26 Aug 2009

This commit is contained in:
g-cont 2009-08-26 00:00:00 +04:00 committed by Alibek Omarov
parent 0abdaf964b
commit f79320e464
31 changed files with 549 additions and 840 deletions

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@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: baserc - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
baserc.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

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@ -6,6 +6,108 @@
--------------------Configuration: client - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C4.tmp" with contents
[
/nologo /MDd /W3 /Gm /Gi /GX /ZI /Od /I "./" /I "../common" /I "global" /I "hud" /D "WIN32" /D "_DEBUG" /D "_WINDOWS" /FR"..\temp\client\!debug/" /Fo"..\temp\client\!debug/" /Fd"..\temp\client\!debug/" /FD /c
"D:\Xash3D\src_main\client\global\dll_int.cpp"
"D:\Xash3D\src_main\client\hud\hud.cpp"
"D:\Xash3D\src_main\client\hud\hud_ammo.cpp"
"D:\Xash3D\src_main\client\hud\hud_ammohistory.cpp"
"D:\Xash3D\src_main\client\hud\hud_battery.cpp"
"D:\Xash3D\src_main\client\hud\hud_death.cpp"
"D:\Xash3D\src_main\client\hud\hud_flashlight.cpp"
"D:\Xash3D\src_main\client\hud\hud_geiger.cpp"
"D:\Xash3D\src_main\client\hud\hud_health.cpp"
"D:\Xash3D\src_main\client\hud\hud_icons.cpp"
"D:\Xash3D\src_main\client\hud\hud_menu.cpp"
"D:\Xash3D\src_main\client\hud\hud_message.cpp"
"D:\Xash3D\src_main\client\hud\hud_motd.cpp"
"D:\Xash3D\src_main\client\hud\hud_msg.cpp"
"D:\Xash3D\src_main\client\hud\hud_saytext.cpp"
"D:\Xash3D\src_main\client\hud\hud_scoreboard.cpp"
"D:\Xash3D\src_main\client\hud\hud_sound.cpp"
"D:\Xash3D\src_main\client\hud\hud_statusbar.cpp"
"D:\Xash3D\src_main\client\hud\hud_text.cpp"
"D:\Xash3D\src_main\client\hud\hud_train.cpp"
"D:\Xash3D\src_main\client\hud\hud_warhead.cpp"
"D:\Xash3D\src_main\client\hud\hud_zoom.cpp"
"D:\Xash3D\src_main\client\global\tempents.cpp"
"D:\Xash3D\src_main\client\global\utils.cpp"
"D:\Xash3D\src_main\client\global\view.cpp"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C4.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C5.tmp" with contents
[
msvcrtd.lib /nologo /subsystem:windows /dll /incremental:yes /pdb:"..\temp\client\!debug/client.pdb" /debug /machine:I386 /nodefaultlib:"libc.lib" /def:".\client.def" /out:"..\temp\client\!debug/client.dll" /implib:"..\temp\client\!debug/client.lib" /pdbtype:sept /libpath:"..\common\libs"
"\Xash3D\src_main\temp\client\!debug\dll_int.obj"
"\Xash3D\src_main\temp\client\!debug\hud.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammo.obj"
"\Xash3D\src_main\temp\client\!debug\hud_ammohistory.obj"
"\Xash3D\src_main\temp\client\!debug\hud_battery.obj"
"\Xash3D\src_main\temp\client\!debug\hud_death.obj"
"\Xash3D\src_main\temp\client\!debug\hud_flashlight.obj"
"\Xash3D\src_main\temp\client\!debug\hud_geiger.obj"
"\Xash3D\src_main\temp\client\!debug\hud_health.obj"
"\Xash3D\src_main\temp\client\!debug\hud_icons.obj"
"\Xash3D\src_main\temp\client\!debug\hud_menu.obj"
"\Xash3D\src_main\temp\client\!debug\hud_message.obj"
"\Xash3D\src_main\temp\client\!debug\hud_motd.obj"
"\Xash3D\src_main\temp\client\!debug\hud_msg.obj"
"\Xash3D\src_main\temp\client\!debug\hud_saytext.obj"
"\Xash3D\src_main\temp\client\!debug\hud_scoreboard.obj"
"\Xash3D\src_main\temp\client\!debug\hud_sound.obj"
"\Xash3D\src_main\temp\client\!debug\hud_statusbar.obj"
"\Xash3D\src_main\temp\client\!debug\hud_text.obj"
"\Xash3D\src_main\temp\client\!debug\hud_train.obj"
"\Xash3D\src_main\temp\client\!debug\hud_warhead.obj"
"\Xash3D\src_main\temp\client\!debug\hud_zoom.obj"
"\Xash3D\src_main\temp\client\!debug\tempents.obj"
"\Xash3D\src_main\temp\client\!debug\triapi.obj"
"\Xash3D\src_main\temp\client\!debug\utils.obj"
"\Xash3D\src_main\temp\client\!debug\view.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C5.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C6.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\client\!debug\client.dll "D:\Xash3D\bin\client.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP46C6.bat"
Compiling...
hud_warhead.cpp
Generating Code...
Compiling...
dll_int.cpp
hud.cpp
hud_ammo.cpp
hud_ammohistory.cpp
hud_battery.cpp
hud_death.cpp
hud_flashlight.cpp
hud_geiger.cpp
hud_health.cpp
hud_icons.cpp
hud_menu.cpp
hud_message.cpp
hud_motd.cpp
hud_msg.cpp
hud_saytext.cpp
hud_scoreboard.cpp
hud_sound.cpp
hud_statusbar.cpp
hud_text.cpp
hud_train.cpp
Generating Code...
Compiling...
hud_zoom.cpp
tempents.cpp
utils.cpp
view.cpp
Generating Code...
Linking...
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\client\!debug\client.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.

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@ -166,19 +166,7 @@ typedef struct
bool noCrosshair;
} draw_stuff_t;
typedef struct
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeTotalEnd; // Total End Time of the fade (used for FFADE_OUT)
float fadeReset; // When to reset to not fading (for fadeout and hold)
Vector fadeColor;
float fadealpha;
int fadeFlags; // Fading flags
} screenfade_t;
static draw_stuff_t ds;
static screenfade_t sf;
int SPR_Frames( HSPRITE hPic )
{
@ -579,19 +567,162 @@ void V_RenderSplash( void )
DrawImageRectangle( SPR_Load( "gfx/shell/splash" ));
}
//
// hl2 fade - this supports multiple fading
// FIXME: make Class CHudFade instead of C-style code?
//
void SetScreenFade( Vector fadeColor, float alpha, float duration, float holdTime, int fadeFlags )
{
sf.fadeColor = fadeColor;
sf.fadealpha = alpha;
sf.fadeFlags = fadeFlags;
sf.fadeEnd = gHUD.m_flTime + duration;
sf.fadeTotalEnd = sf.fadeEnd + holdTime;
sf.fadeSpeed = duration / gHUD.m_flTimeDelta;
ScreenFade *sf = NULL;
for( int i = 0; i < HUD_MAX_FADES; i++ )
{
// search for free spot
if( gHUD.m_FadeList[i].fadeFlags == 0 )
{
sf = &gHUD.m_FadeList[i];
break;
}
}
if( !sf ) return; // no free fades found
sf->fadeEnd = duration;
sf->fadeReset = holdTime;
sf->fadeColor = fadeColor;
sf->fadeAlpha = alpha;
sf->fadeFlags = fadeFlags;
sf->fadeSpeed = 0;
// calc fade speed
if( duration > 0 )
{
if( fadeFlags & FFADE_OUT )
{
if( sf->fadeEnd )
{
sf->fadeSpeed = -(float)sf->fadeAlpha / sf->fadeEnd;
}
sf->fadeEnd += gHUD.m_flTime;
sf->fadeReset += sf->fadeEnd;
}
else
{
if( sf->fadeEnd )
{
sf->fadeSpeed = (float)sf->fadeAlpha / sf->fadeEnd;
}
sf->fadeReset += gHUD.m_flTime;
sf->fadeEnd += sf->fadeReset;
}
}
if( fadeFlags & FFADE_PURGE )
{
ClearAllFades();
}
}
void DrawScreenFade( void )
{
// FIXME: implement
int i, numFades = 0;
// Cycle through all fades and remove any that have finished (work backwards)
for( i = HUD_MAX_FADES - 1; i >= 0; i-- )
{
ScreenFade *pFade = &gHUD.m_FadeList[i];
if( pFade->fadeFlags == 0 ) continue; // free slot
// Keep pushing reset time out indefinitely
if( pFade->fadeFlags & FFADE_STAYOUT )
{
pFade->fadeReset = gHUD.m_flTime + 0.1f;
}
// All done?
if(( gHUD.m_flTime > pFade->fadeReset ) && ( gHUD.m_flTime > pFade->fadeEnd ))
{
// remove this Fade from the list
memset( pFade, 0, sizeof( ScreenFade ));
}
}
gHUD.m_bModulate = false;
gHUD.m_vFadeColor = Vector( 0, 0, 0 );
gHUD.m_fFadeAlpha = 0.0f;
// Cycle through all fades in the list and calculate the overall color/alpha
for ( i = 0; i < HUD_MAX_FADES; i++ )
{
ScreenFade *pFade = &gHUD.m_FadeList[i];
if( pFade->fadeFlags == 0 ) continue; // free slot
// Color
gHUD.m_vFadeColor += pFade->fadeColor;
// Fading...
int iFadeAlpha;
if( pFade->fadeFlags & ( FFADE_OUT|FFADE_IN ))
{
iFadeAlpha = pFade->fadeSpeed * ( pFade->fadeEnd - gHUD.m_flTime );
if( pFade->fadeFlags & FFADE_OUT )
{
iFadeAlpha += pFade->fadeAlpha;
}
iFadeAlpha = min( iFadeAlpha, pFade->fadeAlpha );
iFadeAlpha = max( 0, iFadeAlpha );
}
else
{
iFadeAlpha = pFade->fadeAlpha;
}
// Use highest alpha
if( iFadeAlpha > gHUD.m_fFadeAlpha )
{
gHUD.m_fFadeAlpha = iFadeAlpha;
}
// Modulate?
if( pFade->fadeFlags & FFADE_MODULATE )
{
gHUD.m_bModulate = true;
}
numFades++;
}
// Divide colors
if( numFades ) gHUD.m_vFadeColor /= numFades;
if( gHUD.m_vFadeColor == Vector( 0, 0, 0 )) return;
const float *RGB = gHUD.m_vFadeColor;
FillRGBA( 0, 0, ScreenWidth, ScreenHeight, RGB[0], RGB[1], RGB[2], gHUD.m_fFadeAlpha );
}
void ClearPermanentFades( void )
{
for( int i = HUD_MAX_FADES - 1; i >= 0; i-- )
{
ScreenFade *pFade = &gHUD.m_FadeList[i];
if( pFade->fadeFlags == 0 ) continue; // free slot
if( pFade->fadeFlags & FFADE_STAYOUT )
{
// remove this Fade from the list
ALERT( at_console, "remove fade %i\n", i );
memset( pFade, 0, sizeof( ScreenFade ));
}
}
}
void ClearAllFades( void )
{
memset( gHUD.m_FadeList, 0, sizeof( gHUD.m_FadeList ));
}
/*

View File

@ -189,6 +189,8 @@ extern void HideCrosshair( bool hide );
extern void DrawCrosshair( void );
extern void DrawPause( void );
extern void SetScreenFade( Vector fadeColor, float alpha, float duration, float holdTime, int fadeFlags );
extern void ClearAllFades( void );
extern void ClearPermanentFades( void );
extern void DrawScreenFade( void );
extern void DrawImageBar( float percent, const char *szSpriteName );
extern void DrawImageBar( float percent, const char *szSpriteName, int x, int y );

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@ -75,7 +75,8 @@ void CHud :: VidInit( void )
m_hHudFont = 0;
spot = NULL; // clear intermission spot
Draw_VidInit();
Draw_VidInit ();
ClearAllFades ();
// setup screen info
m_scrinfo.iRealWidth = CVAR_GET_FLOAT( "width" );

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@ -15,6 +15,7 @@
#define MIN_ALPHA 100
#define HUDELEM_ACTIVE 1
#define HUD_MAX_FADES 8 // can be blindly increased
typedef struct
{
@ -35,6 +36,16 @@ typedef struct
float appliedAngle;
} ScreenShake;
typedef struct
{
float fadeSpeed; // How fast to fade (tics / second) (+ fade in, - fade out)
float fadeEnd; // When the fading hits maximum
float fadeReset; // When to reset to not fading (for fadeout and hold)
Vector fadeColor;
float fadeAlpha;
int fadeFlags; // Fading flags
} ScreenFade;
typedef struct
{
int dripsPerSecond;
@ -422,6 +433,8 @@ public:
int Draw( float flTime );
int MsgFunc_WarHUD( const char *pszName, int iSize, void *pbuf );
int m_iHudMode;
int m_iOldHudMode;
private:
HSPRITE m_hSprite;
HSPRITE m_hCrosshair;
@ -682,8 +695,15 @@ public:
int m_HUD_number_0;
// screen shake handler
ScreenShake m_Shake;
ScreenShake m_Shake;
// screen fade handler
ScreenFade m_FadeList[HUD_MAX_FADES];
Vector m_vFadeColor;
float m_fFadeAlpha;
BOOL m_bModulate;
// error sprite
int m_HUD_error;
HSPRITE m_hHudError;

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@ -31,7 +31,7 @@ int CHudRedeemer :: VidInit( void )
m_hStatic = SPR_Load( "sprites/static.spr" );
m_hCamera = SPR_Load( "sprites/camera.spr" );
m_iHudMode = 0;
m_iHudMode = m_iOldHudMode = 0;
return 1;
}
@ -39,6 +39,8 @@ int CHudRedeemer :: MsgFunc_WarHUD( const char *pszName, int iSize, void *pbuf )
{
BEGIN_READ( pszName, iSize, pbuf );
m_iHudMode = READ_BYTE();
m_iOldHudMode = -1; // force to update
ClearPermanentFades ();
END_READ();
return 1;
@ -55,7 +57,7 @@ int CHudRedeemer :: Draw( float flTime )
rc.right = ScreenWidth;
rc.bottom = ScreenHeight;
if( m_iHudMode == 1 ) // draw crosshair and readout
if( m_iHudMode == 1 ) // draw warhead screen (controllable rocket)
{
y = (ScreenWidth - GUIDE_S) / 2;
x = (ScreenHeight - GUIDE_S) / 2;
@ -71,9 +73,14 @@ int CHudRedeemer :: Draw( float flTime )
SPR_DrawAdditive( 0, 0, yOffset, READOUT_S>>1, READOUT_S );
yOffset -= READOUT_S;
}
SetScreenFade( Vector( 1, 0, 0 ), 0.25, 0, 0, FFADE_STAYOUT ); // enable red fade
if( m_iOldHudMode != m_iHudMode )
{
// enable red fade
SetScreenFade( Vector( 255, 0, 0 ), 64, 0, 0, FFADE_STAYOUT );
}
}
else if( m_iHudMode == 2 ) // draw alpha noise
else if( m_iHudMode == 2 ) // draw warhead screen with alpha noise (underwater)
{
// play at 15fps
frame = (int)(flTime * 15) % SPR_Frames( m_hStatic );
@ -82,9 +89,9 @@ int CHudRedeemer :: Draw( float flTime )
w = SPR_Width( m_hStatic, 0 );
h = SPR_Height( m_hStatic, 0 );
for( y = -(rand() % h); y < ScreenHeight; y += h )
for( y = -(RANDOM_LONG( 0, h )); y < ScreenHeight; y += h )
{
for( x = -(rand() % w); x < ScreenWidth; x += w )
for( x = -(RANDOM_LONG( 0, w )); x < ScreenWidth; x += w )
{
SPR_Set( m_hStatic, 255, 255, 255, 100 );
SPR_DrawAdditive( frame, x, y, NULL );
@ -105,21 +112,26 @@ int CHudRedeemer :: Draw( float flTime )
SPR_DrawAdditive( 0, 0, yOffset, READOUT_S>>1, READOUT_S );
yOffset -= READOUT_S;
}
SetScreenFade( Vector( 1, 0, 0 ), 0.25, 0, 0, FFADE_STAYOUT ); // enable red fade
if( m_iOldHudMode != m_iHudMode )
{
// enable red fade
SetScreenFade( Vector( 255, 0, 0 ), 64, 0, 0, FFADE_STAYOUT );
}
}
else if( m_iHudMode == 3 ) // draw static noise
else if( m_iHudMode == 3 ) // draw static noise (self destroyed)
{
// play at 15fps
frame = (int)(flTime * 15) % SPR_Frames( m_hStatic );
SPR_Set( m_hStatic, 255, 255, 255 );
SPR_Draw( frame, 0, 0, ScreenWidth, ScreenHeight );
// disable fade
SetScreenFade( Vector( 1, 1, 1 ), 0, 0, 0, FFADE_OUT );
}
else if( m_iHudMode == 4 ) // draw videocamera screen
else if( m_iHudMode == 4 )
{
// HACKHACK draw videocamera screen
// g-cont. i'm lazy same as BUzer, i won't to create new class :)
// play at 1.5 fps
frame = (int)(flTime * 1.5f) % SPR_Frames( m_hCamRec );
@ -138,9 +150,8 @@ int CHudRedeemer :: Draw( float flTime )
x = ScreenWidth - (w * 1.5f);
y = w * 0.4f;
SPR_DrawAdditive( frame, x, y, w, h );
// disable fade
SetScreenFade( Vector( 1, 1, 1 ), 0, 0, 0, FFADE_OUT );
}
m_iOldHudMode = m_iHudMode;
return 1;
}

View File

@ -27,11 +27,12 @@ enum ShakeCommand_t
SHAKE_FREQUENCY, // Modifies the frequency of an active screen shake for all players within the radius.
};
#define FFADE_IN 0x0000 // Just here so we don't pass 0 into the function
#define FFADE_OUT 0x0001 // Fade out (not in)
#define FFADE_MODULATE 0x0002 // Modulate (don't blend)
#define FFADE_STAYOUT 0x0004 // ignores the duration, stays faded out until new ScreenFade message received
#define FFADE_CUSTOMVIEW 0x0008 // fading only at custom viewing (don't sending this to engine )
#define FFADE_IN 0x0001 // Fade in (not out)
#define FFADE_OUT 0x0002 // Fade out (not in)
#define FFADE_MODULATE 0x0004 // Modulate (don't blend)
#define FFADE_STAYOUT 0x0008 // ignores the duration, stays faded out until new ScreenFade message received
#define FFADE_CUSTOMVIEW 0x0010 // fading only at custom viewing (don't sending this to engine )
#define FFADE_PURGE 0x0020 // Purges all other fades, replacing them with this one
// camera flags
#define CAMERA_ON 1

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@ -49,6 +49,7 @@ Studio models are position independent, so the cache manager can move them.
#define STUDIO_NF_BLENDED 0x0010 // rendering as semiblended
#define STUDIO_NF_ADDITIVE 0x0020 // rendering with additive mode
#define STUDIO_NF_TRANSPARENT 0x0040 // use texture with alpha channel
#define STUDIO_NF_QUAKESKIN 0x8000 // special hack for determine alias skins
// motion flags
#define STUDIO_X 0x0001

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@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: engine - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
engine.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

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@ -1,498 +0,0 @@
//=======================================================================
// Copyright XashXT Group 2007 ©
// img_jpg.c - jpg format load & save
//=======================================================================
#include "imagelib.h"
jpg_t jpg_file; // jpeg read struct
int jpeg_read_byte( void )
{
// read byte
jpg_file.curbyte = *jpg_file.buffer++;
jpg_file.curbit = 0;
return jpg_file.curbyte;
}
int jpeg_read_word( void )
{
// read word
word i = BuffLittleShort( jpg_file.buffer);
i = ((i << 8) & 0xFF00) + ((i >> 8) & 0x00FF);
jpg_file.buffer += 2;
return i;
}
int jpeg_read_bit( void )
{
// read bit
register int i;
if(jpg_file.curbit == 0)
{
jpeg_read_byte();
if(jpg_file.curbyte == 0xFF)
{
while(jpg_file.curbyte == 0xFF) jpeg_read_byte();
if(jpg_file.curbyte >= 0xD0 && jpg_file.curbyte <= 0xD7)
Mem_Set(jpg_file.dc, 0, sizeof(int) * 3);
if(jpg_file.curbyte == 0) jpg_file.curbyte = 0xFF;
else jpeg_read_byte();
}
}
i = (jpg_file.curbyte >> (7 - jpg_file.curbit++)) & 0x01;
if(jpg_file.curbit == 8) jpg_file.curbit = 0;
return i;
}
int jpeg_read_bits( int num )
{
// read num bit
register int i, j;
for(i = 0, j = 0; i < num; i++)
{
j <<= 1;
j |= jpeg_read_bit();
}
return j;
}
int jpeg_bit2int( int bit, int i )
{
// convert bit code to int
if((i & (1 << (bit - 1))) > 0) return i;
return -(i ^ ((1 << bit) - 1));
}
int jpeg_huffmancode( huffman_table_t *table )
{
// get Huffman code
register int i,size,code;
for(size = 1, code = 0, i = 0; size < 17; size++)
{
code <<= 1;
code |= jpeg_read_bit();
while(table->size[i] <= size)
{
if( table->code[i] == code )
return table->hval[i];
i++;
}
}
return code;
}
void jpeg_idct( float *data )
{
// aa&n algorithm inverse DCT
float t0, t1, t2, t3, t4, t5, t6, t7;
float t10, t11, t12, t13;
float z5, z10, z11, z12, z13;
float *dataptr;
int i;
dataptr = data;
for(i = 0; i < 8; i++)
{
t0 = dataptr[8 * 0];
t1 = dataptr[8 * 2];
t2 = dataptr[8 * 4];
t3 = dataptr[8 * 6];
t10 = t0 + t2;
t11 = t0 - t2;
t13 = t1 + t3;
t12 = - t13 + (t1 - t3) * 1.414213562;//??
t0 = t10 + t13;
t3 = t10 - t13;
t1 = t11 + t12;
t2 = t11 - t12;
t4 = dataptr[8 * 1];
t5 = dataptr[8 * 3];
t6 = dataptr[8 * 5];
t7 = dataptr[8 * 7];
z13 = t6 + t5;
z10 = t6 - t5;
z11 = t4 + t7;
z12 = t4 - t7;
t7 = z11 + z13;
t11 = (z11 - z13) * 1.414213562;
z5 = (z10 + z12) * 1.847759065;
t10 = - z5 + z12 * 1.082392200;
t12 = z5 - z10 * 2.613125930;
t6 = t12 - t7;
t5 = t11 - t6;
t4 = t10 + t5;
dataptr[8 * 0] = t0 + t7;
dataptr[8 * 7] = t0 - t7;
dataptr[8 * 1] = t1 + t6;
dataptr[8 * 6] = t1 - t6;
dataptr[8 * 2] = t2 + t5;
dataptr[8 * 5] = t2 - t5;
dataptr[8 * 4] = t3 + t4;
dataptr[8 * 3] = t3 - t4;
dataptr++;
}
dataptr = data;
for(i = 0; i < 8; i++)
{
t10 = dataptr[0] + dataptr[4];
t11 = dataptr[0] - dataptr[4];
t13 = dataptr[2] + dataptr[6];
t12 = - t13 + (dataptr[2] - dataptr[6]) * 1.414213562;//??
t0 = t10 + t13;
t3 = t10 - t13;
t1 = t11 + t12;
t2 = t11 - t12;
z13 = dataptr[5] + dataptr[3];
z10 = dataptr[5] - dataptr[3];
z11 = dataptr[1] + dataptr[7];
z12 = dataptr[1] - dataptr[7];
t7 = z11 + z13;
t11 = (z11 - z13) * 1.414213562;
z5 = (z10 + z12) * 1.847759065;
t10 = - z5 + z12 * 1.082392200;
t12 = z5 - z10 * 2.613125930;
t6 = t12 - t7;
t5 = t11 - t6;
t4 = t10 + t5;
dataptr[0] = t0 + t7;
dataptr[7] = t0 - t7;
dataptr[1] = t1 + t6;
dataptr[6] = t1 - t6;
dataptr[2] = t2 + t5;
dataptr[5] = t2 - t5;
dataptr[4] = t3 + t4;
dataptr[3] = t3 - t4;
dataptr += 8;//move ptr
}
}
int jpeg_readmarkers( void )
{
// read jpeg markers
int marker, length, i, j, k, l, m;
huffman_table_t *hptr;
while( 1 )
{
marker = jpeg_read_byte();
if( marker != 0xFF ) return 0;
marker = jpeg_read_byte();
if( marker != 0xD8 )
{
length = jpeg_read_word();
length -= 2;
switch( marker )
{
case 0xC0: // baseline
jpg_file.data_precision = jpeg_read_byte();
jpg_file.height = jpeg_read_word();
jpg_file.width = jpeg_read_word();
jpg_file.num_components = jpeg_read_byte();
if(length - 6 != jpg_file.num_components * 3) return 0;
for(i = 0; i < jpg_file.num_components; i++)
{
jpg_file.component_info[i].id = jpeg_read_byte();
j = jpeg_read_byte();
jpg_file.component_info[i].h = (j >> 4) & 0x0F;
jpg_file.component_info[i].v = j & 0x0F;
jpg_file.component_info[i].t = jpeg_read_byte();
}
break;
case 0xC1: // extended sequetial, Huffman
case 0xC2: // progressive, Huffman
case 0xC3: // lossless, Huffman
case 0xC5: // differential sequential, Huffman
case 0xC6: // differential progressive, Huffman
case 0xC7: // differential lossless, Huffman
case 0xC8: // reserved for JPEG extensions
case 0xC9: // extended sequential, arithmetic
case 0xCA: // progressive, arithmetic
case 0xCB: // lossless, arithmetic
case 0xCD: // differential sequential, arithmetic
case 0xCE: // differential progressive, arithmetic
case 0xCF: // differential lossless, arithmetic
return 0; // not supported yet
case 0xC4: // huffman table
while( length > 0 )
{
k = jpeg_read_byte();
if(k & 0x10) hptr = &jpg_file.hac[k & 0x0F];
else hptr = &jpg_file.hdc[k & 0x0F];
for(i = 0, j = 0; i < 16; i++)
{
hptr->bits[i] = jpeg_read_byte();
j += hptr->bits[i];
}
length -= 17;
for(i = 0; i < j; i++) hptr->hval[i] = jpeg_read_byte();
length -= j;
for(i = 0, k = 0, l = 0; i < 16; i++)
{
for(j = 0; j < hptr->bits[i]; j++, k++)
{
hptr->size[k] = i + 1;
hptr->code[k] = l++;
}
l <<= 1;
}
}
break;
case 0xDB: // quantization table
while( length > 0 )
{
j = jpeg_read_byte();
k = (j >> 4) & 0x0F;
for(i = 0; i < 64; i++)
{
if( k )jpg_file.qtable[j][i] = jpeg_read_word();
else jpg_file.qtable[j][i] = jpeg_read_byte();
}
length -= 65;
if( k )length -= 64;
}
break;
case 0xD9: // end of image (EOI)
return 0;
case 0xDA: // start of scan (SOS)
j = jpeg_read_byte();
for(i = 0; i < j; i++)
{
k = jpeg_read_byte();
m = jpeg_read_byte();
for( l = 0; l < jpg_file.num_components; l++ )
{
if( jpg_file.component_info[l].id == k )
{
jpg_file.component_info[l].td = (m >> 4) & 0x0F;
jpg_file.component_info[l].ta = m & 0x0F;
}
}
}
jpg_file.scan.ss = jpeg_read_byte();
jpg_file.scan.se = jpeg_read_byte();
k = jpeg_read_byte();
jpg_file.scan.ah = (k >> 4) & 0x0F;
jpg_file.scan.al = k & 0x0F;
return 1;
case 0xDD: // restart interval
jpg_file.restart_interval = jpeg_read_word();
break;
default:
jpg_file.buffer += length; // move ptr
break;
}
}
}
}
void jpeg_decompress( void )
{
// decompress jpeg file (baseline algorithm)
register int x, y, i, j, k, l, c;
int X, Y, H, V, plane, scaleh[3], scalev[3];
static float vector[64], dct[64];
static const int jpeg_zigzag[64] =
{
0, 1, 5, 6, 14, 15, 27, 28,
2, 4, 7, 13, 16, 26, 29, 42,
3, 8, 12, 17, 25, 30, 41, 43,
9, 11, 18, 24, 31, 40, 44, 53,
10, 19, 23, 32, 39, 45, 52, 54,
20, 22, 33, 38, 46, 51, 55, 60,
21, 34, 37, 47, 50, 56, 59, 61,
35, 36, 48, 49, 57, 58, 62, 63
};
// 1.0, k = 0; cos(k * PI / 16) * sqrt(2), k = 1...7
static const float aanscale[8] =
{
1.0, 1.387039845, 1.306562965, 1.175875602,
1.0, 0.785694958, 0.541196100, 0.275899379
};
scaleh[0] = 1;
scalev[0] = 1;
if(jpg_file.num_components == 3)
{
scaleh[1] = jpg_file.component_info[0].h / jpg_file.component_info[1].h;
scalev[1] = jpg_file.component_info[0].v / jpg_file.component_info[1].v;
scaleh[2] = jpg_file.component_info[0].h / jpg_file.component_info[2].h;
scalev[2] = jpg_file.component_info[0].v / jpg_file.component_info[2].v;
}
Mem_Set( jpg_file.dc, 0, sizeof(int) * 3);
for( Y = 0; Y < jpg_file.height; Y += jpg_file.component_info[0].v << 3 )
{
if( jpg_file.restart_interval > 0 ) jpg_file.curbit = 0;
for( X = 0; X < jpg_file.width; X += jpg_file.component_info[0].h << 3 )
{
for(plane = 0; plane < jpg_file.num_components; plane++)
{
for(V = 0; V < jpg_file.component_info[plane].v; V++)
{
for(H = 0; H < jpg_file.component_info[plane].h; H++)
{
i = jpeg_huffmancode(&jpg_file.hdc[jpg_file.component_info[plane].td]);
i &= 0x0F;
vector[0] = jpg_file.dc[plane] + jpeg_bit2int(i,jpeg_read_bits(i));
jpg_file.dc[plane] = vector[0];
i = 1;
while(i < 64)
{
j = jpeg_huffmancode(&jpg_file.hac[jpg_file.component_info[plane].ta]);
if(j == 0) while(i < 64) vector[i++] = 0;
else
{
k = i + ((j >> 4) & 0x0F);
while(i < k) vector[i++] = 0;
j &= 0x0F;
vector[i++] = jpeg_bit2int(j,jpeg_read_bits(j));
}
}
k = jpg_file.component_info[plane].t;
for(y = 0, i = 0; y < 8; y++)
{
for(x = 0; x < 8; x++, i++)
{
j = jpeg_zigzag[i];
dct[i] = vector[j] * jpg_file.qtable[k][j] * aanscale[x] * aanscale[y];
}
}
jpeg_idct(dct);
for(y = 0; y < 8; y++)
{
for(x = 0; x < 8; x++)
{
c = ((int)dct[(y << 3) + x] >> 3) + 128;
if(c < 0) c = 0;
else if(c > 255) c = 255;
if(scaleh[plane] == 1 && scalev[plane] == 1)
{
i = X + x + (H << 3);
j = Y + y + (V << 3);
if(i < jpg_file.width && j < jpg_file.height)
jpg_file.data[((j * jpg_file.width + i) << 2) + plane] = c;
}
else for(l = 0; l < scalev[plane]; l++)//else for, heh...
{
for(k = 0; k < scaleh[plane]; k++)
{
i = X + (x + (H << 3)) * scaleh[plane] + k;
j = Y + (y + (V << 3)) * scalev[plane] + l;
if(i < jpg_file.width && j < jpg_file.height)
jpg_file.data[((j * jpg_file.width + i) << 2) + plane] = c;
}
}
}
}
}
}
}
}
}
}
void jpeg_ycbcr2rgba( void )
{
int i, Y, Cb, Cr, R, G, B;
// convert YCbCr image to RGBA
for( i = 0; i < jpg_file.width * jpg_file.height << 2; i += 4 )
{
Y = jpg_file.data[i+0];
Cb = jpg_file.data[i+1] - 128;
Cr = jpg_file.data[i+2] - 128;
R = Y + 1.40200 * Cr;
G = Y - 0.34414 * Cb - 0.71414 * Cr;
B = Y + 1.77200 * Cb;
// bound colors
R = bound( 0, R, 255 );
G = bound( 0, G, 255 );
B = bound( 0, B, 255 );
jpg_file.data[i+0] = R;
jpg_file.data[i+1] = G;
jpg_file.data[i+2] = B;
jpg_file.data[i+3] = 0xff; // no alpha channel
}
image.flags |= IMAGE_HAS_COLOR;
}
void jpeg_gray2rgba( void )
{
int i, j;
// grayscale image to RGBA
for(i = 0; i < jpg_file.width * jpg_file.height << 2; i += 4)
{
j = jpg_file.data[i];
jpg_file.data[i+0] = j;
jpg_file.data[i+1] = j;
jpg_file.data[i+2] = j;
jpg_file.data[i+3] = 0xff;
}
}
/*
=============
Image_LoadJPG
=============
*/
bool Image_LoadJPG( const char *name, const byte *buffer, size_t filesize )
{
Mem_Set( &jpg_file, 0, sizeof( jpg_file ));
jpg_file.buffer = (byte *)buffer;
if(!jpeg_readmarkers())
return false; // it's not a jpg file, just skip it
image.width = jpg_file.width;
image.height = jpg_file.height;
if(!Image_ValidSize( name )) return false;
image.size = jpg_file.width * jpg_file.height * 4;
jpg_file.data = Mem_Alloc( Sys.imagepool, image.size );
jpeg_decompress();
if( jpg_file.num_components == 1 ) jpeg_gray2rgba();
if( jpg_file.num_components == 3 ) jpeg_ycbcr2rgba();
image.rgba = jpg_file.data;
image.type = PF_RGBA_32;
image.depth = 1;
image.num_mips = 1;
return true;
}

View File

@ -244,9 +244,9 @@ static const loadformat_t load_xash051[] =
{ "%s%s.%s", "tga", Image_LoadTGA, IL_HINT_NO }, // screenshots, etc
{ "%s%s.%s", "jpg", Image_LoadJPG, IL_HINT_NO }, // 2d textures
{ "%s%s.%s", "mip", Image_LoadMIP, IL_HINT_HL }, // hl textures (WorldCraft support)
{ "%s%s.%s", "mdl", Image_LoadMDL, IL_HINT_HL }, // hl studio model skins
{ "%s%s.%s", "mdl", Image_LoadMDL, IL_HINT_NO }, // hl or q1 model skins
{ "%s%s.%s", "spr", Image_LoadSPR, IL_HINT_HL }, // hl sprite frames
{ "%s%s.%s", "pal", Image_LoadPAL, IL_HINT_HL }, // install studio palette
{ "%s%s.%s", "pal", Image_LoadPAL, IL_HINT_NO }, // install palettes
{ NULL, NULL, NULL, IL_HINT_NO }
};

View File

@ -32,6 +32,8 @@ bool Image_LoadPAL( const char *name, const byte *buffer, size_t filesize )
rendermode = LUMP_DECAL;
else if( com.stristr( name, "qfont" ))
rendermode = LUMP_QFONT;
else if( com.stristr( name, "quake" ))
buffer = NULL; // force to get Q1 palette
}
// NOTE: image.d_currentpal not cleared with Image_Reset()
@ -57,17 +59,8 @@ bool Image_LoadMDL( const char *name, const byte *buffer, size_t filesize )
byte *fin;
size_t pixels;
dstudiotexture_t *pin;
int flags;
int i, flags;
// check palette first
if( image.hint != IL_HINT_HL ) return false; // unknown mode rejected
if( !image.d_currentpal )
{
MsgDev( D_ERROR, "Image_LoadMDL: (%s) palette not installed\n", name );
return false;
}
pin = (dstudiotexture_t *)buffer;
flags = LittleLong( pin->flags );
@ -75,21 +68,46 @@ bool Image_LoadMDL( const char *name, const byte *buffer, size_t filesize )
image.width = LittleLong( pin->width );
image.height = LittleLong( pin->height );
pixels = image.width * image.height;
if( filesize < pixels + sizeof( dstudiotexture_t ) + 768 )
{
MsgDev( D_ERROR, "Image_LoadMDL: file (%s) have invalid size\n", pin->name );
return false;
}
if( flags & STUDIO_NF_TRANSPARENT )
{
if( image.d_rendermode != LUMP_TRANSPARENT )
MsgDev( D_WARN, "Image_LoadMDL: (%s) using normal palette for alpha-skin\n", pin->name );
image.flags |= IMAGE_HAS_ALPHA;
}
fin = (byte *)pin->index; // setup buffer
if( image.hint != IL_HINT_Q1 && !( flags & STUDIO_NF_QUAKESKIN ))
{
// studio models setup
if( !image.d_currentpal )
{
MsgDev( D_ERROR, "Image_LoadMDL: (%s) palette not installed\n", name );
return false;
}
if( flags & STUDIO_NF_TRANSPARENT )
{
if( image.d_rendermode != LUMP_TRANSPARENT )
MsgDev( D_WARN, "Image_LoadMDL: (%s) using normal pal for alpha-skin\n", name );
image.flags |= IMAGE_HAS_ALPHA;
}
}
else if( image.hint != IL_HINT_HL && flags & STUDIO_NF_QUAKESKIN )
{
// alias models setup
Image_GetPaletteQ1();
// check for luma pixels
for( i = 0; i < pixels; i++ )
{
if( fin[i] > 224 )
{
Msg( "%s has luma-pixels\n", name );
image.flags |= IMAGE_HAS_LUMA_Q1;
break;
}
}
}
else
{
if( image.hint == IL_HINT_NO )
MsgDev( D_ERROR, "Image_LoadMDL: lump (%s) is corrupted\n", name );
return false; // unknown or unsupported mode rejected
}
if(!Image_LumpValidSize( name )) return false;
image.depth = 1;
image.type = PF_INDEXED_32; // 32-bit palete

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: launch - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
launch.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: physic - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
physic.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -233,7 +233,7 @@ void Mod_AliasLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buff
for( j = 0; j < poutmesh->numskins; j++, pinskin++, poutskin++ )
{
FS_StripExtension( pinskin->name );
poutskin->shader = R_LoadShader( pinskin->name, SHADER_ALIAS, false, 0, SHADER_INVALID );
poutskin->shader = R_LoadShader( pinskin->name, SHADER_ALIAS_MD3, false, 0, SHADER_INVALID );
R_DeformvBBoxForShader( poutskin->shader, ebbox );
}

View File

@ -133,7 +133,7 @@ void Mod_FloodFillSkin( byte *skin, int skinwidth, int skinheight )
floodfill_t fifo[FLOODFILL_FIFO_SIZE];
int inpt = 0, outpt = 0;
int filledcolor = -1;
rgbdata_t *pal = FS_LoadImage( "#normal.pal", NULL, 768 ); // null buffer force to get Q1 palette
rgbdata_t *pal = FS_LoadImage( "#quake1.pal", skin, 768 );
uint *d_8to24table = (uint *)pal->palette;
int i;
@ -183,18 +183,25 @@ void *Mod_AliasLoadSkins( ref_model_t *mod, int numskins, daliasskintype_t *pski
{
int i, j, k, s;
string shadername;
string modname;
byte *skin;
byte *texels;
int groupskins;
daliasskingroup_t *pinskingroup;
daliasskininterval_t *pinskinintervals;
dstudiotexture_t *ptexture; // apply studio header for alias texture
texture_t *tex;
FS_FileBase( mod->name, modname );
skin = (byte *)(pskintype + 1);
if( numskins < 1 || numskins > MAX_SKINS )
Host_Error( "Mod_LoadAliasModel: Invalid # of skins: %d\n", numskins );
s = pheader->skinwidth * pheader->skinheight;
ptexture = Mod_Malloc( mod, sizeof( *ptexture ));
ptexture->height = pheader->skinheight;
ptexture->width = pheader->skinwidth;
ptexture->flags = STUDIO_NF_QUAKESKIN; // indicates alias models
for( i = 0; i < numskins; i++ )
{
@ -202,13 +209,13 @@ void *Mod_AliasLoadSkins( ref_model_t *mod, int numskins, daliasskintype_t *pski
{
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
// save 8 bit texels for the player model to remap
texels = Mod_Malloc( mod, s );
pheader->texels[i] = texels - (byte *)pheader;
Mem_Copy( texels, (byte *)(pskintype + 1), s );
com.sprintf( shadername, "%s_%i", mod->name, i );
com.sprintf( shadername, "%s.mdl/%s_%i.bmp", modname, modname, i );
com.sprintf( ptexture->name, "Alias( %s_%i )", modname, i );
ptexture->index = (int)skin;// don't copy, just set ptr
tex = R_FindTexture( ptexture->name, (byte *)ptexture, s, 0 );
R_ShaderAddStageTexture( tex );
pheader->skins[i][0] = pheader->skins[i][1] = pheader->skins[i][2] =
pheader->skins[i][3] = R_LoadShader( shadername, SHADER_ALIAS, 0, 0, -1 );
pheader->skins[i][3] = R_LoadShader( shadername, SHADER_ALIAS, false, tex->flags, SHADER_INVALID );
pskintype = (daliasskintype_t *)((byte *)(pskintype + 1) + s );
}
else
@ -224,14 +231,12 @@ void *Mod_AliasLoadSkins( ref_model_t *mod, int numskins, daliasskintype_t *pski
for( j = 0; j < groupskins; j++ )
{
Mod_FloodFillSkin( skin, pheader->skinwidth, pheader->skinheight );
if( j == 0 )
{
texels = Mod_Malloc( mod, s );
pheader->texels[i] = texels - (byte *)pheader;
Mem_Copy( texels, (byte *)(pskintype), s );
}
com.sprintf( shadername, "%s_%i_%i", mod->name, i, j );
pheader->skins[i][j&3] = R_LoadShader( shadername, SHADER_ALIAS, 0, 0, -1 );
com.sprintf( shadername, "%s.mdl/%s_%i_%i", modname, modname, i, j );
com.sprintf( ptexture->name, "Alias( %s_%i_%i )", modname, i, j );
ptexture->index = (int)skin;// don't copy, just set ptr
tex = R_FindTexture( ptexture->name, (byte *)ptexture, s, 0 );
R_ShaderAddStageTexture( tex );
pheader->skins[i][j&3] = R_LoadShader( shadername, SHADER_ALIAS, false, tex->flags, SHADER_INVALID );
pskintype = (daliasskintype_t *)((byte *)(pskintype) + s );
}
for( k = j; j < 4; j++ )
@ -267,7 +272,7 @@ void Mod_QAliasLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buf
// skin and group info
size = sizeof( maliashdr_t ) + (LittleLong( pinmodel->numframes ) - 1) * sizeof( pheader->frames[0] );
mod->extradata = pheader = Mod_Malloc( mod, size );
mod->type = mod_alias;
mod->type = mod_bad; // temporary disabled
// endian-adjust and copy the data, starting with the alias model header
pheader->flags = LittleLong( pinmodel->flags );

View File

@ -1244,11 +1244,11 @@ static _inline texture_t *R_ShaderpassTex( const ref_stage_t *pass, int unit )
if( RI.currententity )
{
if( RI.currententity->frame )
if( RI.currententity->frame && pass->animFrequency[1] != 0.0f )
{
numframes = bound( 1, pass->num_textures - pass->anim_offset, MAX_STAGE_TEXTURES - 1 );
frame = (int)( pass->animFrequency[1] * r_currentShaderTime ) % numframes;
frame += pass->anim_offset; // bias
frame = bound( 0, frame + pass->anim_offset, pass->num_textures ); // bias
}
else
{

View File

@ -34,6 +34,7 @@ void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, f
{
int bcolor;
ref_shader_t *shader;
static int oldframe;
if( handle < 0 || handle > MAX_SHADERS || !(shader = &r_shaders[handle]))
return;
@ -76,6 +77,22 @@ void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, f
// upload video right before rendering
if( shader->flags & SHADER_VIDEOMAP ) R_UploadCinematicShader( shader );
R_PushMesh( &pic_mesh, MF_TRIFAN|shader->features | ( r_shownormals->integer ? MF_NORMALS : 0 ));
if( oldframe != glState.draw_frame )
{
if( pic_mbuffer.shaderkey != (int)shader->sortkey )
{
// will be rendering on next call
oldframe = glState.draw_frame;
return;
}
if( pic_mbuffer.shaderkey )
{
pic_mbuffer.infokey = -1;
R_RenderMeshBuffer( &pic_mbuffer );
}
oldframe = glState.draw_frame;
}
}
/*
@ -180,7 +197,7 @@ void R_DrawFill( float x, float y, float w, float h )
pglDisable( GL_TEXTURE_2D );
pglColor4fv( glState.draw_color );
if( glState.draw_color[3] != 255 )
if( glState.draw_color[3] != 1.0f )
GL_SetState( GLSTATE_SRCBLEND_SRC_ALPHA|GLSTATE_DSTBLEND_ONE_MINUS_SRC_ALPHA );
else GL_SetState( GLSTATE_SRCBLEND_ONE|GLSTATE_DSTBLEND_ZERO );

View File

@ -2123,7 +2123,7 @@ static rgbdata_t *R_ParseMakeGlow( script_t *script, int *samples, texFlags_t *f
return R_MakeGlow( pic );
}
static rgbdata_t *R_ParseStudioSkin( script_t *script, int *samples, texFlags_t *flags )
static rgbdata_t *R_ParseStudioSkin( script_t *script, const byte *buf, size_t size, int *samples, texFlags_t *flags )
{
token_t token;
rgbdata_t *pic;
@ -2296,6 +2296,37 @@ static rgbdata_t *R_ParseSpriteFrame( script_t *script, const byte *buf, size_t
return pic;
}
static rgbdata_t *R_ParseAliasSkin( script_t *script, const byte *buf, size_t size, int *samples, texFlags_t *flags )
{
token_t token;
rgbdata_t *pic;
Com_ReadToken( script, 0, &token );
if( com.stricmp( token.string, "(" ))
{
MsgDev( D_WARN, "expected '(', found '%s' instead for 'Alias'\n", token.string );
return NULL;
}
if( !Com_ReadToken( script, SC_ALLOW_PATHNAMES2, &token ))
{
MsgDev( D_WARN, "missing parameters for 'Alias'\n" );
return NULL;
}
pic = R_LoadImage( script, va( "#%s.mdl", token.string ), buf, size, samples, flags );
if( !pic ) return NULL;
Com_ReadToken( script, 0, &token );
if( com.stricmp( token.string, ")" ))
{
MsgDev( D_WARN, "expected ')', found '%s' instead for 'Alias'\n", token.string );
FS_FreeImage( pic );
return NULL;
}
return pic;
}
/*
=================
R_ParseScrapBlock
@ -2722,7 +2753,9 @@ static rgbdata_t *R_LoadImage( script_t *script, const char *name, const byte *b
else if( !com.stricmp( name, "clearPixels" ))
return R_ParseClearPixels( script, samples, flags );
else if( !com.stricmp( name, "Studio" ))
return R_ParseStudioSkin( script, samples, flags );
return R_ParseStudioSkin( script, buf, size, samples, flags );
else if( !com.stricmp( name, "Alias" ))
return R_ParseAliasSkin( script, buf, size, samples, flags );
else if( !com.stricmp( name, "Sprite" ))
return R_ParseSpriteFrame( script, buf, size, samples, flags );
else

View File

@ -226,10 +226,9 @@ typedef struct
int numposes;
int poseverts;
int posedata; // numposes*poseverts trivert_t
int posedata; // numposes * poseverts trivert_t
int commands; // gl command list with embedded s/t
ref_shader_t *skins[MAX_SKINS][4];
int texels[MAX_SKINS]; // only for player skins
maliasframedesc_t frames[1]; // variable sized
} maliashdr_t;

View File

@ -56,11 +56,11 @@ static waveFunc_t r_currentRGBgenFuncs[MAX_SHADER_STAGES], r_currentAlphagenFunc
static tcMod_t r_currentTcmods[MAX_SHADER_STAGES][MAX_SHADER_TCMODS];
static vec4_t r_currentTcGen[MAX_SHADER_STAGES][2];
const char *r_skyBoxSuffix[6] = { "rt", "bk", "lf", "ft", "up", "dn" }; // FIXME: get rid of this
static texture_t *r_spriteTexture[MAX_STAGE_TEXTURES]; // MAX_FRAMES in spritegen.c
static kRenderMode_t r_spriteRenderMode; // sprite or studiomodel rendermode
static int r_numSpriteTextures; // num textures in group
static float r_spriteFrequency; // sprite group auto-animate
static bool r_spriteTwoSided;
static texture_t *r_stageTexture[MAX_STAGE_TEXTURES]; // MAX_FRAMES in spritegen.c
static kRenderMode_t r_shaderRenderMode; // sprite, alias or studiomodel rendermode
static int r_numStageTextures; // num textures in group
static float r_stageAnimFrequency; // for auto-animate groups
static bool r_shaderTwoSided;
static bool r_shaderNoMipMaps;
static bool r_shaderNoPicMip;
static bool r_shaderNoCompress;
@ -2481,6 +2481,7 @@ void R_ShaderList_f( void )
Msg( "mdl " );
break;
case SHADER_ALIAS:
case SHADER_ALIAS_MD3:
Msg( "alias" );
break;
case SHADER_FONT:
@ -2603,12 +2604,12 @@ void R_InitShaders( void )
// init sprite frames
for( i = 0; i < MAX_STAGE_TEXTURES; i++ )
r_spriteTexture[i] = tr.defaultTexture;
r_stageTexture[i] = tr.defaultTexture;
r_spriteTwoSided = 0;
r_spriteFrequency = 0.0f;
r_numSpriteTextures = 0;
r_spriteRenderMode = kRenderNormal;
r_shaderTwoSided = 0;
r_stageAnimFrequency = 0.0f;
r_numStageTextures = 0;
r_shaderRenderMode = kRenderNormal;
R_RegisterBuiltinShaders ();
}
@ -3158,6 +3159,11 @@ void Shader_Finish( ref_shader_t *s )
for( i = 0, pass = s->stages; i < s->num_stages; i++, pass++ )
{
if( pass->flags & SHADERSTAGE_ANIMFREQUENCY && pass->anim_offset == 0 )
{
pass->anim_offset = pass->num_textures; // alt-anim is missing
pass->animFrequency[1] = 0.0f;
}
if( pass->cinHandle )
s->flags |= SHADER_VIDEOMAP;
if( pass->flags & SHADERSTAGE_LIGHTMAP )
@ -3350,8 +3356,8 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
pass->tcgen = TCGEN_BASE;
pass->num_textures++;
break;
case SHADER_ALIAS:
shader->type = SHADER_ALIAS;
case SHADER_ALIAS_MD3:
shader->type = SHADER_ALIAS_MD3;
shader->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
shader->features = MF_STCOORDS|MF_NORMALS;
shader->sort = SORT_OPAQUE;
@ -3385,6 +3391,55 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
shader->flags |= SHADER_MATERIAL;
}
break;
case SHADER_ALIAS:
shader->type = SHADER_ALIAS;
shader->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
shader->features = MF_STCOORDS;
shader->num_stages = 1;
shader->name = Shader_Malloc( length + 1 + sizeof( ref_stage_t ) * shader->num_stages );
strcpy( shader->name, shortname );
shader->stages = ( ref_stage_t * )(( byte * )shader->name + length + 1 );
pass = &shader->stages[0];
pass->tcgen = TCGEN_BASE;
if( r_numStageTextures > 1 )
{
// store group frames into one stage
pass->flags |= SHADERSTAGE_FRAMES;
if( r_stageAnimFrequency != 0.0f )
{
pass->flags |= SHADERSTAGE_ANIMFREQUENCY;
pass->animFrequency[0] = r_stageAnimFrequency;
}
for( i = 0; i < r_numStageTextures; i++ )
{
if( !r_stageTexture[i] ) pass->textures[i] = tr.defaultTexture;
else pass->textures[i] = r_stageTexture[i];
pass->num_textures++;
}
}
else
{
// single frame
pass->textures[0] = r_stageTexture[0];
pass->num_textures++;
if( !pass->textures[0] )
{
MsgDev( D_WARN, "couldn't find alias skin for shader '%s', using default...\n", shader->name );
pass->textures[0] = tr.defaultTexture;
}
}
// NOTE: all alias models allow to change their rendermodes but using kRenderNormal as default
pass->flags |= SHADERSTAGE_RENDERMODE;
pass->glState = GLSTATE_DEPTHWRITE;
pass->rgbGen.type = RGBGEN_LIGHTING_AMBIENT_ONLY;
pass->alphaGen.type = ALPHAGEN_IDENTITY;
shader->sort = SORT_OPAQUE;
break;
case SHADER_STUDIO:
shader->type = SHADER_STUDIO;
shader->flags = SHADER_DEPTHWRITE|SHADER_CULL_FRONT;
@ -3396,17 +3451,17 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
pass = &shader->stages[0];
pass->tcgen = TCGEN_BASE;
if( r_spriteRenderMode == kRenderTransAlpha ) // ignore mips for alpha-textures
if( r_shaderRenderMode == kRenderTransAlpha ) // ignore mips for alpha-textures
pass->textures[0] = R_FindTexture( va( "Studio( \"%s\" );", shader->name ), NULL, 0, addFlags|TF_CLAMP|TF_NOMIPMAP );
else pass->textures[0] = R_FindTexture( va( "Studio( \"%s\" );", shader->name ), NULL, 0, addFlags );
if( !pass->textures[0] )
{
MsgDev( D_WARN, "couldn't find studio texture for shader '%s', using default...\n", shader->name );
MsgDev( D_WARN, "couldn't find studio skin for shader '%s', using default...\n", shader->name );
pass->textures[0] = tr.defaultTexture;
}
pass->num_textures++;
switch( r_spriteRenderMode )
switch( r_shaderRenderMode )
{
case kRenderTransTexture:
// normal transparency
@ -3442,7 +3497,7 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
case SHADER_SPRITE:
shader->type = SHADER_SPRITE;
shader->flags = SHADER_DEPTHWRITE|SHADER_RENDERMODE;
shader->flags |= (r_spriteTwoSided) ? 0 : SHADER_CULL_FRONT;
shader->flags |= (r_shaderTwoSided) ? 0 : SHADER_CULL_FRONT;
shader->features = MF_STCOORDS|MF_COLORS;
shader->num_stages = 1;
shader->name = Shader_Malloc( length + 1 + sizeof( ref_stage_t ) * shader->num_stages );
@ -3450,28 +3505,31 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
shader->stages = (ref_stage_t *)( ( byte * )shader->name + length + 1 );
pass = &shader->stages[0];
pass->tcgen = TCGEN_BASE;
if( r_spriteFrequency == 0.0f && r_numSpriteTextures == 8 )
if( r_stageAnimFrequency == 0.0f && r_numStageTextures == 8 )
{
// store angled map into one bundle
pass->flags |= SHADERSTAGE_ANGLEDMAP;
for( i = 0; i < 8; i++ )
{
if( !r_spriteTexture[i] ) pass->textures[i] = tr.defaultTexture;
else pass->textures[i] = r_spriteTexture[i];
if( !r_stageTexture[i] ) pass->textures[i] = tr.defaultTexture;
else pass->textures[i] = r_stageTexture[i];
pass->num_textures++;
}
}
else if( r_numSpriteTextures > 1 )
else if( r_numStageTextures > 1 )
{
// store group frames into one stage
pass->flags |= SHADERSTAGE_FRAMES;
pass->animFrequency[0] = r_spriteFrequency;
for( i = 0; i < r_numSpriteTextures; i++ )
if( r_stageAnimFrequency != 0.0f )
{
if( !r_spriteTexture[i] ) pass->textures[i] = tr.defaultTexture;
else pass->textures[i] = r_spriteTexture[i];
pass->flags |= SHADERSTAGE_ANIMFREQUENCY;
pass->animFrequency[0] = r_stageAnimFrequency;
}
for( i = 0; i < r_numStageTextures; i++ )
{
if( !r_stageTexture[i] ) pass->textures[i] = tr.defaultTexture;
else pass->textures[i] = r_stageTexture[i];
pass->num_textures++;
}
@ -3479,7 +3537,7 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
else
{
// single frame
pass->textures[0] = r_spriteTexture[0];
pass->textures[0] = r_stageTexture[0];
pass->num_textures++;
if( !pass->textures[0] )
@ -3491,7 +3549,7 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
pass->flags |= SHADERSTAGE_RENDERMODE; // any sprite can overrided himself rendermode
switch( r_spriteRenderMode )
switch( r_shaderRenderMode )
{
case kRenderTransTexture:
// normal transparency
@ -3761,10 +3819,10 @@ static ref_shader_t *Shader_CreateDefault( ref_shader_t *shader, int type, int a
}
// reset parms
r_spriteTwoSided = 0;
r_numSpriteTextures = 0;
r_spriteFrequency = 0.0f;
r_spriteRenderMode = kRenderNormal;
r_shaderTwoSided = 0;
r_numStageTextures = 0;
r_stageAnimFrequency = 0.0f;
r_shaderRenderMode = kRenderNormal;
Shader_SetRenderMode( shader );
@ -3909,21 +3967,21 @@ void R_ShaderFreeUnused( void )
}
}
void R_ShaderSetSpriteTexture( texture_t *mipTex, bool twoSided )
void R_ShaderAddStageTexture( texture_t *mipTex )
{
if( r_numSpriteTextures >= MAX_STAGE_TEXTURES ) return;
r_spriteTexture[r_numSpriteTextures++] = mipTex;
r_spriteTwoSided = twoSided;
if( r_numStageTextures >= MAX_STAGE_TEXTURES ) return;
r_stageTexture[r_numStageTextures++] = mipTex;
}
void R_ShaderSetRenderMode( kRenderMode_t mode )
void R_ShaderSetRenderMode( kRenderMode_t mode, bool twoSided )
{
r_spriteRenderMode = mode;
r_shaderRenderMode = mode;
r_shaderTwoSided = twoSided;
}
void R_ShaderAddSpriteIntervals( float interval )
void R_ShaderAddStageIntervals( float interval )
{
r_spriteFrequency += interval;
r_stageAnimFrequency += interval;
}
/*

View File

@ -48,6 +48,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
#define SHADER_PLANAR_SHADOW 13
#define SHADER_OPAQUE_OCCLUDER 14
#define SHADER_OUTLINE 15
#define SHADER_ALIAS_MD3 16 // to be removed ...
// shader flags
typedef enum
@ -354,9 +355,9 @@ void R_ShaderFreeUnused( void );
float R_LookupTable( int tableIndex, float index );
float *R_GetTableByHandle( int tableIndex );
void Shader_TouchImages( ref_shader_t *shader, bool free_unused );
void R_ShaderSetSpriteTexture( texture_t *mipTex, bool twoSided );
void R_ShaderSetRenderMode( kRenderMode_t mode );
void R_ShaderAddSpriteIntervals( float interval );
void R_ShaderAddStageTexture( texture_t *mipTex );
void R_ShaderSetRenderMode( kRenderMode_t mode, bool twoSided );
void R_ShaderAddStageIntervals( float interval );
void R_UploadCinematicShader( const ref_shader_t *shader );
void R_DeformvBBoxForShader( const ref_shader_t *shader, vec3_t ebbox );

View File

@ -124,7 +124,7 @@ static int SkinFile_ParseBuffer( char *buffer, mesh_shader_pair_t *pairs )
if( pairs )
{
pairs[numpairs].meshname = SkinFile_CopyString( meshname );
pairs[numpairs].shader = R_LoadShader( skinname, SHADER_ALIAS, false, 0, SHADER_INVALID );
pairs[numpairs].shader = R_LoadShader( skinname, SHADER_ALIAS_MD3, false, 0, SHADER_INVALID );
}
numpairs++;
}

View File

@ -19,7 +19,6 @@ string frame_prefix;
uint frame_type;
uint group_num;
string sp_name;
bool cull_none = false;
ref_shader_t **frames = NULL;
/*
@ -53,7 +52,7 @@ dframetype_t *R_SpriteLoadFrame( ref_model_t *mod, void *pin, mspriteframe_t **p
tex = R_FindTexture( name, (byte *)pin, pinframe->width * pinframe->height, 0 );
*ppframe = pspriteframe;
R_ShaderSetSpriteTexture( tex, cull_none );
R_ShaderAddStageTexture( tex );
if( frame_type == FRAME_SINGLE )
{
@ -92,7 +91,7 @@ dframetype_t *R_SpriteLoadGroup( ref_model_t *mod, void * pin, mspriteframe_t **
{
*poutintervals = LittleFloat( pin_intervals->interval );
if( *poutintervals <= 0.0 ) *poutintervals = 1.0f; // set error value
if( frame_type == FRAME_GROUP ) R_ShaderAddSpriteIntervals( *poutintervals );
if( frame_type == FRAME_GROUP ) R_ShaderAddStageIntervals( *poutintervals );
poutintervals++;
pin_intervals++;
}
@ -123,6 +122,7 @@ void Mod_SpriteLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buf
msprite_t *psprite;
dframetype_t *pframetype;
int i, size, numframes;
bool twoSided;
pin = (dsprite_t *)buffer;
i = LittleLong( pin->version );
@ -143,7 +143,7 @@ void Mod_SpriteLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buf
psprite->type = LittleLong( pin->type );
psprite->rendermode = LittleLong( pin->texFormat );
psprite->numframes = numframes;
cull_none = (LittleLong( pin->facetype == SPR_CULL_NONE )) ? true : false;
twoSided = (LittleLong( pin->facetype == SPR_CULL_NONE )) ? true : false;
mod->mins[0] = mod->mins[1] = -LittleLong( pin->bounds[0] ) / 2;
mod->maxs[0] = mod->maxs[1] = LittleLong( pin->bounds[0] ) / 2;
mod->mins[2] = -LittleLong( pin->bounds[1] ) / 2;
@ -160,24 +160,24 @@ void Mod_SpriteLoadModel( ref_model_t *mod, ref_model_t *parent, const void *buf
{
case SPR_ADDGLOW:
pal = FS_LoadImage( "#normal.pal", src, 768 );
R_ShaderSetRenderMode( kRenderGlow );
R_ShaderSetRenderMode( kRenderGlow, twoSided );
break;
case SPR_ADDITIVE:
pal = FS_LoadImage( "#normal.pal", src, 768 );
R_ShaderSetRenderMode( kRenderTransAdd );
R_ShaderSetRenderMode( kRenderTransAdd, twoSided );
break;
case SPR_INDEXALPHA:
pal = FS_LoadImage( "#decal.pal", src, 768 );
R_ShaderSetRenderMode( kRenderTransAlpha );
R_ShaderSetRenderMode( kRenderTransAlpha, twoSided );
break;
case SPR_ALPHTEST:
pal = FS_LoadImage( "#transparent.pal", src, 768 );
R_ShaderSetRenderMode( kRenderTransAlpha );
R_ShaderSetRenderMode( kRenderTransAlpha, twoSided );
break;
case SPR_NORMAL:
default:
pal = FS_LoadImage( "#normal.pal", src, 768 );
R_ShaderSetRenderMode( kRenderNormal );
R_ShaderSetRenderMode( kRenderNormal, twoSided );
break;
}
pframetype = (dframetype_t *)(src + 768);

View File

@ -134,12 +134,12 @@ Studio model loader
void R_StudioSurfaceParm( dstudiotexture_t *tex )
{
if( tex->flags & STUDIO_NF_TRANSPARENT )
R_ShaderSetRenderMode( kRenderTransAlpha );
R_ShaderSetRenderMode( kRenderTransAlpha, false );
else if( tex->flags & STUDIO_NF_ADDITIVE )
R_ShaderSetRenderMode( kRenderTransAdd );
R_ShaderSetRenderMode( kRenderTransAdd, false );
else if( tex->flags & STUDIO_NF_BLENDED )
R_ShaderSetRenderMode( kRenderTransTexture );
else R_ShaderSetRenderMode( kRenderNormal );
R_ShaderSetRenderMode( kRenderTransTexture, false );
else R_ShaderSetRenderMode( kRenderNormal, false );
}
dstudiohdr_t *R_StudioLoadHeader( ref_model_t *mod, const uint *buffer )

View File

@ -1,65 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: render - Win32 Release--------------------
</h3>
<h3>Command Lines</h3>
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B23.tmp" with contents
[
/nologo /MD /W3 /GX /O2 /I "../public" /I "../common" /D "WIN32" /D "NDEBUG" /D "_WINDOWS" /Fo"..\temp\render\!release/" /Fd"..\temp\render\!release/" /FD /c
"D:\Xash3D\src_main\render\r_aliasq.c"
]
Creating command line "cl.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B23.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B24.tmp" with contents
[
msvcrt.lib user32.lib gdi32.lib /nologo /subsystem:windows /dll /pdb:none /machine:I386 /nodefaultlib:"libc.lib" /out:"..\temp\render\!release/render.dll" /implib:"..\temp\render\!release/render.lib" /libpath:"../public/libs/"
"\Xash3D\src_main\temp\render\!release\cin.obj"
"\Xash3D\src_main\temp\render\!release\r_alias.obj"
"\Xash3D\src_main\temp\render\!release\r_backend.obj"
"\Xash3D\src_main\temp\render\!release\r_bloom.obj"
"\Xash3D\src_main\temp\render\!release\r_cin.obj"
"\Xash3D\src_main\temp\render\!release\r_cull.obj"
"\Xash3D\src_main\temp\render\!release\r_draw.obj"
"\Xash3D\src_main\temp\render\!release\r_image.obj"
"\Xash3D\src_main\temp\render\!release\r_light.obj"
"\Xash3D\src_main\temp\render\!release\r_main.obj"
"\Xash3D\src_main\temp\render\!release\r_math.obj"
"\Xash3D\src_main\temp\render\!release\r_mesh.obj"
"\Xash3D\src_main\temp\render\!release\r_model.obj"
"\Xash3D\src_main\temp\render\!release\r_opengl.obj"
"\Xash3D\src_main\temp\render\!release\r_poly.obj"
"\Xash3D\src_main\temp\render\!release\r_program.obj"
"\Xash3D\src_main\temp\render\!release\r_register.obj"
"\Xash3D\src_main\temp\render\!release\r_shader.obj"
"\Xash3D\src_main\temp\render\!release\r_shadow.obj"
"\Xash3D\src_main\temp\render\!release\r_skin.obj"
"\Xash3D\src_main\temp\render\!release\r_sky.obj"
"\Xash3D\src_main\temp\render\!release\r_sprite.obj"
"\Xash3D\src_main\temp\render\!release\r_studio.obj"
"\Xash3D\src_main\temp\render\!release\r_surf.obj"
"\Xash3D\src_main\temp\render\!release\r_aliasq.obj"
]
Creating command line "link.exe @C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B24.tmp"
Creating temporary file "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B25.bat" with contents
[
@echo off
copy \Xash3D\src_main\temp\render\!release\render.dll "D:\Xash3D\bin\render.dll"
]
Creating command line "C:\DOCUME~1\MIKE~1.MIK\LOCALS~1\Temp\RSP3B25.bat"
Compiling...
r_aliasq.c
Linking...
Creating library ..\temp\render\!release/render.lib and object ..\temp\render\!release/render.exp
<h3>Output Window</h3>
Performing Custom Build Step on \Xash3D\src_main\temp\render\!release\render.dll
‘ª®¯¨à®¢ ­® ä ©«®¢: 1.
<h3>Results</h3>
render.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: server - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
server.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: vprogs - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
vprogs.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: vsound - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
vsound.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>

View File

@ -1,16 +0,0 @@
<html>
<body>
<pre>
<h1>Build Log</h1>
<h3>
--------------------Configuration: xtools - Win32 Debug--------------------
</h3>
<h3>Command Lines</h3>
<h3>Results</h3>
xtools.dll - 0 error(s), 0 warning(s)
</pre>
</body>
</html>