quakeforge-old/common/gl_rmisc.c
2000-08-17 19:49:49 +00:00

574 lines
15 KiB
C

/*
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 <qtypes.h>
#include <quakedef.h>
#include <glquake.h>
#include <cvar.h>
#include <console.h>
#include <sys.h>
#include <lib_replace.h>
#include <cmd.h>
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");
#ifdef EXPERIMENTAL
// 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");
#endif
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", "0", 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_DPrintf("(%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 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
GL_BuildLightmaps ();
// identify sky texture
skytexturenum = -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;
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)
{
}