Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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/*
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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/*
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==================
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R_InitTextures
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==================
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*/
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void R_InitTextures (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 = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "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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{
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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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{
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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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byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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void R_InitParticleTexture (void)
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{
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int x,y;
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byte data[8][8][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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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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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 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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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern byte *hunk_base;
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extern cvar_t gl_finish;
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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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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&r_drawentities);
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Cvar_RegisterVariable (&r_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_mirroralpha);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_RegisterVariable (&r_speeds);
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1999-12-30 19:58:41 +00:00
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Cvar_RegisterVariable (&r_fog);
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Cvar_RegisterVariable (&r_waterwarp);
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
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Cvar_RegisterVariable (&gl_finish);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_texsort);
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if (gl_mtexable)
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Cvar_SetValue ("gl_texsort", 0.0);
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Cvar_RegisterVariable (&gl_cull);
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Cvar_RegisterVariable (&gl_smoothmodels);
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Cvar_RegisterVariable (&gl_affinemodels);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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Cvar_RegisterVariable (&gl_keeptjunctions);
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Cvar_RegisterVariable (&gl_reporttjunctions);
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Cvar_RegisterVariable (&gl_doubleeyes);
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R_InitParticles ();
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R_InitParticleTexture ();
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#ifdef GLTEST
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Test_Init ();
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#endif
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playertextures = texture_extension_number;
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texture_extension_number += 16;
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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 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 translate32[256];
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int i, j, s;
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model_t *model;
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aliashdr_t *paliashdr;
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byte *original;
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unsigned pixels[512*256], *out;
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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byte *inrow;
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unsigned frac, fracstep;
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GL_DisableMultitexture();
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top = cl.scores[playernum].colors & 0xf0;
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bottom = (cl.scores[playernum].colors &15)<<4;
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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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{
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if (top < 128) // the artists made some backwards 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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currententity = &cl_entities[1+playernum];
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model = currententity->model;
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if (!model)
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return; // player doesn't have a model yet
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if (model->type != mod_alias)
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return; // only translate skins on alias models
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paliashdr = (aliashdr_t *)Mod_Extradata (model);
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s = paliashdr->skinwidth * paliashdr->skinheight;
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if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
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Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
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original = (byte *)paliashdr + paliashdr->texels[0];
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} else
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original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
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if (s & 3)
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Sys_Error ("R_TranslateSkin: s&3");
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inwidth = paliashdr->skinwidth;
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inheight = paliashdr->skinheight;
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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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GL_Bind(playertextures + playernum);
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#if 0
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byte translated[320*200];
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for (i=0 ; i<s ; i+=4)
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{
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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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}
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// don't mipmap these, because it takes too long
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GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
|
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|
|
#else
|
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|
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scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
|
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|
|
scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
|
|
|
|
|
|
|
|
// allow users to crunch sizes down even more if they want
|
|
|
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scaled_width >>= (int)gl_playermip.value;
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|
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scaled_height >>= (int)gl_playermip.value;
|
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|
|
if (VID_Is8bit()) { // 8bit texture upload
|
|
|
|
byte *out2;
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|
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|
|
out2 = (byte *)pixels;
|
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|
|
memset(pixels, 0, sizeof(pixels));
|
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|
|
fracstep = inwidth*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*inheight/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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|
|
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<scaled_height ; i++, out += scaled_width)
|
|
|
|
{
|
|
|
|
inrow = original + inwidth*(i*inheight/scaled_height);
|
|
|
|
frac = fracstep >> 1;
|
|
|
|
for (j=0 ; j<scaled_width ; j+=4)
|
|
|
|
{
|
|
|
|
out[j] = translate32[inrow[frac>>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;
|
|
|
|
|
|
|
|
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 ; i<cl.worldmodel->numleafs ; i++)
|
|
|
|
cl.worldmodel->leafs[i].efrags = NULL;
|
|
|
|
|
|
|
|
r_viewleaf = NULL;
|
|
|
|
R_ClearParticles ();
|
|
|
|
|
|
|
|
GL_BuildLightmaps ();
|
|
|
|
|
|
|
|
// identify sky texture
|
|
|
|
skytexturenum = -1;
|
|
|
|
mirrortexturenum = -1;
|
|
|
|
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
|
|
|
|
{
|
|
|
|
if (!cl.worldmodel->textures[i])
|
|
|
|
continue;
|
|
|
|
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
|
|
|
|
skytexturenum = i;
|
|
|
|
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
|
|
|
|
mirrortexturenum = i;
|
|
|
|
cl.worldmodel->textures[i]->texturechain = NULL;
|
|
|
|
}
|
|
|
|
#ifdef QUAKE2
|
|
|
|
R_LoadSkys ();
|
|
|
|
#endif
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
====================
|
|
|
|
R_TimeRefresh_f
|
|
|
|
|
|
|
|
For program optimization
|
|
|
|
====================
|
|
|
|
*/
|
|
|
|
void R_TimeRefresh_f (void)
|
|
|
|
{
|
1999-12-27 17:18:40 +00:00
|
|
|
int i;
|
Created new subdir: uquake. Pick your favorite U word for the meaning --
Unchained, Ultimate, Ultra, Up Yours, Underworld, Underground, Unified,
Unity, etc. You know the drill.
This takes care of the "standalone" problem with the wrong name, and the
recent snafu with multiple developers working on the same files
simultaneously...expect me (and probably others) to start locking dirs when
updates are taking place.
And yes, this update is really as large as it looks. Software only at the
moment, but I will have the makefile updated to build the GL builds as
well.
1999-12-26 13:51:52 +00:00
|
|
|
float start, stop, time;
|
|
|
|
|
|
|
|
glDrawBuffer (GL_FRONT);
|
|
|
|
glFinish ();
|
|
|
|
|
|
|
|
start = Sys_DoubleTime ();
|
|
|
|
for (i=0 ; i<128 ; i++)
|
|
|
|
{
|
|
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
|
|
R_RenderView ();
|
|
|
|
}
|
|
|
|
|
|
|
|
glFinish ();
|
|
|
|
stop = Sys_DoubleTime ();
|
|
|
|
time = stop-start;
|
|
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
|
|
|
|
glDrawBuffer (GL_BACK);
|
|
|
|
GL_EndRendering ();
|
|
|
|
}
|
|
|
|
|
|
|
|
void D_FlushCaches (void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
|