535 lines
14 KiB
C
535 lines
14 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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/*
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==================
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R_InitTextures
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==================
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*//*
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void R_InitTextures (void)
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{
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int x,y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
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for (m=0 ; m<4 ; m++)
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{
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dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y=0 ; y< (16>>m) ; y++)
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for (x=0 ; x< (16>>m) ; x++)
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{
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if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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*/
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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_shadows);
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// Cvar_RegisterVariable (&r_mirroralpha);
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Cvar_RegisterVariable (&r_wateralpha);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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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_cull);
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Cvar_RegisterVariable (&gl_polyblend);
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Cvar_RegisterVariable (&gl_flashblend);
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Cvar_RegisterVariable (&gl_playermip);
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Cvar_RegisterVariable (&gl_nocolors);
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// Cvar_RegisterVariable (&gl_keeptjunctions); PENTA: don't remove t-junctions
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Cvar_RegisterVariable (&gl_reporttjunctions);
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Cvar_RegisterVariable (&gl_doubleeyes);
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Cvar_RegisterVariable (&gl_watershader);//PENTA: register our vars.
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Cvar_RegisterVariable (&gl_calcdepth);
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Cvar_RegisterVariable (&sh_lightmapbright);
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Cvar_RegisterVariable (&sh_radiusscale);
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Cvar_RegisterVariable (&sh_visiblevolumes);
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Cvar_RegisterVariable (&sh_entityshadows);
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Cvar_RegisterVariable (&sh_worldshadows);
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Cvar_RegisterVariable (&sh_showlightnum);
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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_colormaps);
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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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R_InitParticleEffects();
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R_InitShaders();
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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_TranslatePlayerSkin
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Translates a skin texture by the per-player color lookup
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===============
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*/
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void R_TranslatePlayerSkin (int playernum)
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{
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int top, bottom;
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byte translate[256];
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unsigned translate32[256];
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int i, j, s;
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model_t *model;
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alias3data_t *data;
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aliashdr_t *paliashdr;
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byte *original;
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static unsigned pixels[512*256], *out; // <AWE> added "static" otherwise array has to be <32kb.
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unsigned scaled_width, scaled_height;
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int inwidth, inheight;
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byte *inrow;
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unsigned frac, fracstep;
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GL_DisableMultitexture();
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top = cl.scores[playernum].colors & 0xf0;
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bottom = (cl.scores[playernum].colors &15)<<4;
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for (i=0 ; i<256 ; i++)
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translate[i] = i;
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for (i=0 ; i<16 ; i++)
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{
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if (top < 128) // the artists made some backwards ranges. sigh.
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translate[TOP_RANGE+i] = top+i;
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else
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translate[TOP_RANGE+i] = top+15-i;
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if (bottom < 128)
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translate[BOTTOM_RANGE+i] = bottom+i;
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else
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translate[BOTTOM_RANGE+i] = bottom+15-i;
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}
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//
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// locate the original skin pixels
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//
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currententity = &cl_entities[1+playernum];
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model = currententity->model;
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if (!model)
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return; // player doesn't have a model yet
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if (model->type != mod_alias)
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return; // only translate skins on alias models
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// HACK HACK HACK -> garanted to work with original player model _ONLY_
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data = (alias3data_t *)Mod_Extradata (model);
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paliashdr = (aliashdr_t *)((char*)data + data->ofsSurfaces[0]);
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s = paliashdr->skinwidth * paliashdr->skinheight;
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if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
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Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
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original = (byte *)paliashdr + paliashdr->texels[0];
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} else
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original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
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if (s & 3)
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Sys_Error ("R_TranslateSkin: s&3");
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inwidth = paliashdr->skinwidth;
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inheight = paliashdr->skinheight;
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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GL_Bind(playertextures + playernum);
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#if 0
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byte translated[320*200];
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for (i=0 ; i<s ; i+=4)
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{
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translated[i] = translate[original[i]];
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translated[i+1] = translate[original[i+1]];
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translated[i+2] = translate[original[i+2]];
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translated[i+3] = translate[original[i+3]];
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}
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// don't mipmap these, because it takes too long
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GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
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#else
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scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
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scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
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// allow users to crunch sizes down even more if they want
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scaled_width >>= (int)gl_playermip.value;
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scaled_height >>= (int)gl_playermip.value;
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/*
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if (VID_Is8bit() && gl_palettedtex == true) { // 8bit texture upload <AWE> requires EXT_paletted_texture
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byte *out2;
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out2 = (byte *)pixels;
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memset(pixels, 0, sizeof(pixels));
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fracstep = inwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
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{
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inrow = original + inwidth*(i*inheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out2[j] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+1] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+2] = translate[inrow[frac>>16]];
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frac += fracstep;
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out2[j+3] = translate[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, false, false);
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return;
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}
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*/
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for (i=0 ; i<256 ; i++)
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translate32[i] = d_8to24table[translate[i]];
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out = pixels;
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fracstep = inwidth*0x10000/scaled_width;
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for (i=0 ; i<scaled_height ; i++, out += scaled_width)
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{
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inrow = original + inwidth*(i*inheight/scaled_height);
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frac = fracstep >> 1;
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for (j=0 ; j<scaled_width ; j+=4)
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{
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out[j] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+1] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+2] = translate32[inrow[frac>>16]];
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frac += fracstep;
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out[j+3] = translate32[inrow[frac>>16]];
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frac += fracstep;
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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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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#endif
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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");
|
|
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)
|
|
{
|
|
}
|
|
|
|
|