Xash3D FWGS engine.
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/*
gl_rmisc.c - renderer misceallaneous
Copyright (C) 2010 Uncle Mike
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
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. See the
GNU General Public License for more details.
*/
#include "common.h"
#include "client.h"
#include "gl_local.h"
#include "mod_local.h"
#include "shake.h"
typedef struct
{
char texname[64]; // shortname
imgfilter_t filter;
} dfilter_t;
dfilter_t *tex_filters[MAX_TEXTURES];
int num_texfilters;
void R_ParseDetailTextures( const char *filename )
{
char *afile, *pfile;
string token, texname;
string detail_texname;
string detail_path;
float xScale, yScale;
texture_t *tex;
int i;
afile = FS_LoadFile( filename, NULL, false );
if( !afile ) return;
pfile = afile;
// format: 'texturename' 'detailtexture' 'xScale' 'yScale'
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
texname[0] = '\0';
detail_texname[0] = '\0';
// read texname
if( token[0] == '{' )
{
// NOTE: COM_ParseFile handled some symbols seperately
// this code will be fix it
pfile = COM_ParseFile( pfile, token );
Q_strncat( texname, "{", sizeof( texname ));
Q_strncat( texname, token, sizeof( texname ));
}
else Q_strncpy( texname, token, sizeof( texname ));
// read detailtexture name
pfile = COM_ParseFile( pfile, token );
Q_strncat( detail_texname, token, sizeof( detail_texname ));
// trying the scales or '{'
pfile = COM_ParseFile( pfile, token );
// read second part of detailtexture name
if( token[0] == '{' )
{
Q_strncat( detail_texname, token, sizeof( detail_texname ));
pfile = COM_ParseFile( pfile, token ); // read scales
Q_strncat( detail_texname, token, sizeof( detail_texname ));
pfile = COM_ParseFile( pfile, token ); // parse scales
}
Q_snprintf( detail_path, sizeof( detail_path ), "gfx/%s", detail_texname );
// read scales
xScale = Q_atof( token );
pfile = COM_ParseFile( pfile, token );
yScale = Q_atof( token );
if( xScale <= 0.0f || yScale <= 0.0f )
continue;
// search for existing texture and uploading detail texture
for( i = 0; i < cl.worldmodel->numtextures; i++ )
{
tex = cl.worldmodel->textures[i];
if( Q_stricmp( tex->name, texname ))
continue;
tex->dt_texturenum = GL_LoadTexture( detail_path, NULL, 0, TF_FORCE_COLOR, NULL );
// texture is loaded
if( tex->dt_texturenum )
{
gl_texture_t *glt;
glt = R_GetTexture( tex->gl_texturenum );
glt->xscale = xScale;
glt->yscale = yScale;
}
break;
}
}
Mem_Free( afile );
}
void R_ParseTexFilters( const char *filename )
{
char *afile, *pfile;
string token, texname;
dfilter_t *tf;
int i;
afile = FS_LoadFile( filename, NULL, false );
if( !afile ) return;
pfile = afile;
// format: 'texturename' 'filtername' 'factor' 'bias' 'blendmode' 'grayscale'
while(( pfile = COM_ParseFile( pfile, token )) != NULL )
{
imgfilter_t filter;
memset( &filter, 0, sizeof( filter ));
Q_strncpy( texname, token, sizeof( texname ));
// parse filter
pfile = COM_ParseFile( pfile, token );
if( !Q_stricmp( token, "blur" ))
filter.filter = BLUR_FILTER;
else if( !Q_stricmp( token, "blur2" ))
filter.filter = BLUR_FILTER2;
else if( !Q_stricmp( token, "edge" ))
filter.filter = EDGE_FILTER;
else if( !Q_stricmp( token, "emboss" ))
filter.filter = EMBOSS_FILTER;
// reading factor
pfile = COM_ParseFile( pfile, token );
filter.factor = Q_atof( token );
// reading bias
pfile = COM_ParseFile( pfile, token );
filter.bias = Q_atof( token );
// reading blendFunc
pfile = COM_ParseFile( pfile, token );
if( !Q_stricmp( token, "modulate" ) || !Q_stricmp( token, "GL_MODULATE" ))
filter.blendFunc = GL_MODULATE;
else if( !Q_stricmp( token, "replace" ) || !Q_stricmp( token, "GL_REPLACE" ))
filter.blendFunc = GL_REPLACE;
else if( !Q_stricmp( token, "add" ) || !Q_stricmp( token, "GL_ADD" ))
filter.blendFunc = GL_ADD;
else if( !Q_stricmp( token, "decal" ) || !Q_stricmp( token, "GL_DECAL" ))
filter.blendFunc = GL_DECAL;
else if( !Q_stricmp( token, "blend" ) || !Q_stricmp( token, "GL_BLEND" ))
filter.blendFunc = GL_BLEND;
else if( !Q_stricmp( token, "add_signed" ) || !Q_stricmp( token, "GL_ADD_SIGNED" ))
filter.blendFunc = GL_ADD_SIGNED;
else filter.blendFunc = GL_REPLACE; // defaulting to replace
// reading flags
pfile = COM_ParseFile( pfile, token );
filter.flags = Q_atoi( token );
// make sure what factor is not zeroed
if( filter.factor == 0.0f )
continue;
// check if already existed
for( i = 0; i < num_texfilters; i++ )
{
tf = tex_filters[i];
if( !Q_stricmp( tf->texname, texname ))
break;
}
if( i != num_texfilters )
continue; // already specified
// allocate new texfilter
tf = Z_Malloc( sizeof( dfilter_t ));
tex_filters[num_texfilters++] = tf;
Q_strncpy( tf->texname, texname, sizeof( tf->texname ));
tf->filter = filter;
}
Con_Reportf( "%i texture filters parsed\n", num_texfilters );
Mem_Free( afile );
}
imgfilter_t *R_FindTexFilter( const char *texname )
{
dfilter_t *tf;
int i;
for( i = 0; i < num_texfilters; i++ )
{
tf = tex_filters[i];
if( !Q_stricmp( tf->texname, texname ))
return &tf->filter;
}
return NULL;
}
/*
=======================
R_ClearStaticEntities
e.g. by demo request
=======================
*/
void R_ClearStaticEntities( void )
{
int i;
if( host.type == HOST_DEDICATED )
return;
// clear out efrags in case the level hasn't been reloaded
for( i = 0; i < cl.worldmodel->numleafs; i++ )
cl.worldmodel->leafs[i+1].efrags = NULL;
clgame.numStatics = 0;
CL_ClearEfrags ();
}
void R_NewMap( void )
{
texture_t *tx;
int i;
R_ClearDecals(); // clear all level decals
// upload detailtextures
if( CVAR_TO_BOOL( r_detailtextures ))
{
string mapname, filepath;
Q_strncpy( mapname, cl.worldmodel->name, sizeof( mapname ));
COM_StripExtension( mapname );
Q_sprintf( filepath, "%s_detail.txt", mapname );
R_ParseDetailTextures( filepath );
}
if( CVAR_TO_BOOL( v_dark ))
{
screenfade_t *sf = &clgame.fade;
float fadetime = 5.0f;
client_textmessage_t *title;
title = CL_TextMessageGet( "GAMETITLE" );
if( Host_IsQuakeCompatible( ))
fadetime = 1.0f;
if( title )
{
// get settings from titles.txt
sf->fadeEnd = title->holdtime + title->fadeout;
sf->fadeReset = title->fadeout;
}
else sf->fadeEnd = sf->fadeReset = fadetime;
sf->fadeFlags = FFADE_IN;
sf->fader = sf->fadeg = sf->fadeb = 0;
sf->fadealpha = 255;
sf->fadeSpeed = (float)sf->fadealpha / sf->fadeReset;
sf->fadeReset += cl.time;
sf->fadeEnd += sf->fadeReset;
Cvar_SetValue( "v_dark", 0.0f );
}
// clear out efrags in case the level hasn't been reloaded
for( i = 0; i < cl.worldmodel->numleafs; i++ )
cl.worldmodel->leafs[i+1].efrags = NULL;
tr.skytexturenum = -1;
pglDisable( GL_FOG );
// clearing texture chains
for( i = 0; i < cl.worldmodel->numtextures; i++ )
{
if( !cl.worldmodel->textures[i] )
continue;
tx = cl.worldmodel->textures[i];
if( !Q_strncmp( tx->name, "sky", 3 ) && tx->width == ( tx->height * 2 ))
tr.skytexturenum = i;
tx->texturechain = NULL;
}
R_SetupSky( clgame.movevars.skyName );
GL_BuildLightmaps ();
}