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
{
const char *texname;
const char *detail;
const char material;
int lMin;
int lMax;
} dmaterial_t;
typedef struct
{
char texname[64]; // shortname
imgfilter_t filter;
} dfilter_t;
dfilter_t *tex_filters[MAX_TEXTURES];
int num_texfilters;
// default rules for apply detail textures.
// maybe move this to external script?
static const dmaterial_t detail_table[] =
{
{ "crt", "dt_conc", 'C', 0, 0 }, // concrete
{ "rock", "dt_rock1", 'C', 0, 0 },
{ "conc", "dt_conc", 'C', 0, 0 },
{ "brick", "dt_brick", 'C', 0, 0 },
{ "wall", "dt_brick", 'C', 0, 0 },
{ "city", "dt_conc", 'C', 0, 0 },
{ "crete", "dt_conc", 'C', 0, 0 },
{ "generic", "dt_brick", 'C', 0, 0 },
{ "floor", "dt_conc", 'C', 0, 0 },
{ "metal", "dt_metal%i", 'M', 1, 2 }, // metal
{ "mtl", "dt_metal%i", 'M', 1, 2 },
{ "pipe", "dt_metal%i", 'M', 1, 2 },
{ "elev", "dt_metal%i", 'M', 1, 2 },
{ "sign", "dt_metal%i", 'M', 1, 2 },
{ "barrel", "dt_metal%i", 'M', 1, 2 },
{ "bath", "dt_ssteel1", 'M', 1, 2 },
{ "tech", "dt_ssteel1", 'M', 1, 2 },
{ "refbridge", "dt_metal%i", 'M', 1, 2 },
{ "panel", "dt_ssteel1", 'M', 0, 0 },
{ "brass", "dt_ssteel1", 'M', 0, 0 },
{ "rune", "dt_metal%i", 'M', 1, 2 },
{ "car", "dt_metal%i", 'M', 1, 2 },
{ "circuit", "dt_metal%i", 'M', 1, 2 },
{ "steel", "dt_ssteel1", 'M', 0, 0 },
{ "dirt", "dt_ground%i", 'D', 1, 5 }, // dirt
{ "drt", "dt_ground%i", 'D', 1, 5 },
{ "out", "dt_ground%i", 'D', 1, 5 },
{ "grass", "dt_grass1", 'D', 0, 0 },
{ "mud", "dt_carpet1", 'D', 0, 0 },
{ "vent", "dt_ssteel1", 'V', 1, 4 }, // vent
{ "duct", "dt_ssteel1", 'V', 1, 4 },
{ "tile", "dt_smooth%i", 'T', 1, 2 },
{ "labflr", "dt_smooth%i", 'T', 1, 2 },
{ "bath", "dt_smooth%i", 'T', 1, 2 },
{ "grate", "dt_stone%i", 'G', 1, 4 }, // vent
{ "stone", "dt_stone%i", 'G', 1, 4 },
{ "grt", "dt_stone%i", 'G', 1, 4 },
{ "wiz", "dt_wood%i", 'W', 1, 3 },
{ "wood", "dt_wood%i", 'W', 1, 3 },
{ "wizwood", "dt_wood%i", 'W', 1, 3 },
{ "wd", "dt_wood%i", 'W', 1, 3 },
{ "table", "dt_wood%i", 'W', 1, 3 },
{ "board", "dt_wood%i", 'W', 1, 3 },
{ "chair", "dt_wood%i", 'W', 1, 3 },
{ "brd", "dt_wood%i", 'W', 1, 3 },
{ "carp", "dt_carpet1", 'W', 1, 3 },
{ "book", "dt_wood%i", 'W', 1, 3 },
{ "box", "dt_wood%i", 'W', 1, 3 },
{ "cab", "dt_wood%i", 'W', 1, 3 },
{ "couch", "dt_wood%i", 'W', 1, 3 },
{ "crate", "dt_wood%i", 'W', 1, 3 },
{ "poster", "dt_plaster%i", 'W', 1, 2 },
{ "sheet", "dt_plaster%i", 'W', 1, 2 },
{ "stucco", "dt_plaster%i", 'W', 1, 2 },
{ "comp", "dt_smooth1", 'P', 0, 0 },
{ "cmp", "dt_smooth1", 'P', 0, 0 },
{ "elec", "dt_smooth1", 'P', 0, 0 },
{ "vend", "dt_smooth1", 'P', 0, 0 },
{ "monitor", "dt_smooth1", 'P', 0, 0 },
{ "phone", "dt_smooth1", 'P', 0, 0 },
{ "glass", "dt_ssteel1", 'Y', 0, 0 },
{ "window", "dt_ssteel1", 'Y', 0, 0 },
{ "flesh", "dt_rough1", 'F', 0, 0 },
{ "meat", "dt_rough1", 'F', 0, 0 },
{ "fls", "dt_rough1", 'F', 0, 0 },
{ "ground", "dt_ground%i", 'D', 1, 5 },
{ "gnd", "dt_ground%i", 'D', 1, 5 },
{ "snow", "dt_snow%i", 'O', 1, 2 }, // snow
{ "wswamp", "dt_smooth1", 'W', 0, 0 },
{ NULL, NULL, 0, 0, 0 }
};
static const char *R_DetailTextureForName( const char *name )
{
const dmaterial_t *table;
if( !name || !*name ) return NULL;
if( !Q_strnicmp( name, "sky", 3 ))
return NULL; // never details for sky
// never apply details for liquids
if( !Q_strnicmp( name + 1, "!lava", 5 ))
return NULL;
if( !Q_strnicmp( name + 1, "!slime", 6 ))
return NULL;
if( !Q_strnicmp( name, "!cur_90", 7 ))
return NULL;
if( !Q_strnicmp( name, "!cur_0", 6 ))
return NULL;
if( !Q_strnicmp( name, "!cur_270", 8 ))
return NULL;
if( !Q_strnicmp( name, "!cur_180", 8 ))
return NULL;
if( !Q_strnicmp( name, "!cur_up", 7 ))
return NULL;
if( !Q_strnicmp( name, "!cur_dwn", 8 ))
return NULL;
if( name[0] == '!' )
return NULL;
// never apply details to the special textures
if( !Q_strnicmp( name, "origin", 6 ))
return NULL;
if( !Q_strnicmp( name, "clip", 4 ))
return NULL;
if( !Q_strnicmp( name, "hint", 4 ))
return NULL;
if( !Q_strnicmp( name, "skip", 4 ))
return NULL;
if( !Q_strnicmp( name, "translucent", 11 ))
return NULL;
if( !Q_strnicmp( name, "3dsky", 5 )) // xash-mod support :-)
return NULL;
if( !Q_strnicmp( name, "scroll", 6 ))
return NULL;
if( name[0] == '@' )
return NULL;
// last check ...
if( !Q_strnicmp( name, "null", 4 ))
return NULL;
for( table = detail_table; table && table->texname; table++ )
{
if( Q_stristr( name, table->texname ))
{
if(( table->lMin + table->lMax ) > 0 )
return va( table->detail, COM_RandomLong( table->lMin, table->lMax ));
return table->detail;
}
}
return NULL;
}
void R_CreateDetailTexturesList( const char *filename )
{
file_t *detail_txt = NULL;
float xScale, yScale;
const char *detail_name;
texture_t *tex;
rgbdata_t *pic;
int i;
for( i = 0; i < cl.worldmodel->numtextures; i++ )
{
tex = cl.worldmodel->textures[i];
detail_name = R_DetailTextureForName( tex->name );
if( !detail_name ) continue;
// detailtexture detected
if( detail_name )
{
if( !detail_txt ) detail_txt = FS_Open( filename, "w", false );
if( !detail_txt )
{
MsgDev( D_ERROR, "Can't write %s\n", filename );
break;
}
pic = FS_LoadImage( va( "gfx/detail/%s", detail_name ), NULL, 0 );
if( pic )
{
xScale = (pic->width / (float)tex->width) * gl_detailscale->value;
yScale = (pic->height / (float)tex->height) * gl_detailscale->value;
FS_FreeImage( pic );
}
else xScale = yScale = 10.0f;
// store detailtexture description
FS_Printf( detail_txt, "%s detail/%s %.2f %.2f\n", tex->name, detail_name, xScale, yScale );
}
}
if( detail_txt ) FS_Close( detail_txt );
}
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;
if( r_detailtextures->value >= 2 && !FS_FileExists( filename, false ))
{
// use built-in generator for detail textures
R_CreateDetailTexturesList( filename );
}
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 )
{
gltexture_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 MsgDev( D_WARN, "unknown blendFunc '%s' specified for texture '%s'\n", texname, token );
// reading flags
pfile = COM_ParseFile( pfile, token );
filter.flags = Q_atoi( token );
// make sure what factor is not zeroed
if( filter.factor == 0.0f )
{
MsgDev( D_WARN, "texfilter for texture %s has factor 0! Ignored\n", texname );
continue;
}
// check if already existed
for( i = 0; i < num_texfilters; i++ )
{
tf = tex_filters[i];
if( !Q_stricmp( tf->texname, texname ))
{
MsgDev( D_WARN, "texture %s has specified multiple filters! Ignored\n", 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;
}
MsgDev( D_INFO, "%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( r_detailtextures->value )
{
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( v_dark->value )
{
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 == 256 && tx->height == 128 )
tr.skytexturenum = i;
tx->texturechain = NULL;
}
R_SetupSky( clgame.movevars.skyName );
GL_BuildLightmaps ();
}