tenebrae2/gl_rmisc.c

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/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_misc.c
#include "quakedef.h"
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);
particletexture_blood = EasyTgaLoad("textures/particles/blood.tga");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
particletexture_dirblood = EasyTgaLoad("textures/particles/blood2.tga");
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
}
/*
===============
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_Init
===============
*/
void R_Init (void)
{
extern cvar_t gl_finish;
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 (&cg_showentities);
Cvar_RegisterVariable (&cg_showviewmodel);
// Cvar_RegisterVariable (&r_mirroralpha);
Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_novis);
Cvar_RegisterVariable (&r_noareaportal);
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Cvar_RegisterVariable (&gl_finish);
Cvar_RegisterVariable (&gl_clear);
/* Cvar_RegisterVariable (&gl_texsort);
if (gl_mtexable)
Cvar_SetValue ("gl_texsort", 0.0);
*/
Cvar_RegisterVariable (&gl_polyblend);
Cvar_RegisterVariable (&gl_calcdepth);
Cvar_RegisterVariable (&sh_lightmapbright);
Cvar_RegisterVariable (&sh_visiblevolumes);
Cvar_RegisterVariable (&sh_entityshadows);
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Cvar_RegisterVariable (&sh_meshshadows);
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Cvar_RegisterVariable (&sh_worldshadows);
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Cvar_RegisterVariable (&sh_showlightsciss);
Cvar_RegisterVariable (&sh_occlusiontest);
Cvar_RegisterVariable (&sh_showlightvolume);
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Cvar_RegisterVariable (&sh_glows);
Cvar_RegisterVariable (&cg_showfps); // muff
Cvar_RegisterVariable (&sh_debuginfo);
Cvar_RegisterVariable (&sh_norevis);
Cvar_RegisterVariable (&sh_nosvbsp);
Cvar_RegisterVariable (&sh_noeclip);
Cvar_RegisterVariable (&sh_infinitevolumes);
Cvar_RegisterVariable (&sh_noscissor);
Cvar_RegisterVariable (&sh_nocleversave);
Cvar_RegisterVariable (&sh_bumpmaps);
Cvar_RegisterVariable (&sh_playershadow);
Cvar_RegisterVariable (&sh_nocache);
Cvar_RegisterVariable (&sh_glares);
Cvar_RegisterVariable (&sh_noefrags);
Cvar_RegisterVariable (&sh_showtangent);
Cvar_RegisterVariable (&sh_noshadowpopping);
Cvar_RegisterVariable (&mir_detail);
Cvar_RegisterVariable (&mir_frameskip);
Cvar_RegisterVariable (&mir_forcewater);
Cvar_RegisterVariable (&mir_distance);
Cvar_RegisterVariable (&gl_wireframe);
Cvar_RegisterVariable (&gl_mesherror);
Cvar_RegisterVariable (&fog_r);
Cvar_RegisterVariable (&fog_g);
Cvar_RegisterVariable (&fog_b);
Cvar_RegisterVariable (&fog_start);
Cvar_RegisterVariable (&fog_end);
Cvar_RegisterVariable (&gl_fog);
Cvar_RegisterVariable (&fog_waterfog);
Cvar_RegisterVariable (&gl_caustics);
Cvar_RegisterVariable (&gl_truform);
Cvar_RegisterVariable (&gl_truform_tesselation);
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Cvar_RegisterVariable (&r_tangentscale);
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Cvar_RegisterVariable (&sh_delux);
Cvar_RegisterVariable (&sh_rtlights);
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Cvar_RegisterVariable (&gl_clipboth);
Cvar_RegisterVariable (&gl_displacement);
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R_InitParticleEffects();
R_InitParticles ();
R_InitDecals ();
R_InitParticleTexture ();
CS_FillBinomials();
#ifdef GLTEST
Test_Init ();
#endif
playertextures = texture_extension_number;
texture_extension_number += 16;
}
/*
===============
R_NewMap
===============
*/
void R_NewMap (void)
{
int i;
//Exec a config file in maps dir with same name as the map - Eradicator
//Cbuf_AddText(va("exec maps/%s.cfg\n", sv.name));
//Cbuf_Execute();
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 ();
R_ClearDecals ();
GL_BuildLightmaps ();
R_CopyVerticesToHunk();
// identify sky texture
skyshadernum = -1;
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mirrortexturenum = -1;
for (i=0 ; i<cl.worldmodel->nummapshaders ; i++)
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{
if (!Q_strncmp(cl.worldmodel->mapshaders[i].shader->name,"sky",3) )
skyshadernum = i;
cl.worldmodel->mapshaders[i].texturechain = NULL;
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}
if (skyshadernum < 0) {
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//Con_Printf("No sky texture found");
}
strcpy(skybox_name,"default");
skybox_cloudspeed = 1.0;
//#ifdef QUAKE2
//#endif
//PENTA: Clear lights
// PENTA: Delete all static lights
numStaticShadowLights = 0;
numShadowLights = 0;
R_ClearInstantCaches();
R_ClearBrushInstantCaches();
R_NewMirrorChains();
causticschain = NULL;
}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
void R_TimeRefresh_f (void)
{
int i;
float start, stop, time;
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)
{
}