hexen2/H2MP/code/gl_rmisc.c

440 lines
11 KiB
C

// 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<texsize ; x++)
{
for (y=0 ; y<texsize ; 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, texsize, texsize, 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];
char name[1024];
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_Init
===============
*/
void R_Init (void)
{
extern byte *hunk_base;
int counter;
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand ("envmap", R_Envmap_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
Cvar_RegisterVariable (&r_norefresh);
Cvar_RegisterVariable (&r_lightmap);
Cvar_RegisterVariable (&r_fullbright);
Cvar_RegisterVariable (&r_drawentities);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_shadows);
Cvar_RegisterVariable (&r_mirroralpha);
Cvar_RegisterVariable (&r_wateralpha);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_novis);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&r_wholeframe);
Cvar_RegisterVariable (&gl_clear);
Cvar_RegisterVariable (&gl_texsort);
Cvar_RegisterVariable (&gl_cull);
Cvar_RegisterVariable (&gl_smoothmodels);
Cvar_RegisterVariable (&gl_affinemodels);
Cvar_RegisterVariable (&gl_polyblend);
Cvar_RegisterVariable (&gl_flashblend);
Cvar_RegisterVariable (&gl_playermip);
Cvar_RegisterVariable (&gl_nocolors);
Cvar_RegisterVariable (&gl_keeptjunctions);
Cvar_RegisterVariable (&gl_reporttjunctions);
R_InitParticles ();
R_InitParticleTexture ();
#ifdef GLTEST
Test_Init ();
#endif
playertextures = texture_extension_number;
texture_extension_number += 16;
for(counter=0;counter<MAX_EXTRA_TEXTURES;counter++)
gl_extra_textures[counter] = -1;
playerTranslation = (byte *)COM_LoadHunkFile ("gfx/player.lmp");
if (!playerTranslation)
Sys_Error ("Couldn't load gfx/player.lmp");
}
extern int color_offsets[NUM_CLASSES];
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
extern byte player_8bit_texels[NUM_CLASSES][620*245];
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;
byte *sourceA, *sourceB, *colorA, *colorB;
int playerclass = (int)cl.scores[playernum].playerclass;
for (i=0 ; i<256 ; i++)
translate[i] = i;
top = (cl.scores[playernum].colors & 0xf0) >> 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 ; 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
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<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;
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;
}
#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)
{
}