mirror of
https://github.com/FWGS/xash3d-fwgs
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187 lines
4.5 KiB
C
187 lines
4.5 KiB
C
/*
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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 "gl_local.h"
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#include "shake.h"
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#include "screenfade.h"
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#include "cdll_int.h"
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static void R_ParseDetailTextures( const char *filename )
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{
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byte *afile;
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char *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 = gEngfuncs.COM_LoadFile( filename, NULL, false );
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if( !afile ) return;
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pfile = (char *)afile;
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// format: 'texturename' 'detailtexture' 'xScale' 'yScale'
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while(( pfile = gEngfuncs.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 = gEngfuncs.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 = gEngfuncs.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 = gEngfuncs.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 = gEngfuncs.COM_ParseFile( pfile, token ); // read scales
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Q_strncat( detail_texname, token, sizeof( detail_texname ));
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pfile = gEngfuncs.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 = gEngfuncs.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 < WORLDMODEL->numtextures; i++ )
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{
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tex = 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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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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R_StudioResetPlayerModels();
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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, 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( gEngfuncs.pfnGetCvarFloat( "v_dark" ))
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{
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screenfade_t *sf = gEngfuncs.GetScreenFade();
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float fadetime = 5.0f;
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client_textmessage_t *title;
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title = gEngfuncs.pfnTextMessageGet( "GAMETITLE" );
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if( ENGINE_GET_PARM( PARM_QUAKE_COMPATIBLE ))
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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 += gpGlobals->time;
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sf->fadeEnd += sf->fadeReset;
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gEngfuncs.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 < WORLDMODEL->numleafs; i++ )
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WORLDMODEL->leafs[i+1].efrags = NULL;
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glState.isFogEnabled = false;
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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 < WORLDMODEL->numtextures; i++ )
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{
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if( !WORLDMODEL->textures[i] )
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continue;
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tx = 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( MOVEVARS->skyName );
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GL_BuildLightmaps ();
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R_GenerateVBO();
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if( gEngfuncs.drawFuncs->R_NewMap != NULL )
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gEngfuncs.drawFuncs->R_NewMap();
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}
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