ew-engine/mq engine src/gl_rmisc.c

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2006-10-08 00:00:00 +00:00
/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_misc.c
#include "quakedef.h"
void R_InitParticles (void);
void R_ClearParticles ();
void GL_BuildLightmaps (void);
byte dottexture[8][8] =
{
{0,1,1,0,0,0,0,0},
{1,1,1,1,0,0,0,0},
{1,1,1,1,0,0,0,0},
{0,1,1,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
};
/*
==================
R_InitTextures
==================
*/
void R_InitTextures (void)
{
int x,y, m;
byte *dest;
// create a simple checkerboard texture for the default
r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
r_notexture_mip->width = r_notexture_mip->height = 16;
r_notexture_mip->offsets[0] = sizeof(texture_t);
r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
for (m=0 ; m<4 ; m++)
{
dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
for (y=0 ; y< (16>>m) ; y++)
for (x=0 ; x< (16>>m) ; x++)
{
if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
*dest++ = 0;
else
*dest++ = 0xff;
}
}
}
/*
===============
R_Init
===============
*/
void R_Init (void)
{
extern byte *hunk_base;
Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
Cvar_RegisterVariable (&r_norefresh);
Cvar_RegisterVariable (&r_drawviewmodel);
Cvar_RegisterVariable (&r_shadows);
Cvar_RegisterVariable (&r_dynamic);
Cvar_RegisterVariable (&r_novis);
Cvar_RegisterVariable (&r_speeds);
Cvar_RegisterVariable (&gl_clear);
Cvar_RegisterVariable (&gl_nocolors);
Cvar_RegisterVariable (&slowmo); // Tomaz - Slowmo
Cvar_RegisterVariable (&centerfade); // Tomaz - Fading CenterPrints
Cvar_RegisterVariable (&sbar_alpha); // Tomaz - Sbar Alpha
Cvar_RegisterVariable (&con_alpha); // Tomaz - Console Alpha
Cvar_RegisterVariable (&_wave); // Tomaz - Water Wave
Cvar_RegisterVariable (&gl_glows); // Tomaz - Glow
Cvar_RegisterVariable (&r_bobbing); // Tomaz - Bobbing Items
Cvar_RegisterVariable (&gl_fbr); // Tomaz - Fullbrights
Cvar_RegisterVariable (&impaim); // Tomaz - Improved Aiming
Cvar_RegisterVariable (&gl_particles); // Tomaz - Particles
Cvar_RegisterVariable (&print_center_to_console); // Tomaz - Prints CenterString's to the console
Cvar_RegisterVariable (&gl_particle_fire); // Tomaz - Fire Particles
R_InitParticles (); // initiate particle engine
playertextures = texture_extension_number;
texture_extension_number += 16;
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void R_TranslatePlayerSkin (int playernum)
{
int top, bottom;
byte translate[256];
unsigned translate32[256];
unsigned int i, j, s;
model_t *model;
aliashdr_t *paliashdr;
byte *original;
unsigned pixels[512*256], *out;
unsigned scaled_width, scaled_height;
int inwidth, inheight;
byte *inrow;
unsigned frac, fracstep;
currententity = &cl_entities[1+playernum];
model = currententity->model;
if (!model)
return; // player doesn't have a model yet
if (model->type != mod_alias)
return; // only translate skins on alias models
if (model->aliastype != ALIASTYPE_MDL)
return; // only translate skins on .mdl models
top = cl.scores[playernum].colors & 0xf0;
bottom = (cl.scores[playernum].colors &15)<<4;
for (i=0 ; i<256 ; i++)
translate[i] = i;
for (i=0 ; i<16 ; i++)
{
if (top < 128) // the artists made some backwards ranges. sigh.
translate[TOP_RANGE+i] = top+i;
else
translate[TOP_RANGE+i] = top+15-i;
if (bottom < 128)
translate[BOTTOM_RANGE+i] = bottom+i;
else
translate[BOTTOM_RANGE+i] = bottom+15-i;
}
//
// locate the original skin pixels
//
paliashdr = (aliashdr_t *)Mod_Extradata (model);
s = paliashdr->skinwidth * paliashdr->skinheight;
if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
original = (byte *)paliashdr + paliashdr->texels[0];
} else
original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
if (s & 3)
Sys_Error ("R_TranslateSkin: s&3");
inwidth = paliashdr->skinwidth;
inheight = paliashdr->skinheight;
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
for (i=0 ; i<256 ; i++)
translate32[i] = d_8to24table[translate[i]];
out = pixels;
fracstep = inwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
void R_LoadSkys (void);
/*
===============
R_NewMap
===============
*/
void R_NewMap (void)
{
int i;
extern int r_dlightframecount;
for (i=0 ; i<256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof(r_worldentity));
r_worldentity.model = cl.worldmodel;
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
r_dlightframecount = 0;
GL_BuildLightmaps ();
R_LoadSkys ();
}
/*
====================
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 ();
}