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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.
*/
// gl_rmisc.c
#include "quakedef.h"
#ifdef MACOSX
extern qboolean gl_palettedtex;
#endif /* MACOSX */
/*
==================
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;
}
}
}
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},
};
void R_InitParticleTexture (void)
{
int x,y;
byte data[8][8][4];
//
// particle texture
//
particletexture = texture_extension_number++;
GL_Bind(particletexture);
for (x=0 ; x<8 ; x++)
{
for (y=0 ; y<8 ; y++)
{
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
data[y][x][3] = dottexture[x][y]*255;
}
}
#ifdef MACOSX_TEXRAM_CHECK
GL_CheckTextureRAM (GL_TEXTURE_2D, 0, gl_alpha_format, 8, 8, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE);
#endif /* MACOSX */
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_SetClearColor_f -- johnfitz
====================
*/
void R_SetClearColor_f (void)
{
byte *rgb;
int s;
extern cvar_t r_clearcolor;
s = (int)r_clearcolor.value & 0xFF;
rgb = (byte*)(d_8to24table + s);
glClearColor (rgb[0]/255.0,rgb[1]/255.0,rgb[2]/255.0,0);
}
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
void R_Envmap_f (void)
{
// Baker: this really foobars DX8QUAKE
// Tried it in d3d8quake
#if !defined(DX8QUAKE_GL_READPIXELS_NO_RGBA)
byte buffer[256*256*4];
int x,y, width, height;
glDrawBuffer (GL_FRONT);
glReadBuffer (GL_FRONT);
envmap = true;
// Baker: store them
x = r_refdef.vrect.x;
y = r_refdef.vrect.y;
width = r_refdef.vrect.width;
height = r_refdef.vrect.height;
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);
// Baker: restore them
r_refdef.vrect.x = x;
r_refdef.vrect.y = y;
r_refdef.vrect.width = width;
r_refdef.vrect.height = height;
GL_EndRendering ();
#else
Con_Printf("Envmap command not supported\n");
#endif
}
/*
===============
R_TranslatePlayerSkin
Translates a skin texture by the per-player color lookup
===============
*/
#ifdef MACOSX
static unsigned int pixels[512*256];
#endif /* MACOSX */
void R_TranslatePlayerSkin (int playernum)
{
int top, bottom, i, j, size;
byte translate[256];
unsigned translate32[256];
model_t *model;
aliashdr_t *paliashdr;
byte *original;
#if !defined(MACOSX)
unsigned pixels[512*256];
#endif // Baker: play with this and remove this discrepancy
unsigned *out;
unsigned scaled_width, scaled_height;
int inwidth, inheight;
byte *inrow;
unsigned frac, fracstep;
GL_DisableMultitexture();
top = cl.scores[playernum].colors & 0xf0;
bottom = (cl.scores[playernum].colors &15)<<4;
for (i=0 ; i<256 ; i++)
translate[i] = i;
for (i=0 ; i<16 ; i++)
{
// the artists made some backwards ranges. sigh.
translate[TOP_RANGE+i] = (top < 128) ? top + i : top + 15 - i;
translate[BOTTOM_RANGE+i] = (bottom < 128) ? bottom + i : bottom + 15 - i;
}
// locate the original skin pixels
currententity = &cl_entities[1+playernum];
if (!(model = currententity->model))
return; // player doesn't have a model yet
if (model->type != mod_alias)
return; // only translate skins on alias models
paliashdr = (aliashdr_t *)Mod_Extradata (model);
size = paliashdr->skinwidth * paliashdr->skinheight;
if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins) {
Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
original = (byte *)paliashdr + paliashdr->texels[0];
} else {
original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
}
if (size & 3)
Sys_Error ("R_TranslatePlayerSkin: bad size (%d)", size);
inwidth = paliashdr->skinwidth;
inheight = paliashdr->skinheight;
// because this happens during gameplay, do it fast
// instead of sending it through gl_upload 8
GL_Bind(playertextures + playernum);
#if 0
byte translated[320*200];
for (i=0 ; i<s ; i+=4)
{
translated[i] = translate[original[i]];
translated[i+1] = translate[original[i+1]];
translated[i+2] = translate[original[i+2]];
translated[i+3] = translate[original[i+3]];
}
// don't mipmap these, because it takes too long
GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
#else
#ifdef DX8QUAKE_GET_GL_MAX_SIZE
scaled_width = gl_max_size < 512 ? gl_max_size : 512;
scaled_height = gl_max_size < 256 ? gl_max_size : 256;
#else
scaled_width = gl_max_size.value < 512 ? gl_max_size.value : 512;
scaled_height = gl_max_size.value < 256 ? gl_max_size.value : 256;
#endif
// allow users to crunch sizes down even more if they want
scaled_width >>= (int)gl_playermip.value;
scaled_height >>= (int)gl_playermip.value;
#if !defined(DX8QUAKE_NO_8BIT)
if (VID_Is8bit()
#ifdef MACOSX
&& gl_palettedtex
#endif /* MACOSX */
) { // 8bit texture upload
byte *out2;
out2 = (byte *)pixels;
memset(pixels, 0, sizeof(pixels));
fracstep = inwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out2 += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out2[j] = translate[inrow[frac>>16]];
frac += fracstep;
out2[j+1] = translate[inrow[frac>>16]];
frac += fracstep;
out2[j+2] = translate[inrow[frac>>16]];
frac += fracstep;
out2[j+3] = translate[inrow[frac>>16]];
frac += fracstep;
}
}
GL_Upload8_EXT ((byte *)pixels, scaled_width, scaled_height, TEX_NOFLAGS);
return;
}
#endif
for (i=0 ; i<256 ; i++)
translate32[i] = d_8to24table[translate[i]];
out = pixels;
fracstep = inwidth*0x10000/scaled_width;
for (i=0 ; i<scaled_height ; i++, out += scaled_width)
{
inrow = original + inwidth*(i*inheight/scaled_height);
frac = fracstep >> 1;
for (j=0 ; j<scaled_width ; j+=4)
{
out[j] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+1] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+2] = translate32[inrow[frac>>16]];
frac += fracstep;
out[j+3] = translate32[inrow[frac>>16]];
frac += fracstep;
}
}
#ifdef MACOSX_TEXRAM_CHECK
GL_CheckTextureRAM (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, 0, GL_RGBA, GL_UNSIGNED_BYTE);
#endif /* MACOSX */
glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
#endif
}
#ifdef D3DQ_WORKAROUND
void d3dEvictTextures();
#endif
/*
===============
R_NewMap
===============
*/
extern msurface_t *skychain, *waterchain;
void R_NewMap (void)
{
int i;
#ifdef D3DQ_WORKAROUND
d3dEvictTextures();
#endif
for (i=0 ; i<256 ; i++)
d_lightstylevalue[i] = 264; // normal light value
memset (&r_worldentity, 0, sizeof(r_worldentity));
r_worldentity.model = cl.worldmodel;
// clear out efrags in case the level hasn't been reloaded
// FIXME: is this one short?
for (i=0 ; i<cl.worldmodel->numleafs ; i++)
cl.worldmodel->leafs[i].efrags = NULL;
r_viewleaf = NULL;
R_ClearParticles ();
GL_BuildLightmaps ();
// identify sky texture
skytexturenum = -1;
mirrortexturenum = -1;
skychain = waterchain = NULL;
for (i=0 ; i<cl.worldmodel->numtextures ; i++)
{
if (!cl.worldmodel->textures[i])
continue;
if (!strncmp(cl.worldmodel->textures[i]->name,"sky",3) )
skytexturenum = i;
if (!strncmp(cl.worldmodel->textures[i]->name,"window02_1",10) )
mirrortexturenum = i;
cl.worldmodel->textures[i]->texturechain = NULL;
}
R_Sky_NewMap ();
}
/*
====================
R_TimeRefresh_f
For program optimization
====================
*/
#ifdef INTEL_OPENGL_DRIVER_WORKAROUND
extern qboolean IntelDisplayAdapter;
#endif
void R_TimeRefresh_f (void)
{
int i;
float start, stop, time;
if (cls.state != ca_connected)
return;
#ifdef INTEL_OPENGL_DRIVER_WORKAROUND
if (!IntelDisplayAdapter) // Baker: ruins screen
#endif
glDrawBuffer (GL_FRONT);
glFinish ();
start = Sys_DoubleTime ();
for (i=0 ; i<128 ; i++)
{
r_refdef.viewangles[1] = i * (360.0 / 128.0);
R_RenderView ();
}
glFinish ();
stop = Sys_DoubleTime ();
time = stop-start;
Con_Printf ("%f seconds (%f fps)\n", time, 128.0/time);
glDrawBuffer (GL_BACK);
GL_EndRendering ();
}
void D_FlushCaches (void)
{
}