/* 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 "glquake.h" extern void noise_diamondsquare(unsigned char *noise, int size); extern void noise_plasma(unsigned char *noise, int size); static void GDT_InitDotParticleTexture (void); static void GDT_InitSparkParticleTexture (void); static void GDT_InitSmokeParticleTexture (void); static void GDT_InitSmokeRingParticleTexture (void); int part_tex_dot; int part_tex_spark; int part_tex_smoke[8]; int part_tex_smoke_ring[8]; void GDT_Init (void) { GDT_InitDotParticleTexture (); GDT_InitSparkParticleTexture (); GDT_InitSmokeParticleTexture (); GDT_InitSmokeRingParticleTexture (); } static void GDT_InitDotParticleTexture (void) { int x, y, dx2, dy, d; byte data[16][16][2]; 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; } } part_tex_dot = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_dot); 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, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); } static void GDT_InitSparkParticleTexture (void) { int x, y, dx2, dy, d; byte data[16][16][2]; for (x = 0; x < 16; x++) { dx2 = 8 - abs(x - 8); dx2 *= dx2; for (y = 0; y < 16; y++) { dy = 8 - abs(y - 8); d = 3 * (dx2 + dy * dy) - 100; if (d>255) d = 255; if (d<1) { d = 0; data[y][x][0] = 0; } else data[y][x][0] = 255; data[y][x][1] = (byte) d; } } part_tex_spark = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_spark); 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, 16, 16, 0, GL_LUMINANCE_ALPHA, GL_UNSIGNED_BYTE, data); } static void GDT_InitSmokeParticleTexture (void) { int i, x, y, c; float dx, dy2; byte d, data[32][32][2], noise1[32][32], noise2[32][32]; for (i = 0; i < 8; i++) { noise_plasma (&noise1[0][0], 32); noise_diamondsquare (&noise2[0][0], 32); for (y = 0; y < 32; y++) { dy2 = y - 16; dy2 *= dy2; for (x = 0; x < 32; x++) { dx = x - 16; c = 255 - (dx*dx + dy2); if (c < 1) c = 0; d = (noise1[y][x] + noise2[y][x]) / 2; if (d > 0) { data[y][x][0] = 255; data[y][x][1] = (d * c)/255; } else { data[y][x][0] = 255; 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); } } static void GDT_InitSmokeRingParticleTexture (void) { int i, x, y, b; float dx, dy, c, c2; byte d, data[32][32][2], noise1[32][32], noise2[32][32]; for (i = 0; i < 8; i++) { noise_diamondsquare (&noise1[0][0], 32); noise_plasma (&noise2[0][0], 32); for (y = 0; y < 32; y++) { dy = y - 16; dy *= dy; for (x = 0; x < 32; x++) { dx = x - 16; dx *= dx; c = 255 - (dx + dy); c2 = (dx + dy); if (c < 1) c = 0; if (c2 < 1) c2 = 0; //b = ((c / 255) * (c2 / 255)) * 512; b = (c * c2) * 512 / (255*255); if (b < 1) b = 0; d = (noise1[y][x] + noise2[y][x]) / 2; if (d > 0) { data[y][x][0] = 255; data[y][x][1] = (d * b)/255; } else { data[y][x][0] = 255; data[y][x][1] = 0; } } } part_tex_smoke_ring[i] = texture_extension_number++; glBindTexture (GL_TEXTURE_2D, part_tex_smoke_ring[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); } }