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ref: gl: ripply water implementation (bugfixed version from my Quake-2 patches)
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@ -489,6 +489,11 @@ void R_ClearSkyBox( void );
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void R_DrawSkyBox( void );
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void R_DrawClouds( void );
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void EmitWaterPolys( msurface_t *warp, qboolean reverse );
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void R_InitRipples( void );
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void R_ResetRipples( void );
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void R_AnimateRipples( void );
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void R_UpdateRippleTexParams( void );
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void R_UploadRipples( texture_t *image );
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//
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// gl_vgui.c
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@ -750,6 +755,9 @@ extern convar_t r_vbo;
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extern convar_t r_vbo_dlightmode;
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extern convar_t r_studio_sort_textures;
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extern convar_t r_studio_drawelements;
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extern convar_t r_ripple;
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extern convar_t r_ripple_updatetime;
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extern convar_t r_ripple_spawntime;
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//
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// engine shared convars
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@ -30,6 +30,10 @@ CVAR_DEFINE_AUTO( r_traceglow, "0", FCVAR_GLCONFIG, "cull flares behind models"
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CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" );
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CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_ARCHIVE, "draw world using VBO (known to be glitchy)" );
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CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_ARCHIVE, "vbo dlight rendering mode (0-1)" );
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CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" );
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CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" );
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CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );
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DEFINE_ENGINE_SHARED_CVAR_LIST()
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@ -1186,6 +1190,9 @@ void GL_InitCommands( void )
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gEngfuncs.Cvar_RegisterVariable( &r_traceglow );
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gEngfuncs.Cvar_RegisterVariable( &r_studio_sort_textures );
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gEngfuncs.Cvar_RegisterVariable( &r_studio_drawelements );
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gEngfuncs.Cvar_RegisterVariable( &r_ripple );
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gEngfuncs.Cvar_RegisterVariable( &r_ripple_updatetime );
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gEngfuncs.Cvar_RegisterVariable( &r_ripple_spawntime );
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gEngfuncs.Cvar_RegisterVariable( &gl_extensions );
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gEngfuncs.Cvar_RegisterVariable( &gl_texture_nearest );
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218
ref/gl/gl_warp.c
218
ref/gl/gl_warp.c
@ -62,6 +62,29 @@ static float r_turbsin[] =
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#include "warpsin.h"
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};
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#define RIPPLES_CACHEWIDTH_BITS 7
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#define RIPPLES_CACHEWIDTH ( 1 << RIPPLES_CACHEWIDTH_BITS )
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#define RIPPLES_CACHEWIDTH_MASK (( RIPPLES_CACHEWIDTH ) - 1 )
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#define RIPPLES_TEXSIZE ( RIPPLES_CACHEWIDTH * RIPPLES_CACHEWIDTH )
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#define RIPPLES_TEXSIZE_MASK ( RIPPLES_TEXSIZE - 1 )
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STATIC_ASSERT( RIPPLES_TEXSIZE == 0x4000, "fix the algorithm to work with custom resolution" );
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static struct
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{
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double time;
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double oldtime;
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short *curbuf, *oldbuf;
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short buf[2][RIPPLES_TEXSIZE];
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qboolean update;
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uint32_t texture[RIPPLES_TEXSIZE];
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int gl_texturenum;
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int rippletexturenum;
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int texturescale; // not all textures are 128x128, scale the texcoords down
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} g_ripple;
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static qboolean CheckSkybox( const char *name, char out[6][MAX_STRING] )
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{
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const char *skybox_ext[3] = { "dds", "tga", "bmp" };
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@ -767,7 +790,9 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
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if( !warp->polys ) return;
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// set the current waveheight
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if( warp->polys->verts[0][2] >= RI.vieworg[2] )
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if( r_ripple.value )
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waveHeight = 0;
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else if( warp->polys->verts[0][2] >= RI.vieworg[2] )
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waveHeight = -RI.currententity->curstate.scale;
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else waveHeight = RI.currententity->curstate.scale;
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@ -799,10 +824,18 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
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os = v[3];
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ot = v[4];
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s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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s *= ( 1.0f / SUBDIVIDE_SIZE );
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if( !r_ripple.value )
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{
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s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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}
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else
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{
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s = os / g_ripple.texturescale;
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t = ot / g_ripple.texturescale;
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}
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t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
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s *= ( 1.0f / SUBDIVIDE_SIZE );
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t *= ( 1.0f / SUBDIVIDE_SIZE );
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pglTexCoord2f( s, t );
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@ -822,3 +855,180 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
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GL_SetupFogColorForSurfaces();
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}
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/*
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============================================================
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HALF-LIFE SOFTWARE WATER
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============================================================
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*/
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void R_ResetRipples( void )
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{
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g_ripple.curbuf = g_ripple.buf[0];
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g_ripple.oldbuf = g_ripple.buf[1];
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g_ripple.time = g_ripple.oldtime = gpGlobals->time - 0.1;
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memset( g_ripple.buf, 0, sizeof( g_ripple.buf ));
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}
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void R_InitRipples( void )
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{
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rgbdata_t pic = { 0 };
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pic.width = pic.height = RIPPLES_CACHEWIDTH;
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pic.depth = 1;
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pic.flags = IMAGE_HAS_COLOR;
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pic.buffer = (byte *)g_ripple.texture;
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pic.type = PF_RGBA_32;
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pic.size = sizeof( g_ripple.texture );
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pic.numMips = 1;
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memset( pic.buffer, 0, pic.size );
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g_ripple.rippletexturenum = GL_LoadTextureInternal( "*rippletex", &pic, TF_NOMIPMAP );
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}
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static void R_SwapBufs( void )
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{
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short *tempbufp = g_ripple.curbuf;
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g_ripple.curbuf = g_ripple.oldbuf;
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g_ripple.oldbuf = tempbufp;
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}
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static void R_SpawnNewRipple( int x, int y, short val )
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{
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#define PIXEL( x, y ) ((( x ) & RIPPLES_CACHEWIDTH_MASK ) + ((( y ) & RIPPLES_CACHEWIDTH_MASK) << 7 ))
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g_ripple.oldbuf[PIXEL( x, y )] += val;
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val >>= 2;
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g_ripple.oldbuf[PIXEL( x + 1, y )] += val;
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g_ripple.oldbuf[PIXEL( x - 1, y )] += val;
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g_ripple.oldbuf[PIXEL( x, y + 1 )] += val;
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g_ripple.oldbuf[PIXEL( x, y - 1 )] += val;
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#undef PIXEL
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}
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static void R_RunRipplesAnimation( const short *oldbuf, short *pbuf )
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{
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unsigned int i = 0;
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for( i = 0; i < RIPPLES_TEXSIZE; i++, pbuf++ )
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{
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int p = RIPPLES_CACHEWIDTH + i;
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int val;
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val = ((int)oldbuf[(p - ( RIPPLES_CACHEWIDTH * 2 )) & RIPPLES_TEXSIZE_MASK]
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+ (int)oldbuf[(p - ( RIPPLES_CACHEWIDTH + 1 )) & RIPPLES_TEXSIZE_MASK]
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+ (int)oldbuf[(p - ( RIPPLES_CACHEWIDTH - 1 )) & RIPPLES_TEXSIZE_MASK]
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+ (int)oldbuf[p & RIPPLES_TEXSIZE_MASK]) >> 1;
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val -= *pbuf;
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*pbuf = (short)val - (short)( val >> 6 );
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}
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}
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static int MostSignificantBit( unsigned int v )
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{
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#if __GNUC__
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return 31 - __builtin_clz( v );
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#else
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int i;
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for( i = 0, v >>= 1; v; v >>= 1, i++ );
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return i;
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#endif
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}
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void R_AnimateRipples( void )
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{
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double frametime = gpGlobals->time - g_ripple.time;
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g_ripple.update = r_ripple.value && frametime >= r_ripple_updatetime.value;
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if( !g_ripple.update )
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return;
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g_ripple.time = gpGlobals->time;
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R_SwapBufs();
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if( g_ripple.time - g_ripple.oldtime > r_ripple_spawntime.value )
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{
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int x, y, val;
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g_ripple.oldtime = g_ripple.time;
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x = gEngfuncs.COM_RandomLong( 0, 0x7fff );
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y = gEngfuncs.COM_RandomLong( 0, 0x7fff );
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val = gEngfuncs.COM_RandomLong( 0, 0x3ff );
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R_SpawnNewRipple( x, y, val );
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}
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R_RunRipplesAnimation( g_ripple.oldbuf, g_ripple.curbuf );
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}
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void R_UpdateRippleTexParams( void )
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{
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gl_texture_t *tex = R_GetTexture( g_ripple.rippletexturenum );
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GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
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if( gl_texture_nearest.value )
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
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}
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else
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{
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pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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}
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}
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void R_UploadRipples( texture_t *image )
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{
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gl_texture_t *glt;
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uint32_t *pixels;
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int v, wmask, hmask;
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// discard unuseful textures
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if( !r_ripple.value || image->width > RIPPLES_CACHEWIDTH || image->width != image->height )
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{
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GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
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return;
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}
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glt = R_GetTexture( image->gl_texturenum );
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if( !glt || !glt->original || !glt->original->buffer || !FBitSet( glt->flags, TF_EXPAND_SOURCE ))
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{
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GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
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return;
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}
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GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
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// no updates this frame
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if( !g_ripple.update && image->gl_texturenum == g_ripple.gl_texturenum )
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return;
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g_ripple.gl_texturenum = image->gl_texturenum;
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g_ripple.texturescale = RIPPLES_CACHEWIDTH / image->width;
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pixels = (uint32_t *)glt->original->buffer;
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v = MostSignificantBit( image->width );
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wmask = image->width - 1;
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hmask = image->height - 1;
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for( int i = 0; i < RIPPLES_TEXSIZE; i++ )
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{
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int val = g_ripple.curbuf[i];
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int x = ( val >> 4 ) + i;
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int y = ( i >> 7 ) - ( val >> 4 );
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int pixel = ( x & wmask ) + (( y & hmask ) << ( v & 0x1f )); // ???
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g_ripple.texture[i] = pixels[pixel];
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}
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pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, RIPPLES_CACHEWIDTH, RIPPLES_CACHEWIDTH, 0,
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GL_RGBA, GL_UNSIGNED_BYTE, g_ripple.texture );
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}
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