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1.1 root 1: // r_misc.c
2:
3: #include "quakedef.h"
4:
5:
6:
7: /*
8: ==================
9: R_InitTextures
10: ==================
11: */
12: void R_InitTextures (void)
13: {
14: int x,y, m;
15: byte *dest;
16:
17: // create a simple checkerboard texture for the default
18: r_notexture_mip = Hunk_AllocName (sizeof(texture_t) + 16*16+8*8+4*4+2*2, "notexture");
19:
20: r_notexture_mip->width = r_notexture_mip->height = 16;
21: r_notexture_mip->offsets[0] = sizeof(texture_t);
22: r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16*16;
23: r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8*8;
24: r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4*4;
25:
26: for (m=0 ; m<4 ; m++)
27: {
28: dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
29: for (y=0 ; y< (16>>m) ; y++)
30: for (x=0 ; x< (16>>m) ; x++)
31: {
32: if ( (y< (8>>m) ) ^ (x< (8>>m) ) )
33: *dest++ = 0;
34: else
35: *dest++ = 0xff;
36: }
37: }
38: }
39:
40: byte dottexture[8][8] =
41: {
42: {0,1,1,0,0,0,0,0},
43: {1,1,1,1,0,0,0,0},
44: {1,1,1,1,0,0,0,0},
45: {0,1,1,0,0,0,0,0},
46: {0,0,0,0,0,0,0,0},
47: {0,0,0,0,0,0,0,0},
48: {0,0,0,0,0,0,0,0},
49: {0,0,0,0,0,0,0,0},
50: };
51: void R_InitParticleTexture (void)
52: {
53: int x,y;
54: byte data[8][8][4];
55:
56: //
57: // particle texture
58: //
59: particletexture = texture_extension_number++;
60: GL_Bind(particletexture);
61:
62: for (x=0 ; x<8 ; x++)
63: {
64: for (y=0 ; y<8 ; y++)
65: {
66: data[y][x][0] = 255;
67: data[y][x][1] = 255;
68: data[y][x][2] = 255;
69: data[y][x][3] = dottexture[x][y]*255;
70: }
71: }
72: glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
73:
74: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
75:
76: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
77: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
78: }
79:
80: /*
81: ===============
82: R_Envmap_f
83:
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:
92: glDrawBuffer (GL_FRONT);
93: glReadBuffer (GL_FRONT);
94: envmap = true;
95:
96: r_refdef.vrect.x = 0;
97: r_refdef.vrect.y = 0;
98: r_refdef.vrect.width = 256;
99: r_refdef.vrect.height = 256;
100:
101: r_refdef.viewangles[0] = 0;
102: r_refdef.viewangles[1] = 0;
103: r_refdef.viewangles[2] = 0;
104: GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
105: R_RenderView ();
106: glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
107: COM_WriteFile ("env0.rgb", buffer, sizeof(buffer));
108:
109: r_refdef.viewangles[1] = 90;
110: GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
111: R_RenderView ();
112: glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
113: COM_WriteFile ("env1.rgb", buffer, sizeof(buffer));
114:
115: r_refdef.viewangles[1] = 180;
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 ("env2.rgb", buffer, sizeof(buffer));
120:
121: r_refdef.viewangles[1] = 270;
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 ("env3.rgb", buffer, sizeof(buffer));
126:
127: r_refdef.viewangles[0] = -90;
128: r_refdef.viewangles[1] = 0;
129: GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
130: R_RenderView ();
131: glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
132: COM_WriteFile ("env4.rgb", buffer, sizeof(buffer));
133:
134: r_refdef.viewangles[0] = 90;
135: r_refdef.viewangles[1] = 0;
136: GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
137: R_RenderView ();
138: glReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
139: COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
140:
141: envmap = false;
142: glDrawBuffer (GL_BACK);
143: glReadBuffer (GL_BACK);
144: GL_EndRendering ();
145: }
146:
147: /*
148: ===============
149: R_Init
150: ===============
151: */
152: void R_Init (void)
153: {
154: extern byte *hunk_base;
155:
156: Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
157: Cmd_AddCommand ("envmap", R_Envmap_f);
158: Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
159:
160: Cvar_RegisterVariable (&r_norefresh);
161: Cvar_RegisterVariable (&r_lightmap);
162: Cvar_RegisterVariable (&r_fullbright);
163: Cvar_RegisterVariable (&r_drawentities);
164: Cvar_RegisterVariable (&r_drawviewmodel);
165: Cvar_RegisterVariable (&r_shadows);
166: Cvar_RegisterVariable (&r_mirroralpha);
167: Cvar_RegisterVariable (&r_wateralpha);
168: Cvar_RegisterVariable (&r_dynamic);
169: Cvar_RegisterVariable (&r_novis);
170: Cvar_RegisterVariable (&r_speeds);
171:
172: Cvar_RegisterVariable (&gl_clear);
173: Cvar_RegisterVariable (&gl_texsort);
174: Cvar_RegisterVariable (&gl_cull);
175: Cvar_RegisterVariable (&gl_smoothmodels);
176: Cvar_RegisterVariable (&gl_affinemodels);
177: Cvar_RegisterVariable (&gl_polyblend);
178: Cvar_RegisterVariable (&gl_flashblend);
179: Cvar_RegisterVariable (&gl_playermip);
180: Cvar_RegisterVariable (&gl_nocolors);
181:
182: Cvar_RegisterVariable (&gl_keeptjunctions);
183: Cvar_RegisterVariable (&gl_reporttjunctions);
184:
185: R_InitParticles ();
186: R_InitParticleTexture ();
187:
188: #ifdef GLTEST
189: Test_Init ();
190: #endif
191:
192: playertextures = texture_extension_number;
193: texture_extension_number += 16;
194: }
195:
196: /*
197: ===============
198: R_TranslatePlayerSkin
199:
200: Translates a skin texture by the per-player color lookup
201: ===============
202: */
203: void R_TranslatePlayerSkin (int playernum)
204: {
205: int top, bottom;
206: byte translate[256];
207: unsigned translate32[256];
208: int i, j, s;
209: model_t *model;
210: aliashdr_t *paliashdr;
211: byte *original;
212: unsigned pixels[512*256], *out;
213: unsigned scaled_width, scaled_height;
214: int inwidth, inheight;
215: byte *inrow;
216: unsigned frac, fracstep;
217: extern byte player_8bit_texels[320*200];
218:
219: top = cl.scores[playernum].colors & 0xf0;
220: bottom = (cl.scores[playernum].colors &15)<<4;
221:
222: for (i=0 ; i<256 ; i++)
223: translate[i] = i;
224:
225: for (i=0 ; i<16 ; i++)
226: {
227: if (top < 128) // the artists made some backwards ranges. sigh.
228: translate[TOP_RANGE+i] = top+i;
229: else
230: translate[TOP_RANGE+i] = top+15-i;
231:
232: if (bottom < 128)
233: translate[BOTTOM_RANGE+i] = bottom+i;
234: else
235: translate[BOTTOM_RANGE+i] = bottom+15-i;
236: }
237:
238: //
239: // locate the original skin pixels
240: //
241: currententity = &cl_entities[1+playernum];
242: model = currententity->model;
243: if (!model)
244: return; // player doesn't have a model yet
245: paliashdr = (aliashdr_t *)Mod_Extradata (model);
246: s = paliashdr->skinwidth * paliashdr->skinheight;
247: original = player_8bit_texels;
248: if (s & 3)
249: Sys_Error ("R_TranslateSkin: s&3");
250:
251: // because this happens during gameplay, do it fast
252: // instead of sending it through gl_upload 8
253: GL_Bind(playertextures + playernum);
254:
255: #if 0
256: byte translated[320*200];
257:
258: for (i=0 ; i<s ; i+=4)
259: {
260: translated[i] = translate[original[i]];
261: translated[i+1] = translate[original[i+1]];
262: translated[i+2] = translate[original[i+2]];
263: translated[i+3] = translate[original[i+3]];
264: }
265:
266:
267: // don't mipmap these, because it takes too long
268: GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
269: #else
270: for (i=0 ; i<256 ; i++)
271: translate32[i] = d_8to24table[translate[i]];
272: scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
273: scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
274:
275: // allow users to crunch sizes down even more if they want
276: scaled_width >>= (int)gl_playermip.value;
277: scaled_height >>= (int)gl_playermip.value;
278:
279: inwidth = paliashdr->skinwidth;
280: inheight = paliashdr->skinheight;
281: out = pixels;
282: fracstep = inwidth*0x10000/scaled_width;
283: for (i=0 ; i<scaled_height ; i++, out += scaled_width)
284: {
285: inrow = original + inwidth*(i*inheight/scaled_height);
286: frac = fracstep >> 1;
287: for (j=0 ; j<scaled_width ; j+=4)
288: {
289: out[j] = translate32[inrow[frac>>16]];
290: frac += fracstep;
291: out[j+1] = translate32[inrow[frac>>16]];
292: frac += fracstep;
293: out[j+2] = translate32[inrow[frac>>16]];
294: frac += fracstep;
295: out[j+3] = translate32[inrow[frac>>16]];
296: frac += fracstep;
297: }
298: }
299: glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
300:
301: glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
302: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
303: glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
304: #endif
305:
306: }
307:
308:
309: /*
310: ===============
311: R_NewMap
312: ===============
313: */
314: void R_NewMap (void)
315: {
316: int i;
317:
318: for (i=0 ; i<256 ; i++)
319: d_lightstylevalue[i] = 264; // normal light value
320:
321: memset (&r_worldentity, 0, sizeof(r_worldentity));
322: r_worldentity.model = cl.worldmodel;
323:
324: // clear out efrags in case the level hasn't been reloaded
325: // FIXME: is this one short?
326: for (i=0 ; i<cl.worldmodel->numleafs ; i++)
327: cl.worldmodel->leafs[i].efrags = NULL;
328:
329: r_viewleaf = NULL;
330: R_ClearParticles ();
331:
332: GL_BuildLightmaps ();
333:
334: // identify sky texture
335: skytexturenum = -1;
336: mirrortexturenum = -1;
337: for (i=0 ; i<cl.worldmodel->numtextures ; i++)
338: {
339: if (!cl.worldmodel->textures[i])
340: continue;
341: if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
342: skytexturenum = i;
343: if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
344: mirrortexturenum = i;
345: }
346: #ifdef QUAKE2
347: R_LoadSkys ();
348: #endif
349: }
350:
351:
352: /*
353: ====================
354: R_TimeRefresh_f
355:
356: For program optimization
357: ====================
358: */
359: void R_TimeRefresh_f (void)
360: {
361: int i;
362: float start, stop, time;
363: int startangle;
364: vrect_t vr;
365:
366: glDrawBuffer (GL_FRONT);
367: glFinish ();
368:
369: start = Sys_FloatTime ();
370: for (i=0 ; i<128 ; i++)
371: {
372: r_refdef.viewangles[1] = i/128.0*360.0;
373: R_RenderView ();
374: }
375:
376: glFinish ();
377: stop = Sys_FloatTime ();
378: time = stop-start;
379: Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
380:
381: glDrawBuffer (GL_BACK);
382: GL_EndRendering ();
383: }
384:
385: void D_FlushCaches (void)
386: {
387: }
388:
389:
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