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201 lines
4.6 KiB
201 lines
4.6 KiB
/* |
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gl_rmisc.c - renderer misceallaneous |
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Copyright (C) 2010 Uncle Mike |
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This program is free software: you can redistribute it and/or modify |
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it under the terms of the GNU General Public License as published by |
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the Free Software Foundation, either version 3 of the License, or |
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(at your option) any later version. |
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This program is distributed in the hope that it will be useful, |
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but WITHOUT ANY WARRANTY; without even the implied warranty of |
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the |
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GNU General Public License for more details. |
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*/ |
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#include "common.h" |
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#include "client.h" |
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#include "gl_local.h" |
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#include "mod_local.h" |
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#include "shake.h" |
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static void R_ParseDetailTextures( const char *filename ) |
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{ |
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char *afile, *pfile; |
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string token, texname; |
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string detail_texname; |
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string detail_path; |
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float xScale, yScale; |
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texture_t *tex; |
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int i; |
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afile = FS_LoadFile( filename, NULL, false ); |
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if( !afile ) return; |
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pfile = afile; |
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// format: 'texturename' 'detailtexture' 'xScale' 'yScale' |
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while(( pfile = COM_ParseFile( pfile, token )) != NULL ) |
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{ |
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texname[0] = '\0'; |
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detail_texname[0] = '\0'; |
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// read texname |
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if( token[0] == '{' ) |
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{ |
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// NOTE: COM_ParseFile handled some symbols seperately |
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// this code will be fix it |
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pfile = COM_ParseFile( pfile, token ); |
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Q_strncat( texname, "{", sizeof( texname )); |
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Q_strncat( texname, token, sizeof( texname )); |
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} |
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else Q_strncpy( texname, token, sizeof( texname )); |
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// read detailtexture name |
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pfile = COM_ParseFile( pfile, token ); |
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Q_strncat( detail_texname, token, sizeof( detail_texname )); |
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// trying the scales or '{' |
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pfile = COM_ParseFile( pfile, token ); |
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// read second part of detailtexture name |
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if( token[0] == '{' ) |
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{ |
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Q_strncat( detail_texname, token, sizeof( detail_texname )); |
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pfile = COM_ParseFile( pfile, token ); // read scales |
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Q_strncat( detail_texname, token, sizeof( detail_texname )); |
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pfile = COM_ParseFile( pfile, token ); // parse scales |
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} |
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Q_snprintf( detail_path, sizeof( detail_path ), "gfx/%s", detail_texname ); |
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// read scales |
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xScale = Q_atof( token ); |
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pfile = COM_ParseFile( pfile, token ); |
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yScale = Q_atof( token ); |
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if( xScale <= 0.0f || yScale <= 0.0f ) |
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continue; |
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// search for existing texture and uploading detail texture |
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for( i = 0; i < cl.worldmodel->numtextures; i++ ) |
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{ |
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tex = cl.worldmodel->textures[i]; |
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if( Q_stricmp( tex->name, texname )) |
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continue; |
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tex->dt_texturenum = GL_LoadTexture( detail_path, NULL, 0, TF_FORCE_COLOR ); |
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// texture is loaded |
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if( tex->dt_texturenum ) |
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{ |
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gl_texture_t *glt; |
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glt = R_GetTexture( tex->gl_texturenum ); |
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glt->xscale = xScale; |
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glt->yscale = yScale; |
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} |
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break; |
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} |
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} |
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Mem_Free( afile ); |
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} |
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/* |
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======================= |
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R_ClearStaticEntities |
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e.g. by demo request |
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======================= |
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*/ |
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void R_ClearStaticEntities( void ) |
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{ |
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int i; |
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if( host.type == HOST_DEDICATED ) |
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return; |
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// clear out efrags in case the level hasn't been reloaded |
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for( i = 0; i < cl.worldmodel->numleafs; i++ ) |
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cl.worldmodel->leafs[i+1].efrags = NULL; |
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clgame.numStatics = 0; |
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CL_ClearEfrags (); |
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} |
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void R_NewMap( void ) |
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{ |
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texture_t *tx; |
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int i; |
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R_ClearDecals(); // clear all level decals |
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// upload detailtextures |
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if( CVAR_TO_BOOL( r_detailtextures )) |
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{ |
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string mapname, filepath; |
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Q_strncpy( mapname, cl.worldmodel->name, sizeof( mapname )); |
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COM_StripExtension( mapname ); |
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Q_sprintf( filepath, "%s_detail.txt", mapname ); |
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R_ParseDetailTextures( filepath ); |
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} |
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if( CVAR_TO_BOOL( v_dark )) |
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{ |
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screenfade_t *sf = &clgame.fade; |
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float fadetime = 5.0f; |
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client_textmessage_t *title; |
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title = CL_TextMessageGet( "GAMETITLE" ); |
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if( Host_IsQuakeCompatible( )) |
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fadetime = 1.0f; |
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if( title ) |
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{ |
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// get settings from titles.txt |
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sf->fadeEnd = title->holdtime + title->fadeout; |
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sf->fadeReset = title->fadeout; |
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} |
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else sf->fadeEnd = sf->fadeReset = fadetime; |
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sf->fadeFlags = FFADE_IN; |
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sf->fader = sf->fadeg = sf->fadeb = 0; |
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sf->fadealpha = 255; |
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sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset; |
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sf->fadeReset += cl.time; |
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sf->fadeEnd += sf->fadeReset; |
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Cvar_SetValue( "v_dark", 0.0f ); |
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} |
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// clear out efrags in case the level hasn't been reloaded |
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for( i = 0; i < cl.worldmodel->numleafs; i++ ) |
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cl.worldmodel->leafs[i+1].efrags = NULL; |
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tr.skytexturenum = -1; |
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pglDisable( GL_FOG ); |
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// clearing texture chains |
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for( i = 0; i < cl.worldmodel->numtextures; i++ ) |
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{ |
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if( !cl.worldmodel->textures[i] ) |
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continue; |
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tx = cl.worldmodel->textures[i]; |
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if( !Q_strncmp( tx->name, "sky", 3 ) && tx->width == ( tx->height * 2 )) |
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tr.skytexturenum = i; |
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tx->texturechain = NULL; |
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} |
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R_SetupSky( clgame.movevars.skyName ); |
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GL_BuildLightmaps (); |
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} |