]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_rmain.c
moved mod_shared.c detail texture and distortion texture stuff to gl_rmain.c (renamed...
[xonotic/darkplaces.git] / gl_rmain.c
index 4042819641c1d090b85f198a6ee4d531265886f4..8dc3369796969bf2889407bf3c6a89a0504ad90c 100644 (file)
@@ -115,6 +115,8 @@ rtexture_t *r_texture_black;
 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)
 {
@@ -214,17 +216,97 @@ void FOG_registercvars(void)
        }
 }
 
-void gl_main_start(void)
+static void R_BuildDetailTextures (void)
 {
-       int x, y, side;
-       vec3_t v;
-       vec_t s, t, intensity;
-       qbyte pix[16][16][4];
-#define NORMSIZE 64
-       qbyte data[6*NORMSIZE*NORMSIZE*4];
-       r_main_texturepool = R_AllocTexturePool();
-       r_bloom_texture_screen = NULL;
-       r_bloom_texture_bloom = NULL;
+       int i, x, y, light;
+       float vc[3], vx[3], vy[3], vn[3], lightdir[3];
+#define DETAILRESOLUTION 256
+       qbyte data[DETAILRESOLUTION][DETAILRESOLUTION][4], noise[DETAILRESOLUTION][DETAILRESOLUTION];
+       lightdir[0] = 0.5;
+       lightdir[1] = 1;
+       lightdir[2] = -0.25;
+       VectorNormalize(lightdir);
+       for (i = 0;i < NUM_DETAILTEXTURES;i++)
+       {
+               fractalnoise(&noise[0][0], DETAILRESOLUTION, DETAILRESOLUTION >> 4);
+               for (y = 0;y < DETAILRESOLUTION;y++)
+               {
+                       for (x = 0;x < DETAILRESOLUTION;x++)
+                       {
+                               vc[0] = x;
+                               vc[1] = y;
+                               vc[2] = noise[y][x] * (1.0f / 32.0f);
+                               vx[0] = x + 1;
+                               vx[1] = y;
+                               vx[2] = noise[y][(x + 1) % DETAILRESOLUTION] * (1.0f / 32.0f);
+                               vy[0] = x;
+                               vy[1] = y + 1;
+                               vy[2] = noise[(y + 1) % DETAILRESOLUTION][x] * (1.0f / 32.0f);
+                               VectorSubtract(vx, vc, vx);
+                               VectorSubtract(vy, vc, vy);
+                               CrossProduct(vx, vy, vn);
+                               VectorNormalize(vn);
+                               light = 128 - DotProduct(vn, lightdir) * 128;
+                               light = bound(0, light, 255);
+                               data[y][x][0] = data[y][x][1] = data[y][x][2] = light;
+                               data[y][x][3] = 255;
+                       }
+               }
+               r_texture_detailtextures[i] = R_LoadTexture2D(r_main_texturepool, va("detailtexture%i", i), DETAILRESOLUTION, DETAILRESOLUTION, &data[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP | TEXF_PRECACHE, NULL);
+       }
+}
+
+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];
        data[0] = 128; // normal X
        data[1] = 128; // normal Y
        data[2] = 255; // normal Z
@@ -240,6 +322,12 @@ void gl_main_start(void)
        data[2] = 0;
        data[3] = 255;
        r_texture_black = R_LoadTexture2D(r_main_texturepool, "blankblack", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+}
+
+static void R_BuildNoTexture(void)
+{
+       int x, y;
+       qbyte pix[16][16][4];
        // this makes a light grey/dark grey checkerboard texture
        for (y = 0;y < 16;y++)
        {
@@ -262,65 +350,92 @@ void gl_main_start(void)
                }
        }
        r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
-       if (gl_texturecubemap)
+}
+
+static void R_BuildWhiteCube(void)
+{
+       qbyte data[6*1*1*4];
+       data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
+       data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
+       data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
+       data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
+       data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
+       data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
+       r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+static void R_BuildNormalizationCube(void)
+{
+       int x, y, side;
+       vec3_t v;
+       vec_t s, t, intensity;
+#define NORMSIZE 64
+       qbyte data[6][NORMSIZE][NORMSIZE][4];
+       for (side = 0;side < 6;side++)
        {
-               data[ 0] = 255;data[ 1] = 255;data[ 2] = 255;data[ 3] = 255;
-               data[ 4] = 255;data[ 5] = 255;data[ 6] = 255;data[ 7] = 255;
-               data[ 8] = 255;data[ 9] = 255;data[10] = 255;data[11] = 255;
-               data[12] = 255;data[13] = 255;data[14] = 255;data[15] = 255;
-               data[16] = 255;data[17] = 255;data[18] = 255;data[19] = 255;
-               data[20] = 255;data[21] = 255;data[22] = 255;data[23] = 255;
-               r_texture_whitecube = R_LoadTextureCubeMap(r_main_texturepool, "whitecube", 1, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
-               for (side = 0;side < 6;side++)
+               for (y = 0;y < NORMSIZE;y++)
                {
-                       for (y = 0;y < NORMSIZE;y++)
+                       for (x = 0;x < NORMSIZE;x++)
                        {
-                               for (x = 0;x < NORMSIZE;x++)
+                               s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
+                               switch(side)
                                {
-                                       s = (x + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       t = (y + 0.5f) * (2.0f / NORMSIZE) - 1.0f;
-                                       switch(side)
-                                       {
-                                       case 0:
-                                               v[0] = 1;
-                                               v[1] = -t;
-                                               v[2] = -s;
-                                               break;
-                                       case 1:
-                                               v[0] = -1;
-                                               v[1] = -t;
-                                               v[2] = s;
-                                               break;
-                                       case 2:
-                                               v[0] = s;
-                                               v[1] = 1;
-                                               v[2] = t;
-                                               break;
-                                       case 3:
-                                               v[0] = s;
-                                               v[1] = -1;
-                                               v[2] = -t;
-                                               break;
-                                       case 4:
-                                               v[0] = s;
-                                               v[1] = -t;
-                                               v[2] = 1;
-                                               break;
-                                       case 5:
-                                               v[0] = -s;
-                                               v[1] = -t;
-                                               v[2] = -1;
-                                               break;
-                                       }
-                                       intensity = 127.0f / sqrt(DotProduct(v, v));
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+0] = 128.0f + intensity * v[0];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+1] = 128.0f + intensity * v[1];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+2] = 128.0f + intensity * v[2];
-                                       data[((side*NORMSIZE+y)*NORMSIZE+x)*4+3] = 255;
+                               case 0:
+                                       v[0] = 1;
+                                       v[1] = -t;
+                                       v[2] = -s;
+                                       break;
+                               case 1:
+                                       v[0] = -1;
+                                       v[1] = -t;
+                                       v[2] = s;
+                                       break;
+                               case 2:
+                                       v[0] = s;
+                                       v[1] = 1;
+                                       v[2] = t;
+                                       break;
+                               case 3:
+                                       v[0] = s;
+                                       v[1] = -1;
+                                       v[2] = -t;
+                                       break;
+                               case 4:
+                                       v[0] = s;
+                                       v[1] = -t;
+                                       v[2] = 1;
+                                       break;
+                               case 5:
+                                       v[0] = -s;
+                                       v[1] = -t;
+                                       v[2] = -1;
+                                       break;
                                }
+                               intensity = 127.0f / sqrt(DotProduct(v, v));
+                               data[side][y][x][0] = 128.0f + intensity * v[0];
+                               data[side][y][x][1] = 128.0f + intensity * v[1];
+                               data[side][y][x][2] = 128.0f + intensity * v[2];
+                               data[side][y][x][3] = 255;
                        }
                }
-               r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, data, TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+       }
+       r_texture_normalizationcube = R_LoadTextureCubeMap(r_main_texturepool, "normalcube", NORMSIZE, &data[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+
+void gl_main_start(void)
+{
+       r_main_texturepool = R_AllocTexturePool();
+       r_bloom_texture_screen = NULL;
+       r_bloom_texture_bloom = NULL;
+       R_BuildBlankTextures();
+       R_BuildNoTexture();
+       R_BuildDetailTextures();
+       R_BuildDistortTexture();
+       if (gl_texturecubemap)
+       {
+               R_BuildWhiteCube();
+               R_BuildNormalizationCube();
        }
 }