/* gl_rmisc.c (description) 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 #ifdef HAVE_STRINGS_H #include #endif #include "bspfile.h" // needed by: glquake.h #include "vid.h" #include "QF/sys.h" #include "QF/mathlib.h" // needed by: protocol.h, render.h, // client.h, // modelgen.h, glmodel.h #include "wad.h" #include "draw.h" #include "QF/cvar.h" #include "net.h" // needed by: client.h #include "protocol.h" // needed by: client.h #include "QF/cmd.h" #include "sbar.h" #include "render.h" // needed by: client.h, gl_model.h, // glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "QF/console.h" #include "glquake.h" #include "r_local.h" qboolean VID_Is8bit (void); void R_InitBubble (); void R_FireColor_f (void); cvar_t *gl_fires; qboolean allowskybox; // allow skyboxes? --KB /* ================== 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++; glBindTexture (GL_TEXTURE_2D, 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_LoadSky_f */ void R_LoadSky_f (void) { if (Cmd_Argc () != 2) { Con_Printf ("loadsky : load a skybox\n"); return; } R_LoadSkys (Cmd_Argv (1)); } /* =============== R_Init =============== */ void R_Init (void) { allowskybox = false; // server will decide if this is // allowed --KB Cmd_AddCommand ("timerefresh", R_TimeRefresh_f, "No Description"); Cmd_AddCommand ("envmap", R_Envmap_f, "No Description"); Cmd_AddCommand ("pointfile", R_ReadPointFile_f, "No Description"); Cmd_AddCommand ("loadsky", R_LoadSky_f, "No Description"); Cmd_AddCommand ("r_firecolor", R_FireColor_f, "No Description"); 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, "None"); r_drawentities = Cvar_Get ("r_drawentities", "1", CVAR_NONE, "None"); r_drawviewmodel = Cvar_Get ("r_drawviewmodel", "1", CVAR_NONE, "None"); r_shadows = Cvar_Get ("r_shadows", "0", CVAR_NONE, "None"); r_mirroralpha = Cvar_Get ("r_mirroralpha", "1", CVAR_NONE, "None"); r_wateralpha = Cvar_Get ("r_wateralpha", "1", CVAR_NONE, "None"); r_waterripple = Cvar_Get ("r_waterripple", "0", CVAR_NONE, "None"); r_dynamic = Cvar_Get ("r_dynamic", "1", CVAR_NONE, "None"); r_novis = Cvar_Get ("r_novis", "0", CVAR_NONE, "None"); r_speeds = Cvar_Get ("r_speeds", "0", CVAR_NONE, "None"); r_netgraph = Cvar_Get ("r_netgraph", "0", CVAR_NONE, "None"); gl_clear = Cvar_Get ("gl_clear", "0", CVAR_NONE, "None"); gl_texsort = Cvar_Get ("gl_texsort", "1", CVAR_NONE, "None"); 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", "0", CVAR_NONE, "None"); gl_playermip = Cvar_Get ("gl_playermip", "0", CVAR_NONE, "None"); gl_nocolors = Cvar_Get ("gl_nocolors", "0", CVAR_NONE, "None"); gl_fires = Cvar_Get ("gl_fires", "0", CVAR_ARCHIVE, "Toggles lavaball and rocket fireballs"); gl_particles = Cvar_Get ("gl_particles", "1", CVAR_ARCHIVE, "whether or not to draw particles"); gl_fb_models = Cvar_Get ("gl_fb_models", "1", CVAR_ARCHIVE, "Toggles fullbright color support for models.. " "This is very handy, but costs me 2 FPS.. (=:]"); gl_fb_bmodels = Cvar_Get ("gl_fb_bmodels", "1", CVAR_ARCHIVE, "Toggles fullbright color support for bmodels"); gl_keeptjunctions = Cvar_Get ("gl_keeptjunctions", "1", CVAR_NONE, "None"); gl_reporttjunctions = Cvar_Get ("gl_reporttjunctions", "0", CVAR_NONE, "None"); r_skyname = Cvar_Get ("r_skyname", "none", CVAR_NONE, "name of the current skybox"); gl_skymultipass = Cvar_Get ("gl_skymultipass", "1", CVAR_NONE, "controls wether the skydome is single or double pass"); R_InitBubble (); R_InitParticles (); R_InitParticleTexture (); playertextures = texture_extension_number; texture_extension_number += 16; } /* =============== R_TranslatePlayerSkin Translates 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, s; model_t *model; aliashdr_t *paliashdr; byte *original; unsigned pixels[512 * 256], *out; unsigned scaled_width, scaled_height; int inwidth, inheight; byte *inrow; unsigned frac, fracstep; top = cl.scores[playernum].colors & 0xf0; bottom = (cl.scores[playernum].colors & 15) << 4; 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 // 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->mdl.skinwidth * paliashdr->mdl.skinheight; if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->mdl.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"); inwidth = paliashdr->mdl.skinwidth; inheight = paliashdr->mdl.skinheight; // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 glBindTexture (GL_TEXTURE_2D, playertextures + playernum); #if 0 byte translated[320 * 200]; for (i = 0; i < s; i += 4) { translated[i] = translate[original[i]]; translated[i + 1] = translate[original[i + 1]]; translated[i + 2] = translate[original[i + 2]]; translated[i + 3] = translate[original[i + 3]]; } // don't mipmap these, because it takes too long GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true); #else scaled_width = gl_max_size->int_val < 512 ? gl_max_size->int_val : 512; scaled_height = gl_max_size->int_val < 256 ? gl_max_size->int_val : 256; // allow users to crunch sizes down even more if they want scaled_width >>= gl_playermip->int_val; scaled_height >>= gl_playermip->int_val; if (VID_Is8bit ()) { // 8bit texture upload byte *out2; out2 = (byte *) pixels; memset (pixels, 0, sizeof (pixels)); fracstep = inwidth * 0x10000 / scaled_width; for (i = 0; i < scaled_height; i++, out2 += scaled_width) { inrow = original + inwidth * (i * inheight / 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); 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; cvar_t *r_skyname; 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 (!strncmp (cl.worldmodel->textures[i]->name, "sky", 3)) skytexturenum = i; if (!strncmp (cl.worldmodel->textures[i]->name, "window02_1", 10)) mirrortexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } r_skyname = Cvar_FindVar ("r_skyname"); if (r_skyname != NULL) R_LoadSkys (r_skyname->string); else R_LoadSkys ("none"); } /* ==================== R_TimeRefresh_f For program optimization ==================== */ // LordHavoc: improved appearance and accuracy of timerefresh void R_TimeRefresh_f (void) { int i; double start, stop, time; // glDrawBuffer (GL_FRONT); glFinish (); GL_EndRendering (); start = Sys_DoubleTime (); for (i = 0; i < 128; i++) { GL_BeginRendering (&glx, &gly, &glwidth, &glheight); r_refdef.viewangles[1] = i / 128.0 * 360.0; R_RenderView (); glFinish (); GL_EndRendering (); } // glFinish (); stop = Sys_DoubleTime (); time = stop - start; Con_Printf ("%f seconds (%f fps)\n", time, 128 / time); // glDrawBuffer (GL_BACK); // GL_EndRendering (); GL_BeginRendering (&glx, &gly, &glwidth, &glheight); } void D_FlushCaches (void) { }