/* 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. */ // gl_rmisc.c #include "quakedef.h" void R_InitOtherTextures (void) { int flags = TEX_MIPMAP | TEX_ALPHA; // Environment underwatertexture = GL_LoadTextureImage ("textures/water_caustic", NULL, 0, 0, flags | (gl_waterfog.value ? TEX_COMPLAIN : 0)); detailtexture = GL_LoadTextureImage ("textures/detail", NULL, 256, 256, flags | (gl_detail.value ? TEX_COMPLAIN : 0)); chrometexture = GL_LoadTextureImage ("textures/shiny", NULL, 256, 256, flags | (gl_shiny.value ? TEX_COMPLAIN : 0)); glasstexture = GL_LoadTextureImage ("textures/glass", NULL, 256, 256, flags | (gl_shiny.value ? TEX_COMPLAIN : 0)); // Liquids newwatertex = GL_LoadTextureImage ("textures/decal/q3water", NULL, 0, 0, flags | (r_liquidshade.value ? TEX_COMPLAIN : 0)); newlavatex = GL_LoadTextureImage ("textures/decal/q3lava", NULL, 0, 0, flags | (r_liquidshade.value ? TEX_COMPLAIN : 0)); newslimetex = GL_LoadTextureImage ("textures/decal/q3slime", NULL, 0, 0, flags | (r_liquidshade.value ? TEX_COMPLAIN : 0)); newteletex = GL_LoadTextureImage ("textures/decal/newtele", NULL, 0, 0, flags | (r_liquidshade.value ? TEX_COMPLAIN : 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++) { *dest++ = ((y < (8 >> m)) ^ (x < (8 >> m))) ? 0 : 0x0e; } } } } /* =============== R_TranslatePlayerSkin Translates a skin texture by the per-player color lookup =============== */ void R_TranslatePlayerSkin (int playernum) { int top, bottom, i, j, size, scaled_width, scaled_height, inwidth, inheight; byte translate[256], *original, *inrow; unsigned translate32[256], pixels[512*256], *out, frac, fracstep; model_t *model; aliashdr_t *paliashdr; GL_DisableMultitexture (); 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++) { // the artists made some backward ranges. sigh. translate[TOP_RANGE+i] = (top < 128) ? top + i : top + 15 - i; translate[BOTTOM_RANGE+i] = (bottom < 128) ? bottom + i : bottom + 15 - i; } // locate the original skin pixels currententity = &cl_entities[1+playernum]; if (!(model = currententity->model)) return; // player doesn't have a model yet if (model->type != mod_alias) return; // only translate skins on alias models paliashdr = (aliashdr_t *)Mod_Extradata (model); size = paliashdr->skinwidth * paliashdr->skinheight; if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) { Con_DPrintf ("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum); original = (byte *)paliashdr + paliashdr->texels[0]; } else { original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum]; } if (size & 3) { Con_Printf ("R_TranslatePlayerSkin: size & 3"); } inwidth = paliashdr->skinwidth; inheight = paliashdr->skinheight; // because this happens during gameplay, do it fast // instead of sending it through gl_upload 8 GL_Bind (playertextures + playernum + 1); scaled_width = gl_picmip_all.value ? min(gl_max_size.value, 512) : min(gl_max_size_default, 512); scaled_height = gl_picmip_all.value ? min(gl_max_size.value, 256) : min(gl_max_size_default, 256); // allow users to crunch sizes down even more if they want scaled_width >>= max(1, (int)gl_playermip.value); scaled_height >>= max(1, (int)gl_playermip.value); for (i=0 ; i<256 ; i++) { translate32[i] = d_8to24table[translate[i]]; } out = pixels; memset (pixels, 0, sizeof(pixels)); fracstep = (inwidth << 16) / 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); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); // the former struct here was a total timewaster // still not working arrghhh psycadelic player model :S // dunno joe's compile works but even with the original // it still fucks up here buaahhh''' if (Mod_HasFullbrights(original, inwidth*inheight)) { GL_Bind (playerfbtextures + playernum + 1); out = pixels; memset (pixels, 0, sizeof(pixels)); fracstep = (inwidth << 16) / scaled_width; // make all non-fullbright colors transparent 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) { if (inrow[frac>>16] < 224) out[j] = translate32[inrow[frac>>16]] & 0x00FFFFFF; // transparent else out[j] = translate32[inrow[frac>>16]]; // fullbright frac += fracstep; if (inrow[frac>>16] < 224) out[j+1] = translate32[inrow[frac>>16]] & 0x00FFFFFF; else out[j+1] = translate32[inrow[frac>>16]]; frac += fracstep; if (inrow[frac>>16] < 224) out[j+2] = translate32[inrow[frac>>16]] & 0x00FFFFFF; else out[j+2] = translate32[inrow[frac>>16]]; frac += fracstep; if (inrow[frac>>16] < 224) out[j+3] = translate32[inrow[frac>>16]] & 0x00FFFFFF; else out[j+3] = translate32[inrow[frac>>16]]; frac += fracstep; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels); glTexEnvf (GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } } // joe: added from FuhQuake void R_PreMapLoad (char *mapname) { Cvar_Set ("mapname", mapname); lightmode = 2; } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i, waterline; 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? // yup!! for (i=0 ; inumleafs + 1 ; i++) { cl.worldmodel->leafs[i].efrags = NULL; } r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; for (waterline=0 ; waterline<2 ; waterline++) { cl.worldmodel->textures[i]->texturechain[waterline] = NULL; cl.worldmodel->textures[i]->texturechain_tail[waterline] = &cl.worldmodel->textures[i]->texturechain[waterline]; } } } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; float start, stop, time; glDrawBuffer (GL_FRONT); glFinish (); start = Sys_DoubleTime (); for (i=0 ; i<128 ; i++) { r_refdef.viewangles[1] = i * (360.0 / 128.0); R_RenderView (); } glFinish (); stop = Sys_DoubleTime (); time = stop - start; Con_Printf ("%f seconds (%f fps)\n", time, 128/time); glDrawBuffer (GL_BACK); GL_EndRendering (); } void D_FlushCaches (void) { }