/* 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; jnext) { 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, v_contrast, r_drawflat; extern cvar_t r_stains, r_stainfadetime, r_stainfadeammount; // callback defines extern cvar_t gl_conback, gl_font, gl_smoothfont, gl_fontinwardstep, r_menutint; extern cvar_t vid_conautoscale, vid_conheight, vid_conwidth; extern cvar_t crosshair, crosshairimage, crosshaircolor, r_skyboxname; extern cvar_t r_floorcolour, r_wallcolour, r_floortexture, r_walltexture; void GLCrosshairimage_Callback(struct cvar_s *var, char *oldvalue); void GLCrosshair_Callback(struct cvar_s *var, char *oldvalue); void GLCrosshaircolor_Callback(struct cvar_s *var, char *oldvalue); void GLR_Skyboxname_Callback(struct cvar_s *var, char *oldvalue); void GLR_Menutint_Callback (struct cvar_s *var, char *oldvalue); void GL_Conback_Callback (struct cvar_s *var, char *oldvalue); void GL_Font_Callback (struct cvar_s *var, char *oldvalue); void GL_Smoothfont_Callback (struct cvar_s *var, char *oldvalue); void GL_Fontinwardstep_Callback (struct cvar_s *var, char *oldvalue); void GLVID_Conwidth_Callback(struct cvar_s *var, char *oldvalue); void GLVID_Conautoscale_Callback(struct cvar_s *var, char *oldvalue); void GLVID_Conheight_Callback(struct cvar_s *var, char *oldvalue); void GLR_Wallcolour_Callback(struct cvar_s *var, char *oldvalue); void GLR_Floorcolour_Callback(struct cvar_s *var, char *oldvalue); void GLR_Walltexture_Callback(struct cvar_s *var, char *oldvalue); void GLR_Floortexture_Callback(struct cvar_s *var, char *oldvalue); void GLR_Drawflat_Callback(struct cvar_s *var, char *oldvalue); void GLV_Gamma_Callback(struct cvar_s *var, char *oldvalue); void GLR_DeInit (void) { Cmd_RemoveCommand ("timerefresh"); Cmd_RemoveCommand ("envmap"); Cmd_RemoveCommand ("pointfile"); Cmd_RemoveCommand ("makewad"); Cvar_Unhook(&crosshair); Cvar_Unhook(&crosshairimage); Cvar_Unhook(&crosshaircolor); Cvar_Unhook(&r_skyboxname); Cvar_Unhook(&r_menutint); Cvar_Unhook(&gl_conback); Cvar_Unhook(&gl_font); Cvar_Unhook(&gl_smoothfont); Cvar_Unhook(&gl_fontinwardstep); Cvar_Unhook(&vid_conautoscale); Cvar_Unhook(&vid_conheight); Cvar_Unhook(&vid_conwidth); Cvar_Unhook(&r_wallcolour); Cvar_Unhook(&r_floorcolour); Cvar_Unhook(&r_walltexture); Cvar_Unhook(&r_floortexture); Cvar_Unhook(&r_drawflat); Cvar_Unhook(&v_gamma); Cvar_Unhook(&v_contrast); 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); Cvar_Hook(&crosshair, GLCrosshair_Callback); Cvar_Hook(&crosshairimage, GLCrosshairimage_Callback); Cvar_Hook(&crosshaircolor, GLCrosshaircolor_Callback); Cvar_Hook(&r_skyboxname, GLR_Skyboxname_Callback); Cvar_Hook(&r_menutint, GLR_Menutint_Callback); Cvar_Hook(&gl_conback, GL_Conback_Callback); Cvar_Hook(&gl_font, GL_Font_Callback); Cvar_Hook(&gl_smoothfont, GL_Smoothfont_Callback); Cvar_Hook(&gl_fontinwardstep, GL_Fontinwardstep_Callback); Cvar_Hook(&vid_conautoscale, GLVID_Conautoscale_Callback); Cvar_Hook(&vid_conheight, GLVID_Conheight_Callback); Cvar_Hook(&vid_conwidth, GLVID_Conwidth_Callback); Cvar_Hook(&r_floorcolour, GLR_Floorcolour_Callback); Cvar_Hook(&r_wallcolour, GLR_Wallcolour_Callback); Cvar_Hook(&r_floortexture, GLR_Floortexture_Callback); Cvar_Hook(&r_walltexture, GLR_Walltexture_Callback); Cvar_Hook(&r_drawflat, GLR_Drawflat_Callback); Cvar_Hook(&v_gamma, GLV_Gamma_Callback); Cvar_Hook(&v_contrast, GLV_Gamma_Callback); 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 ; iskinwidth, 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> 1; for (j=0 ; j>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> 1; for (j=0 ; j>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 style; vec3_t org; float radius; vec3_t rgb; //delete all old lights dlights_running = 0; dlights_software = 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 ; inumleafs ; 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 ; inumtextures ; 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 GLR_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) { extern int solidskytexture; solidskytexture = 0; } /* ==================== 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