+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][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
+ data[3] = 128; // height
+ r_texture_blanknormalmap = R_LoadTexture2D(r_main_texturepool, "blankbump", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 255;
+ data[1] = 255;
+ data[2] = 255;
+ data[3] = 255;
+ r_texture_white = R_LoadTexture2D(r_main_texturepool, "blankwhite", 1, 1, data, TEXTYPE_RGBA, TEXF_PRECACHE, NULL);
+ data[0] = 0;
+ data[1] = 0;
+ 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++)
+ {
+ for (x = 0;x < 16;x++)
+ {
+ if ((y < 8) ^ (x < 8))
+ {
+ pix[y][x][0] = 128;
+ pix[y][x][1] = 128;
+ pix[y][x][2] = 128;
+ pix[y][x][3] = 255;
+ }
+ else
+ {
+ pix[y][x][0] = 64;
+ pix[y][x][1] = 64;
+ pix[y][x][2] = 64;
+ pix[y][x][3] = 255;
+ }
+ }
+ }
+ r_texture_notexture = R_LoadTexture2D(r_main_texturepool, "notexture", 16, 16, &pix[0][0][0], TEXTYPE_RGBA, TEXF_MIPMAP, NULL);
+}
+
+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++)
+ {
+ for (y = 0;y < NORMSIZE;y++)
+ {
+ 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)
+ {
+ 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[0][0][0][0], TEXTYPE_RGBA, TEXF_PRECACHE | TEXF_CLAMP, NULL);
+}
+