/* 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" /* ================== 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); 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); 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); Cvar_RegisterVariable (&sh_meshshadows); Cvar_RegisterVariable (&sh_worldshadows); Cvar_RegisterVariable (&sh_showlightsciss); Cvar_RegisterVariable (&sh_occlusiontest); Cvar_RegisterVariable (&sh_showlightvolume); 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); Cvar_RegisterVariable (&r_tangentscale); Cvar_RegisterVariable (&sh_delux); R_InitParticleEffects(); R_InitShaders(); 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 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); R_ClearDecals (); GL_BuildLightmaps (); R_CopyVerticesToHunk(); // identify sky texture skyshadernum = -1; mirrortexturenum = -1; for (i=0 ; inummapshaders ; i++) { if (!Q_strncmp(cl.worldmodel->mapshaders[i].shader->name,"sky",3) ) skyshadernum = i; cl.worldmodel->mapshaders[i].texturechain = NULL; } if (skyshadernum < 0) { //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) { }