/* 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" /* ================== 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"); strcpy (r_notexture_mip->name, "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); Cmd_AddCommand ("loadsky", R_SkyCommand_f); Cmd_AddCommand ("sky", R_SkyCommand_f); Cmd_AddCommand ("lightmaps", GL_LightMaps_f); Cvar_RegisterVariable (&r_norefresh); Cvar_RegisterVariable (&r_lightmap); Cvar_RegisterVariable (&r_fullbright); Cvar_RegisterVariable (&r_drawentities); Cvar_RegisterVariable (&r_drawviewmodel); Cvar_RegisterVariable (&r_shadows); Cvar_RegisterVariable (&r_mirroralpha); Cvar_RegisterVariable (&r_wateralpha); Cvar_RegisterVariable (&r_dynamic); Cvar_RegisterVariable (&r_novis); Cvar_RegisterVariable (&r_speeds); Cvar_RegisterVariable (&r_flatlightstyles); Cvar_RegisterVariable (&r_clearcolor); Cvar_RegisterVariable (&r_oldsky); Cvar_RegisterVariable (&gl_finish); Cvar_RegisterVariable (&gl_clear); Cvar_RegisterVariable (&gl_texsort); if (gl_mtexable) Cvar_SetValue ("gl_texsort", 0.0); Cvar_RegisterVariable (&gl_cull); Cvar_RegisterVariable (&gl_smoothmodels); Cvar_RegisterVariable (&gl_affinemodels); Cvar_RegisterVariable (&gl_polyblend); Cvar_RegisterVariable (&gl_flashblend); Cvar_RegisterVariable (&gl_playermip); Cvar_RegisterVariable (&gl_nocolors); Cvar_RegisterVariable (&gl_keeptjunctions); Cvar_RegisterVariable (&gl_doubleeyes); R_InitParticles (); playertextures = texture_extension_number; texture_extension_number += 16; skyboxtextures = texture_extension_number; texture_extension_number += 6; } /* =============== 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]; int i, j, s; model_t *model; aliashdr_t *paliashdr; byte *original; unsigned *out; unsigned scaled_width, scaled_height; int inwidth, inheight; byte *inrow; unsigned frac, fracstep; extern byte **player_8bit_texels_tbl; char name[64]; unsigned *pixels = NULL; int pixsize = 0; 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++) { 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 // 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 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 GL_Bind(playertextures + playernum); #if 0 byte translated[320*200]; for (i=0 ; iskinwidth, paliashdr->skinheight, false, false, true); #else scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512; scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256; // allow users to crunch sizes down even more if they want scaled_width >>= (int)gl_playermip.value; scaled_height >>= (int)gl_playermip.value; for (i=0 ; i<256 ; i++) translate32[i] = d_8to24table[translate[i]]; sprintf (name, "player_%i", playernum); pixels = COM_AllocBuf ("R_TranslatePlayerSkin", pixels, &pixsize, scaled_width * scaled_height * sizeof(unsigned), 512 * 256 * sizeof(unsigned), name); out = pixels; fracstep = inwidth*0x10000/scaled_width; for (i=0 ; i> 1; for (j=0 ; j>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); COM_FreeBuf (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); #endif } /* =============== R_NewMap =============== */ void R_NewMap (void) { int i; 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 ; inumleafs ; i++) cl.worldmodel->leafs[i].efrags = NULL; r_viewleaf = NULL; R_ClearParticles (); GL_BuildLightmaps (); // identify sky texture skytexturenum = -1; mirrortexturenum = -1; skychain = waterchain = NULL; for (i=0 ; inumtextures ; i++) { if (!cl.worldmodel->textures[i]) continue; if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) ) { if (skytexturenum == -1) skytexturenum = i; else { Con_Printf ("\x02R_NewMap: "); Con_Printf ("multiple sky textures\n"); } } if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) ) mirrortexturenum = i; cl.worldmodel->textures[i]->texturechain = NULL; } #ifdef QUAKE2 R_LoadSkys (); #endif R_Sky_NewMap (); } /* ==================== R_TimeRefresh_f For program optimization ==================== */ void R_TimeRefresh_f (void) { int i; float start, stop, time; int startangle; vrect_t vr; 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 (); } void D_FlushCaches (void) { }