/* gl_dyn_textures.c Dynamic texture generation. 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 "fractalnoise.h" #include "glquake.h" static void GDT_InitDotParticleTexture (void); static void GDT_InitSmokeParticleTexture (void); int part_tex_smoke[8]; int part_tex_dot; void GDT_Init (void) { GDT_InitDotParticleTexture (); GDT_InitSmokeParticleTexture (); } static void GDT_InitDotParticleTexture (void) { int x, y, dx2, dy, d; byte data[16][16][2]; // // particle texture // part_tex_dot = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_dot); for (x = 0; x < 16; x++) { dx2 = x - 8; dx2 *= dx2; for (y = 0; y < 16; y++) { dy = y - 8; d = 255 - 4 * (dx2 + dy * dy); if (d<=0) { d = 0; data[y][x][0] = 0; } else data[y][x][0] = 255; data[y][x][1] = (byte) d; } } glTexImage2D (GL_TEXTURE_2D, 0, 2, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } static void GDT_InitSmokeParticleTexture (void) { int i, x, y, d; float dx, dy2; byte data[32][32][2], noise1[32][32], noise2[32][32]; for (i = 0; i < 8; i++) { fractalnoise (&noise1[0][0], 32); fractalnoise (&noise2[0][0], 32); for (y = 0; y < 32; y++) { dy2 = y - 16; dy2 *= dy2; for (x = 0; x < 32; x++) { dx = x - 16; d = noise2[y][x] * 4 - 512; if (d > 0) { if (d > 255) d = 255; d = (d * (255 - (int) (dx * dx + dy2))) >> 8; if (d <= 0) { d = 0; data[y][x][0] = 0; } else data[y][x][0] = (noise1[y][x] >> 1) + 128; // if (d > 255) // d = 255; data[y][x][1] = (byte) d; } else { data[y][x][0] = 0; //DESPAIR data[y][x][1] = 0; } } } part_tex_smoke[i] = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_smoke[i]); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glTexImage2D (GL_TEXTURE_2D, 0, 2, 32, 32, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); } }