libretro-tyrquake/common/gl_rmisc.c
Kevin Shanahan 81ee58ae41 model: separate brush model data from model_t
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>
2013-04-16 20:45:33 +09:30

553 lines
14 KiB
C

/*
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 "sbar.h"
#include "screen.h"
#include "sys.h"
// FIXME - should only be needed in r_part.c or here, not both.
GLuint 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
//
glGenTextures(1, &particletexture);
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);
#ifdef NQ_HACK
Cvar_RegisterVariable(&r_lerpmodels);
Cvar_RegisterVariable(&r_lerpmove);
#endif
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_allowgammafallback);
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_zfix);
Cvar_RegisterVariable(&gl_keeptjunctions);
Cvar_RegisterVariable(&gl_reporttjunctions);
#ifdef NQ_HACK
Cvar_RegisterVariable(&gl_doubleeyes);
#endif
#ifdef QW_HACK
Cvar_RegisterVariable(&r_netgraph);
#endif
R_InitBubble();
R_InitParticles();
R_InitParticleTexture();
#ifdef QW_HACK
glGenTextures(1, &netgraphtexture);
#endif
glGenTextures(MAX_CLIENTS, playertextures);
}
/*
===============
R_SetVrect
===============
*/
void
R_SetVrect(const vrect_t *pvrectin, vrect_t *pvrect, int lineadj)
{
int h;
float size;
qboolean full;
#ifdef NQ_HACK
full = (scr_viewsize.value >= 120.0f);
#endif
#ifdef QW_HACK
full = (!cl_sbar.value && scr_viewsize.value >= 100.0f);
#endif
size = qmin(scr_viewsize.value, 100.0f);
/* Hide the status bar during intermission */
if (cl.intermission) {
full = true;
size = 100.0;
lineadj = 0;
}
size /= 100.0;
if (full)
h = pvrectin->height;
else
h = pvrectin->height - lineadj;
pvrect->width = pvrectin->width * size;
if (pvrect->width < 96) {
size = 96.0 / pvrectin->width;
pvrect->width = 96; // min for icons
}
//pvrect->width &= ~7;
pvrect->height = pvrectin->height * size;
if (!full) {
if (pvrect->height > pvrectin->height - lineadj)
pvrect->height = pvrectin->height - lineadj;
} else if (pvrect->height > pvrectin->height)
pvrect->height = pvrectin->height;
//pvrect->height &= ~1;
pvrect->x = (pvrectin->width - pvrect->width) / 2;
if (full)
pvrect->y = 0;
else
pvrect->y = (h - pvrect->height) / 2;
}
/*
* ================
* ResampleXlate
* ================
* Resample the source texture while applying colour translation
*
* The input texture may be a sub-rectangle (assumed to be left aligned) so
* input stride is specified separately from input width.
*/
static void
ResampleXlate(const byte *in,
unsigned inwidth, unsigned inheight, unsigned instride,
unsigned *out,
unsigned outwidth, unsigned outheight,
const unsigned *xlate)
{
int i, j;
const byte *inrow;
unsigned frac, fracstep;
fracstep = inwidth * 0x10000 / outwidth;
for (i = 0; i < outheight; i++, out += outwidth) {
inrow = in + instride * (i * inheight / outheight);
frac = fracstep >> 1;
for (j = 0; j < outwidth; j += 4) {
out[j] = xlate[inrow[frac >> 16]];
frac += fracstep;
out[j + 1] = xlate[inrow[frac >> 16]];
frac += fracstep;
out[j + 2] = xlate[inrow[frac >> 16]];
frac += fracstep;
out[j + 3] = xlate[inrow[frac >> 16]];
frac += fracstep;
}
}
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
void
R_TranslatePlayerSkin(int playernum)
{
int top, bottom;
unsigned translate[256];
int i;
byte *original;
unsigned pixels[512 * 256];
unsigned scaled_width, scaled_height;
int inwidth, inheight, instride;
player_info_t *player;
#ifdef NQ_HACK
model_t *model;
aliashdr_t *paliashdr;
int size;
const entity_t *e;
#endif
#ifdef QW_HACK
const char *skin_key;
char skin[MAX_QPATH];
#endif
GL_DisableMultitexture();
/*
* Determin top and bottom colours
*/
player = &cl.players[playernum];
#ifdef QW_HACK
if (!player->name[0])
return;
skin_key = Info_ValueForKey(player->userinfo, "skin");
COM_StripExtension(skin_key, skin, sizeof(skin));
if (player->skin && !strcasecmp(skin, player->skin->name))
player->skin = NULL;
if (player->_topcolor == player->topcolor &&
player->_bottomcolor == player->bottomcolor && player->skin)
return;
player->_topcolor = player->topcolor;
player->_bottomcolor = player->bottomcolor;
#endif
top = qclamp((int)player->topcolor, 0, 13) * 16;
bottom = qclamp((int)player->bottomcolor, 0, 13) * 16;
for (i = 0; i < 256; i++)
translate[i] = d_8to24table[i];
for (i = 0; i < 16; i++) {
/* the artists made some backwards ranges */
if (top < 128)
translate[TOP_RANGE + i] = d_8to24table[top + i];
else
translate[TOP_RANGE + i] = d_8to24table[top + 15 - i];
if (bottom < 128)
translate[BOTTOM_RANGE + i] = d_8to24table[bottom + i];
else
translate[BOTTOM_RANGE + i] = d_8to24table[bottom + 15 - i];
}
/*
* Locate the original skin pixels
*/
#ifdef NQ_HACK
e = &cl_entities[1 + playernum];
model = e->model;
if (!model)
return; // player doesn't have a model yet
if (model->type != mod_alias)
return; // only translate skins on alias models
paliashdr = Mod_Extradata(model);
size = paliashdr->skinwidth * paliashdr->skinheight;
if (e->skinnum < 0 || e->skinnum >= paliashdr->numskins) {
Con_Printf("(%d): Invalid player skin #%d\n", playernum, e->skinnum);
original = (byte *)paliashdr + GL_Aliashdr(paliashdr)->texels[0];
} else
original = (byte *)paliashdr + GL_Aliashdr(paliashdr)->texels[e->skinnum];
if (size & 3)
Sys_Error("%s: size & 3", __func__);
inwidth = instride = paliashdr->skinwidth;
inheight = paliashdr->skinheight;
#endif
#ifdef QW_HACK
/* Hard coded width from original model */
inwidth = 296;
inheight = 194;
if (!player->skin)
Skin_Find(player);
if ((original = Skin_Cache(player->skin)) != NULL) {
/* Skin data width for custom skins */
instride = 320;
} else {
original = player_8bit_texels;
instride = inwidth;
}
#endif
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures[playernum]);
// 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 = qmin((unsigned)gl_max_size.value, scaled_width);
scaled_height = qmin((unsigned)gl_max_size.value, scaled_height);
ResampleXlate(original, inwidth, inheight, instride,
pixels, scaled_width, scaled_height, translate);
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);
}
/*
===============
R_NewMap
===============
*/
void
R_NewMap(void)
{
void *hunkbase;
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->model;
// 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();
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)
{
}