gl_rmisc.c 11 KB

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  1. /*
  2. Copyright (C) 1996-1997 Id Software, Inc.
  3. This program is free software; you can redistribute it and/or
  4. modify it under the terms of the GNU General Public License
  5. as published by the Free Software Foundation; either version 2
  6. of the License, or (at your option) any later version.
  7. This program is distributed in the hope that it will be useful,
  8. but WITHOUT ANY WARRANTY; without even the implied warranty of
  9. MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
  10. See the GNU General Public License for more details.
  11. You should have received a copy of the GNU General Public License
  12. along with this program; if not, write to the Free Software
  13. Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
  14. */
  15. // r_misc.c
  16. #include "quakedef.h"
  17. /*
  18. ==================
  19. R_InitTextures
  20. ==================
  21. */
  22. void R_InitTextures (void)
  23. {
  24. int x,y, m;
  25. byte *dest;
  26. // create a simple checkerboard texture for the default
  27. r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
  28. r_notexture_mip->width = r_notexture_mip->height = 16;
  29. r_notexture_mip->offsets[0] = sizeof(texture_t);
  30. r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
  31. r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
  32. r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
  33. for (m=0 ; m<4 ; m++)
  34. {
  35. dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
  36. for (y=0 ; y< (16>>m) ; y++)
  37. for (x=0 ; x< (16>>m) ; x++)
  38. {
  39. if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
  40. *dest++ = 0;
  41. else
  42. *dest++ = 0xff;
  43. }
  44. }
  45. }
  46. byte dottexture[8][8] =
  47. {
  48. {0,1,1,0,0,0,0,0},
  49. {1,1,1,1,0,0,0,0},
  50. {1,1,1,1,0,0,0,0},
  51. {0,1,1,0,0,0,0,0},
  52. {0,0,0,0,0,0,0,0},
  53. {0,0,0,0,0,0,0,0},
  54. {0,0,0,0,0,0,0,0},
  55. {0,0,0,0,0,0,0,0},
  56. };
  57. void R_InitParticleTexture (void)
  58. {
  59. int x,y;
  60. byte data[8][8][4];
  61. //
  62. // particle texture
  63. //
  64. particletexture = texture_extension_number++;
  65. GL_Bind(particletexture);
  66. for (x=0 ; x<8 ; x++)
  67. {
  68. for (y=0 ; y<8 ; y++)
  69. {
  70. data[y][x][0] = 255;
  71. data[y][x][1] = 255;
  72. data[y][x][2] = 255;
  73. data[y][x][3] = dottexture[x][y]*255;
  74. }
  75. }
  76. glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
  77. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  78. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  79. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  80. }
  81. /*
  82. ===============
  83. R_Envmap_f
  84. Grab six views for environment mapping tests
  85. ===============
  86. */
  87. void R_Envmap_f (void)
  88. {
  89. byte buffer[256*256*4];
  90. char name[1024];
  91. glDrawBuffer (GL_FRONT);
  92. glReadBuffer (GL_FRONT);
  93. envmap = true;
  94. r_refdef.vrect.x = 0;
  95. r_refdef.vrect.y = 0;
  96. r_refdef.vrect.width = 256;
  97. r_refdef.vrect.height = 256;
  98. r_refdef.viewangles[0] = 0;
  99. r_refdef.viewangles[1] = 0;
  100. r_refdef.viewangles[2] = 0;
  101. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  102. R_RenderView ();
  103. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  104. COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
  105. r_refdef.viewangles[1] = 90;
  106. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  107. R_RenderView ();
  108. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  109. COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
  110. r_refdef.viewangles[1] = 180;
  111. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  112. R_RenderView ();
  113. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  114. COM_WriteFile ("env2.rgb", buffer, sizeof(buffer));
  115. r_refdef.viewangles[1] = 270;
  116. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  117. R_RenderView ();
  118. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  119. COM_WriteFile ("env3.rgb", buffer, sizeof(buffer));
  120. r_refdef.viewangles[0] = -90;
  121. r_refdef.viewangles[1] = 0;
  122. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  123. R_RenderView ();
  124. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  125. COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
  126. r_refdef.viewangles[0] = 90;
  127. r_refdef.viewangles[1] = 0;
  128. GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
  129. R_RenderView ();
  130. glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
  131. COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
  132. envmap = false;
  133. glDrawBuffer (GL_BACK);
  134. glReadBuffer (GL_BACK);
  135. GL_EndRendering ();
  136. }
  137. /*
  138. ===============
  139. R_Init
  140. ===============
  141. */
  142. void R_Init (void)
  143. {
  144. extern byte *hunk_base;
  145. extern cvar_t gl_finish;
  146. Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
  147. Cmd_AddCommand ("envmap", R_Envmap_f);
  148. Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
  149. Cvar_RegisterVariable (&r_norefresh);
  150. Cvar_RegisterVariable (&r_lightmap);
  151. Cvar_RegisterVariable (&r_fullbright);
  152. Cvar_RegisterVariable (&r_drawentities);
  153. Cvar_RegisterVariable (&r_drawviewmodel);
  154. Cvar_RegisterVariable (&r_shadows);
  155. Cvar_RegisterVariable (&r_mirroralpha);
  156. Cvar_RegisterVariable (&r_wateralpha);
  157. Cvar_RegisterVariable (&r_dynamic);
  158. Cvar_RegisterVariable (&r_novis);
  159. Cvar_RegisterVariable (&r_speeds);
  160. Cvar_RegisterVariable (&gl_finish);
  161. Cvar_RegisterVariable (&gl_clear);
  162. Cvar_RegisterVariable (&gl_texsort);
  163. if (gl_mtexable)
  164. Cvar_SetValue ("gl_texsort", 0.0);
  165. Cvar_RegisterVariable (&gl_cull);
  166. Cvar_RegisterVariable (&gl_smoothmodels);
  167. Cvar_RegisterVariable (&gl_affinemodels);
  168. Cvar_RegisterVariable (&gl_polyblend);
  169. Cvar_RegisterVariable (&gl_flashblend);
  170. Cvar_RegisterVariable (&gl_playermip);
  171. Cvar_RegisterVariable (&gl_nocolors);
  172. Cvar_RegisterVariable (&gl_keeptjunctions);
  173. Cvar_RegisterVariable (&gl_reporttjunctions);
  174. Cvar_RegisterVariable (&gl_doubleeyes);
  175. R_InitParticles ();
  176. R_InitParticleTexture ();
  177. #ifdef GLTEST
  178. Test_Init ();
  179. #endif
  180. playertextures = texture_extension_number;
  181. texture_extension_number += 16;
  182. }
  183. /*
  184. ===============
  185. R_TranslatePlayerSkin
  186. Translates a skin texture by the per-player color lookup
  187. ===============
  188. */
  189. void R_TranslatePlayerSkin (int playernum)
  190. {
  191. int top, bottom;
  192. byte translate[256];
  193. unsigned translate32[256];
  194. int i, j, s;
  195. model_t *model;
  196. aliashdr_t *paliashdr;
  197. byte *original;
  198. unsigned pixels[512*256], *out;
  199. unsigned scaled_width, scaled_height;
  200. int inwidth, inheight;
  201. byte *inrow;
  202. unsigned frac, fracstep;
  203. extern byte **player_8bit_texels_tbl;
  204. GL_DisableMultitexture();
  205. top = cl.scores[playernum].colors & 0xf0;
  206. bottom = (cl.scores[playernum].colors &15)<<4;
  207. for (i=0 ; i<256 ; i++)
  208. translate[i] = i;
  209. for (i=0 ; i<16 ; i++)
  210. {
  211. if (top < 128) // the artists made some backwards ranges. sigh.
  212. translate[TOP_RANGE+i] = top+i;
  213. else
  214. translate[TOP_RANGE+i] = top+15-i;
  215. if (bottom < 128)
  216. translate[BOTTOM_RANGE+i] = bottom+i;
  217. else
  218. translate[BOTTOM_RANGE+i] = bottom+15-i;
  219. }
  220. //
  221. // locate the original skin pixels
  222. //
  223. currententity = &cl_entities[1+playernum];
  224. model = currententity->model;
  225. if (!model)
  226. return; // player doesn't have a model yet
  227. if (model->type != mod_alias)
  228. return; // only translate skins on alias models
  229. paliashdr = (aliashdr_t *)Mod_Extradata (model);
  230. s = paliashdr->skinwidth * paliashdr->skinheight;
  231. if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
  232. Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
  233. original = (byte *)paliashdr + paliashdr->texels[0];
  234. } else
  235. original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
  236. if (s & 3)
  237. Sys_Error ("R_TranslateSkin: s&3");
  238. inwidth = paliashdr->skinwidth;
  239. inheight = paliashdr->skinheight;
  240. // because this happens during gameplay, do it fast
  241. // instead of sending it through gl_upload 8
  242. GL_Bind(playertextures + playernum);
  243. #if 0
  244. byte translated[320*200];
  245. for (i=0 ; i<s ; i+=4)
  246. {
  247. translated[i] = translate[original[i]];
  248. translated[i+1] = translate[original[i+1]];
  249. translated[i+2] = translate[original[i+2]];
  250. translated[i+3] = translate[original[i+3]];
  251. }
  252. // don't mipmap these, because it takes too long
  253. GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
  254. #else
  255. scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
  256. scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
  257. // allow users to crunch sizes down even more if they want
  258. scaled_width >>= (int)gl_playermip.value;
  259. scaled_height >>= (int)gl_playermip.value;
  260. if (VID_Is8bit()) { // 8bit texture upload
  261. byte *out2;
  262. out2 = (byte *)pixels;
  263. memset(pixels, 0, sizeof(pixels));
  264. fracstep = inwidth*0x10000/scaled_width;
  265. for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
  266. {
  267. inrow = original + inwidth*(i*inheight/scaled_height);
  268. frac = fracstep >> 1;
  269. for (j=0 ; j<scaled_width ; j+=4)
  270. {
  271. out2[j] = translate[inrow[frac>>16]];
  272. frac += fracstep;
  273. out2[j+1] = translate[inrow[frac>>16]];
  274. frac += fracstep;
  275. out2[j+2] = translate[inrow[frac>>16]];
  276. frac += fracstep;
  277. out2[j+3] = translate[inrow[frac>>16]];
  278. frac += fracstep;
  279. }
  280. }
  281. GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, false, false);
  282. return;
  283. }
  284. for (i=0 ; i<256 ; i++)
  285. translate32[i] = d_8to24table[translate[i]];
  286. out = pixels;
  287. fracstep = inwidth*0x10000/scaled_width;
  288. for (i=0 ; i<scaled_height ; i++, out += scaled_width)
  289. {
  290. inrow = original + inwidth*(i*inheight/scaled_height);
  291. frac = fracstep >> 1;
  292. for (j=0 ; j<scaled_width ; j+=4)
  293. {
  294. out[j] = translate32[inrow[frac>>16]];
  295. frac += fracstep;
  296. out[j+1] = translate32[inrow[frac>>16]];
  297. frac += fracstep;
  298. out[j+2] = translate32[inrow[frac>>16]];
  299. frac += fracstep;
  300. out[j+3] = translate32[inrow[frac>>16]];
  301. frac += fracstep;
  302. }
  303. }
  304. glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
  305. glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
  306. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
  307. glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
  308. #endif
  309. }
  310. /*
  311. ===============
  312. R_NewMap
  313. ===============
  314. */
  315. void R_NewMap (void)
  316. {
  317. int i;
  318. for (i=0 ; i<256 ; i++)
  319. d_lightstylevalue[i] = 264; // normal light value
  320. memset (&r_worldentity, 0, sizeof(r_worldentity));
  321. r_worldentity.model = cl.worldmodel;
  322. // clear out efrags in case the level hasn't been reloaded
  323. // FIXME: is this one short?
  324. for (i=0 ; i<cl.worldmodel->numleafs ; i++)
  325. cl.worldmodel->leafs[i].efrags = NULL;
  326. r_viewleaf = NULL;
  327. R_ClearParticles ();
  328. GL_BuildLightmaps ();
  329. // identify sky texture
  330. skytexturenum = -1;
  331. mirrortexturenum = -1;
  332. for (i=0 ; i<cl.worldmodel->numtextures ; i++)
  333. {
  334. if (!cl.worldmodel->textures[i])
  335. continue;
  336. if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
  337. skytexturenum = i;
  338. if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
  339. mirrortexturenum = i;
  340. cl.worldmodel->textures[i]->texturechain = NULL;
  341. }
  342. #ifdef QUAKE2
  343. R_LoadSkys ();
  344. #endif
  345. }
  346. /*
  347. ====================
  348. R_TimeRefresh_f
  349. For program optimization
  350. ====================
  351. */
  352. void R_TimeRefresh_f (void)
  353. {
  354. int i;
  355. float start, stop, time;
  356. int startangle;
  357. vrect_t vr;
  358. glDrawBuffer (GL_FRONT);
  359. glFinish ();
  360. start = Sys_FloatTime ();
  361. for (i=0 ; i<128 ; i++)
  362. {
  363. r_refdef.viewangles[1] = i/128.0*360.0;
  364. R_RenderView ();
  365. }
  366. glFinish ();
  367. stop = Sys_FloatTime ();
  368. time = stop-start;
  369. Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
  370. glDrawBuffer (GL_BACK);
  371. GL_EndRendering ();
  372. }
  373. void D_FlushCaches (void)
  374. {
  375. }