quakeforge/libs/video/renderer/gl/gl_dyn_textures.c
Bill Currie 73e6e1684f FINALLY, the nq and qw renderers are merged. the view and particle subsystems
are not yet merged due to their dependence on the client, but that will come
soon.
2001-05-24 19:22:35 +00:00

203 lines
5 KiB
C

/*
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 <stdlib.h>
#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);
}
}