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https://github.com/w23/xash3d-fwgs
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The `.editorconfig` file in this repo is configured to trim all trailing whitespace regardless of whether the line is modified. Trims all trailing whitespace in the repository to make the codebase easier to work with in editors that respect `.editorconfig`. `git blame` becomes less useful on these lines but it already isn't very useful. Commands: ``` find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+ ```
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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