/* gl_rmisc.c (description) Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 $Id$ */ #include #include #include #include #include #include #include #include void R_InitBubble(); void R_FireColor_f(void); extern cvar_t *r_clearcolor; /* ================== 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++; GL_Bind(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_Init =============== */ void R_Init (void) { #ifndef QUAKEWORLD extern cvar_t *gl_finish; #endif /* QUAKEWORLD */ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f); Cmd_AddCommand ("envmap", R_Envmap_f); Cmd_AddCommand ("pointfile", R_ReadPointFile_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, "Toggles whether light shading is in effect"); r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "Toggles drawing of doors, monsters, etc"); r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_NONE, "Toggles drawing of your weapon"); r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, "None"); // FIXME: Change these back to 1 .. --KB r_interpanimation = Cvar_Get ("r_interpanimation", "0", CVAR_ARCHIVE, "toggles interpolation of model animation"); r_interptransform = Cvar_Get ("r_interptransform", "0", CVAR_ARCHIVE, "toggles interpolation of model transformation"); r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "Alpha value for water textures, valid range is " "between 0 and 1. Leave it at 1 unless you have " "maps which are vis'd for wateralpha."); r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "Toggles dynamic lighting"); r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "Toggles whether or not to ignore vis information. " "Leave it at 0 to avoid a nasty FPS hit."); r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "Toggles display of drawing time"); #ifdef QUAKEWORLD r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE, "Toggles the netgraph"); #endif /* QUAKEWORLD */ r_fog = Cvar_Get ("r_fog", "0", CVAR_NONE, "The amount og global fog to apply. Values larger " "than 0.0005 don't look very good."); r_waterwarp = Cvar_Get ("r_waterwarp", "0", CVAR_NONE, "Toggles whether surfaces are warped when in a liquid"); r_volfog = Cvar_Get ("r_volfog", "0", CVAR_NONE, "volumetric fog - don't use this yet"); r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "The amount of ripple to add to liquid surfaces, " "values of 5 to 8 or so seem to work well, works " "best with maps which are vised for wateralpha"); r_clearcolor = Cvar_Get ("r_clearcolor", "2", 0, "this is the color of \"void space\""); r_sky = Cvar_Get ("r_sky", "0", CVAR_NONE, "Toggles skyboxes"); r_skyname = Cvar_Get ("r_skyname", "sky", CVAR_NONE, "Sets the name of the current skybox"); gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "Toggles whether or not to clear void space"); gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, "None"); if (gl_mtexable) Cvar_Set (gl_texsort, "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", "1", CVAR_NONE, "Toggles whether or not to use flashblend effect " "for dynamic lights. Turning this off looks very " "cool, but can cost a few FPS for the effect"); gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "None"); gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "None"); gl_finish = Cvar_Get ("gl_finish", "0", CVAR_NONE, "None"); gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE, "Toggles and sets the size of particles"); gl_fires = Cvar_Get ("gl_fires", "1", CVAR_ARCHIVE, "Toggles lavaball and rocket fireballs"); gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, "None"); R_InitBubble(); gl_doubleeyes = Cvar_Get ("gl_doubleeyes", "1", CVAR_ARCHIVE, "None"); R_InitParticles (); R_InitParticleTexture (); #ifdef GLTEST Test_Init (); #endif #ifdef QUAKEWORLD netgraphtexture = texture_extension_number; texture_extension_number++; #endif /* QUAKEWORLD */ playertextures = texture_extension_number; #ifdef QUAKEWORLD texture_extension_number += MAX_CLIENTS; #else /* not QUAKEWORLD */ texture_extension_number += 16; #endif /* QUAKEWORLD */ } /* R_TranslatePlayerSkin Translate 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; byte *original; unsigned pixels[512*256], *out; unsigned scaled_width, scaled_height; int inwidth, inheight; int tinwidth, tinheight; byte *inrow; unsigned frac, fracstep; #ifdef QUAKEWORLD player_info_t *player; extern byte player_8bit_texels[320*200]; char s[512]; #else aliashdr_t *paliashdr; model_t *model; int s; #endif GL_DisableMultitexture(); #ifdef QUAKEWORLD player = &cl.players[playernum]; if (!player->name[0]) return; strcpy(s, Info_ValueForKey(player->userinfo, "skin")); COM_StripExtension(s, s); if (player->skin && !stricmp(s, player->skin->name)) player->skin = NULL; if (player->_topcolor != player->topcolor || player->_bottomcolor != player->bottomcolor || !player->skin) { player->_topcolor = player->topcolor; player->_bottomcolor = player->bottomcolor; top = bound (0, player->topcolor, 13); bottom = bound (0, player->bottomcolor, 13); top *= 16; bottom *= 16; #elif UQUAKE { top = cl.scores[playernum].colors & 0xf0; bottom = (cl.scores[playernum].colors &15)<<4; #endif 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 // #ifdef QUAKEWORLD // real model width tinwidth = 296; tinheight = 194; if (!player->skin) Skin_Find(player); original = Skin_Cache(player->skin); if (original) { // skin data width inwidth = 320; inheight = 200; } else { original = player_8bit_texels; inwidth = tinwidth; inheight = tinheight; } #else // UQUAKE 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"); tinwidth = inwidth = paliashdr->skinwidth; tinheight = inheight = paliashdr->skinheight; #endif // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 GL_Bind(playertextures + playernum); scaled_width = min (gl_max_size->value, 512); scaled_height = min (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 = tinwidth*0x10000/scaled_width; for (i=0 ; i < scaled_height ; i++, out2 += scaled_width) { inrow = original + inwidth*(i*tinheight/scaled_height); frac = fracstep >> 1; for (j=0 ; j < scaled_width ; j += 4) { out2[j] = translate[inrow[frac>>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); } else { for (i=0 ; i < 256 ; i++) translate32[i] = d_8to24table[translate[i]]; out = pixels; memset(pixels, 0, sizeof(pixels)); fracstep = tinwidth*0x10000/scaled_width; for ( i=0 ; i < scaled_height ; i++, out += scaled_width ) { inrow = original + inwidth*(i*tinheight/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); } } return; } /* =============== 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 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture skytexturenum = -1; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) skytexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } R_LoadSkys (); } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; 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) { }