-static void R_BuildDetailTextures (void)
-{
- int i, x, y, light;
- float vc[3], vx[3], vy[3], vn[3], lightdir[3];
-#define DETAILRESOLUTION 256
- qbyte (*data)[DETAILRESOLUTION][4];
- qbyte (*noise)[DETAILRESOLUTION];
-
- // Allocate the buffers dynamically to avoid having such big guys on the stack
- data = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*data));
- noise = Mem_Alloc(tempmempool, DETAILRESOLUTION * sizeof(*noise));
-
- 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);
- }
-
- Mem_Free(noise);
- Mem_Free(data);
-}
-