quakeforge/libs/video/renderer/gl/gl_rmisc.c
Bill Currie 8d2791752e [particles] Merge particle spawning into client
After yesterday's crazy marathon editing all the particles files, and
starting to do another big change to them today, I realized that I
really do need to merge them down. All the actual spawning is now in the
client library (though particle insertion will need to be moved). GLSL
particle rendering is semi-broken in that it now does only points (until
I come up with a way to select between points and quads (probably a
context object, which I need anyway for Vulkan)).
2021-12-24 06:45:13 +09:00

267 lines
5.8 KiB
C

/*
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
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#define NH_DEFINE
#include "namehack.h"
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#if defined(_WIN32) && defined(HAVE_MALLOC_H)
#include <malloc.h>
#endif
#include <stdlib.h>
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/cvar.h"
#include "QF/draw.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/skin.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "mod_internal.h"
#include "r_internal.h"
#include "varrays.h"
#include "vid_gl.h"
/*
R_Envmap_f
Grab six views for environment mapping tests
*/
static void
R_Envmap_f (void)
{
/*FIXME update for simd
byte buffer[256 * 256 * 4];
qfglDrawBuffer (GL_FRONT);
qfglReadBuffer (GL_FRONT);
gl_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_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env0.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 90;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env1.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 180;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env2.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[1] = 270;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env3.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = -90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env4.rgb", buffer, sizeof (buffer));
r_refdef.viewangles[0] = 90;
r_refdef.viewangles[1] = 0;
gl_R_RenderView ();
qfglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
QFS_WriteFile ("env5.rgb", buffer, sizeof (buffer));
gl_envmap = false;
qfglDrawBuffer (GL_BACK);
qfglReadBuffer (GL_BACK);
gl_ctx->end_rendering ();*/
}
void
gl_R_LoadSky_f (void)
{
if (Cmd_Argc () != 2) {
Sys_Printf ("loadsky <name> : load a skybox\n");
return;
}
gl_R_LoadSkys (Cmd_Argv (1));
}
void
gl_R_Init (void)
{
R_Init_Cvars ();
gl_R_Particles_Init_Cvars ();
Cmd_AddCommand ("timerefresh", gl_R_TimeRefresh_f,
"Tests the current refresh rate for the current location");
Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
Cmd_AddCommand ("loadsky", gl_R_LoadSky_f, "Load a skybox");
gl_Draw_Init ();
SCR_Init ();
gl_R_InitBubble ();
GDT_Init ();
gl_texture_number = gl_R_InitGraphTextures (gl_texture_number);
gl_texture_number = gl_Skin_Init_Textures (gl_texture_number);
r_init = 1;
gl_R_InitParticles ();
gl_R_InitSprites ();
gl_Fog_Init ();
Skin_Init ();
}
static void
register_textures (mod_brush_t *brush)
{
texture_t *tex;
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
gl_R_AddTexture (tex);
}
}
void
gl_R_NewMap (model_t *worldmodel, struct model_s **models, int num_models)
{
texture_t *tex;
mod_brush_t *brush;
for (int i = 0; i < 256; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof (r_worldentity));
r_worldentity.renderer.model = worldmodel;
brush = &worldmodel->brush;
R_FreeAllEntities ();
// clear out efrags in case the level hasn't been reloaded
for (unsigned i = 0; i < brush->modleafs; i++)
brush->leafs[i].efrags = NULL;
// Force a vis update
r_viewleaf = NULL;
R_MarkLeaves ();
R_ClearParticles ();
GL_BuildLightmaps (models, num_models);
// identify sky texture
gl_mirrortexturenum = -1;
gl_R_ClearTextures ();
for (unsigned i = 0; i < brush->numtextures; i++) {
tex = brush->textures[i];
if (!tex)
continue;
if (!strncmp (tex->name, "sky", 3)) {
gl_R_InitSky (tex);
}
if (!strncmp (tex->name, "window02_1", 10))
gl_mirrortexturenum = i;
}
gl_R_InitSurfaceChains (brush);
gl_R_AddTexture (r_notexture_mip);
register_textures (brush);
for (int i = 0; i < num_models; i++) {
if (!models[i])
continue;
if (*models[i]->path == '*')
continue;
if (models[i] != r_worldentity.renderer.model
&& models[i]->type == mod_brush)
register_textures (&models[i]->brush);
}
}
void
gl_R_ViewChanged (void)
{
}
/*
R_TimeRefresh_f
For program optimization
LordHavoc: improved appearance and accuracy of timerefresh
*/
void
gl_R_TimeRefresh_f (void)
{
/*FIXME update for simd
double start, stop, time;
int i;
gl_ctx->end_rendering ();
start = Sys_DoubleTime ();
for (i = 0; i < 128; i++) {
r_refdef.viewangles[1] = i * (360.0 / 128.0);
gl_R_RenderView ();
gl_ctx->end_rendering ();
}
stop = Sys_DoubleTime ();
time = stop - start;
Sys_Printf ("%g seconds (%g fps)\n", time, 128 / time);
*/
}