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.
+MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
#include "quakedef.h"
-
-/*
-==================
-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;
- r_notexture_mip->transparent = FALSE;
-
- 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;
- }
- }
-}
-
/*
===============
R_Envmap_f
Grab six views for environment mapping tests
===============
*/
-void R_Envmap_f (void)
+float CalcFov (float fov_x, float width, float height);
+struct
{
- byte buffer[256*256*4];
-
- glDrawBuffer (GL_FRONT);
- glReadBuffer (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 ();
- 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);
- GL_EndRendering ();
+ float angles[3];
+ char *name;
}
-
-void R_InitParticles (void);
-
-/*
-===============
-R_Init
-===============
-*/
-void R_Init (void)
-{
-// extern cvar_t gl_finish;
-
- Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
- Cmd_AddCommand ("envmap", R_Envmap_f);
- Cmd_AddCommand ("pointfile", R_ReadPointFile_f);
-
-// Cvar_RegisterVariable (&r_norefresh);
-// Cvar_RegisterVariable (&r_lightmap);
- Cvar_RegisterVariable (&r_drawentities);
- Cvar_RegisterVariable (&r_drawviewmodel);
- Cvar_RegisterVariable (&r_shadows);
- Cvar_RegisterVariable (&r_wateralpha);
- Cvar_RegisterVariable (&r_dynamic);
- Cvar_RegisterVariable (&r_novis);
- Cvar_RegisterVariable (&r_speeds);
- Cvar_RegisterVariable (&r_waterripple); // LordHavoc: added waterripple
-
-// Cvar_RegisterVariable (&gl_cull);
-// Cvar_RegisterVariable (&gl_affinemodels);
-// Cvar_RegisterVariable (&gl_polyblend);
-// Cvar_RegisterVariable (&gl_flashblend);
- Cvar_RegisterVariable (&gl_playermip);
-// Cvar_RegisterVariable (&gl_nocolors);
-
-// Cvar_RegisterVariable (&gl_keeptjunctions);
-// Cvar_RegisterVariable (&gl_reporttjunctions);
-
- R_InitParticles ();
-
- playertextures = texture_extension_number;
- texture_extension_number += 64; // LordHavoc: increased number of players from 16 to 64
-}
-
-qboolean VID_Is8bit(void);
-void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha);
-
-/*
-===============
-R_TranslatePlayerSkin
-
-Translates a skin texture by the per-player color lookup
-===============
-*/
-void R_TranslatePlayerSkin (int playernum)
+envmapinfo[6] =
{
- int top, bottom;
- byte translate[256];
- unsigned translate32[256];
- int i, j, s;
- model_t *model;
- aliashdr_t *paliashdr;
- byte *original;
- unsigned pixels[512*256], *out;
- unsigned scaled_width, scaled_height;
- int inwidth, inheight;
- byte *inrow;
- unsigned frac, fracstep;
-
- top = cl.scores[playernum].colors & 0xf0;
- bottom = (cl.scores[playernum].colors &15)<<4;
+ {{ 0, 0, 0}, "ft"},
+ {{ 0, 90, 0}, "rt"},
+ {{ 0, 180, 0}, "bk"},
+ {{ 0, 270, 0}, "lf"},
+ {{-90, 90, 0}, "up"},
+ {{ 90, 90, 0}, "dn"}
+};
+void R_Envmap_f (void)
+{
+ int i, size;
+ char filename[256];
+ char basename[256];
+ byte *buffer, gamma[256];
- for (i=0 ; i<256 ; i++)
- translate[i] = i;
+ if (Cmd_Argc() != 3)
+ {
+ Con_Printf ("envmap <basename> <size>: save out 6 cubic environment map images, usable with loadsky, note that size must one of 128, 256, 512, or 1024 and can't be bigger than your current resolution\n");
+ return;
+ }
+
+ if (!r_render.value)
+ return;
- for (i=0 ; i<16 ; i++)
+ strcpy(basename, Cmd_Argv(1));
+ size = atoi(Cmd_Argv(2));
+ if (size != 128 && size != 256 && size != 512 && size != 1024)
+ {
+ Con_Printf("envmap: size must be one of 128, 256, 512, or 1024\n");
+ return;
+ }
+ if (size > vid.realwidth || size > vid.realheight)
{
- // LordHavoc: corrected color ranges
- if (top < 128 || (top >= 224 && top < 240)) // the artists made some backwards ranges. sigh.
- translate[TOP_RANGE+i] = top+i;
- else
- translate[TOP_RANGE+i] = top+15-i;
-
- // LordHavoc: corrected color ranges
- if (bottom < 128 || (bottom >= 224 && bottom < 240))
- translate[BOTTOM_RANGE+i] = bottom+i;
- else
- translate[BOTTOM_RANGE+i] = bottom+15-i;
+ Con_Printf("envmap: your resolution is not big enough to render that size\n");
+ return;
}
- //
- // locate the original skin pixels
- //
- currententity = &cl_entities[1+playernum];
- model = currententity->model;
- if (!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);
- s = paliashdr->skinwidth * paliashdr->skinheight;
- if (currententity->skinnum < 0 || currententity->skinnum >= paliashdr->numskins)
+ buffer = malloc(size*size*3);
+ if (buffer == NULL)
{
- Con_Printf("(%d): Invalid player skin #%d\n", playernum, currententity->skinnum);
- original = (byte *)paliashdr + paliashdr->texels[0];
+ Con_Printf("envmap: unable to allocate memory for image\n");
+ return;
}
- else
- original = (byte *)paliashdr + paliashdr->texels[currententity->skinnum];
- if (s & 3)
- Sys_Error ("R_TranslateSkin: s&3");
- inwidth = paliashdr->skinwidth;
- inheight = paliashdr->skinheight;
+ BuildGammaTable8((lighthalf && hardwaregammasupported) ? 2.0f : 1.0f, 1, 1, 0, gamma);
+
+// glDrawBuffer (GL_FRONT);
+// glReadBuffer (GL_FRONT);
+ glDrawBuffer (GL_BACK);
+ glReadBuffer (GL_BACK);
+ envmap = true;
- // because this happens during gameplay, do it fast
- // instead of sending it through gl_upload 8
- glBindTexture(GL_TEXTURE_2D, playertextures + playernum);
+ r_refdef.x = 0;
+ r_refdef.y = 0;
+ r_refdef.width = size;
+ r_refdef.height = size;
-#if 0
- byte translated[320*200];
+ r_refdef.fov_x = 90;
+ r_refdef.fov_y = 90;
- for (i=0 ; i<s ; i+=4)
+ for (i = 0;i < 6;i++)
{
- 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]];
+ VectorCopy(envmapinfo[i].angles, r_refdef.viewangles);
+ glClearColor(0,0,0,0);
+ glClear(GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); // LordHavoc: clear the screen (around the view as well)
+ R_RenderView ();
+ glReadPixels (0, 0, size, size, GL_RGB, GL_UNSIGNED_BYTE, buffer);
+ sprintf(filename, "env/%s%s.tga", basename, envmapinfo[i].name);
+ Image_GammaRemapRGB(buffer, buffer, size * size, gamma, gamma, gamma);
+ Image_WriteTGARGB_preflipped(filename, size, size, buffer);
}
+ envmap = false;
+ glDrawBuffer (GL_BACK);
+ glReadBuffer (GL_BACK);
- // don't mipmap these, because it takes too long
- GL_Upload8 (translated, paliashdr->skinwidth, paliashdr->skinheight, false, false, true);
-#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;
-
- // allow users to crunch sizes down even more if they want
- scaled_width >>= (int)gl_playermip.value;
- scaled_height >>= (int)gl_playermip.value;
-
- if (VID_Is8bit())
- { // 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, false, false);
- return;
- }
+ free(buffer);
- for (i=0 ; i<256 ; i++)
- translate32[i] = d_8to24table[translate[i]];
+ // cause refdef to be fixed
+// vid.recalc_refdef = 1;
+}
- 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;
- }
- }
- glTexImage2D (GL_TEXTURE_2D, 0, gl_solid_format, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, pixels);
+static void gl_misc_start(void)
+{
+}
- 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
+static void gl_misc_shutdown(void)
+{
+}
+static void gl_misc_newmap(void)
+{
}
-void R_ClearParticles (void);
-void GL_BuildLightmaps (void);
+/*
+===============
+R_Init
+===============
+*/
+static void R_TimeRefresh_f (void);
+void GL_Misc_Init (void)
+{
+ Cmd_AddCommand ("envmap", R_Envmap_f);
+ Cmd_AddCommand ("timerefresh", R_TimeRefresh_f);
+
+ R_RegisterModule("GL_Misc", gl_misc_start, gl_misc_shutdown, gl_misc_newmap);
+}
+
+extern void GL_BuildLightmaps (void);
/*
===============
R_NewMap
===============
*/
-void SHOWLMP_clear();
void R_NewMap (void)
{
int i;
-
+
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;
- currententity = &r_worldentity;
-
-// 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 ();
+ R_Modules_NewMap();
GL_BuildLightmaps ();
- // identify sky texture
- skytexturenum = -1;
- 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;
- cl.worldmodel->textures[i]->texturechain = NULL;
- }
SHOWLMP_clear();
}
For program optimization
====================
*/
-void R_TimeRefresh_f (void)
+qboolean intimerefresh = 0;
+static void R_TimeRefresh_f (void)
{
int i;
float start, stop, time;
- start = Sys_FloatTime ();
- for (i=0 ; i<128 ; i++)
+ intimerefresh = 1;
+ start = Sys_DoubleTime ();
+ glDrawBuffer (GL_FRONT);
+ for (i = 0;i < 128;i++)
{
+ r_refdef.viewangles[0] = 0;
r_refdef.viewangles[1] = i/128.0*360.0;
- SCR_UpdateScreen();
+ r_refdef.viewangles[2] = 0;
+ R_RenderView();
}
+ glDrawBuffer (GL_BACK);
- stop = Sys_FloatTime ();
+ stop = Sys_DoubleTime ();
+ intimerefresh = 0;
time = stop-start;
Con_Printf ("%f seconds (%f fps)\n", time, 128/time);
}
-void D_FlushCaches (void)
-{
-}
-