278 lines
7.2 KiB
C
278 lines
7.2 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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void R_InitParticles (void);
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void R_ClearParticles ();
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void GL_BuildLightmaps (void);
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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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/*
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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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===============
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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 byte *hunk_base;
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Cmd_AddCommand ("timerefresh", R_TimeRefresh_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_drawviewmodel);
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Cvar_RegisterVariable (&r_shadows);
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Cvar_RegisterVariable (&r_dynamic);
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Cvar_RegisterVariable (&r_novis);
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Cvar_RegisterVariable (&r_speeds);
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Cvar_RegisterVariable (&gl_clear);
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Cvar_RegisterVariable (&gl_nocolors);
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Cvar_RegisterVariable (&slowmo); // Tomaz - Slowmo
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Cvar_RegisterVariable (¢erfade); // Tomaz - Fading CenterPrints
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Cvar_RegisterVariable (&sbar_alpha); // Tomaz - Sbar Alpha
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Cvar_RegisterVariable (&con_alpha); // Tomaz - Console Alpha
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Cvar_RegisterVariable (&_wave); // Tomaz - Water Wave
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Cvar_RegisterVariable (&gl_glows); // Tomaz - Glow
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Cvar_RegisterVariable (&r_bobbing); // Tomaz - Bobbing Items
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Cvar_RegisterVariable (&gl_fbr); // Tomaz - Fullbrights
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Cvar_RegisterVariable (&impaim); // Tomaz - Improved Aiming
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Cvar_RegisterVariable (&gl_particles); // Tomaz - Particles
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Cvar_RegisterVariable (&print_center_to_console); // Tomaz - Prints CenterString's to the console
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Cvar_RegisterVariable (&gl_particle_fire); // Tomaz - Fire Particles
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R_InitParticles (); // initiate particle engine
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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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unsigned int i, j, s;
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model_t *model;
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aliashdr_t *paliashdr;
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byte *original;
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unsigned pixels[512*256], *out;
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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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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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if (model->aliastype != ALIASTYPE_MDL)
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return; // only translate skins on .mdl models
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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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paliashdr = (aliashdr_t *)Mod_Extradata (model);
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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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glBindTexture (GL_TEXTURE_2D, playertextures + playernum);
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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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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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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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}
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void R_LoadSkys (void);
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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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extern int r_dlightframecount;
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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_dlightframecount = 0;
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GL_BuildLightmaps ();
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R_LoadSkys ();
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}
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/*
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====================
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R_TimeRefresh_f
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For program optimization
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====================
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*/
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void R_TimeRefresh_f (void)
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{
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int i;
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float start, stop, time;
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glDrawBuffer (GL_FRONT);
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glFinish ();
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start = Sys_FloatTime ();
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for (i=0 ; i<128 ; i++)
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{
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r_refdef.viewangles[1] = i/128.0*360.0;
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R_RenderView ();
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}
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glFinish ();
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stop = Sys_FloatTime ();
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time = stop-start;
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Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
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glDrawBuffer (GL_BACK);
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GL_EndRendering ();
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} |