tenebrae2/gl_draw.c
2003-01-28 17:26:51 +00:00

2493 lines
59 KiB
C

/*
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.
*/
// draw.c -- this is the only file outside the refresh that touches the
// vid buffer
#include "quakedef.h"
#include <stdlib.h>
#define GL_COLOR_INDEX8_EXT 0x80E5
extern unsigned char d_15to8table[65536];
cvar_t gl_nobind = {"gl_nobind", "0"};
cvar_t gl_max_size = {"gl_max_size", "1024"};
cvar_t gl_picmip = {"gl_picmip", "0"};
cvar_t gl_gloss = {"gl_gloss", "0.3"};
cvar_t gl_compress_textures = {"gl_compress_textures", "0"};
cvar_t willi_gray_colormaps = {"willi_gray_colormaps", "0"};
cvar_t cg_conclock = {"cg_conclock", "1", true};
byte *draw_chars; // 8*8 graphic characters
qpic_t *draw_disc;
qpic_t *draw_backtile;
int translate_texture;
int char_texture;
int glow_texture_object; //PENTA: gl texture object of the glow texture
int normcube_texture_object; //PENTA: normalization cubemap
int atten1d_texture_object;
int atten2d_texture_object;
int atten3d_texture_object;
int halo_texture_object;
typedef struct
{
int texnum;
float sl, tl, sh, th;
} glpic_t;
byte conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)];
qpic_t *conback = (qpic_t *)&conback_buffer;
int gl_lightmap_format = 4;
int gl_solid_format = 3;
int gl_alpha_format = 4;
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
int texels;
typedef struct
{
int texnum;
char identifier[64];
int width, height;
qboolean mipmap;
} gltexture_t;
#define MAX_GLTEXTURES 1024
gltexture_t gltextures[MAX_GLTEXTURES];
int numgltextures;
qboolean is_overriden;
// <AWE> added local prototypes.
int GL_Load2DAttenTexture (void);
int GL_Load3DAttenTexture (void);
int GL_LoadBumpTexture (void);
int GL_LoadNormalizationCubemap (void);
int GL_LoadPicTexture (qpic_t *pic);
void GL_Bind (int texnum)
{
if (gl_nobind.value)
texnum = char_texture;
if (currenttexture == texnum)
return;
currenttexture = texnum;
//#ifdef _WIN32
// bindTexFunc (GL_TEXTURE_2D, texnum);
//#else
glBindTexture(GL_TEXTURE_2D, texnum);
//#endif
/*
Don't do this anisotropy is part of the texture state, it is set when you bind the texture
if (gl_texturefilteranisotropic) // <AWE> anisotropic texture filtering
{
glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
}
*/
}
/*
=============================================================================
scrap allocation
Allocate all the little status bar obejcts into a single texture
to crutch up stupid hardware / drivers
=============================================================================
*/
#define MAX_SCRAPS 2
#define BLOCK_WIDTH 256
#define BLOCK_HEIGHT 256
int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
qboolean scrap_dirty;
int scrap_texnum;
// returns a texture number and the position inside it
int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
{
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (scrap_allocated[texnum][i+j] >= best)
break;
if (scrap_allocated[texnum][i+j] > best2)
best2 = scrap_allocated[texnum][i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
scrap_allocated[texnum][*x + i] = best + h;
return texnum;
}
Sys_Error ("Scrap_AllocBlock: full");
return 0;
}
int scrap_uploads;
void Scrap_Upload (void)
{
int texnum;
scrap_uploads++;
for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++) {
GL_Bind(scrap_texnum + texnum);
GL_Upload8 (scrap_texels[texnum], "scrap", BLOCK_WIDTH, BLOCK_HEIGHT, false, true, false);
}
scrap_dirty = false;
}
//=============================================================================
/* Support Routines */
typedef struct cachepic_s
{
char name[MAX_QPATH];
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
#define MAX_CACHED_PICS 128
cachepic_t menu_cachepics[MAX_CACHED_PICS];
int menu_numcachepics;
byte menuplyr_pixels[4096];
int pic_texels;
int pic_count;
qpic_t *Draw_PicFromWad (char *name)
{
qpic_t *p;
glpic_t *gl;
p = W_GetLumpName (name);
gl = (glpic_t *)p->data;
// load little ones into the scrap
if (p->width < 64 && p->height < 64)
{
int x, y;
int i, j, k;
int texnum;
texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
scrap_dirty = true;
k = 0;
for (i=0 ; i<p->height ; i++)
for (j=0 ; j<p->width ; j++, k++)
scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
texnum += scrap_texnum;
gl->texnum = texnum;
gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;
pic_count++;
pic_texels += p->width*p->height;
}
else
{
gl->texnum = GL_LoadPicTexture (p);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
}
return p;
}
/*
================
Draw_CachePic
================
*/
qpic_t *Draw_CachePic (char *path)
{
cachepic_t *pic;
int i;
qpic_t *dat;
glpic_t *gl;
for (pic=menu_cachepics, i=0 ; i<menu_numcachepics ; pic++, i++)
if (!strcmp (path, pic->name))
return &pic->pic;
if (menu_numcachepics == MAX_CACHED_PICS)
Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
menu_numcachepics++;
strncpy (pic->name, path,sizeof(pic->name));
//
// load the pic from disk
//
dat = (qpic_t *)COM_LoadTempFile (path);
if (!dat)
Sys_Error ("Draw_CachePic: failed to load %s", path);
SwapPic (dat);
// HACK HACK HACK --- we need to keep the bytes for
// the translatable player picture just for the menu
// configuration dialog
if (!strcmp (path, "gfx/menuplyr.lmp"))
memcpy (menuplyr_pixels, dat->data, dat->width*dat->height);
pic->pic.width = dat->width;
pic->pic.height = dat->height;
gl = (glpic_t *)pic->pic.data;
gl->texnum = GL_LoadPicTexture (dat);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
return &pic->pic;
}
void Draw_CharToConback (int num, byte *dest)
{
int row, col;
byte *source;
int drawline;
int x;
row = num>>4;
col = num&15;
source = draw_chars + (row<<10) + (col<<3);
drawline = 8;
while (drawline--)
{
for (x=0 ; x<8 ; x++)
if (source[x] != 255)
dest[x] = 0x60 + source[x];
source += 128;
dest += 320;
}
}
typedef struct
{
char *name;
int minimize, maximize;
} glmode_t;
glmode_t modes[] = {
{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
/*
===============
Draw_TextureMode_f
===============
*/
void Draw_TextureMode_f (void)
{
int i;
gltexture_t *glt;
if (Cmd_Argc() == 1)
{
for (i=0 ; i< 6 ; i++)
if (gl_filter_min == modes[i].minimize)
{
Con_Printf ("%s\n", modes[i].name);
return;
}
Con_Printf ("current filter is unknown???\n");
return;
}
for (i=0 ; i< 6 ; i++)
{
if (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) )
break;
}
if (i == 6)
{
Con_Printf ("bad filter name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (glt->mipmap)
{
GL_Bind (glt->texnum);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
//PENTA: also update bump maps
GL_Bind (glt->texnum+1);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
}
/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
int i;
qpic_t *cb;
byte *dest /*, *src*/; // <AWE> unused because of "#if 0".
int x, y;
char ver[40];
glpic_t *gl;
int start;
byte *ncdata;
// int fstep; // <AWE> unused because of "#if 0".
Cvar_RegisterVariable (&gl_nobind);
Cvar_RegisterVariable (&gl_max_size);
Cvar_RegisterVariable (&gl_picmip);
Cvar_RegisterVariable (&gl_gloss);
Cvar_RegisterVariable (&gl_compress_textures);
Cvar_RegisterVariable (&willi_gray_colormaps);
Cvar_RegisterVariable (&cg_conclock);
// 3dfx can only handle 256 wide textures
if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) ||
strstr((char *)gl_renderer, "Glide"))
Cvar_Set ("gl_max_size", "256");
Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
// load the console background and the charset
// by hand, because we need to write the version
// string into the background before turning
// it into a texture
draw_chars = W_GetLumpName ("conchars");
for (i=0 ; i<256*64 ; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
// now turn them into textures
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, false);
start = Hunk_LowMark();
cb = (qpic_t *)COM_LoadTempFile ("gfx/conback.lmp");
if (!cb)
Sys_Error ("Couldn't load gfx/conback.lmp");
SwapPic (cb);
// hack the version number directly into the pic
#if defined(__linux__)
sprintf (ver, "(Linux %2.2f, gl %4.2f) %4.2f", (float)LINUX_VERSION, (float)GLQUAKE_VERSION, (float)VERSION);
#elif defined (__APPLE__) || defined (MACOSX)
sprintf (ver, "(MACOS X %2.2f, gl %4.2f) %4.2f", (float)MACOSX_VERSION, (float)GLQUAKE_VERSION, (float)VERSION);
#else
sprintf (ver, "(st %4.2f) %4.2f", (float)STQUAKE_VERSION, (float)VERSION);
#endif
dest = cb->data + 320*186 + 320 - 11 - 8*strlen(ver);
y = strlen(ver);
for (x=0 ; x<y ; x++)
Draw_CharToConback (ver[x], dest+(x<<3));
#if 0
conback->width = vid.conwidth;
conback->height = vid.conheight;
// scale console to vid size
dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback");
for (y=0 ; y<vid.conheight ; y++, dest += vid.conwidth)
{
src = cb->data + cb->width * (y*cb->height/vid.conheight);
if (vid.conwidth == cb->width)
memcpy (dest, src, vid.conwidth);
else
{
f = 0;
fstep = cb->width*0x10000/vid.conwidth;
for (x=0 ; x<vid.conwidth ; x+=4)
{
dest[x] = src[f>>16];
f += fstep;
dest[x+1] = src[f>>16];
f += fstep;
dest[x+2] = src[f>>16];
f += fstep;
dest[x+3] = src[f>>16];
f += fstep;
}
}
}
#else
conback->width = cb->width;
conback->height = cb->height;
ncdata = cb->data;
#endif
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl = (glpic_t *)conback->data;
gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false, false);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
conback->width = vid.width;
conback->height = vid.height;
// free loaded console
Hunk_FreeToLowMark(start);
// save a texture slot for translated picture
translate_texture = texture_extension_number++;
// save slots for scraps
scrap_texnum = texture_extension_number;
texture_extension_number += MAX_SCRAPS;
//
// get the other pics we need
//
draw_disc = Draw_PicFromWad ("disc");
draw_backtile = Draw_PicFromWad ("backtile");
//PENTA: load fallof glow
glow_texture_object = GL_Load2DAttenTexture();
atten3d_texture_object = GL_Load3DAttenTexture();
//Load nomalization cube map
normcube_texture_object = GL_LoadNormalizationCubemap();
//load diffuse vertex program
R_LoadVertexProgram();
halo_texture_object = EasyTgaLoad("penta/utflare5.tga");
for (i=0; i<8; i++) {
char name[32];
sprintf(name,"penta/caust%02.2i.tga",i*4);
caustics_textures[i] = EasyTgaLoad(name);
}
//Load water shader textures
InitShaderTex();
//load mirror dummys
R_InitMirrorChains();
R_InitGlare();
}
/*
================
Draw_Character
Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void Draw_Character (int x, int y, int num)
{
int row, col, nnum;
float frow, fcol, size;
if (num == 32)
return; // space
if (num > 127) glColor3ub(255,50,10);
nnum = num & 127;
//nnum = nnum
if (y <= -8)
return; // totally off screen
row = nnum>>4;
col = nnum&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
GL_Bind (char_texture);
glBegin (GL_QUADS);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + size, frow);
glVertex2f (x+8, y);
glTexCoord2f (fcol + size, frow + size);
glVertex2f (x+8, y+16);
glTexCoord2f (fcol, frow + size);
glVertex2f (x, y+16);
glEnd ();
if (num > 127) glColor3ub(255,255,255);
}
/*
================
Draw_String
================
*/
void Draw_String (int x, int y, char *str)
{
while (*str)
{
Draw_Character (x, y, *str);
str++;
x += 8;
}
}
/*
================
Draw_DebugChar
Draws a single character directly to the upper right corner of the screen.
This is for debugging lockups by drawing different chars in different parts
of the code.
================
*/
void Draw_DebugChar (char num)
{
}
/*
=============
Draw_AlphaPic
=============
*/
void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
{
glpic_t *gl;
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
glDisable(GL_ALPHA_TEST);
glEnable (GL_BLEND);
// glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
// glCullFace(GL_FRONT);
glColor4f (1,1,1,alpha);
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, gl->tl);
glVertex2f (x+pic->width, y);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (x+pic->width, y+pic->height);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, y+pic->height);
glEnd ();
glColor4f (1,1,1,1);
glEnable(GL_ALPHA_TEST);
glDisable (GL_BLEND);
}
/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
glpic_t *gl;
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
glColor4f (1,1,1,1);
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, gl->tl);
glVertex2f (x+pic->width, y);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (x+pic->width, y+pic->height);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, y+pic->height);
glEnd ();
}
/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
(unsigned)(y + pic->height) > vid.height)
{
Sys_Error ("Draw_TransPic: bad coordinates");
}
Draw_Pic (x, y, pic);
}
/*
==============
Draw_PicFilled
==============
*/
void Draw_PicFilled (int x, int y, int xs, int ys, qpic_t *pic)
{
glpic_t *gl;
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
glColor4f (1,1,1,1);
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, gl->tl);
glVertex2f (xs, y);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (xs, ys);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, ys);
glEnd ();
}
/*
===================
Draw_TransPicFilled
===================
*/
void Draw_TransPicFilled (int x, int y, int xs, int ys, qpic_t *pic)
{
if (x < 0 || (unsigned)(xs) > vid.width || y < 0 ||
(unsigned)(ys) > vid.height)
{
Sys_Error ("Draw_TransPic: bad coordinates (%d ,%d )\n", x, y);
}
Draw_PicFilled (x, y, xs, ys, pic);
}
/*
=============
Draw_TransPicTranslate
Only used for the player color selection menu
=============
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
int v, u, c;
unsigned trans[64*64], *dest;
byte *src;
int p;
GL_Bind (translate_texture);
c = pic->width * pic->height;
dest = trans;
for (v=0 ; v<64 ; v++, dest += 64)
{
src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width];
for (u=0 ; u<64 ; u++)
{
p = src[(u*pic->width)>>6];
if (p == 255)
dest[u] = p;
else
dest[u] = d_8to24table[translation[p]];
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f (1,1,1);
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (x, y);
glTexCoord2f (1, 0);
glVertex2f (x+pic->width, y);
glTexCoord2f (1, 1);
glVertex2f (x+pic->width, y+pic->height);
glTexCoord2f (0, 1);
glVertex2f (x, y+pic->height);
glEnd ();
}
/*
================
Draw_ConsoleBackground
================
*/
void Draw_ConsoleBackground (int lines)
{
int y = (vid.height * 3) >> 2;
int x, i;
char tl[80]; //Console Clock - Eradicator
char timebuf[20];
if (lines > y)
Draw_Pic(0, lines - vid.height, conback);
else
Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);
if ( cg_conclock.value )
{
Sys_Strtime( timebuf );
y = lines-14;
sprintf (tl, "Time: %s",timebuf); //Console Clock - Eradicator
x = vid.conwidth - (vid.conwidth*12/vid.width*12) + 30;
for (i=0 ; i < strlen(tl) ; i++)
Draw_Character (x + i * 8, y, tl[i] | 0x80);
}
}
void Draw_SpiralConsoleBackground (int lines) //Spiral Console - Eradicator
{
int x, i;
int y;
static float xangle = 0, xfactor = .3f, xstep = .01f;
char tl[80]; //Console Clock - Eradicator
char timebuf[20];
Sys_Strtime( timebuf );
glPushMatrix();
glMatrixMode(GL_TEXTURE);
glPushMatrix();
glLoadIdentity();
xangle += 1.0f;
xfactor += xstep;
if (xfactor > 8 || xfactor < .3f)
xstep = -xstep;
glRotatef(xangle, 0, 0, 1);
glScalef(xfactor, xfactor, xfactor);
y = (vid.height * 3) >> 2;
if (lines > y)
Draw_Pic(0, lines-vid.height, conback);
else
Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);
glPopMatrix();
glMatrixMode(GL_MODELVIEW);
glPopMatrix();
if ( cg_conclock.value )
{
y = lines-14;
sprintf (tl, "Time: %s",timebuf); //Console Clock - Eradicator
x = vid.conwidth - (vid.conwidth*12/vid.width*12) + 30;
for (i=0 ; i < strlen(tl) ; i++)
Draw_Character (x + i * 8, y, tl[i] | 0x80);
}
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h)
{
glColor3f (1,1,1);
GL_Bind (*(int *)draw_backtile->data);
glBegin (GL_QUADS);
glTexCoord2f (x/64.0, y/64.0);
glVertex2f (x, y);
glTexCoord2f ( (x+w)/64.0, y/64.0);
glVertex2f (x+w, y);
glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
glVertex2f (x+w, y+h);
glTexCoord2f ( x/64.0, (y+h)/64.0 );
glVertex2f (x, y+h);
glEnd ();
}
/*
=============
Draw_Fill
Fills a box of pixels with a single color
=============
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
glDisable (GL_TEXTURE_2D);
glColor3f (host_basepal[c*3]/255.0,
host_basepal[c*3+1]/255.0,
host_basepal[c*3+2]/255.0);
glBegin (GL_QUADS);
glVertex2f (x,y);
glVertex2f (x+w, y);
glVertex2f (x+w, y+h);
glVertex2f (x, y+h);
glEnd ();
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
}
//=============================================================================
/*
================
Draw_FadeScreen
================
*/
void Draw_FadeScreen (void)
{
glEnable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
glColor4f (0, 0, 0, 0.8);
glBegin (GL_QUADS);
glVertex2f (0,0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
glEnd ();
glColor4f (1,1,1,1);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
Sbar_Changed();
}
//=============================================================================
/*
================
Draw_BeginDisc
Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void Draw_BeginDisc (void)
{
if (!draw_disc)
return;
glDrawBuffer (GL_FRONT);
Draw_Pic (vid.width - 24, 0, draw_disc);
glDrawBuffer (GL_BACK);
}
/*
================
Draw_EndDisc
Erases the disc icon.
Call after completing any disc IO
================
*/
void Draw_EndDisc (void)
{
}
/*
================
GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
glViewport (glx, gly, glwidth, glheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
// glDisable (GL_BLEND);
glEnable (GL_ALPHA_TEST);
//PENTA: fix console font
glEnable(GL_BLEND);
glAlphaFunc(GL_GREATER,0.01);
// glDisable (GL_ALPHA_TEST);
glColor4f (1,1,1,1);
}
//====================================================================
/*
================
GL_FindTexture
================
*/
int GL_FindTexture (char *identifier)
{
int i;
gltexture_t *glt;
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (identifier, glt->identifier))
return gltextures[i].texnum;
}
return -1;
}
/*
================
GL_ResampleTextureLerpLine
Interpolates between pixels on line - Eradicator
================
*/
void GL_ResampleTextureLerpLine (byte *in, byte *out, int inwidth, int outwidth)
{
int j, xi, oldx = 0, f, fstep, endx;
fstep = (int) (inwidth*65536.0f/outwidth);
endx = (inwidth-1);
for (j = 0,f = 0;j < outwidth;j++, f += fstep)
{
xi = (int) f >> 16;
if (xi != oldx)
{
in += (xi - oldx) * 4;
oldx = xi;
}
if (xi < endx)
{
int lerp = f & 0xFFFF;
*out++ = (byte) ((((in[4] - in[0]) * lerp) >> 16) + in[0]);
*out++ = (byte) ((((in[5] - in[1]) * lerp) >> 16) + in[1]);
*out++ = (byte) ((((in[6] - in[2]) * lerp) >> 16) + in[2]);
*out++ = (byte) ((((in[7] - in[3]) * lerp) >> 16) + in[3]);
}
else
{
*out++ = in[0];
*out++ = in[1];
*out++ = in[2];
*out++ = in[3];
}
}
}
/*
================
GL_ResampleTexture
================
*/
void GL_ResampleTexture (void *indata, int inwidth, int inheight, void *outdata, int outwidth, int outheight)
{
//New Interpolated Texture Code - Eradicator
int i, j, yi, oldy, f, fstep, endy = (inheight-1);
byte *inrow, *out, *row1, *row2;
out = outdata;
fstep = (int) (inheight*65536.0f/outheight);
row1 = malloc(outwidth*4);
row2 = malloc(outwidth*4);
inrow = indata;
oldy = 0;
GL_ResampleTextureLerpLine (inrow, row1, inwidth, outwidth);
GL_ResampleTextureLerpLine (inrow + inwidth*4, row2, inwidth, outwidth);
for (i = 0, f = 0;i < outheight;i++,f += fstep)
{
yi = f >> 16;
if (yi < endy)
{
int lerp = f & 0xFFFF;
if (yi != oldy)
{
inrow = (byte *)indata + inwidth*4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth*4);
else
GL_ResampleTextureLerpLine (inrow, row1, inwidth, outwidth);
GL_ResampleTextureLerpLine (inrow + inwidth*4, row2, inwidth, outwidth);
oldy = yi;
}
j = outwidth - 4;
while(j >= 0)
{
out[ 0] = (byte) ((((row2[ 0] - row1[ 0]) * lerp) >> 16) + row1[ 0]);
out[ 1] = (byte) ((((row2[ 1] - row1[ 1]) * lerp) >> 16) + row1[ 1]);
out[ 2] = (byte) ((((row2[ 2] - row1[ 2]) * lerp) >> 16) + row1[ 2]);
out[ 3] = (byte) ((((row2[ 3] - row1[ 3]) * lerp) >> 16) + row1[ 3]);
out[ 4] = (byte) ((((row2[ 4] - row1[ 4]) * lerp) >> 16) + row1[ 4]);
out[ 5] = (byte) ((((row2[ 5] - row1[ 5]) * lerp) >> 16) + row1[ 5]);
out[ 6] = (byte) ((((row2[ 6] - row1[ 6]) * lerp) >> 16) + row1[ 6]);
out[ 7] = (byte) ((((row2[ 7] - row1[ 7]) * lerp) >> 16) + row1[ 7]);
out[ 8] = (byte) ((((row2[ 8] - row1[ 8]) * lerp) >> 16) + row1[ 8]);
out[ 9] = (byte) ((((row2[ 9] - row1[ 9]) * lerp) >> 16) + row1[ 9]);
out[10] = (byte) ((((row2[10] - row1[10]) * lerp) >> 16) + row1[10]);
out[11] = (byte) ((((row2[11] - row1[11]) * lerp) >> 16) + row1[11]);
out[12] = (byte) ((((row2[12] - row1[12]) * lerp) >> 16) + row1[12]);
out[13] = (byte) ((((row2[13] - row1[13]) * lerp) >> 16) + row1[13]);
out[14] = (byte) ((((row2[14] - row1[14]) * lerp) >> 16) + row1[14]);
out[15] = (byte) ((((row2[15] - row1[15]) * lerp) >> 16) + row1[15]);
out += 16;
row1 += 16;
row2 += 16;
j -= 4;
}
if (j & 2)
{
out[ 0] = (byte) ((((row2[ 0] - row1[ 0]) * lerp) >> 16) + row1[ 0]);
out[ 1] = (byte) ((((row2[ 1] - row1[ 1]) * lerp) >> 16) + row1[ 1]);
out[ 2] = (byte) ((((row2[ 2] - row1[ 2]) * lerp) >> 16) + row1[ 2]);
out[ 3] = (byte) ((((row2[ 3] - row1[ 3]) * lerp) >> 16) + row1[ 3]);
out[ 4] = (byte) ((((row2[ 4] - row1[ 4]) * lerp) >> 16) + row1[ 4]);
out[ 5] = (byte) ((((row2[ 5] - row1[ 5]) * lerp) >> 16) + row1[ 5]);
out[ 6] = (byte) ((((row2[ 6] - row1[ 6]) * lerp) >> 16) + row1[ 6]);
out[ 7] = (byte) ((((row2[ 7] - row1[ 7]) * lerp) >> 16) + row1[ 7]);
out += 8;
row1 += 8;
row2 += 8;
}
if (j & 1)
{
out[ 0] = (byte) ((((row2[ 0] - row1[ 0]) * lerp) >> 16) + row1[ 0]);
out[ 1] = (byte) ((((row2[ 1] - row1[ 1]) * lerp) >> 16) + row1[ 1]);
out[ 2] = (byte) ((((row2[ 2] - row1[ 2]) * lerp) >> 16) + row1[ 2]);
out[ 3] = (byte) ((((row2[ 3] - row1[ 3]) * lerp) >> 16) + row1[ 3]);
out += 4;
row1 += 4;
row2 += 4;
}
row1 -= outwidth*4;
row2 -= outwidth*4;
}
else
{
if (yi != oldy)
{
inrow = (byte *)indata + inwidth*4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth*4);
else
GL_ResampleTextureLerpLine (inrow, row1, inwidth, outwidth);
oldy = yi;
}
memcpy(out, row1, outwidth * 4);
}
}
free(row1);
free(row2);
//Old Code - Eradicator
/*int i, j;
unsigned *inrow;
unsigned frac, fracstep;
fracstep = inwidth*0x10000/outwidth;
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j+=4)
{
out[j] = inrow[frac>>16];
frac += fracstep;
out[j+1] = inrow[frac>>16];
frac += fracstep;
out[j+2] = inrow[frac>>16];
frac += fracstep;
out[j+3] = inrow[frac>>16];
frac += fracstep;
}
}*/
}
/*
================
GL_Resample8BitTexture -- JACK
================
*/
void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out, int outwidth, int outheight)
{
int i, j;
unsigned char *inrow;
unsigned frac, fracstep;
fracstep = inwidth*0x10000/outwidth;
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j+=4)
{
out[j] = inrow[frac>>16];
frac += fracstep;
out[j+1] = inrow[frac>>16];
frac += fracstep;
out[j+2] = inrow[frac>>16];
frac += fracstep;
out[j+3] = inrow[frac>>16];
frac += fracstep;
}
}
}
/*
================
GL_MipMap
Operates in place, quartering the size of the texture
================
*/
void GL_MipMap (byte *in, int width, int height)
{
int i, j;
byte *out;
width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>2;
out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
}
}
}
/*
================
PENTA:
GL_MipMapGray
Operates in place, quartering the size of the texture
================
*/
void GL_MipMapGray (byte *in, int width, int height)
{
int i, j;
byte *out;
width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=2, out+=1, in+=2)
{
out[0] = (in[0] + in[1] + in[width+0] + in[width+1])>>2;
}
}
}
/*
================
GL_MipMapNormal
Operates in place, quartering the size of the texture
Works on normal maps instead of rgb
================
*/
void GL_MipMapNormal (byte *in, int width, int height)
{
int i, j;
byte *out;
float inv255 = 1.0f/255.0f;
float inv127 = 1.0f/127.0f;
float x,y,z,l,g;
width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
x = (inv127*in[0]-1.0)+
(inv127*in[4]-1.0)+
(inv127*in[width+0]-1.0)+
(inv127*in[width+4]-1.0);
y = (inv127*in[1]-1.0)+
(inv127*in[5]-1.0)+
(inv127*in[width+1]-1.0)+
(inv127*in[width+5]-1.0);
z = (inv127*in[2]-1.0)+
(inv127*in[6]-1.0)+
(inv127*in[width+2]-1.0)+
(inv127*in[width+6]-1.0);
g = (inv255*in[3])+
(inv255*in[7])+
(inv255*in[width+3])+
(inv255*in[width+7]);
l = sqrt(x*x+y*y+z*z);
if (l == 0.0) {
x = 0.0;
y = 0.0;
z = 1.0;
} else {
//normalize it.
l=1/l;
x *=l;
y *=l;
z *=l;
}
out[0] = (unsigned char)128 + 127*x;
out[1] = (unsigned char)128 + 127*y;
out[2] = (unsigned char)128 + 127*z;
out[3] = (byte)(g * 255.0/4.0);
}
}
}
void GL_Normalize(byte *in, int width, int height)
{
int i, j;
byte *out;
float inv255 = 1.0f/255.0f;
float inv127 = 1.0f/127.0f;
float x,y,z,l;
width <<=2;
out = in;
for (i=0 ; i<height ; i++)
{
for (j=0 ; j<width ; j+=4, out+=4, in+=4)
{
x = (inv127*in[0]-1.0);
y = (inv127*in[1]-1.0);
z = (inv127*in[2]-1.0);
l = sqrt(x*x+y*y+z*z);
if (l == 0.0) {
x = 0.0;
y = 0.0;
z = 1.0;
} else {
//normalize it.
l=1/l;
x *=l;
y *=l;
z *=l;
}
out[0] = (unsigned char)128 + 127*x;
out[1] = (unsigned char)128 + 127*y;
out[2] = (unsigned char)128 + 127*z;
}
}
}
/*
================
GL_MipMap8Bit
Mipping for 8 bit textures
================
*/
void GL_MipMap8Bit (byte *in, int width, int height)
{
int i, j;
unsigned short r,g,b;
byte *out, *at1, *at2, *at3, *at4;
// width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=2, out+=1, in+=2)
{
at1 = (byte *) (d_8to24table + in[0]);
at2 = (byte *) (d_8to24table + in[1]);
at3 = (byte *) (d_8to24table + in[width+0]);
at4 = (byte *) (d_8to24table + in[width+1]);
r = (at1[0]+at2[0]+at3[0]+at4[0]); r>>=5;
g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5;
b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5;
out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)];
}
}
}
/*
===============
PENTA:
Packs the byte values in gloss in the alpha channel of dest
<AWE> : added "void" as return type.
===============
*/
void GL_PackGloss(byte *gloss,unsigned *dest,int length)
{
int i;
for (i=0; i<length; i++, gloss++, dest++)
{
*dest = *dest & LittleLong (0x00FFFFFF); // <AWE> Added support for big endian.
*dest = *dest | LittleLong (*gloss << 24); // <AWE> Added support for big endian.
}
}
/*
===============
GL_Upload32
===============
*/
void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
{
int texturemode;
//XYZ
static unsigned scaled[1024*1024]; // [512*256];
int scaled_width, scaled_height;
if ( willi_gray_colormaps.value )
{
Q_memset(data, 0x7f, width*height*4);
}
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
;
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
;
scaled_width >>= (int)gl_picmip.value;
scaled_height >>= (int)gl_picmip.value;
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value;
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value;
if (scaled_width * scaled_height > sizeof(scaled)/4)
Sys_Error ("GL_LoadTexture: too big");
if ( gl_texcomp && ((int)gl_compress_textures.value) & 1 )
{
texturemode = GL_COMPRESSED_RGBA_ARB;
}
else
{
texturemode = GL_RGBA;//PENTA: Always upload rgb it doesn't make any difference for nvidia cards (& others)
//texturemode = alpha ? gl_alpha_format : gl_solid_format;
}
#if 0
if (mipmap)
gluBuild2DMipmaps (GL_TEXTURE_2D, texturemode, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
else if (scaled_width == width && scaled_height == height)
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
else
{
gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
#else
texels += scaled_width * scaled_height;
if (scaled_width == width && scaled_height == height)
{
if (!mipmap)
{
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height*4);
}
else
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap ((byte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
glTexImage2D (GL_TEXTURE_2D, miplevel, texturemode, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
}
done: ;
#endif
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (gl_texturefilteranisotropic)
glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
}
void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha)
{
int i, s;
qboolean noalpha;
int samples;
static unsigned char scaled[1024*512]; // [512*256];
int scaled_width, scaled_height;
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (alpha)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
if (data[i] == 255)
noalpha = false;
}
if (alpha && noalpha)
alpha = false;
}
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
;
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
;
scaled_width >>= (int)gl_picmip.value;
scaled_height >>= (int)gl_picmip.value;
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value;
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value;
if (scaled_width * scaled_height > sizeof(scaled))
Sys_Error ("GL_LoadTexture: too big");
samples = 1; // alpha ? gl_alpha_format : gl_solid_format;
texels += scaled_width * scaled_height;
if (scaled_width == width && scaled_height == height)
{
if (!mipmap)
{
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height);
}
else
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap8Bit ((byte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
}
}
done: ;
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (gl_texturefilteranisotropic)
glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
}
//PENTA
unsigned int * genNormalMap(byte *pixels, int w, int h, float scale)
{
int i, j, wr, hr;
unsigned char r, g, b;
static unsigned nmap[512*512];
float sqlen, reciplen, nx, ny, nz;
const float oneOver255 = 1.0f/255.0f;
float c, cx, cy, dcx, dcy;
wr = w;
hr = h;
for (i=0; i<h; i++) {
for (j=0; j<w; j++) {
/* Expand [0,255] texel values to the [0,1] range. */
c = pixels[i*wr + j] * oneOver255;
/* Expand the texel to its right. */
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
/* Expand the texel one up. */
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
dcx = scale * (c - cx);
dcy = scale * (c - cy);
/* Normalize the vector. */
sqlen = dcx*dcx + dcy*dcy + 1;
reciplen = 1.0f/(float)sqrt(sqlen);
nx = dcx*reciplen;
ny = -dcy*reciplen;
nz = reciplen;
/* Repack the normalized vector into an RGB unsigned byte
vector in the normal map image. */
r = (byte) (128 + 127*nx);
g = (byte) (128 + 127*ny);
b = (byte) (128 + 127*nz);
/* The highest resolution mipmap level always has a
unit length magnitude. */
nmap[i*w+j] = LittleLong ((255 << 24)|(b << 16)|(g << 8)|(r)); // <AWE> Added support for big endian.
}
}
return &nmap[0];
}
//PENTA
void GL_UploadBump(byte *data, int width, int height, qboolean mipmap, byte* gloss)
{
static unsigned char scaled[1024*1024]; // [512*256];
static unsigned char scaledgloss[1024*1024]; // [512*256];
int scaled_width, scaled_height;
byte *nmap;
int texturemode;
if ( gl_texcomp && ((int)gl_compress_textures.value) & 2 )
{
texturemode = GL_COMPRESSED_RGBA_ARB;
}
else
{
texturemode = GL_RGBA;
}
//Resize to power of 2 and maximum texture size
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
;
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
;
scaled_width >>= (int)gl_picmip.value;
scaled_height >>= (int)gl_picmip.value;
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value;
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value;
if (scaled_width * scaled_height > sizeof(scaled))
Sys_Error ("GL_LoadTexture: too big");
//To resize or not to resize
if (scaled_width == width && scaled_height == height)
{
memcpy (scaled, data, width*height);
memcpy (scaledgloss, gloss, width*height);
scaled_width = width;
scaled_height = height;
}
else
{
//Just picks pixels so grayscale is equivalent with 8 bit.
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
GL_Resample8BitTexture (gloss, width, height, scaledgloss, scaled_width, scaled_height);
}
if (is_overriden)
nmap = (byte *)genNormalMap(scaled,scaled_width,scaled_height,10.0f);
else
nmap = (byte *)genNormalMap(scaled,scaled_width,scaled_height,4.0f);
GL_PackGloss(scaledgloss, (unsigned int*)nmap, scaled_width*scaled_height);
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, scaled_width, scaled_height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nmap);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMapNormal(nmap,scaled_width,scaled_height);
//GL_MipMapGray((byte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
glTexImage2D (GL_TEXTURE_2D, miplevel, texturemode, scaled_width, scaled_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nmap);
}
}
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (gl_texturefilteranisotropic)
glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
}
//PENTA
void GL_UploadNormal(unsigned int *data, int width, int height, qboolean mipmap)
{
static unsigned int scaled[1024*1024]; // [512*256];
int scaled_width, scaled_height;
int texturemode;
if ( gl_texcomp && ((int)gl_compress_textures.value) & 2 )
{
texturemode = GL_COMPRESSED_RGBA_ARB;
}
else
{
texturemode = GL_RGBA;
}
//Resize to power of 2 and maximum texture size
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
;
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
;
scaled_width >>= (int)gl_picmip.value;
scaled_height >>= (int)gl_picmip.value;
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value;
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value;
if (scaled_width * scaled_height > sizeof(scaled))
Sys_Error ("GL_LoadTexture: too big");
//To resize or not to resize
if (scaled_width == width && scaled_height == height)
{
memcpy (scaled, data, width*height*4);
scaled_width = width;
scaled_height = height;
}
else {
GL_ResampleTexture ((unsigned*)data, width, height, scaled, scaled_width, scaled_height);
}
GL_Normalize((byte*)scaled, scaled_width, scaled_height);
glTexImage2D (GL_TEXTURE_2D, 0, texturemode, scaled_width, scaled_height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, scaled);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMapNormal((byte*)scaled,scaled_width,scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
glTexImage2D (GL_TEXTURE_2D, miplevel, texturemode, scaled_width, scaled_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, scaled);
}
}
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
if (gl_texturefilteranisotropic)
glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
}
/*
===============
PENTA:
get the name of an overriden file
<AWE> : added "void" as return type.
===============
*/
void GL_GetOverrideName(char *identifier,char *tail, char *dest) {
int i;
sprintf(dest,"override/%s%s.tga", identifier, tail);
for (i=0; i<strlen(dest); i++) {
if (dest[i] == '*')
dest[i] = '%';
}
}
/*
===============
GL_Upload8
===============
*/
//XYZ
static unsigned trans[1024*1024]; // FIXME, temporary
#define RED_MASK 0x00FF0000
#define GREEN_MASK 0x0000FF00
#define BLUE_MASK 0x000000FF
void GL_Upload8 (byte *data,char *identifier, int width, int height, qboolean mipmap, qboolean alpha, qboolean bump)
{
//XYZ
static unsigned char bumppix[1024*1024]; // PENTA: bumped texture (it seems the previous one never got fixed anyway)
static unsigned char glosspix[1024*1024]; // PENTA: bumped texture (it seems the previous one never got fixed anyway)
int i, s;
qboolean noalpha;
int p;
FILE *f;
char filename[MAX_OSPATH];
byte r, g, b;
s = width*height;
//try to load an overrided texture
GL_GetOverrideName(identifier,"",filename);
if ( LoadTextureInPlace(filename, 4, (unsigned char*)&trans[0], &width, &height) )
{
Con_DPrintf("Overriding colormap for %s\n",identifier);
is_overriden = true;
//force it to upload a 32 bit texture
alpha = true;
for (i=0; i<width*height; i++) {
r = (trans[i] & RED_MASK) >> 16;
g = (trans[i] & GREEN_MASK) >> 8;
b = (trans[i] & BLUE_MASK);
bumppix[i] = (r+g+b)/3;
}
}
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
else if (alpha)
{
is_overriden = false;
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[i] = d_8to24table[p];
//PENTA: Grayscale for autobumps
bumppix[i] = d_8to8graytable[p];
}
if (alpha && noalpha)
alpha = false;
}
else
{
is_overriden = false;
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=4)
{
trans[i] = d_8to24table[data[i]];
trans[i+1] = d_8to24table[data[i+1]];
trans[i+2] = d_8to24table[data[i+2]];
trans[i+3] = d_8to24table[data[i+3]];
//PENTA: Grayscale for autobumps
bumppix[i] = d_8to8graytable[data[i]];
bumppix[i+1] = d_8to8graytable[data[i+1]];
bumppix[i+2] = d_8to8graytable[data[i+2]];
bumppix[i+3] = d_8to8graytable[data[i+3]];
}
}
if (!strcmp("scrap",identifier)) {
GL_Upload32 (trans, width, height, mipmap, alpha);
return;
}
//upload color map
GL_Bind(texture_extension_number);
GL_Upload32 (trans, width, height, mipmap, alpha);
texture_extension_number++;
//Disable Bumpmapping parameter and now bumpmap cvar slightly
//works. this only prevents textures from loading, but if it
//has already loaded bumpmaps will not turn off) - Eradicator
if (!COM_CheckParm("-nobumpmaps") && ( sh_bumpmaps.value ) && bump )
{
//upload bump map (if any)
char filename[MAX_OSPATH];
GL_Bind(texture_extension_number);
// first check for normal map
GL_GetOverrideName(identifier,"_norm",filename);
if ( LoadTextureInPlace(filename, 4, (unsigned char*)&trans[0], &width, &height) )
{
char filename[MAX_OSPATH];
int gloss_width, gloss_height;
Con_DPrintf("Overriding normal map for %s\n",identifier);
GL_GetOverrideName(identifier,"_gloss",filename);
if ( LoadTextureInPlace(filename, 1, &glosspix[0], &gloss_width, &gloss_height) )
{
Con_DPrintf("Using gloss map for %s\n",identifier);
}
else
{
//set some gloss by default
gloss_width = width;
gloss_height = height;
Q_memset(&glosspix[0], 255*gl_gloss.value, width*height);
}
if ((gloss_width == width) && (gloss_height == height))
{
GL_PackGloss(glosspix, trans, width*height);
}
else
{
Con_SafePrintf("Error loading gloss map %s: Gloss map bust be the same size as normal map\n", identifier);
}
GL_UploadNormal (trans, width, height, mipmap);
}
else
{
//See if we can override the bump map
GL_GetOverrideName(identifier,"_bump",filename);
//See if we can override the bump map
if ( LoadTextureInPlace(filename, 1, &bumppix[0], &width, &height) )
{
char filename[MAX_OSPATH];
int gloss_width, gloss_height;
Con_DPrintf("Overriding bumpmap for %s\n",identifier);
GL_GetOverrideName(identifier,"_gloss",filename);
if ( LoadTextureInPlace(filename, 1, &glosspix[0], &gloss_width, &gloss_height) )
{
Con_DPrintf("Using gloss map for %s\n",identifier);
}
else
{
//set some gloss by default
gloss_width = width;
gloss_height = height;
Q_memset(&glosspix[0], 255*gl_gloss.value, width*height);
}
if ((gloss_width == width) && (gloss_height == height))
{
}
else
{
Con_SafePrintf("Error loading gloss map %s: Gloss map bust be the same size as bump map\n", identifier);
Q_memset(&glosspix[0], 255*gl_gloss.value, width*height);
}
}
else
{
Q_memset(&glosspix[0], 255*gl_gloss.value, width*height);
}
GL_UploadBump (bumppix, width, height, mipmap, &glosspix[0]);
}
}
texture_extension_number++;
}
/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, qboolean bump)
{
int i;
gltexture_t *glt;
// see if the texture is allready present
if (identifier[0])
{
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (identifier, glt->identifier))
{
if (width != glt->width || height != glt->height)
Con_Printf ("%s: warning: cache mismatch\n",identifier);
//Con_Printf("reuse: %s\n",identifier);
return gltextures[i].texnum;
}
}
}
//else {
glt = &gltextures[numgltextures];
numgltextures++;
//}
//Con_Printf("Load texture: %s %i %i\n",identifier,width,height);
strncpy (glt->identifier, identifier, sizeof(glt->identifier));
glt->texnum = texture_extension_number;
glt->width = width;
glt->height = height;
glt->mipmap = mipmap;
GL_Bind(texture_extension_number );
GL_Upload8 (data, identifier, width, height, mipmap, alpha, bump);
//texture_extension_number++;
return texture_extension_number-2;
}
int GL_LoadLuma(char *identifier, qboolean mipmap)
{
qboolean alpha;
FILE *f;
char filename[MAX_OSPATH];
int width, height;
if ( willi_gray_colormaps.value )
return 0;
//try to load an overrided texture
GL_GetOverrideName(identifier,"_luma",filename);
if ( LoadTextureInPlace(filename, 4, (unsigned char*)&trans[0], &width, &height) )
{
Con_DPrintf("Using luma map for %s\n",identifier);
is_overriden = true;
//force it to upload a 32 bit texture
alpha = true;
GL_Bind(texture_extension_number);
GL_Upload32 (trans, width, height, mipmap, alpha);
texture_extension_number++;
return texture_extension_number-1;
} else {
return 0;
}
}
char *face_names[] =
{
"posx",
"negx",
"posy",
"negy",
"posz",
"negz",
};
/*
================
GL_LoadCubeMap
================
*/
int GL_LoadCubeMap (int identifier)
{
int i, width, height;
gltexture_t *glt;
FILE *f;
char filename[MAX_OSPATH];
int texturemode;
if ( gl_texcomp && ((int)gl_compress_textures.value) & 4 )
{
texturemode = GL_COMPRESSED_RGBA_ARB;
}
else
{
texturemode = GL_RGBA;
}
width = 0;
height = 0;
// see if the texture is allready present
//Con_Printf("Texnum %i\n",numgltextures);
sprintf(filename,"cubemaps/%i", identifier);
if (filename[0])
{
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (filename, glt->identifier))
{
//Con_Printf("Found cubemap: %s %i\n",identifier,i);
return gltextures[i].texnum;
}
}
}
//else {
glt = &gltextures[numgltextures];
numgltextures++;
strncpy (glt->identifier, filename,sizeof(glt->identifier));
//Con_Printf("Texnum2 %i\n",numgltextures);
//}
// Con_Printf("Loading cubemap from: %i %i\n",identifier,numgltextures);
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texture_extension_number);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
for (i = 0; i < 6; i++)
{
sprintf(filename,"cubemaps/%i%s.tga", identifier, face_names[i]);
LoadTextureInPlace(filename, 4, (unsigned char*)&trans[0], &width, &height);
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+i, 0, texturemode, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, &trans[0]);
}
//glEnable(GL_TEXTURE_2D);
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
glt->texnum = texture_extension_number;
glt->width = width;
glt->height = height;
glt->mipmap = false;
texture_extension_number++;
return texture_extension_number-1;
}
/*
================
GL_LoadPicTexture
================
*/
int GL_LoadPicTexture (qpic_t *pic)
{
return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, false);
}
/****************************************/
static GLenum oldtarget = GL_TEXTURE0_ARB;
void GL_SelectTexture (GLenum target)
{
if (!gl_mtexable)
return;
qglActiveTextureARB(target);
if (target == oldtarget)
return;
cnttextures[oldtarget-GL_TEXTURE0_ARB] = currenttexture;
currenttexture = cnttextures[target-GL_TEXTURE0_ARB];
oldtarget = target;
}
#define ATTEN_VOLUME_SIZE 64
float sqr(float p) {
return p*p;
}
/*
===============
PENTA:
Load texture for 2d atten
===============
*/
int GL_Load2DAttenTexture(void)
{
float centerx, centery, radiussq;
int s,t, err;
byte *data;
data = malloc(ATTEN_VOLUME_SIZE*ATTEN_VOLUME_SIZE);
if (!data) return 0; // <AWE> check memory here!
centerx = ATTEN_VOLUME_SIZE/2.0;
centery = ATTEN_VOLUME_SIZE/2.0;
radiussq = ATTEN_VOLUME_SIZE/2.0;
radiussq = radiussq*radiussq;
for (s = 0; s < ATTEN_VOLUME_SIZE; s++) {
for (t = 0; t < ATTEN_VOLUME_SIZE; t++) {
float DistSq = sqr(s-centerx)+sqr(t-centery);
if (DistSq < radiussq) {
byte value;
float FallOff = (radiussq - DistSq) / radiussq;
FallOff *= FallOff;
value = FallOff*255.0;
data[t * ATTEN_VOLUME_SIZE + s] = value;
} else {
data[t * ATTEN_VOLUME_SIZE + s] = 0;
}
}
}
GL_Bind(texture_extension_number);
glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, ATTEN_VOLUME_SIZE, ATTEN_VOLUME_SIZE,
0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
free(data);
texture_extension_number++;
err = glGetError();
if (err != GL_NO_ERROR) {
Con_Printf("%s",gluErrorString(err));
}
return texture_extension_number-1;
}
/*
===============
PENTA:
Load texture for 3d atten (on gf3)
===============
*/
int GL_Load3DAttenTexture(void)
{
float centerx, centery, centerz, radiussq;
int s,t,r, err;
byte *data;
if (gl_cardtype == GENERIC || gl_cardtype == GEFORCE) return 0;//PA:
data = malloc(ATTEN_VOLUME_SIZE*ATTEN_VOLUME_SIZE*ATTEN_VOLUME_SIZE*4);
if (!data) return 0; // <AWE> check memory here!
centerx = ATTEN_VOLUME_SIZE/2.0;
centery = ATTEN_VOLUME_SIZE/2.0;
centerz = ATTEN_VOLUME_SIZE/2.0;
radiussq = ATTEN_VOLUME_SIZE/2.0;
radiussq = radiussq*radiussq;
for (s = 0; s < ATTEN_VOLUME_SIZE; s++) {
for (t = 0; t < ATTEN_VOLUME_SIZE; t++) {
for (r = 0; r < ATTEN_VOLUME_SIZE; r++) {
float DistSq = sqr(s-centerx)+sqr(t-centery)+sqr(r-centerz);
if (DistSq < radiussq) {
byte value;
float FallOff = (radiussq - DistSq) / radiussq;
FallOff *= FallOff;
value = FallOff*255.0;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 0] = value;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 1] = value;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 2] = value;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 3] = value;
} else {
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 0] = 0;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 1] = 0;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 2] = 0;
data[r * ATTEN_VOLUME_SIZE * ATTEN_VOLUME_SIZE *4+ t * ATTEN_VOLUME_SIZE *4+ s *4+ 3] = 0;
}
}
}
}
glBindTexture(GL_TEXTURE_3D, texture_extension_number);
qglTexImage3DEXT(GL_TEXTURE_3D, 0, 4,
ATTEN_VOLUME_SIZE, ATTEN_VOLUME_SIZE, ATTEN_VOLUME_SIZE,
0, GL_RGBA, GL_UNSIGNED_BYTE, data);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
free(data);
texture_extension_number++;
err = glGetError();
if (err != GL_NO_ERROR) {
Con_Printf("%s",gluErrorString(err));
}
return texture_extension_number-1;
}
/*
Code from:
bumpdemo.c - glamour demo of "normal perturbation" mapping
by Nvidia
*/
void getCubeVector(int i, int cubesize, int x, int y, float *vector)
{
float s, t, sc, tc, mag;
s = ((float)x + 0.5f) / (float)cubesize;
t = ((float)y + 0.5f) / (float)cubesize;
sc = s*2.0f - 1.0f;
tc = t*2.0f - 1.0f;
switch (i) {
case 0:
vector[0] = 1.0f;
vector[1] = -tc;
vector[2] = -sc;
break;
case 1:
vector[0] = -1.0;
vector[1] = -tc;
vector[2] = sc;
break;
case 2:
vector[0] = sc;
vector[1] = 1.0;
vector[2] = tc;
break;
case 3:
vector[0] = sc;
vector[1] = -1.0;
vector[2] = -tc;
break;
case 4:
vector[0] = sc;
vector[1] = -tc;
vector[2] = 1.0;
break;
case 5:
vector[0] = -sc;
vector[1] = -tc;
vector[2] = -1.0;
break;
}
mag = 1.0f/sqrt(vector[0]*vector[0] + vector[1]*vector[1] + vector[2]*vector[2]);
vector[0] *= mag;
vector[1] *= mag;
vector[2] *= mag;
}
#define NC_SIZE 128//Size of the cube faces
int GL_LoadNormalizationCubemap()
{
vec3_t vec;
int i, x, y;
char pixels [NC_SIZE*NC_SIZE*3];
glEnable(GL_TEXTURE_CUBE_MAP_ARB);
glBindTexture(GL_TEXTURE_CUBE_MAP_ARB, texture_extension_number);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
for (i = 0; i < 6; i++) {
for (y = 0; y < NC_SIZE; y++) {
for (x = 0; x < NC_SIZE; x++)
{
getCubeVector(i, NC_SIZE, x, y, vec);
pixels[3*(y*NC_SIZE+x) + 0] = (unsigned char)(128 + 127*vec[0]);
pixels[3*(y*NC_SIZE+x) + 1] = (unsigned char)(128 + 127*vec[1]);
pixels[3*(y*NC_SIZE+x) + 2] = (unsigned char)(128 + 127*vec[2]);
}
}
glTexImage2D(GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB+i, 0, GL_RGB8, NC_SIZE, NC_SIZE, 0, GL_RGB, GL_UNSIGNED_BYTE, &pixels);
}
glDisable(GL_TEXTURE_CUBE_MAP_ARB);
texture_extension_number++;
return texture_extension_number-1;
}