libretro-tyrquake/NQ/gl_rmisc.c

473 lines
12 KiB
C
Raw Normal View History

2006-09-10 09:32:51 +00:00
/*
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 "cmd.h"
#include "console.h"
#include "glquake.h"
#include "protocol.h"
#include "quakedef.h"
#include "sys.h"
// FIXME - should only be needed in r_part.c or here, not both.
int particletexture;
/*
==================
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++) {
if ((y < (8 >> m)) ^ (x < (8 >> m)))
*dest++ = 0;
else
*dest++ = 0xff;
}
}
}
}
static byte dottexture[8][8] = {
{0, 1, 1, 0, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0},
{1, 1, 1, 1, 0, 0, 0, 0},
{0, 1, 1, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
{0, 0, 0, 0, 0, 0, 0, 0},
};
static void
R_InitParticleTexture(void)
{
int x, y;
byte data[8][8][4];
//
// particle texture
//
particletexture = texture_extension_number++;
GL_Bind(particletexture);
for (x = 0; x < 8; x++) {
for (y = 0; y < 8; y++) {
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
data[y][x][3] = dottexture[x][y] * 255;
}
}
glTexImage2D(GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA,
GL_UNSIGNED_BYTE, data);
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);
}
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
static void
R_Envmap_f(void)
{
byte buffer[256 * 256 * 4];
glDrawBuffer(GL_FRONT);
glReadBuffer(GL_FRONT);
envmap = true;
r_refdef.vrect.x = 0;
r_refdef.vrect.y = 0;
r_refdef.vrect.width = 256;
r_refdef.vrect.height = 256;
r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = 0;
r_refdef.viewangles[2] = 0;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env0.rgb", buffer, sizeof(buffer));
r_refdef.viewangles[1] = 90;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env1.rgb", buffer, sizeof(buffer));
r_refdef.viewangles[1] = 180;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env2.rgb", buffer, sizeof(buffer));
r_refdef.viewangles[1] = 270;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env3.rgb", buffer, sizeof(buffer));
r_refdef.viewangles[0] = -90;
r_refdef.viewangles[1] = 0;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env4.rgb", buffer, sizeof(buffer));
r_refdef.viewangles[0] = 90;
r_refdef.viewangles[1] = 0;
GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
R_RenderView();
glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile("env5.rgb", buffer, sizeof(buffer));
envmap = false;
glDrawBuffer(GL_BACK);
glReadBuffer(GL_BACK);
GL_EndRendering();
}
// FIXME - locate somewhere else?
cvar_t r_lockpvs = { "r_lockpvs", "0" };
cvar_t r_lockfrustum = { "r_lockfrustum", "0" };
cvar_t r_drawflat = { "r_drawflat", "0" };
/*
===============
R_Init
===============
*/
void
R_Init(void)
{
Cmd_AddCommand("envmap", R_Envmap_f);
Cmd_AddCommand("pointfile", R_ReadPointFile_f);
Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
Cvar_RegisterVariable(&r_speeds);
Cvar_RegisterVariable(&r_fullbright);
Cvar_RegisterVariable(&r_drawentities);
Cvar_RegisterVariable(&r_drawviewmodel);
Cvar_RegisterVariable(&r_drawflat);
Cvar_RegisterVariable(&r_lockpvs);
Cvar_RegisterVariable(&r_lockfrustum);
Cvar_RegisterVariable(&r_norefresh);
Cvar_RegisterVariable(&r_lightmap);
Cvar_RegisterVariable(&r_shadows);
Cvar_RegisterVariable(&r_mirroralpha);
Cvar_RegisterVariable(&r_wateralpha);
Cvar_RegisterVariable(&r_dynamic);
Cvar_RegisterVariable(&r_novis);
Cvar_RegisterVariable(&r_waterwarp);
Cvar_RegisterVariable(&gl_finish);
Cvar_RegisterVariable(&gl_clear);
Cvar_RegisterVariable(&gl_texsort);
Cvar_RegisterVariable(&_gl_lightmap_sort);
Cvar_RegisterVariable(&_gl_sky_mtex);
Cvar_RegisterVariable(&_gl_allowgammafallback);
2006-09-10 09:32:51 +00:00
Cvar_RegisterVariable(&_gl_drawhull);
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_reporttjunctions);
Cvar_RegisterVariable(&gl_doubleeyes);
if (gl_mtexable)
Cvar_SetValue("gl_texsort", 0.0);
R_InitBubble();
R_InitParticles();
R_InitParticleTexture();
playertextures = texture_extension_number;
texture_extension_number += MAX_CLIENTS;
}
/*
===============
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 pixels[512 * 256], *out;
unsigned scaled_width, scaled_height;
int inwidth, inheight;
byte *inrow;
unsigned frac, fracstep;
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("%s: s&3", __func__);
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; i < s; i += 4) {
translated[i] = translate[original[i]];
translated[i + 1] = translate[original[i + 1]];
translated[i + 2] = translate[original[i + 2]];
translated[i + 3] = translate[original[i + 3]];
}
// don't mipmap these, because it takes too long
GL_Upload8(translated, paliashdr->skinwidth, paliashdr->skinheight,
false, false, true);
#else
// allow users to crunch sizes down
scaled_width = 512 >> (int)gl_playermip.value;
scaled_height = 256 >> (int)gl_playermip.value;
// make sure not still too big
scaled_width = gl_max_size.value < scaled_width
? gl_max_size.value : scaled_width;
scaled_height = gl_max_size.value < scaled_height
? gl_max_size.value : scaled_height;
if (VID_Is8bit()) { // 8bit texture upload
byte *out2;
out2 = (byte *)pixels;
memset(pixels, 0, sizeof(pixels));
fracstep = inwidth * 0x10000 / scaled_width;
for (i = 0; i < scaled_height; i++, out2 += scaled_width) {
inrow = original + inwidth * (i * inheight / scaled_height);
frac = fracstep >> 1;
for (j = 0; j < scaled_width; j += 4) {
out2[j] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 1] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 2] = translate[inrow[frac >> 16]];
frac += fracstep;
out2[j + 3] = translate[inrow[frac >> 16]];
frac += fracstep;
}
}
GL_Upload8_EXT((byte *)pixels, scaled_width, scaled_height, false,
false);
return;
}
for (i = 0; i < 256; i++)
translate32[i] = d_8to24table[translate[i]];
out = pixels;
fracstep = inwidth * 0x10000 / 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);
#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; i < cl.worldmodel->numleafs; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles();
GL_BuildLightmaps();
// identify sky texture
skytexturenum = -1;
mirrortexturenum = -1;
for (i = 0; i < cl.worldmodel->numtextures; i++) {
if (!cl.worldmodel->textures[i])
continue;
if (!strncmp(cl.worldmodel->textures[i]->name, "sky", 3))
skytexturenum = i;
if (!strncmp(cl.worldmodel->textures[i]->name, "window02_1", 10))
mirrortexturenum = i;
cl.worldmodel->textures[i]->texturechain = NULL;
}
}
/*
====================
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 / 128.0 * 360.0;
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)
{
}