mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-11 07:42:18 +00:00
430 lines
11 KiB
C
430 lines
11 KiB
C
/*
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gl_rmisc.c
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(description)
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "QF/sys.h"
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#include "QF/varrays.h"
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#include "QF/vid.h"
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#include "QF/wad.h"
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#include "client.h"
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#include "glquake.h"
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#include "net.h"
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#include "protocol.h"
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#include "sbar.h"
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#include "r_dynamic.h"
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#include "r_local.h"
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#include "render.h"
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varray_t2f_c4f_v3f_t varray[MAX_VARRAY_VERTS];
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qboolean VID_Is8bit (void);
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qboolean allowskybox; // allow skyboxes? --KB
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void R_InitBubble (void);
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extern cvar_t *r_netgraph;
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extern void GDT_Init ();
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extern entity_t r_worldentity;
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void
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R_InitTextures (void)
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{
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int x, y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip =
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Hunk_AllocName (sizeof (texture_t) + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2,
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"notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof (texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16 * 16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8 * 8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4 * 4;
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for (m = 0; m < 4; m++) {
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dest = (byte *) r_notexture_mip + r_notexture_mip->offsets[m];
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for (y = 0; y < (16 >> m); y++) {
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for (x = 0; x < (16 >> m); x++) {
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if ((y < (8 >> m)) ^ (x < (8 >> m)))
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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}
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/*
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R_Envmap_f
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Grab six views for environment mapping tests
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*/
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void
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R_Envmap_f (void)
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{
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byte buffer[256 * 256 * 4];
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof (buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof (buffer));
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envmap = false;
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glDrawBuffer (GL_BACK);
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glReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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void
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R_LoadSky_f (void)
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{
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if (Cmd_Argc () != 2) {
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Con_Printf ("loadsky <name> : load a skybox\n");
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return;
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}
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R_LoadSkys (Cmd_Argv (1));
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}
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void
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R_Init (void)
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{
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allowskybox = false; // server will decide if this is
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// allowed --KB
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f,
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"Tests the current refresh rate for the current location");
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Cmd_AddCommand ("envmap", R_Envmap_f, "No Description");
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f,
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"Load a pointfile to determine map leaks");
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Cmd_AddCommand ("loadsky", R_LoadSky_f, "Load a skybox");
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R_InitBubble ();
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GDT_Init ();
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playertextures = texture_extension_number;
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texture_extension_number += 16;
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}
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/*
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R_TranslatePlayerSkin
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Translates a skin texture by the per-player color lookup
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*/
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void
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R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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byte translate[256];
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unsigned translate32[256];
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int i, j, s;
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model_t *model;
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aliashdr_t *paliashdr;
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byte *original;
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unsigned pixels[512 * 256], *out;
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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byte *inrow;
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unsigned frac, fracstep;
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top = cl.scores[playernum].colors & 0xf0;
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bottom = (cl.scores[playernum].colors & 15) << 4;
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for (i = 0; i < 256; i++)
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translate[i] = i;
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for (i = 0; i < 16; i++) {
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if (top < 128) // the artists made some backwards
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// ranges. sigh.
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translate[TOP_RANGE + i] = top + i;
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else
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translate[TOP_RANGE + i] = top + 15 - i;
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if (bottom < 128)
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translate[BOTTOM_RANGE + i] = bottom + i;
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else
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translate[BOTTOM_RANGE + i] = bottom + 15 - i;
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}
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//
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// locate the original skin pixels
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//
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currententity = &cl_entities[1 + playernum];
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model = currententity->model;
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if (!model)
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return; // player doesn't have a model yet
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if (model->type != mod_alias)
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return; // only translate skins on alias
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// models
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paliashdr = (aliashdr_t *) Mod_Extradata (model);
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s = paliashdr->mdl.skinwidth * paliashdr->mdl.skinheight;
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if (currententity->skinnum < 0
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|| currententity->skinnum >= paliashdr->mdl.numskins) {
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Con_Printf ("(%d): Invalid player skin #%d\n", playernum,
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currententity->skinnum);
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original = (byte *) paliashdr + paliashdr->texels[0];
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} else
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original =
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(byte *) paliashdr + paliashdr->texels[currententity->skinnum];
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if (s & 3)
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Sys_Error ("R_TranslateSkin: s&3");
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inwidth = paliashdr->mdl.skinwidth;
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inheight = paliashdr->mdl.skinheight;
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
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#if 0
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byte translated[320 * 200];
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for (i = 0; i < s; i += 4) {
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translated[i] = translate[original[i]];
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translated[i + 1] = translate[original[i + 1]];
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translated[i + 2] = translate[original[i + 2]];
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translated[i + 3] = translate[original[i + 3]];
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}
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// don't mipmap these, because it takes too long
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GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false,
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false, true);
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#else
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scaled_width = gl_max_size->int_val < 512 ? gl_max_size->int_val : 512;
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scaled_height = gl_max_size->int_val < 256 ? gl_max_size->int_val : 256;
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// allow users to crunch sizes down even more if they want
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scaled_width >>= gl_playermip->int_val;
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scaled_height >>= gl_playermip->int_val;
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if (VID_Is8bit ()) { // 8bit texture upload
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byte *out2;
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out2 = (byte *) pixels;
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memset (pixels, 0, sizeof (pixels));
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fracstep = inwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out2 += scaled_width) {
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inrow = original + inwidth * (i * inheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out2[j] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 1] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 2] = translate[inrow[frac >> 16]];
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frac += fracstep;
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out2[j + 3] = translate[inrow[frac >> 16]];
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frac += fracstep;
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}
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}
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GL_Upload8_EXT ((byte *) pixels, scaled_width, scaled_height, false,
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false);
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return;
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}
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for (i = 0; i < 256; i++)
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translate32[i] = d_8to24table[translate[i]];
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out = pixels;
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fracstep = inwidth * 0x10000 / scaled_width;
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for (i = 0; i < scaled_height; i++, out += scaled_width) {
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inrow = original + inwidth * (i * inheight / scaled_height);
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frac = fracstep >> 1;
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for (j = 0; j < scaled_width; j += 4) {
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out[j] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 1] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 2] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 3] = translate32[inrow[frac >> 16]];
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frac += fracstep;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width,
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scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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#endif
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}
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void
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R_NewMap (void)
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{
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int i;
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cvar_t *r_skyname;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof (r_worldentity));
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r_worldentity.model = cl.worldmodel;
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// clear out efrags in case the level hasn't been reloaded
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for (i = 0; i < cl.worldmodel->numleafs; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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GL_BuildLightmaps ();
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// identify sky texture
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skytexturenum = -1;
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mirrortexturenum = -1;
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for (i = 0; i < cl.worldmodel->numtextures; i++) {
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if (!cl.worldmodel->textures[i])
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continue;
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if (!strncmp (cl.worldmodel->textures[i]->name, "sky", 3))
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skytexturenum = i;
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if (!strncmp (cl.worldmodel->textures[i]->name, "window02_1", 10))
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mirrortexturenum = i;
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cl.worldmodel->textures[i]->texturechain = NULL;
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}
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r_skyname = Cvar_FindVar ("r_skyname");
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if (r_skyname != NULL)
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R_LoadSkys (r_skyname->string);
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else
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R_LoadSkys ("none");
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}
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/*
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R_TimeRefresh_f
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For program optimization
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*/
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// LordHavoc: improved appearance and accuracy of timerefresh
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void
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R_TimeRefresh_f (void)
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{
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int i;
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double start, stop, time;
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glFinish ();
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GL_EndRendering ();
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start = Sys_DoubleTime ();
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for (i = 0; i < 128; i++) {
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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r_refdef.viewangles[1] = i / 128.0 * 360.0;
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R_RenderView ();
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glFinish ();
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GL_EndRendering ();
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}
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stop = Sys_DoubleTime ();
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time = stop - start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128 / time);
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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}
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void
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D_FlushCaches (void)
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{
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}
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