quakeforge/nq/source/gl_rmisc.c
Bill Currie f78b973978 move the api headers into include/QF and clean up (most of) the resulting mess.
target specific files that I don't build won't compile yet. just put QF/
infront of the offending headers.

Also move ver_check into libqfutils
2001-03-27 20:33:07 +00:00

540 lines
14 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
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#include <string.h>
#include <stdio.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#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 <name> : 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)
{
}