mirror of
https://github.com/libretro/libretro-tyrquake.git
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81ee58ae41
Create a new structure "brushmodel_t" which contains all the brush model specific parts of model_t and shrink model_t down to size. This makes the alias cache nice and small, so we can afford to have lots of slots by default. I expect I'll do something similar for separating alias and sprite model data too, but (hopefully!) the changes will be far less wide ranging. Lightly tested on a few maps, but there could still be bugs lurking... Signed-off-by: Kevin Shanahan <kmshanah@disenchant.net>
553 lines
14 KiB
C
553 lines
14 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_misc.c
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#include "cmd.h"
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#include "console.h"
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#include "glquake.h"
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#include "protocol.h"
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#include "quakedef.h"
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#include "sbar.h"
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#include "screen.h"
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#include "sys.h"
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// FIXME - should only be needed in r_part.c or here, not both.
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GLuint particletexture;
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/*
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==================
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R_InitTextures
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==================
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*/
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void
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R_InitTextures(void)
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{
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int x, y, m;
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byte *dest;
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// create a simple checkerboard texture for the default
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r_notexture_mip =
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Hunk_AllocName(sizeof(texture_t) + 16 * 16 + 8 * 8 + 4 * 4 + 2 * 2,
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"notexture");
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r_notexture_mip->width = r_notexture_mip->height = 16;
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r_notexture_mip->offsets[0] = sizeof(texture_t);
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r_notexture_mip->offsets[1] = r_notexture_mip->offsets[0] + 16 * 16;
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r_notexture_mip->offsets[2] = r_notexture_mip->offsets[1] + 8 * 8;
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r_notexture_mip->offsets[3] = r_notexture_mip->offsets[2] + 4 * 4;
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for (m = 0; m < 4; m++) {
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dest = (byte *)r_notexture_mip + r_notexture_mip->offsets[m];
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for (y = 0; y < (16 >> m); y++) {
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for (x = 0; x < (16 >> m); x++) {
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if ((y < (8 >> m)) ^ (x < (8 >> m)))
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*dest++ = 0;
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else
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*dest++ = 0xff;
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}
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}
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}
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}
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static byte dottexture[8][8] = {
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{0, 1, 1, 0, 0, 0, 0, 0},
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{1, 1, 1, 1, 0, 0, 0, 0},
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{1, 1, 1, 1, 0, 0, 0, 0},
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{0, 1, 1, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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};
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static void
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R_InitParticleTexture(void)
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{
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int x, y;
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byte data[8][8][4];
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//
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// particle texture
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//
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glGenTextures(1, &particletexture);
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GL_Bind(particletexture);
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for (x = 0; x < 8; x++) {
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for (y = 0; y < 8; y++) {
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y] * 255;
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}
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}
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glTexImage2D(GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, data);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_Envmap_f
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Grab six views for environment mapping tests
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===============
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*/
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static void
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R_Envmap_f(void)
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{
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byte buffer[256 * 256 * 4];
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glDrawBuffer(GL_FRONT);
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glReadBuffer(GL_FRONT);
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envmap = true;
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r_refdef.vrect.x = 0;
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r_refdef.vrect.y = 0;
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r_refdef.vrect.width = 256;
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r_refdef.vrect.height = 256;
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r_refdef.viewangles[0] = 0;
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r_refdef.viewangles[1] = 0;
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r_refdef.viewangles[2] = 0;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env0.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 90;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env1.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 180;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env2.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[1] = 270;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env3.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = -90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env4.rgb", buffer, sizeof(buffer));
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r_refdef.viewangles[0] = 90;
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r_refdef.viewangles[1] = 0;
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GL_BeginRendering(&glx, &gly, &glwidth, &glheight);
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R_RenderView();
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glReadPixels(0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
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COM_WriteFile("env5.rgb", buffer, sizeof(buffer));
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envmap = false;
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glDrawBuffer(GL_BACK);
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glReadBuffer(GL_BACK);
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GL_EndRendering();
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}
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// FIXME - locate somewhere else?
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cvar_t r_lockpvs = { "r_lockpvs", "0" };
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cvar_t r_lockfrustum = { "r_lockfrustum", "0" };
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cvar_t r_drawflat = { "r_drawflat", "0" };
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/*
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===============
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R_Init
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===============
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*/
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void
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R_Init(void)
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{
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Cmd_AddCommand("envmap", R_Envmap_f);
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Cmd_AddCommand("pointfile", R_ReadPointFile_f);
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Cmd_AddCommand("timerefresh", R_TimeRefresh_f);
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Cvar_RegisterVariable(&r_speeds);
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Cvar_RegisterVariable(&r_fullbright);
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Cvar_RegisterVariable(&r_drawentities);
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Cvar_RegisterVariable(&r_drawviewmodel);
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Cvar_RegisterVariable(&r_drawflat);
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#ifdef NQ_HACK
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Cvar_RegisterVariable(&r_lerpmodels);
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Cvar_RegisterVariable(&r_lerpmove);
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#endif
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Cvar_RegisterVariable(&r_lockpvs);
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Cvar_RegisterVariable(&r_lockfrustum);
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Cvar_RegisterVariable(&r_norefresh);
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Cvar_RegisterVariable(&r_lightmap);
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Cvar_RegisterVariable(&r_shadows);
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Cvar_RegisterVariable(&r_mirroralpha);
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Cvar_RegisterVariable(&r_wateralpha);
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Cvar_RegisterVariable(&r_dynamic);
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Cvar_RegisterVariable(&r_novis);
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Cvar_RegisterVariable(&r_waterwarp);
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Cvar_RegisterVariable(&gl_finish);
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Cvar_RegisterVariable(&gl_clear);
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Cvar_RegisterVariable(&gl_texsort);
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Cvar_RegisterVariable(&_gl_allowgammafallback);
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Cvar_RegisterVariable(&_gl_drawhull);
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Cvar_RegisterVariable(&gl_cull);
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Cvar_RegisterVariable(&gl_smoothmodels);
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Cvar_RegisterVariable(&gl_affinemodels);
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Cvar_RegisterVariable(&gl_polyblend);
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Cvar_RegisterVariable(&gl_flashblend);
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Cvar_RegisterVariable(&gl_playermip);
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Cvar_RegisterVariable(&gl_nocolors);
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Cvar_RegisterVariable(&gl_zfix);
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Cvar_RegisterVariable(&gl_keeptjunctions);
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Cvar_RegisterVariable(&gl_reporttjunctions);
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#ifdef NQ_HACK
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Cvar_RegisterVariable(&gl_doubleeyes);
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#endif
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#ifdef QW_HACK
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Cvar_RegisterVariable(&r_netgraph);
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#endif
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R_InitBubble();
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R_InitParticles();
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R_InitParticleTexture();
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#ifdef QW_HACK
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glGenTextures(1, &netgraphtexture);
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#endif
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glGenTextures(MAX_CLIENTS, playertextures);
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}
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/*
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===============
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R_SetVrect
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===============
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*/
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void
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R_SetVrect(const vrect_t *pvrectin, vrect_t *pvrect, int lineadj)
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{
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int h;
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float size;
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qboolean full;
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#ifdef NQ_HACK
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full = (scr_viewsize.value >= 120.0f);
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#endif
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#ifdef QW_HACK
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full = (!cl_sbar.value && scr_viewsize.value >= 100.0f);
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#endif
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size = qmin(scr_viewsize.value, 100.0f);
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/* Hide the status bar during intermission */
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if (cl.intermission) {
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full = true;
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size = 100.0;
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lineadj = 0;
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}
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size /= 100.0;
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if (full)
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h = pvrectin->height;
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else
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h = pvrectin->height - lineadj;
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pvrect->width = pvrectin->width * size;
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if (pvrect->width < 96) {
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size = 96.0 / pvrectin->width;
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pvrect->width = 96; // min for icons
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}
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//pvrect->width &= ~7;
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pvrect->height = pvrectin->height * size;
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if (!full) {
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if (pvrect->height > pvrectin->height - lineadj)
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pvrect->height = pvrectin->height - lineadj;
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} else if (pvrect->height > pvrectin->height)
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pvrect->height = pvrectin->height;
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//pvrect->height &= ~1;
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pvrect->x = (pvrectin->width - pvrect->width) / 2;
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if (full)
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pvrect->y = 0;
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else
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pvrect->y = (h - pvrect->height) / 2;
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}
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/*
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* ================
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* ResampleXlate
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* ================
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* Resample the source texture while applying colour translation
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*
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* The input texture may be a sub-rectangle (assumed to be left aligned) so
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* input stride is specified separately from input width.
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*/
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static void
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ResampleXlate(const byte *in,
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unsigned inwidth, unsigned inheight, unsigned instride,
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unsigned *out,
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unsigned outwidth, unsigned outheight,
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const unsigned *xlate)
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{
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int i, j;
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const byte *inrow;
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unsigned frac, fracstep;
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fracstep = inwidth * 0x10000 / outwidth;
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for (i = 0; i < outheight; i++, out += outwidth) {
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inrow = in + instride * (i * inheight / outheight);
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frac = fracstep >> 1;
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for (j = 0; j < outwidth; j += 4) {
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out[j] = xlate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 1] = xlate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 2] = xlate[inrow[frac >> 16]];
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frac += fracstep;
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out[j + 3] = xlate[inrow[frac >> 16]];
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frac += fracstep;
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}
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}
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}
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/*
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===============
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R_TranslatePlayerSkin
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Translates a skin texture by the per-player color lookup
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===============
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*/
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void
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R_TranslatePlayerSkin(int playernum)
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{
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int top, bottom;
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unsigned translate[256];
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int i;
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byte *original;
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unsigned pixels[512 * 256];
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unsigned scaled_width, scaled_height;
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int inwidth, inheight, instride;
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player_info_t *player;
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#ifdef NQ_HACK
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model_t *model;
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aliashdr_t *paliashdr;
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int size;
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const entity_t *e;
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#endif
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#ifdef QW_HACK
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const char *skin_key;
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char skin[MAX_QPATH];
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#endif
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GL_DisableMultitexture();
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/*
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* Determin top and bottom colours
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*/
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player = &cl.players[playernum];
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#ifdef QW_HACK
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if (!player->name[0])
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return;
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skin_key = Info_ValueForKey(player->userinfo, "skin");
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COM_StripExtension(skin_key, skin, sizeof(skin));
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if (player->skin && !strcasecmp(skin, player->skin->name))
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player->skin = NULL;
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if (player->_topcolor == player->topcolor &&
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player->_bottomcolor == player->bottomcolor && player->skin)
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return;
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player->_topcolor = player->topcolor;
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player->_bottomcolor = player->bottomcolor;
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#endif
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top = qclamp((int)player->topcolor, 0, 13) * 16;
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bottom = qclamp((int)player->bottomcolor, 0, 13) * 16;
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for (i = 0; i < 256; i++)
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translate[i] = d_8to24table[i];
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for (i = 0; i < 16; i++) {
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/* the artists made some backwards ranges */
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if (top < 128)
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translate[TOP_RANGE + i] = d_8to24table[top + i];
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else
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translate[TOP_RANGE + i] = d_8to24table[top + 15 - i];
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if (bottom < 128)
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translate[BOTTOM_RANGE + i] = d_8to24table[bottom + i];
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else
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translate[BOTTOM_RANGE + i] = d_8to24table[bottom + 15 - i];
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}
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/*
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* Locate the original skin pixels
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*/
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#ifdef NQ_HACK
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e = &cl_entities[1 + playernum];
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model = e->model;
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if (!model)
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return; // player doesn't have a model yet
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if (model->type != mod_alias)
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return; // only translate skins on alias models
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paliashdr = Mod_Extradata(model);
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size = paliashdr->skinwidth * paliashdr->skinheight;
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if (e->skinnum < 0 || e->skinnum >= paliashdr->numskins) {
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Con_Printf("(%d): Invalid player skin #%d\n", playernum, e->skinnum);
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original = (byte *)paliashdr + GL_Aliashdr(paliashdr)->texels[0];
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} else
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original = (byte *)paliashdr + GL_Aliashdr(paliashdr)->texels[e->skinnum];
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if (size & 3)
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Sys_Error("%s: size & 3", __func__);
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inwidth = instride = paliashdr->skinwidth;
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inheight = paliashdr->skinheight;
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#endif
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#ifdef QW_HACK
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/* Hard coded width from original model */
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inwidth = 296;
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inheight = 194;
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if (!player->skin)
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Skin_Find(player);
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if ((original = Skin_Cache(player->skin)) != NULL) {
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/* Skin data width for custom skins */
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instride = 320;
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} else {
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original = player_8bit_texels;
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instride = inwidth;
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}
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#endif
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// because this happens during gameplay, do it fast
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// instead of sending it through gl_upload 8
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GL_Bind(playertextures[playernum]);
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// allow users to crunch sizes down
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scaled_width = 512 >> (int)gl_playermip.value;
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scaled_height = 256 >> (int)gl_playermip.value;
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// make sure not still too big
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scaled_width = qmin((unsigned)gl_max_size.value, scaled_width);
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scaled_height = qmin((unsigned)gl_max_size.value, scaled_height);
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ResampleXlate(original, inwidth, inheight, instride,
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pixels, scaled_width, scaled_height, translate);
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glTexImage2D(GL_TEXTURE_2D, 0, gl_solid_format, scaled_width,
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scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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}
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/*
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===============
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R_NewMap
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===============
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*/
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void
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R_NewMap(void)
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{
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void *hunkbase;
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int i;
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for (i = 0; i < 256; i++)
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d_lightstylevalue[i] = 264; // normal light value
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memset(&r_worldentity, 0, sizeof(r_worldentity));
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r_worldentity.model = &cl.worldmodel->model;
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// clear out efrags in case the level hasn't been reloaded
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// FIXME: is this one short?
|
|
for (i = 0; i < cl.worldmodel->numleafs; i++)
|
|
cl.worldmodel->leafs[i].efrags = NULL;
|
|
|
|
r_viewleaf = NULL;
|
|
R_ClearParticles();
|
|
|
|
hunkbase = Hunk_AllocName(0, "gl_polys");
|
|
GL_BuildLightmaps(hunkbase);
|
|
|
|
/* identify mirror texture */
|
|
mirrortexturenum = -1;
|
|
for (i = 0; i < cl.worldmodel->numtextures; i++) {
|
|
if (!cl.worldmodel->textures[i])
|
|
continue;
|
|
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)
|
|
{
|
|
}
|