335 lines
8.5 KiB
C
335 lines
8.5 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "quakedef.h"
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byte dottexture[8][8] =
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{
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{0,1,1,0,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{1,1,1,1,0,0,0,0},
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{0,1,1,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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{0,0,0,0,0,0,0,0},
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};
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void R_InitParticleTexture (void)
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{
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int x,y;
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byte data[8][8][4];
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//
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// particle texture
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//
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particletexture = texture_extension_number++;
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GL_Bind(particletexture);
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for (x=0 ; x<8 ; x++)
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{
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for (y=0 ; y<8 ; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y]*255;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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particletexture_blood = EasyTgaLoad("textures/particles/blood.tga");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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particletexture_dirblood = EasyTgaLoad("textures/particles/blood2.tga");
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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void R_Envmap_f (void)
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{
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byte buffer[256*256*4];
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glDrawBuffer (GL_FRONT);
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glReadBuffer (GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
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R_RenderView ();
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glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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glDrawBuffer (GL_BACK);
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glReadBuffer (GL_BACK);
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GL_EndRendering ();
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}
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/*
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===============
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R_Init
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===============
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*/
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void R_Init (void)
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{
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extern cvar_t gl_finish;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
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Cmd_AddCommand ("envmap", R_Envmap_f);
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Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
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Cvar_RegisterVariable (&r_norefresh);
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Cvar_RegisterVariable (&r_lightmap);
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Cvar_RegisterVariable (&r_fullbright);
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Cvar_RegisterVariable (&cg_showentities);
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Cvar_RegisterVariable (&cg_showviewmodel);
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// Cvar_RegisterVariable (&r_mirroralpha);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_novis);
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Cvar_RegisterVariable (&r_noareaportal);
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Cvar_RegisterVariable (&gl_finish);
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Cvar_RegisterVariable (&gl_clear);
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/* Cvar_RegisterVariable (&gl_texsort);
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if (gl_mtexable)
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Cvar_SetValue ("gl_texsort", 0.0);
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*/
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_calcdepth);
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Cvar_RegisterVariable (&sh_lightmapbright);
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Cvar_RegisterVariable (&sh_visiblevolumes);
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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);
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Cvar_RegisterVariable (&sh_occlusiontest);
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Cvar_RegisterVariable (&sh_showlightvolume);
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Cvar_RegisterVariable (&sh_glows);
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Cvar_RegisterVariable (&cg_showfps); // muff
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Cvar_RegisterVariable (&sh_debuginfo);
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Cvar_RegisterVariable (&sh_norevis);
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Cvar_RegisterVariable (&sh_nosvbsp);
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Cvar_RegisterVariable (&sh_noeclip);
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Cvar_RegisterVariable (&sh_infinitevolumes);
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Cvar_RegisterVariable (&sh_noscissor);
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Cvar_RegisterVariable (&sh_nocleversave);
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Cvar_RegisterVariable (&sh_bumpmaps);
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Cvar_RegisterVariable (&sh_playershadow);
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Cvar_RegisterVariable (&sh_nocache);
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Cvar_RegisterVariable (&sh_glares);
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Cvar_RegisterVariable (&sh_noefrags);
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Cvar_RegisterVariable (&sh_showtangent);
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Cvar_RegisterVariable (&sh_noshadowpopping);
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Cvar_RegisterVariable (&mir_detail);
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Cvar_RegisterVariable (&mir_frameskip);
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Cvar_RegisterVariable (&mir_forcewater);
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Cvar_RegisterVariable (&mir_distance);
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Cvar_RegisterVariable (&gl_wireframe);
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Cvar_RegisterVariable (&gl_mesherror);
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Cvar_RegisterVariable (&fog_r);
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Cvar_RegisterVariable (&fog_g);
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Cvar_RegisterVariable (&fog_b);
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Cvar_RegisterVariable (&fog_start);
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Cvar_RegisterVariable (&fog_end);
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Cvar_RegisterVariable (&gl_fog);
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Cvar_RegisterVariable (&fog_waterfog);
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Cvar_RegisterVariable (&gl_caustics);
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Cvar_RegisterVariable (&gl_truform);
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Cvar_RegisterVariable (&gl_truform_tesselation);
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Cvar_RegisterVariable (&r_tangentscale);
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Cvar_RegisterVariable (&sh_delux);
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Cvar_RegisterVariable (&sh_rtlights);
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Cvar_RegisterVariable (&gl_clipboth);
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Cvar_RegisterVariable (&gl_displacement);
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R_InitParticleEffects();
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R_InitParticles ();
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R_InitDecals ();
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R_InitParticleTexture ();
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CS_FillBinomials();
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#ifdef GLTEST
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Test_Init ();
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#endif
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playertextures = texture_extension_number;
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texture_extension_number += 16;
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void R_NewMap (void)
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{
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int i;
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//Exec a config file in maps dir with same name as the map - Eradicator
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//Cbuf_AddText(va("exec maps/%s.cfg\n", sv.name));
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//Cbuf_Execute();
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for (i=0 ; i<256 ; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset (&r_worldentity, 0, sizeof(r_worldentity));
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r_worldentity.model = cl.worldmodel;
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
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for (i=0 ; i<cl.worldmodel->numleafs ; i++)
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cl.worldmodel->leafs[i].efrags = NULL;
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r_viewleaf = NULL;
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R_ClearParticles ();
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R_ClearDecals ();
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GL_BuildLightmaps ();
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R_CopyVerticesToHunk();
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// identify sky texture
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skyshadernum = -1;
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mirrortexturenum = -1;
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for (i=0 ; i<cl.worldmodel->nummapshaders ; i++)
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{
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if (!Q_strncmp(cl.worldmodel->mapshaders[i].shader->name,"sky",3) )
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skyshadernum = i;
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cl.worldmodel->mapshaders[i].texturechain = NULL;
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}
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if (skyshadernum < 0) {
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//Con_Printf("No sky texture found");
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}
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strcpy(skybox_name,"default");
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skybox_cloudspeed = 1.0;
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//#ifdef QUAKE2
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//#endif
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//PENTA: Clear lights
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// PENTA: Delete all static lights
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numStaticShadowLights = 0;
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numShadowLights = 0;
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R_ClearInstantCaches();
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R_ClearBrushInstantCaches();
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R_NewMirrorChains();
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causticschain = NULL;
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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glDrawBuffer (GL_FRONT);
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glFinish ();
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start = Sys_FloatTime ();
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for (i=0 ; i<128 ; i++)
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{
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r_refdef.viewangles[1] = i/128.0*360.0;
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R_RenderView ();
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}
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glFinish ();
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stop = Sys_FloatTime ();
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time = stop-start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
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glDrawBuffer (GL_BACK);
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GL_EndRendering ();
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}
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void D_FlushCaches (void)
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{
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}
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