mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2025-01-18 23:11:38 +00:00
Make the dynamic textures more readily available.
I want to get QF style particles going in glsl (since id style is currently stuck at one pixel), but I don't want multiple copies of the texture code.
This commit is contained in:
parent
358bbc4439
commit
4955caafe5
9 changed files with 173 additions and 67 deletions
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@ -8,8 +8,8 @@ EXTRA_DIST = asm_i386.h alsa_funcs_list.h adivtab.h anorm_dots.h anorms.h \
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gib_function.h gib_handle.h gib_object.h gib_parse.h gib_process.h \
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gib_function.h gib_handle.h gib_object.h gib_parse.h gib_process.h \
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gib_regex.h gib_semantics.h gib_thread.h gib_tree.h gib_vars.h gl_draw.h \
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gib_regex.h gib_semantics.h gib_thread.h gib_tree.h gib_vars.h gl_draw.h \
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gl_warp_sin.h in_win.h logos.h net_dgrm.h net_loop.h net_udp.h net_vcr.h \
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gl_warp_sin.h in_win.h logos.h net_dgrm.h net_loop.h net_udp.h net_vcr.h \
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net_wins.h netchan.h netmain.h old_keys.h ops.h qstring.h quakeasm.h \
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net_wins.h netchan.h netmain.h noisetextures.h old_keys.h ops.h qstring.h \
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regex.h r_cvar.h r_dynamic.h r_local.h r_screen.h r_shared.h \
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quakeasm.h regex.h r_cvar.h r_dynamic.h r_local.h r_screen.h r_shared.h \
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rua_internal.h sbar.h skin_stencil.h snd_internal.h sv_console.h \
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rua_internal.h sbar.h skin_stencil.h snd_internal.h sv_console.h \
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varrays.h vgamodes.h vregset.h winquake.h world.h \
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varrays.h vgamodes.h vregset.h winquake.h world.h \
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\
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\
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@ -12,7 +12,7 @@ nobase_pkginclude_HEADERS = \
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wad.h wadfile.h winding.h zone.h \
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wad.h wadfile.h winding.h zone.h \
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\
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\
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GL/ati.h GL/defines.h GL/extensions.h GL/funcs.h GL/qf_explosions.h \
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GL/ati.h GL/defines.h GL/extensions.h GL/funcs.h GL/qf_explosions.h \
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GL/qf_funcs_list.h GL/qf_lightmap.h GL/qf_noisetextures.h \
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GL/qf_funcs_list.h GL/qf_lightmap.h \
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GL/qf_rlight.h GL/qf_rmain.h GL/qf_rsurf.h GL/qf_sky.h GL/qf_textures.h \
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GL/qf_rlight.h GL/qf_rmain.h GL/qf_rsurf.h GL/qf_sky.h GL/qf_textures.h \
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GL/qf_vid.h GL/types.h \
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GL/qf_vid.h GL/types.h \
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\
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\
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@ -402,4 +402,8 @@ extern byte crosshair_data[];
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struct qpic_s *Draw_CrosshairPic (void);
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struct qpic_s *Draw_CrosshairPic (void);
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struct tex_s *R_DotParticleTexture (void);
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struct tex_s *R_SparkParticleTexture (void);
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struct tex_s *R_SmokeParticleTexture (void);
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#endif // _R_LOCAL_H
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#endif // _R_LOCAL_H
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@ -10,8 +10,9 @@ EXTRA_LTLIBRARIES= libQFrenderer_sw.la libQFrenderer_sw32.la \
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libQFrenderer_gl.la libQFrenderer_glsl.la
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libQFrenderer_gl.la libQFrenderer_glsl.la
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common_sources= \
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common_sources= \
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crosshair.c r_alias.c r_bsp.c r_cvar.c r_efrag.c r_ent.c r_graph.c \
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crosshair.c noisetextures.c r_alias.c r_bsp.c r_cvar.c r_dyn_textures.c \
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r_light.c r_main.c r_part.c r_progs.c r_screen.c
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r_efrag.c r_ent.c r_graph.c r_light.c r_main.c r_part.c r_progs.c \
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r_screen.c
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libQFrenderer_gl_la_LDFLAGS= -version-info $(QUAKE_LIBRARY_VERSION_INFO) -rpath $(libdir)
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libQFrenderer_gl_la_LDFLAGS= -version-info $(QUAKE_LIBRARY_VERSION_INFO) -rpath $(libdir)
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libQFrenderer_gl_la_LIBADD= gl/libgl.la
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libQFrenderer_gl_la_LIBADD= gl/libgl.la
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@ -13,7 +13,7 @@ gl_src = \
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gl_draw.c gl_dyn_lights.c gl_dyn_part.c gl_dyn_textures.c \
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gl_draw.c gl_dyn_lights.c gl_dyn_part.c gl_dyn_textures.c \
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gl_fog.c gl_graph.c gl_lightmap.c gl_mod_alias.c gl_mod_sprite.c \
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gl_fog.c gl_graph.c gl_lightmap.c gl_mod_alias.c gl_mod_sprite.c \
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gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c \
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gl_rmain.c gl_rmisc.c gl_rsurf.c gl_screen.c gl_skin.c gl_sky.c \
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gl_sky_clip.c gl_textures.c gl_warp.c noisetextures.c
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gl_sky_clip.c gl_textures.c gl_warp.c
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libgl_la_SOURCES= $(gl_src)
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libgl_la_SOURCES= $(gl_src)
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@ -28,8 +28,7 @@
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# include "config.h"
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# include "config.h"
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#endif
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#endif
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static __attribute__ ((used)) const char rcsid[] =
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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"$Id$";
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#ifdef HAVE_STRING_H
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#ifdef HAVE_STRING_H
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# include <string.h>
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# include <string.h>
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@ -40,13 +39,15 @@ static __attribute__ ((used)) const char rcsid[] =
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#include <stdlib.h>
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#include <stdlib.h>
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#include "QF/image.h"
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#include "QF/qtypes.h"
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#include "QF/qtypes.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_noisetextures.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/GL/qf_vid.h"
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#include "r_local.h"
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/*
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/*
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int part_tex_dot;
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int part_tex_dot;
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int part_tex_smoke;
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int part_tex_smoke;
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@ -75,80 +76,34 @@ GDT_InitParticleTexture (void)
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static void
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static void
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GDT_InitDotParticleTexture (void)
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GDT_InitDotParticleTexture (void)
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{
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{
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byte data[32][32][2];
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tex_t *tex;
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int x, y, dx2, dy, d;
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for (x = 0; x < 32; x++) {
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tex = R_DotParticleTexture ();
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dx2 = x - 16;
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dx2 *= dx2;
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for (y = 0; y < 32; y++) {
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dy = y - 16;
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d = 255 - (dx2 + (dy * dy));
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if (d <= 0)
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d = 0;
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data[y][x][0] = 255;
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data[y][x][1] = (byte) d;
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}
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}
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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}
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static void
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static void
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GDT_InitSparkParticleTexture (void)
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GDT_InitSparkParticleTexture (void)
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{
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{
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byte data[32][32][2];
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tex_t *tex;
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int x, y, dx2, dy, d;
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for (x = 0; x < 32; x++) {
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tex = R_SparkParticleTexture ();
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dx2 = 16 - abs (x - 16);
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dx2 *= dx2;
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for (y = 0; y < 32; y++) {
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dy = 16 - abs (y - 16);
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d = (dx2 + dy * dy) - 200;
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if (d > 255) {
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d = 255;
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} else if (d < 1) {
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d = 0;
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}
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data[y][x][0] = 255;
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data[y][x][1] = (byte) d;
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}
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}
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 32, 0, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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}
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static void
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static void
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GDT_InitSmokeParticleTexture (void)
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GDT_InitSmokeParticleTexture (void)
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{
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{
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byte d;
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tex_t *tex;
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byte data[32][32][2], noise1[32][32], noise2[32][32];
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float dx, dy2;
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int x, y, c;
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memset (noise1, 0, sizeof (noise1));
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tex = R_SmokeParticleTexture ();
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noise_plasma (&noise1[0][0], 32);
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noise_diamondsquare (&noise2[0][0], 32, 4);
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for (y = 0; y < 32; y++) {
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dy2 = y - 16;
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dy2 *= dy2;
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for (x = 0; x < 32; x++) {
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dx = x - 16;
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c = 255 - (dx * dx + dy2);
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if (c < 1)
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c = 0;
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d = (noise1[y][x] + noise2[y][x]) / 2;
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data[y][x][0] = 255;
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if (d > 0) {
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data[y][x][1] = (d * c) / 255;
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} else {
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data[y][x][1] = 0;
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}
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}
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}
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
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qfglTexSubImage2D (GL_TEXTURE_2D, 0, 0, 32, 32, 32, GL_LUMINANCE_ALPHA,
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GL_UNSIGNED_BYTE, data);
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GL_UNSIGNED_BYTE, tex->data);
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free (tex);
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}
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}
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void
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void
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146
libs/video/renderer/r_dyn_textures.c
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146
libs/video/renderer/r_dyn_textures.c
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@ -0,0 +1,146 @@
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/*
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r_dyn_textures.c
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Dynamic texture generation.
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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:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdlib.h>
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#include "QF/image.h"
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#include "QF/qtypes.h"
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#include "noisetextures.h"
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#include "r_local.h"
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tex_t *
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R_DotParticleTexture (void)
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{
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byte (*data)[32][32][2];
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int x, y, dx2, dy, d;
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tex_t *tex;
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tex = malloc (field_offset (tex_t, data[sizeof (*data)]));
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tex->width = 32;
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tex->height = 32;
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tex->format = tex_la;
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tex->palette = 0;
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data = (byte (*)[32][32][2]) tex->data;
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for (x = 0; x < 32; x++) {
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dx2 = x - 16;
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dx2 *= dx2;
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for (y = 0; y < 32; y++) {
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dy = y - 16;
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d = 255 - (dx2 + (dy * dy));
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if (d <= 0)
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d = 0;
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(*data)[y][x][0] = 255;
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(*data)[y][x][1] = (byte) d;
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}
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}
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return tex;
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}
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tex_t *
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R_SparkParticleTexture (void)
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{
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byte (*data)[32][32][2];
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int x, y, dx2, dy, d;
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tex_t *tex;
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tex = malloc (field_offset (tex_t, data[sizeof (*data)]));
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tex->width = 32;
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tex->height = 32;
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tex->format = tex_la;
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tex->palette = 0;
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data = (byte (*)[32][32][2]) tex->data;
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for (x = 0; x < 32; x++) {
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dx2 = 16 - abs (x - 16);
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dx2 *= dx2;
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for (y = 0; y < 32; y++) {
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dy = 16 - abs (y - 16);
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d = (dx2 + dy * dy) - 200;
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if (d > 255) {
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d = 255;
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} else if (d < 1) {
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d = 0;
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}
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(*data)[y][x][0] = 255;
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(*data)[y][x][1] = (byte) d;
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}
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}
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return tex;
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}
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tex_t *
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R_SmokeParticleTexture (void)
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{
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byte d;
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byte (*data)[32][32][2], noise1[32][32], noise2[32][32];
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float dx, dy2;
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int x, y, c;
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tex_t *tex;
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tex = malloc (field_offset (tex_t, data[sizeof (*data)]));
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tex->width = 32;
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tex->height = 32;
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tex->format = tex_la;
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tex->palette = 0;
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data = (byte (*)[32][32][2]) tex->data;
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memset (noise1, 0, sizeof (noise1));
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noise_plasma (&noise1[0][0], 32);
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noise_diamondsquare (&noise2[0][0], 32, 4);
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for (y = 0; y < 32; y++) {
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dy2 = y - 16;
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dy2 *= dy2;
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for (x = 0; x < 32; x++) {
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dx = x - 16;
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c = 255 - (dx * dx + dy2);
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if (c < 1)
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c = 0;
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d = (noise1[y][x] + noise2[y][x]) / 2;
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(*data)[y][x][0] = 255;
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if (d > 0) {
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(*data)[y][x][1] = (d * c) / 255;
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} else {
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(*data)[y][x][1] = 0;
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}
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}
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}
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return tex;
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}
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