]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
removed distortion textures formerly used by GF3 water shader, this frees up 128K...
[xonotic/darkplaces.git] / gl_rmain.c
index 49004019f351ed464262c848cb315b08ba950085..33f58d2626bd8fdefb2322c76a873538fe6c4e0c 100644 (file)
@@ -97,7 +97,6 @@ cvar_t r_textureunits = {0, "r_textureunits", "32"};
 cvar_t r_lerpsprites = {CVAR_SAVE, "r_lerpsprites", "1"};
 cvar_t r_lerpmodels = {CVAR_SAVE, "r_lerpmodels", "1"};
 cvar_t r_waterscroll = {CVAR_SAVE, "r_waterscroll", "1"};
-cvar_t r_watershader = {CVAR_SAVE, "r_watershader", "1"};
 
 cvar_t r_bloom = {CVAR_SAVE, "r_bloom", "0"};
 cvar_t r_bloom_intensity = {CVAR_SAVE, "r_bloom_intensity", "2"};
@@ -121,7 +120,6 @@ rtexture_t *r_texture_notexture;
 rtexture_t *r_texture_whitecube;
 rtexture_t *r_texture_normalizationcube;
 rtexture_t *r_texture_detailtextures[NUM_DETAILTEXTURES];
-rtexture_t *r_texture_distorttexture[64];
 
 void R_ModulateColors(float *in, float *out, int verts, float r, float g, float b)
 {
@@ -270,54 +268,6 @@ static void R_BuildDetailTextures (void)
        Mem_Free(data);
 }
 
-static qbyte R_MorphDistortTexture (double y0, double y1, double y2, double y3, double morph)
-{
-       int m = (int)(((y1 + y3 - (y0 + y2)) * morph * morph * morph) +
-                       ((2 * (y0 - y1) + y2 - y3) * morph * morph) +
-                       ((y2 - y0) * morph) +
-                       (y1));
-       return (qbyte)bound(0, m, 255);
-}
-
-static void R_BuildDistortTexture (void)
-{
-       int x, y, i, j;
-#define DISTORTRESOLUTION 32
-       qbyte data[5][DISTORTRESOLUTION][DISTORTRESOLUTION][2];
-
-       for (i=0; i<4; i++)
-       {
-               for (y=0; y<DISTORTRESOLUTION; y++)
-               {
-                       for (x=0; x<DISTORTRESOLUTION; x++)
-                       {
-                               data[i][y][x][0] = rand () & 255;
-                               data[i][y][x][1] = rand () & 255;
-                       }
-               }
-       }
-
-       for (i=0; i<4; i++)
-       {
-               for (j=0; j<16; j++)
-               {
-                       r_texture_distorttexture[i*16+j] = NULL;
-                       if (gl_textureshader)
-                       {
-                               for (y=0; y<DISTORTRESOLUTION; y++)
-                               {
-                                       for (x=0; x<DISTORTRESOLUTION; x++)
-                                       {
-                                               data[4][y][x][0] = R_MorphDistortTexture (data[(i-1)&3][y][x][0], data[i][y][x][0], data[(i+1)&3][y][x][0], data[(i+2)&3][y][x][0], 0.0625*j);
-                                               data[4][y][x][1] = R_MorphDistortTexture (data[(i-1)&3][y][x][1], data[i][y][x][1], data[(i+1)&3][y][x][1], data[(i+2)&3][y][x][1], 0.0625*j);
-                                       }
-                               }
-                               r_texture_distorttexture[i*16+j] = R_LoadTexture2D(r_main_texturepool, va("distorttexture%i", i*16+j), DISTORTRESOLUTION, DISTORTRESOLUTION, &data[4][0][0][0], TEXTYPE_DSDT, TEXF_PRECACHE, NULL);
-                       }
-               }
-       }
-}
-
 static void R_BuildBlankTextures(void)
 {
        qbyte data[4];
@@ -445,7 +395,6 @@ void gl_main_start(void)
        R_BuildBlankTextures();
        R_BuildNoTexture();
        R_BuildDetailTextures();
-       R_BuildDistortTexture();
        if (gl_texturecubemap)
        {
                R_BuildWhiteCube();
@@ -508,7 +457,6 @@ void GL_Main_Init(void)
        Cvar_RegisterVariable(&r_lerpsprites);
        Cvar_RegisterVariable(&r_lerpmodels);
        Cvar_RegisterVariable(&r_waterscroll);
-       Cvar_RegisterVariable(&r_watershader);
        Cvar_RegisterVariable(&r_drawcollisionbrushes);
        Cvar_RegisterVariable(&r_bloom);
        Cvar_RegisterVariable(&r_bloom_intensity);
@@ -1818,43 +1766,6 @@ static void R_DrawTextureSurfaceList(const entity_render_t *ent, texture_t *text
                        GL_ColorMask(r_refdef.colormask[0], r_refdef.colormask[1], r_refdef.colormask[2], 1);
                }
        }
-       else if ((texture->currentmaterialflags & MATERIALFLAG_WATER) && r_watershader.value && gl_textureshader && !texture->skin.glow && !fogenabled && ent->colormod[0] == 1 && ent->colormod[1] == 1 && ent->colormod[2] == 1)
-       {
-               // NVIDIA Geforce3 distortion texture shader on water
-               float args[4] = {0.05f,0,0,0.04f};
-               memset(&m, 0, sizeof(m));
-               m.tex[0] = R_GetTexture(r_texture_distorttexture[(int)(r_refdef.time * 16)&63]);
-               m.tex[1] = R_GetTexture(texture->skin.base);
-               m.texcombinergb[0] = GL_REPLACE;
-               m.texcombinergb[1] = GL_REPLACE;
-               Matrix4x4_CreateFromQuakeEntity(&m.texmatrix[0], 0, 0, 0, 0, 0, 0, r_watershader.value);
-               m.texmatrix[1] = texture->currenttexmatrix;
-               R_Mesh_State(&m);
-
-               GL_Color(1, 1, 1, texture->currentalpha);
-               GL_ActiveTexture(0);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(1);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_OFFSET_TEXTURE_2D_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_PREVIOUS_TEXTURE_INPUT_NV, GL_TEXTURE0_ARB);
-               qglTexEnvfv(GL_TEXTURE_SHADER_NV, GL_OFFSET_TEXTURE_MATRIX_NV, &args[0]);
-               qglEnable(GL_TEXTURE_SHADER_NV);
-
-               for (texturesurfaceindex = 0;texturesurfaceindex < texturenumsurfaces;texturesurfaceindex++)
-               {
-                       surface = texturesurfacelist[texturesurfaceindex];
-                       RSurf_SetVertexPointer(ent, texture, surface, modelorg);
-                       R_Mesh_TexCoordPointer(0, 2, surface->groupmesh->data_texcoordtexture2f);
-                       R_Mesh_TexCoordPointer(1, 2, surface->groupmesh->data_texcoordtexture2f);
-                       GL_LockArrays(surface->num_firstvertex, surface->num_vertices);
-                       R_Mesh_Draw(surface->num_firstvertex, surface->num_vertices, surface->num_triangles, (surface->groupmesh->data_element3i + 3 * surface->num_firsttriangle));
-                       GL_LockArrays(0, 0);
-               }
-
-               qglDisable(GL_TEXTURE_SHADER_NV);
-               qglTexEnvi(GL_TEXTURE_SHADER_NV, GL_SHADER_OPERATION_NV, GL_TEXTURE_2D);
-               GL_ActiveTexture(0);
-       }
        else if (texture->currentmaterialflags & (MATERIALFLAG_WATER | MATERIALFLAG_WALL))
        {
                // normal surface (wall or water)