609 lines
15 KiB
C
609 lines
15 KiB
C
// r_misc.c
|
|
|
|
#include "quakedef.h"
|
|
|
|
byte *playerTranslation;
|
|
|
|
extern void R_InitBubble();
|
|
|
|
/*
|
|
==================
|
|
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++;
|
|
GL_Bind(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];
|
|
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_netgraph);
|
|
Cvar_RegisterVariable (&r_entdistance);
|
|
Cvar_RegisterVariable (&gl_clear);
|
|
Cvar_RegisterVariable (&gl_texsort);
|
|
|
|
if (gl_mtexable)
|
|
Cvar_SetValue ("gl_texsort", 0.0);
|
|
|
|
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);
|
|
Cvar_RegisterVariable (&r_teamcolor);
|
|
|
|
R_InitBubble();
|
|
|
|
R_InitParticles ();
|
|
R_InitParticleTexture ();
|
|
|
|
#ifdef GLTEST
|
|
Test_Init ();
|
|
#endif
|
|
|
|
netgraphtexture = texture_extension_number;
|
|
texture_extension_number++;
|
|
|
|
playertextures = texture_extension_number;
|
|
texture_extension_number += MAX_CLIENTS;
|
|
|
|
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");
|
|
}
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
model_t *model;
|
|
aliashdr_t *paliashdr;
|
|
byte *original;
|
|
unsigned pixels[512*256], *out;
|
|
unsigned scaled_width, scaled_height;
|
|
int inwidth, inheight;
|
|
int tinwidth, tinheight;
|
|
byte *inrow;
|
|
unsigned frac, fracstep;
|
|
player_info_t *player;
|
|
extern byte player_8bit_texels[320*200];
|
|
|
|
GL_DisableMultitexture();
|
|
|
|
player = &cl.players[playernum];
|
|
if (!player->name[0])
|
|
return;
|
|
|
|
top = player->topcolor;
|
|
if (top > 13 || top < 0)
|
|
top = 13;
|
|
top *= 16;
|
|
bottom = player->bottomcolor;
|
|
if (bottom > 13 || bottom < 0)
|
|
bottom = 13;
|
|
bottom *= 16;
|
|
|
|
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
|
|
//
|
|
// real model width
|
|
tinwidth = 296;
|
|
tinheight = 194;
|
|
|
|
if (!player->skin)
|
|
Skin_Find(player);
|
|
if ((original = Skin_Cache(player->skin)) != NULL) {
|
|
//skin data width
|
|
inwidth = 320;
|
|
inheight = 200;
|
|
} else {
|
|
original = player_8bit_texels;
|
|
inwidth = 296;
|
|
inheight = 194;
|
|
}
|
|
|
|
|
|
// because this happens during gameplay, do it fast
|
|
// instead of sending it through gl_upload 8
|
|
GL_Bind(playertextures + playernum);
|
|
|
|
#if 0
|
|
s = 320*200;
|
|
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);
|
|
#endif
|
|
|
|
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;
|
|
|
|
if (VID_Is8bit()) { // 8bit texture upload
|
|
byte *out2;
|
|
|
|
out2 = (byte *)pixels;
|
|
memset(pixels, 0, sizeof(pixels));
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/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;
|
|
memset(pixels, 0, sizeof(pixels));
|
|
fracstep = tinwidth*0x10000/scaled_width;
|
|
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
|
|
{
|
|
inrow = original + inwidth*(i*tinheight/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);
|
|
}
|
|
*/
|
|
|
|
extern int color_offsets[MAX_PLAYER_CLASS];
|
|
extern model_t *player_models[MAX_PLAYER_CLASS];
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
extern byte player_8bit_texels[MAX_PLAYER_CLASS][620*245];
|
|
byte *sourceA, *sourceB, *colorA, *colorB;
|
|
player_info_t *player;
|
|
|
|
|
|
for (i=0 ; i<256 ; i++)
|
|
translate[i] = i;
|
|
|
|
player = &cl.players[playernum];
|
|
if (!player->name[0])
|
|
return;
|
|
if (!player->playerclass)
|
|
return;
|
|
|
|
top = player->topcolor;
|
|
bottom = player->bottomcolor;
|
|
|
|
if (top > 10) top = 0;
|
|
if (bottom > 10) bottom = 0;
|
|
|
|
top -= 1;
|
|
bottom -= 1;
|
|
|
|
colorA = playerTranslation + 256 + color_offsets[(int)player->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
|
|
//
|
|
if (cl.players[playernum].modelindex <= 0)
|
|
return;
|
|
|
|
|
|
model = player_models[cl.players[playernum].playerclass-1];
|
|
if (!model)
|
|
return;
|
|
// player doesn't have a model yet
|
|
paliashdr = (aliashdr_t *)Mod_Extradata (model);
|
|
s = paliashdr->skinwidth * paliashdr->skinheight;
|
|
|
|
if (cl.players[playernum].playerclass >= 1 &&
|
|
cl.players[playernum].playerclass <= MAX_PLAYER_CLASS)
|
|
{
|
|
original = player_8bit_texels[(int)cl.players[playernum].playerclass-1];
|
|
cl.players[playernum].Translated = true;
|
|
}
|
|
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;
|
|
cl.worldmodel->textures[i]->texturechain = NULL;
|
|
}
|
|
#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;
|
|
|
|
if (cls.state != ca_active)
|
|
{
|
|
Con_Printf("Not connected to a server\n");
|
|
return;
|
|
}
|
|
|
|
glDrawBuffer (GL_FRONT);
|
|
glFinish ();
|
|
|
|
start = Sys_DoubleTime ();
|
|
for (i=0 ; i<128 ; i++)
|
|
{
|
|
r_refdef.viewangles[1] = i/128.0*360.0;
|
|
R_RenderView ();
|
|
}
|
|
|
|
glFinish ();
|
|
stop = Sys_DoubleTime ();
|
|
time = stop-start;
|
|
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
|
|
|
|
glDrawBuffer (GL_BACK);
|
|
GL_EndRendering ();
|
|
}
|
|
|
|
void D_FlushCaches (void)
|
|
{
|
|
}
|
|
|
|
|