fteqw/engine/gl/gl_rmisc.c

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/*
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"
#ifdef RGLQUAKE
#include "glquake.h"
#include "gl_draw.h"
#ifdef WATERLAYERS
cvar_t r_waterlayers = SCVAR("r_waterlayers","3");
#endif
extern void R_InitBubble();
#ifndef SWQUAKE
//SW rendering has a faster method, which takes more memory and stuff.
//We need this for minor things though, so we'll just use the slow accurate method.
//this is unlikly to be called very often.
qbyte GetPalette(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
#endif
/*
==================
R_InitTextures
==================
*
void GLR_InitTextures (void)
{
int x,y, m;
qbyte *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 = (qbyte *)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;
}
}
}*/
//we could go for nice smooth round particles... but then we would loose a little bit of the chaotic nature of the particles.
static qbyte dottexture[8][8] =
{
{0,0,0,0,0,0,0,0},
{0,0,0,1,1,0,0,0},
{0,0,1,1,1,1,0,0},
{0,1,1,1,1,1,1,0},
{0,1,1,1,1,1,1,0},
{0,0,1,1,1,1,0,0},
{0,0,0,1,1,0,0,0},
{0,0,0,0,0,0,0,0},
};
static qbyte exptexture[16][16] =
{
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,1,0,0,0,1,0,0,1,0,0,0,0},
{0,0,0,1,1,1,1,1,3,1,1,2,1,0,0,0},
{0,0,0,1,1,1,1,4,4,4,5,4,2,1,1,0},
{0,0,1,1,6,5,5,8,6,8,3,6,3,2,1,0},
{0,0,1,5,6,7,5,6,8,8,8,3,3,1,0,0},
{0,0,0,1,6,8,9,9,9,9,4,6,3,1,0,0},
{0,0,2,1,7,7,9,9,9,9,5,3,1,0,0,0},
{0,0,2,4,6,8,9,9,9,9,8,6,1,0,0,0},
{0,0,2,2,3,5,6,8,9,8,8,4,4,1,0,0},
{0,0,1,2,4,1,8,7,8,8,6,5,4,1,0,0},
{0,1,1,1,7,8,1,6,7,5,4,7,1,0,0,0},
{0,1,2,1,1,5,1,3,4,3,1,1,0,0,0,0},
{0,0,0,0,0,1,1,1,1,1,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0,0,0,0,0,0,0,0,0},
};
void R_InitParticleTexture (void)
{
#define PARTICLETEXTURESIZE 64
int x,y;
float dx, dy, d;
qbyte data[PARTICLETEXTURESIZE*PARTICLETEXTURESIZE][4];
//
// particle texture
//
particletexture = texture_extension_number++;
GL_Bind(particletexture);
for (x=0 ; x<8 ; x++)
{
for (y=0 ; y<8 ; y++)
{
data[y*8+x][0] = 255;
data[y*8+x][1] = 255;
data[y*8+x][2] = 255;
data[y*8+x][3] = dottexture[x][y]*255;
}
}
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
explosiontexture = texture_extension_number++;
GL_Bind(explosiontexture);
for (x=0 ; x<16 ; x++)
{
for (y=0 ; y<16 ; y++)
{
data[y*16+x][0] = 255;
data[y*16+x][1] = 255;
data[y*16+x][2] = 255;
data[y*16+x][3] = exptexture[x][y]*255/9.0;
}
}
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 16, 16, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
memset(data, 255, sizeof(data));
for (y = 0;y < PARTICLETEXTURESIZE;y++)
{
dy = (y - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
for (x = 0;x < PARTICLETEXTURESIZE;x++)
{
dx = (x - 0.5f*PARTICLETEXTURESIZE) / (PARTICLETEXTURESIZE*0.5f-1);
d = 256 * (1 - (dx*dx+dy*dy));
d = bound(0, d, 255);
data[y*PARTICLETEXTURESIZE+x][3] = (qbyte) d;
}
}
balltexture = texture_extension_number++;
GL_Bind(balltexture);
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, PARTICLETEXTURESIZE, PARTICLETEXTURESIZE, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
qglTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
void R_Envmap_f (void)
{
qbyte buffer[256*256*4];
qglDrawBuffer (GL_FRONT);
qglReadBuffer (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 ();
qglReadPixels (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 ();
qglReadPixels (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 ();
qglReadPixels (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 ();
qglReadPixels (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 ();
qglReadPixels (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 ();
qglReadPixels (0, 0, 256, 256, GL_RGBA, GL_UNSIGNED_BYTE, buffer);
COM_WriteFile ("env5.rgb", buffer, sizeof(buffer));
envmap = false;
qglDrawBuffer (GL_BACK);
qglReadBuffer (GL_BACK);
GL_EndRendering ();
GL_DoSwap();
}
qboolean GenerateNormalisationCubeMap()
{
unsigned char data[32*32*3];
//some useful variables
int size=32;
float offset=0.5f;
float halfSize=16.0f;
vec3_t tempVector;
unsigned char * bytePtr;
int i, j;
//positive x
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = halfSize;
tempVector[1] = -(j+offset-halfSize);
tempVector[2] = -(i+offset-halfSize);
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//negative x
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = (-halfSize);
tempVector[1] = (-(j+offset-halfSize));
tempVector[2] = ((i+offset-halfSize));
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_X_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//positive y
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = (i+offset-halfSize);
tempVector[1] = (halfSize);
tempVector[2] = ((j+offset-halfSize));
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//negative y
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = (i+offset-halfSize);
tempVector[1] = (-halfSize);
tempVector[2] = (-(j+offset-halfSize));
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Y_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//positive z
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = (i+offset-halfSize);
tempVector[1] = (-(j+offset-halfSize));
tempVector[2] = (halfSize);
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_POSITIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
//negative z
bytePtr=data;
for(j=0; j<size; j++)
{
for(i=0; i<size; i++)
{
tempVector[0] = (-(i+offset-halfSize));
tempVector[1] = (-(j+offset-halfSize));
tempVector[2] = (-halfSize);
VectorNormalize(tempVector);
bytePtr[0]=(unsigned char)((tempVector[0]/2 + 0.5)*255);
bytePtr[1]=(unsigned char)((tempVector[1]/2 + 0.5)*255);
bytePtr[2]=(unsigned char)((tempVector[2]/2 + 0.5)*255);
bytePtr+=3;
}
}
qglTexImage2D( GL_TEXTURE_CUBE_MAP_NEGATIVE_Z_ARB,
0, GL_RGBA8, 32, 32, 0, GL_RGB, GL_UNSIGNED_BYTE, data);
return true;
}
int normalisationCubeMap;
/*
===============
R_Init
===============
*/
void GLR_ReInit (void)
{
extern int gl_bumpmappingpossible;
R_InitParticleTexture ();
#ifdef GLTEST
Test_Init ();
#endif
netgraphtexture = texture_extension_number;
texture_extension_number++;
playertextures = texture_extension_number;
texture_extension_number += MAX_CLIENTS;
if (gl_bumpmappingpossible)
{
//Create normalisation cube map
normalisationCubeMap = texture_extension_number++;
GL_BindType(GL_TEXTURE_CUBE_MAP_ARB, normalisationCubeMap);
GenerateNormalisationCubeMap();
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qglTexParameteri(GL_TEXTURE_CUBE_MAP_ARB, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
else
normalisationCubeMap = 0;
R_InitBloomTextures();
}
/*
typedef struct
{
long offset; // Position of the entry in WAD
long dsize; // Size of the entry in WAD file
long size; // Size of the entry in memory
char type; // type of entry
char cmprs; // Compression. 0 if none.
short dummy; // Not used
char name[16]; // we use only first 8
} wad2entry_t;
typedef struct
{
char magic[4]; //should be WAD2
long num; //number of entries
long offset; //location of directory
} wad2_t;
void R_MakeTexWad_f(void)
{
miptex_t dummymip = {"", 0, 0, {0, 0, 0, 0}};
wad2_t wad2 = {"WAD2",0,0};
wad2entry_t entry[2048];
int entries = 0, i;
FILE *f;
char base[128];
char *texname;
// qbyte b;
float scale;
int width, height;
qbyte *buf, *outmip;
qbyte *mip, *stack;
// WIN32_FIND_DATA fd;
// HANDLE h;
scale = atof(Cmd_Argv(2));
if (!scale)
scale = 2;
// h = FindFirstFile(va("%s/textures/ *.tga", com_gamedir), &fd); //if this is uncommented, clear that space... (gcc warning fix)
if (!shader)
return;
mip = BZ_Malloc(1024*1024);
// initbuf = BZ_Malloc(1024*1024*4);
stack = BZ_Malloc(1024*1024*4+1024);
f=fopen(va("%s/shadrtex.wad", com_gamedir), "wb");
fwrite(&wad2, 1, sizeof(wad2_t), f);
for (shad = shader; shad; shad=shad->next)
{
texname = shad->editorname;
if (!*texname)
continue;
COM_StripExtension(shad->name, base);
base[15]=0;
for (i =0; i < entries; i++)
if (!strcmp(entry[entries].name, base))
break;
if (i != entries)
{
Con_Printf("Skipped %s - duplicated shrunken name\n", texname);
continue;
}
entry[entries].offset = ftell(f);
entry[entries].dsize = entry[entries].size = 0;
entry[entries].type = TYP_MIPTEX;
entry[entries].cmprs = 0;
entry[entries].dummy = 0;
strcpy(entry[entries].name, base);
strcpy(dummymip.name, base);
{
qbyte *data;
int h;
float x, xi;
float y, yi;
char *path[] ={
"%s",
"override/%s.tga",
"override/%s.pcx",
"%s.tga",
"progs/%s"};
for (h = 0, buf=NULL; h < sizeof(path)/sizeof(char *); h++)
{
buf = COM_LoadStackFile(va(path[h], texname), stack, 1024*1024*4+1024);
if (buf)
break;
}
if (!buf)
{
Con_Printf("Failed to find texture \"%s\"\n", texname);
continue;
}
data = ReadTargaFile(buf, com_filesize, &width, &height, false);
if (!data)
{
BZ_Free(data);
Con_Printf("Skipped %s - file type not supported (bad bpp?)\n", texname);
continue;
}
dummymip.width = (int)(width/scale) & ~0xf;
dummymip.height = (int)(height/scale) & ~0xf;
if (dummymip.width<=0)
dummymip.width=16;
if (dummymip.height<=0)
dummymip.height=16;
dummymip.offsets[0] = sizeof(dummymip);
dummymip.offsets[1] = dummymip.offsets[0]+dummymip.width*dummymip.height;
dummymip.offsets[2] = dummymip.offsets[1]+dummymip.width/2*dummymip.height/2;
dummymip.offsets[3] = dummymip.offsets[2]+dummymip.width/4*dummymip.height/4;
entry[entries].dsize = entry[entries].size = dummymip.offsets[3]+dummymip.width/8*dummymip.height/8;
xi = (float)width/dummymip.width;
yi = (float)height/dummymip.height;
fwrite(&dummymip, 1, sizeof(dummymip), f);
outmip=mip;
for (outmip=mip, y = 0; y < height; y+=yi)
for (x = 0; x < width; x+=xi)
{
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
data[(int)(x+y*width)*4+1],
data[(int)(x+y*width)*4+2]);
}
fwrite(mip, dummymip.width, dummymip.height, f);
for (outmip=mip, y = 0; y < height; y+=yi*2)
for (x = 0; x < width; x+=xi*2)
{
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
data[(int)(x+y*width)*4+1],
data[(int)(x+y*width)*4+2]);
}
fwrite(mip, dummymip.width/2, dummymip.height/2, f);
for (outmip=mip, y = 0; y < height; y+=yi*4)
for (x = 0; x < width; x+=xi*4)
{
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
data[(int)(x+y*width)*4+1],
data[(int)(x+y*width)*4+2]);
}
fwrite(mip, dummymip.width/4, dummymip.height/4, f);
for (outmip=mip, y = 0; y < height; y+=yi*8)
for (x = 0; x < width; x+=xi*8)
{
*outmip++ = GetPalette( data[(int)(x+y*width)*4+0],
data[(int)(x+y*width)*4+1],
data[(int)(x+y*width)*4+2]);
}
fwrite(mip, dummymip.width/8, dummymip.height/8, f);
BZ_Free(data);
}
entries++;
Con_Printf("Added %s\n", base);
GLSCR_UpdateScreen();
}
wad2.offset = ftell(f);
wad2.num = entries;
fwrite(entry, entries, sizeof(wad2entry_t), f);
fseek(f, 0, SEEK_SET);
fwrite(&wad2, 1, sizeof(wad2_t), f);
fclose(f);
BZ_Free(mip);
// BZ_Free(initbuf);
BZ_Free(stack);
Con_Printf("Written %i mips to textures.wad\n", entries);
}
*/
void GLR_TimeRefresh_f (void);
extern cvar_t gl_bump;
extern cvar_t r_stains, r_stainfadetime, r_stainfadeammount;
void GLR_DeInit (void)
{
Cmd_RemoveCommand ("timerefresh");
Cmd_RemoveCommand ("envmap");
Cmd_RemoveCommand ("pointfile");
Cmd_RemoveCommand ("makewad");
GLDraw_DeInit();
GLSurf_DeInit();
}
void GLR_Init (void)
{
Cmd_AddRemCommand ("timerefresh", GLR_TimeRefresh_f);
Cmd_AddRemCommand ("envmap", R_Envmap_f);
// Cmd_AddRemCommand ("makewad", R_MakeTexWad_f);
R_InitBubble();
GLR_ReInit();
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
/*
void R_TranslatePlayerSkin (int playernum)
{
int top, bottom;
qbyte translate[256];
unsigned translate32[256];
int i, j;
qbyte *original;
unsigned pixels[512*256], *out;
unsigned scaled_width, scaled_height;
int inwidth, inheight;
int tinwidth, tinheight;
qbyte *inrow;
unsigned frac, fracstep;
player_info_t *player;
extern qbyte *player_8bit_texels;
char s[512];
GL_DisableMultitexture();
player = &cl.players[playernum];
if (!player->name[0])
return;
strcpy(s, Info_ValueForKey(player->userinfo, "skin"));
COM_StripExtension(s, s);
if (player->skin && !stricmp(s, player->skin->name))
player->skin = NULL;
if (player->_topcolor != player->topcolor ||
player->_bottomcolor != player->bottomcolor || !player->skin) {
player->_topcolor = player->topcolor;
player->_bottomcolor = player->bottomcolor;
top = player->topcolor;
bottom = player->bottomcolor;
top = (top < 0) ? 0 : ((top > 13) ? 13 : top);
bottom = (bottom < 0) ? 0 : ((bottom > 13) ? 13 : bottom);
top *= 16;
bottom *= 16;
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
//
// real model width
tinwidth = 296;
tinheight = 194;
if (!player->skin)
Skin_Find(player);
if ((original = Skin_Cache8(player->skin)) != NULL) {
//skin data width
inwidth = player->skin->width;
inheight = player->skin->height;
} else {
original = player_8bit_texels;
inwidth = 296;
inheight = 194;
}
//tinwidth = 251&~3;
//tinheight = 194&~3;
//tinwidth = 319&~3;
//tinheight = 199&~3;
if (!original) //can't.
return;
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures + playernum);
#if 0
s = 320*200;
qbyte 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);
#endif
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;
if (scaled_width < 8)
scaled_width = 8;
if (scaled_height < 8)
scaled_height = 8;
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
if (GLVID_Is8bit())
{// 8bit texture upload
qbyte *out2;
out2 = (qbyte *)pixels;
memset(pixels, 0, sizeof(pixels));
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
{
inrow = original + inwidth*(i*tinheight/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 ((qbyte *)pixels, scaled_width, scaled_height, false, false);
return;
}
#endif
#endif
#ifdef Q2BSP
if (cls.q2server)
{
extern unsigned char d_q28to24table[768];
for (i=0 ; i<256 ; i++)
{
translate32[i] = d_q28to24table[i*3] |
(d_q28to24table[i*3+1]<<8) |
(d_q28to24table[i*3+2]<<16) |
255<<24;
}
}
else
#endif
for (i=0 ; i<256 ; i++)
translate32[i] = d_8to24rgbtable[translate[i]];
out = pixels;
memset(pixels, 0, sizeof(pixels));
fracstep = tinwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*tinheight/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);
}
}
*/
void R_LoadRTLights(void)
{
dlight_t *dl;
char fname[MAX_QPATH];
char *file;
char *end;
int i;
int style;
vec3_t org;
float radius;
vec3_t rgb;
//delete all old lights
for (i=0 ; i<MAX_DLIGHTS ; i++)
{
cl_dlights[i].radius = 0;
}
COM_StripExtension(cl.worldmodel->name, fname, sizeof(fname));
strncat(fname, ".rtlights", MAX_QPATH-1);
file = COM_LoadTempFile(fname);
if (!file)
return;
while(1)
{
end = strchr(file, '\n');
if (!end)
end = file + strlen(file);
if (end == file)
break;
*end = '\0';
file = COM_Parse(file);
org[0] = atof(com_token);
file = COM_Parse(file);
org[1] = atof(com_token);
file = COM_Parse(file);
org[2] = atof(com_token);
file = COM_Parse(file);
radius = atof(com_token);
file = COM_Parse(file);
rgb[0] = atof(com_token);
file = COM_Parse(file);
rgb[1] = atof(com_token);
file = COM_Parse(file);
rgb[2] = atof(com_token);
file = COM_Parse(file);
style = atoi(com_token);
if (!file)
break;
dl = CL_AllocDlight(0);
VectorCopy(org, dl->origin);
dl->radius = radius;
VectorCopy(rgb, dl->color);
dl->die = cl.time + 0x7fffffff;
dl->isstatic = true;
dl->nodynamic = true;
dl->noflash = true;
dl->style = style+1;
file = end+1;
}
}
/*
===============
R_NewMap
===============
*/
void GLR_NewMap (void)
{
char namebuf[MAX_QPATH];
extern cvar_t host_mapname;
int i;
/*
if (cl.worldmodel->fromgame == fg_quake3 && cls.netchan.remote_address.type != NA_LOOPBACK)
{
if (!cls.allow_cheats)
{
CL_Disconnect();
Host_EndGame("\n\nThe quake3 map implementation is still experimental and contains many bugs that could be considered cheats. Therefore, the engine is handicapped to quake3 maps only when hosting - it's single player only.\n\nYou can allow it on the server by activating cheats, at which point this check will be ignored\n");
return;
}
// Cbuf_AddText("disconnect\n", RESTRICT_LOCAL);
}
*/
for (i=0 ; i<256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof(r_worldentity));
AngleVectors(r_worldentity.angles, r_worldentity.axis[0], r_worldentity.axis[1], r_worldentity.axis[2]);
VectorInverse(r_worldentity.axis[1]);
r_worldentity.model = cl.worldmodel;
COM_StripExtension(COM_SkipPath(cl.worldmodel->name), namebuf, sizeof(namebuf));
Cvar_Set(&host_mapname, namebuf);
// 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_viewcluster = -1;
r_oldviewcluster = 0;
r_viewcluster2 = -1;
TRACE(("dbg: GLR_NewMap: clear particles\n"));
P_ClearParticles ();
TRACE(("dbg: GLR_NewMap: wiping them stains (getting the cloth out)\n"));
GLR_WipeStains();
TRACE(("dbg: GLR_NewMap: building lightmaps\n"));
GL_BuildLightmaps ();
TRACE(("dbg: GLR_NewMap: figuring out skys and mirrors\n"));
// identify sky texture
if (cl.worldmodel->fromgame != fg_quake2 && cl.worldmodel->fromgame != fg_quake3)
{
skytexturenum = -1;
mirrortexturenum = -1;
}
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
if (!cl.worldmodel->textures[i])
continue;
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
skytexturenum = i;
if (!Q_strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
mirrortexturenum = i;
cl.worldmodel->textures[i]->texturechain = NULL;
}
TRACE(("dbg: GLR_NewMap: that skybox thang\n"));
//#ifdef QUAKE2
R_LoadSkys ();
//#endif
TRACE(("dbg: GLR_NewMap: ui\n"));
#ifdef VM_UI
UI_Reset();
#endif
TRACE(("dbg: GLR_NewMap: tp\n"));
TP_NewMap();
if (r_shadows.value)
{
R_LoadRTLights();
}
}
void GLR_PreNewMap(void)
{
}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
void GLR_TimeRefresh_f (void)
{
int i;
float start, stop, time;
qglDrawBuffer (GL_FRONT);
qglFinish ();
start = Sys_DoubleTime ();
for (i=0 ; i<128 ; i++)
{
r_refdef.viewangles[1] = i/128.0*360.0;
R_RenderView ();
}
qglFinish ();
stop = Sys_DoubleTime ();
time = stop-start;
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
qglDrawBuffer (GL_BACK);
GL_EndRendering ();
GL_DoSwap();
}
#ifndef SWQUAKE
void D_FlushCaches (void)
{
}
#endif
#endif