// r_misc.c #include "quakedef.h" byte *playerTranslation; /* ================== 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}, {0,0,0,0,1,0,0,0}, {0,0,0,0,1,0,0,1}, {0,0,0,0,0,0,1,0}, {0,0,0,1,0,0,0,1}, }; */ byte dottexture[16][16] = { {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},//1 {0,0,0,1,0,1,0,0,0,0,0,0,1,1,0,0}, {0,0,0,0,1,0,0,0,0,0,0,1,1,1,1,0}, {0,1,0,1,1,1,0,1,0,0,0,1,1,1,1,0},//4 {0,0,1,1,1,1,1,0,0,0,0,0,1,1,0,0}, {0,1,0,1,1,1,0,1,0,0,0,0,0,0,0,0}, {0,0,0,0,1,0,0,0,0,0,0,0,0,0,0,0}, {0,0,0,1,0,1,0,0,0,0,0,0,0,0,0,0},//8 {0,0,0,0,0,0,0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,1,1,1,0,1,0,0}, {0,0,0,0,0,0,0,0,1,1,0,1,1,0,1,0}, {0,0,0,1,0,0,0,0,1,1,1,1,1,0,1,0},//12 {0,1,1,1,0,0,0,0,1,1,0,1,1,0,1,0}, {0,0,1,1,1,0,0,0,0,1,1,1,0,1,0,0}, {0,0,1,0,0,0,0,0,0,0,1,1,1,0,0,0}, {0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},//16 }; void R_InitParticleTexture (void) { int x,y; byte texsize = 16;//was 8 byte data[16][16][4]; // // particle texture // particletexture = texture_extension_number++; GL_Bind(particletexture); for (x=0 ; x> 4; bottom = (cl.scores[playernum].colors & 15); if (top > 10) top = 0; if (bottom > 10) bottom = 0; top -= 1; bottom -= 1; colorA = playerTranslation + 256 + color_offsets[playerclass-1]; colorB = colorA + 256; sourceA = colorB + 256 + (top * 256); sourceB = colorB + 256 + (bottom * 256); for(i=0;i<256;i++,colorA++,colorB++,sourceA++,sourceB++) { if (top >= 0 && (*colorA != 255)) translate[i] = *sourceA; if (bottom >= 0 && (*colorB != 255)) translate[i] = *sourceB; } // // locate the original skin pixels // currententity = &cl_entities[1+playernum]; model = currententity->model; if (!model) return; // player doesn't have a model yet paliashdr = (aliashdr_t *)Mod_Extradata (model); s = paliashdr->skinwidth * paliashdr->skinheight; if (playerclass >= 1 && playerclass <= NUM_CLASSES) original = player_8bit_texels[playerclass-1]; else original = player_8bit_texels[0]; if (s & 3) Sys_Error ("R_TranslateSkin: s&3"); // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 GL_Bind(playertextures + playernum); #if 0 byte translated[320*200]; for (i=0 ; iskinwidth, paliashdr->skinheight, false, false, true); #else for (i=0 ; i<256 ; i++) translate32[i] = d_8to24table[translate[i]]; scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512; scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256; // allow users to crunch sizes down even more if they want scaled_width >>= (int)gl_playermip.value; scaled_height >>= (int)gl_playermip.value; inwidth = paliashdr->skinwidth; inheight = paliashdr->skinheight; out = pixels; fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>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; 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 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture skytexturenum = -1; mirrortexturenum = -1; for (i=0 ; inumtextures ; 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; } #ifdef QUAKE2 R_LoadSkys (); #endif } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; float start, stop, time; int startangle; vrect_t vr; glDrawBuffer (GL_FRONT); glFinish (); start = Sys_FloatTime (); for (i=0 ; i<128 ; i++) { r_refdef.viewangles[1] = i/128.0*360.0; R_RenderView (); } glFinish (); stop = Sys_FloatTime (); time = stop-start; Con_Printf ("%f seconds (%f fps)\n", time, 128/time); glDrawBuffer (GL_BACK); GL_EndRendering (); } void D_FlushCaches (void) { }