_refdef.viewangles[1] = 0; r_refdef.viewangles[2] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env0.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 90; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env1.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 180; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env2.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[1] = 270; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env3.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[0] = -90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env4.rgb", buffer, sizeof(buffer)); r_refdef.viewangles[0] = 90; r_refdef.viewangles[1] = 0; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); R_RenderView (); glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer); COM_WriteFile ("env5.rgb", buffer, sizeof(buffer)); envmap = false; glDrawBuffer (GL_BACK); glReadBuffer (GL_BACK); GL_EndRendering (); } /* R_LoadSky_f */ void R_LoadSky_f (void) { if (Cmd_Argc () != 2) { Con_Printf ("loadsky : load a skybox\n"); return; } R_LoadSkys (Cmd_Argv(1)); } /* =============== R_Init =============== */ void R_Init (void) { allowskybox = false; // server will decide if this is allowed --KB Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cmd_AddCommand ("envmap", R_Envmap_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_f); Cmd_AddCommand ("loadsky", R_LoadSky_f); Cmd_AddCommand ("r_firecolor", R_FireColor_f); r_norefresh = Cvar_Get("r_norefresh", "0", CVAR_NONE, "None"); r_lightmap = Cvar_Get("r_lightmap", "0", CVAR_NONE, "None"); r_fullbright = Cvar_Get("r_fullbright", "0", CVAR_NONE, "None"); r_drawentities = Cvar_Get("r_drawentities", "1", CVAR_NONE, "None"); r_drawviewmodel = Cvar_Get("r_drawviewmodel", "1", CVAR_NONE, "None"); r_shadows = Cvar_Get("r_shadows", "0", CVAR_NONE, "None"); r_mirroralpha = Cvar_Get("r_mirroralpha", "1", CVAR_NONE, "None"); r_wateralpha = Cvar_Get("r_wateralpha", "1", CVAR_NONE, "None"); r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None"); r_dynamic = Cvar_Get("r_dynamic", "1", CVAR_NONE, "None"); r_novis = Cvar_Get("r_novis", "0", CVAR_NONE, "None"); r_speeds = Cvar_Get("r_speeds", "0", CVAR_NONE, "None"); r_netgraph = Cvar_Get("r_netgraph", "0", CVAR_NONE, "None"); gl_clear = Cvar_Get("gl_clear", "0", CVAR_NONE, "None"); gl_texsort = Cvar_Get("gl_texsort", "1", CVAR_NONE, "None"); if (gl_mtexable) Cvar_SetValue(gl_texsort, 0.0); gl_cull = Cvar_Get("gl_cull", "1", CVAR_NONE, "None"); gl_smoothmodels = Cvar_Get("gl_smoothmodels", "1", CVAR_NONE, "None"); gl_affinemodels = Cvar_Get("gl_affinemodels", "0", CVAR_NONE, "None"); gl_polyblend = Cvar_Get("gl_polyblend", "1", CVAR_NONE, "None"); gl_flashblend = Cvar_Get("gl_flashblend", "0", CVAR_NONE, "None"); 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_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, "Toggles fullbright color support for models.. " "This is very handy, but costs me 2 FPS.. (=:]"); gl_keeptjunctions = Cvar_Get("gl_keeptjunctions", "1", CVAR_NONE, "None"); gl_reporttjunctions = Cvar_Get("gl_reporttjunctions", "0", CVAR_NONE, "None"); r_skyname = Cvar_Get("r_skyname", "none", CVAR_NONE, "name of the current skybox"); gl_skymultipass = Cvar_Get("gl_skymultipass", "1", CVAR_NONE, "controls wether the skydome is single or double pass"); R_InitBubble(); R_InitParticles (); R_InitParticleTexture (); playertextures = texture_extension_number; texture_extension_number += 16; } /* =============== R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup =============== */ void R_TranslatePlayerSkin (int playernum) { int top, bottom; byte translate[256]; unsigned translate32[256]; int i, j, s; model_t *model; aliashdr_t *paliashdr; byte *original; unsigned pixels[512*256], *out; unsigned scaled_width, scaled_height; int inwidth, inheight; byte *inrow; unsigned frac, fracstep; top = cl.scores[playernum].colors & 0xf0; bottom = (cl.scores[playernum].colors &15)<<4; for (i=0 ; i<256 ; i++) translate[i] = i; for (i=0 ; i<16 ; i++) { if (top < 128) // the artists made some backwards ranges. sigh. translate[TOP_RANGE+i] = top+i; else translate[TOP_RANGE+i] = top+15-i; if (bottom < 128) translate[BOTTOM_RANGE+i] = bottom+i; else translate[BOTTOM_RANGE+i] = bottom+15-i; } // // locate the original skin pixels // currententity = &cl_entities[1+playernum]; model = currententity->model; if (!model) return; // player doesn't have a model yet if (model->type != mod_alias) return; // only translate skins on alias models paliashdr = (aliashdr_t *)Mod_Extradata (model); s = paliashdr->skinwidth * paliashdr->skinheight; if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) { Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum); original = (byte *)paliashdr + paliashdr->texels[0]; } else original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum]; if (s & 3) Sys_Error ("R_TranslateSkin: s&3"); inwidth = paliashdr->skinwidth; inheight = paliashdr->skinheight; // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 glBindTexture (GL_TEXTURE_2D, playertextures + playernum); #if 0 byte translated[320*200]; for (i=0 ; iskinwidth, paliashdr->skinheight, false, false, true); #else scaled_width = gl_max_size->value < 512 ? gl_max_size->value : 512; scaled_height = gl_max_size->value < 256 ? gl_max_size->value : 256; // allow users to crunch sizes down even more if they want scaled_width >>= (int)gl_playermip->value; scaled_height >>= (int)gl_playermip->value; if (VID_Is8bit()) { // 8bit texture upload byte *out2; out2 = (byte *)pixels; memset(pixels, 0, sizeof(pixels)); fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>16]]; frac += fracstep; out2[j+1] = translate[inrow[frac>>16]]; frac += fracstep; out2[j+2] = translate[inrow[frac>>16]]; frac += fracstep; out2[j+3] = translate[inrow[frac>>16]]; frac += fracstep; } } GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, false, false); return; } for (i=0 ; i<256 ; i++) translate32[i] = d_8to24table[translate[i]]; out = pixels; fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>16]]; frac += fracstep; out[j+1] = translate32[inrow[frac>>16]]; frac += fracstep; out[j+2] = translate32[inrow[frac>>16]]; frac += fracstep; out[j+3] = translate32[inrow[frac>>16]]; frac += fracstep; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); #endif } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; cvar_t *r_skyname; for (i=0 ; i<256 ; i++) d_lightstylevalue[i] = 264; // normal light value memset (&r_worldentity, 0, sizeof(r_worldentity)); r_worldentity.model = cl.worldmodel; // clear out efrags in case the level hasn't been reloaded // FIXME: is this one short? for (i=0 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture skytexturenum = -1; mirrortexturenum = -1; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; if (!strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) skytexturenum = i; if (!strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) mirrortexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } r_skyname = Cvar_FindVar ("r_skyname"); if (r_skyname != NULL) R_LoadSkys (r_skyname->string); else R_LoadSkys ("none"); } /* ==================== R_TimeRefresh_f For program optimization ==================== */ // LordHavoc: improved appearance and accuracy of timerefresh void R_TimeRefresh_f (void) { int i; double start, stop, time; // glDrawBuffer (GL_FRONT); glFinish (); GL_EndRendering (); start = Sys_DoubleTime (); for (i=0 ; i<128 ; i++) { GL_BeginRendering (&glx, &gly, &glwidth, &glheight); r_refdef.viewangles[1] = i/128.0*360.0; R_RenderView (); glFinish (); GL_EndRendering (); } // glFinish (); stop = Sys_DoubleTime (); time = stop-start; Con_Printf ("%f seconds (%f fps)\n", time, 128/time); // glDrawBuffer (GL_BACK); // GL_EndRendering (); GL_BeginRendering (&glx, &gly, &glwidth, &glheight); } void D_FlushCaches (void) { }