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14 Commits

Author SHA1 Message Date
Alibek Omarov
fb87d7c0b3 readme: wording, add icon, add donate.md link [skip ci] 2023-10-31 21:54:23 +03:00
Alibek Omarov
a69fc87940 Documentation: donate: add sponsorship information 2023-10-31 21:54:23 +03:00
Alibek Omarov
e481e1d73e ref: gl: enable GL waves with r_ripple 2023-10-31 21:52:00 +03:00
Alibek Omarov
6c0eed1b2b ref: gl: allow viewing water textures in their full glory with enabled r_ripple 2 2023-10-31 21:52:00 +03:00
Alibek Omarov
a6c67fdf9f ref: gl: upload only part of texture we're using, i.e. 64x64 for 64x64, 128x128 for 128x128 2023-10-31 21:52:00 +03:00
Alibek Omarov
03f838e37e mainui: update 2023-10-31 21:52:00 +03:00
Alibek Omarov
e21fa4a910 engine: add cvar r_refdll_loaded to indicate currently loaded renderer (for menu options and etc) 2023-10-31 21:52:00 +03:00
Alibek Omarov
46889ed453 ref: gl: libc rand() does better job at randomizing 2023-10-31 21:52:00 +03:00
Alibek Omarov
882fcc152c ref: gl: always scale down texture to 64x64, like sw.dll does 2023-10-31 21:52:00 +03:00
Alibek Omarov
a41902bd46 engine: mod_bmodel: detect water textures by texture name like LoadSurfaces does 2023-10-31 21:52:00 +03:00
Alibek Omarov
a6af32dafd ref: gl: connect ripply water to others parts of renderer (init, reset, animation and rendering) 2023-10-31 21:52:00 +03:00
Alibek Omarov
d6dfb83be7 ref: gl: ripply water implementation (bugfixed version from my Quake-2 patches) 2023-10-31 21:52:00 +03:00
Alibek Omarov
597429cf41 engine, filesystem: unify GetNativeObject between all the APIs. Allow getting filesystem APIs through GetNativeObject 2023-10-31 21:25:11 +03:00
Alibek Omarov
5ea074a1fd engine: fix build issues pointed by @Velaron 2023-10-31 21:01:42 +03:00
26 changed files with 374 additions and 74 deletions

24
Documentation/donate.md Normal file
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@@ -0,0 +1,24 @@
# Developers donation page
On this page you can find links where you can support each developer individually, who has provided public sponsorship information.
### [a1batross](https://github.com/a1batross)
* Initial Xash3D SDL2/Linux port author, Xash3D FWGS engine maintainer, creator of non-commercial Flying With Gauss organization.
* Boosty page: https://boosty.to/a1ba
### [nekonomicon](https://github.com/nekonomicon)
* [hlsdk-portable](https://github.com/FWGS/hlsdk-portable), [mdldec](../utils/mdldec), [opensource-mods.md](opensource-mods.md) maintainer and Xash3D FWGS [contributor](https://github.com/FWGS/xash3d-fwgs/commits?author=nekonomicon) (*BSD/clang port, PNG support, etc).
* Boosty page: https://boosty.to/nekonomicon
### [Velaron](https://github.com/Velaron)
* [cs16-client](https://github.com/Velaron/cs16-client) & [tf15-client](https://github.com/Velaron/tf15-client) maintainer and Xash3D FWGS [contributor](https://github.com/FWGS/xash3d-fwgs/commits?author=Velaron) (Android port, voice chat, etc).
* BuyMeACoffee page: https://www.buymeacoffee.com/velaron
### [SNMetamorph](https://github.com/SNMetamorph)
* [PrimeXT](https://github.com/SNMetamorph/PrimeXT) & [GoldSrc Monitor](https://github.com/SNMetamorph/goldsrc-monitor) maintainer and Xash3D FWGS [contributor](https://github.com/FWGS/xash3d-fwgs/commits?author=SNMetamorph) (Windows port, voice chat, etc).
* BTC: `16GAzK3qei5AwBW7sggXp3yNcFHBtdpxXj`
* ETH (ERC20): `0xb580eeca9756e3881f9d6d026e28db28eb72a383`
* USDT (ERC20): `0xb580eeca9756e3881f9d6d026e28db28eb72a383`
* USDC (ERC20): `0xb580eeca9756e3881f9d6d026e28db28eb72a383`

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@@ -1,33 +1,27 @@
# Xash3D FWGS Engine
# Xash3D FWGS Engine <img align="right" width="128" height="128" src="https://github.com/FWGS/xash3d-fwgs/raw/master/game_launch/icon-xash-material.png" alt="Xash3D FWGS icon" />
[![GitHub Actions Status](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml/badge.svg)](https://github.com/FWGS/xash3d-fwgs/actions/workflows/c-cpp.yml) [![FreeBSD Build Status](https://img.shields.io/cirrus/github/FWGS/xash3d-fwgs?label=freebsd%20build)](https://cirrus-ci.com/github/FWGS/xash3d-fwgs) [![Discord Server](https://img.shields.io/discord/355697768582610945.svg)](http://fwgsdiscord.mentality.rip/) \
[![Download Stable](https://img.shields.io/badge/download-stable-yellow)](https://github.com/FWGS/xash3d-fwgs/releases/latest) [![Download Testing](https://img.shields.io/badge/downloads-testing-orange)](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous)
[![Download Stable](https://img.shields.io/badge/download-stable-yellow)](https://github.com/FWGS/xash3d-fwgs/releases/latest) [![Download Testing](https://img.shields.io/badge/downloads-testing-orange)](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous)
Xash3D FWGS is a fork of Xash3D Engine by Unkle Mike with extended features and crossplatform.
Xash3D FWGS is a game engine, aimed to provide compatibility with Half-Life Engine and extend it, as well as to give game developers well known workflow.
```
Xash3D is a game engine, aimed to provide compatibility with Half-Life Engine,
as well as to give game developers well known workflow and extend it.
Read more about Xash3D on ModDB: https://www.moddb.com/engines/xash3d-engine
```
Xash3D FWGS is a heavily modified fork of an original [Xash3D Engine](https://www.moddb.com/engines/xash3d-engine) by Unkle Mike.
## Donate
[![Donate to FWGS button](https://img.shields.io/badge/Donate_to_FWGS-%3C3-magenta)](Documentation/donate.md) \
If you like Xash3D FWGS, consider supporting individual engine maintainers. By supporting us, you help to continue developing this game engine further. The sponsorship links are available in [documentation](Documentation/donate.md).
## Fork features
* HLSDK 2.4 support.
* Crossplatform: supported x86 and ARM on Windows/Linux/BSD/Android. ([see docs for more info](Documentation/ports.md))
* Modern compilers support: say no more to MSVC6.
* Better multiplayer support: multiple master servers, headless dedicated server.
* Mobility API: allows better game integration on mobile devices(vibration, touch controls)
* Different input methods: touch, gamepad and classic mouse & keyboard.
* Steam Half-Life (HLSDK 2.4) support.
* Crossplatform and modern compilers support: supports Windows, Linux, BSD & Android on x86 & ARM and [many more](Documentation/ports.md).
* Better multiplayer support: multiple master servers, headless dedicated server, voice chat and IPv6 support.
* Multiple renderers support: OpenGL, GLESv1, GLESv2 and Software.
* Advanced virtual filesystem: `.pk3` and `.pk3dir` support, compatibility with GoldSrc FS module, fast case-insensitivity emulation for crossplatform.
* Mobility API: better game integration on mobile devices (vibration, touch controls)
* Different input methods: touch and gamepad in addition to mouse & keyboard.
* TrueType font rendering, as a part of mainui_cpp.
* Multiple renderers support: OpenGL, GLESv1, GLESv2, Software.
* Voice support.
* External filesystem module like in GoldSrc engine.
* External vgui support module.
* PNG image format support.
* A set of small improvements, without broken compatibility.
## Planned fork features
* Virtual Reality support and game API.
* Vulkan renderer.
* External VGUI support module.
* PNG & KTX2 image format support.
* [A set of small improvements](Documentation/), without broken compatibility.
## Installation & Running
0) Get Xash3D FWGS binaries: you can use [testing](https://github.com/FWGS/xash3d-fwgs/releases/tag/continuous) build or you can compile engine from source code.

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@@ -181,6 +181,7 @@ typedef struct dll_info_s
} dll_info_t;
typedef void (*setpair_t)( const char *key, const void *value, const void *buffer, void *numpairs );
typedef void *(*pfnCreateInterface_t)( const char *, int * );
// config strings are a general means of communication from
// the server to all connected clients.

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@@ -982,7 +982,7 @@ pfnCheckGameDll
*/
int GAME_EXPORT pfnCheckGameDll( void )
{
#if XASH_INTERNAL_GAMELIBS
#ifdef XASH_INTERNAL_GAMELIBS
return true;
#else
string dllpath;

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@@ -87,15 +87,6 @@ static int pfnDrawScaledCharacter( int x, int y, int number, int r, int g, int b
return CL_DrawCharacter( x, y, number, color, &g_scaled_font, flags );
}
static void *pfnGetNativeObject( const char *obj )
{
if( !obj )
return NULL;
// Backend should consider that obj is case-sensitive
return Platform_GetNativeObject( obj );
}
static void pfnTouch_HideButtons( const char *name, byte state )
{
Touch_HideButtons( name, state, true );
@@ -124,7 +115,7 @@ static mobile_engfuncs_t gpMobileEngfuncs =
Touch_ResetDefaultButtons,
pfnDrawScaledCharacter,
Sys_Warn,
pfnGetNativeObject,
Sys_GetNativeObject,
ID_SetCustomClientID,
pfnParseFileSafe
};

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@@ -16,6 +16,7 @@ CVAR_DEFINE_AUTO( gl_msaa_samples, "0", FCVAR_GLCONFIG, "samples number for mult
CVAR_DEFINE_AUTO( gl_clear, "0", FCVAR_ARCHIVE, "clearing screen after each frame" );
CVAR_DEFINE_AUTO( r_showtree, "0", FCVAR_ARCHIVE, "build the graph of visible BSP tree" );
static CVAR_DEFINE_AUTO( r_refdll, "", FCVAR_RENDERINFO, "choose renderer implementation, if supported" );
static CVAR_DEFINE_AUTO( r_refdll_loaded, "", FCVAR_READ_ONLY, "currently loaded renderer" );
void R_GetTextureParms( int *w, int *h, int texnum )
{
@@ -519,6 +520,7 @@ static qboolean R_LoadRenderer( const char *refopt )
return false;
}
Cvar_FullSet( "r_refdll_loaded", refopt, FCVAR_READ_ONLY );
Con_Reportf( "Renderer %s initialized\n", refdll );
return true;
@@ -610,6 +612,7 @@ qboolean R_Init( void )
Cvar_RegisterVariable( &gl_clear );
Cvar_RegisterVariable( &r_showtree );
Cvar_RegisterVariable( &r_refdll );
Cvar_RegisterVariable( &r_refdll_loaded );
// cvars that are expected to exist
Cvar_Get( "r_speeds", "0", FCVAR_ARCHIVE, "shows renderer speeds" );

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@@ -381,6 +381,7 @@ typedef void (*xcommand_t)( void );
qboolean FS_LoadProgs( void );
void FS_Init( void );
void FS_Shutdown( void );
void *FS_GetNativeObject( const char *obj );
//
// cmd.c

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@@ -23,8 +23,17 @@ GNU General Public License for more details.
fs_api_t g_fsapi;
fs_globals_t *FI;
static pfnCreateInterface_t fs_pfnCreateInterface;
static HINSTANCE fs_hInstance;
void *FS_GetNativeObject( const char *obj )
{
if( fs_pfnCreateInterface )
return fs_pfnCreateInterface( obj, NULL );
return NULL;
}
static void FS_Rescan_f( void )
{
FS_Rescan();
@@ -53,7 +62,7 @@ static fs_interface_t fs_memfuncs =
_Mem_Realloc,
_Mem_Free,
Platform_GetNativeObject,
Sys_GetNativeObject,
};
static void FS_UnloadProgs( void )
@@ -98,6 +107,13 @@ qboolean FS_LoadProgs( void )
return false;
}
if( !( fs_pfnCreateInterface = (pfnCreateInterface_t)COM_GetProcAddress( fs_hInstance, "CreateInterface" )))
{
FS_UnloadProgs();
Host_Error( "FS_LoadProgs: can't find CreateInterface entry point in %s\n", name );
return false;
}
Con_DPrintf( "FS_LoadProgs: filesystem_stdio successfully loaded\n" );
return true;

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@@ -1020,7 +1020,7 @@ void Host_InitCommon( int argc, char **argv, const char *progname, qboolean bCha
#if TARGET_OS_IOS
Q_strncpy( host.rootdir, IOS_GetDocsDir(), sizeof( host.rootdir ));
#elif XASH_ANDROID && XASH_SDL
Q_strncpy( host.rootdir, SDL_AndroidGetExternalStoragePath, sizeof( host.rootdir ));
Q_strncpy( host.rootdir, SDL_AndroidGetExternalStoragePath(), sizeof( host.rootdir ));
#elif XASH_PSVITA
if ( !PSVita_GetBasePath( host.rootdir, sizeof( host.rootdir )))
{

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@@ -2012,6 +2012,20 @@ static void Mod_LoadMarkSurfaces( model_t *mod, dbspmodel_t *bmod )
}
}
static qboolean Mod_LooksLikeWaterTexture( const char *name )
{
if(( name[0] == '*' && Q_stricmp( name, REF_DEFAULT_TEXTURE )) || name[0] == '!' )
return true;
if( !Host_IsQuakeCompatible( ))
{
if( !Q_strncmp( name, "water", 5 ) || !Q_strnicmp( name, "laser", 5 ))
return true;
}
return false;
}
static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureIndex )
{
#if !XASH_DEDICATED
@@ -2032,6 +2046,10 @@ static void Mod_LoadTextureData( model_t *mod, dbspmodel_t *bmod, int textureInd
if( FBitSet( host.features, ENGINE_IMPROVED_LINETRACE ) && mipTex->name[0] == '{' )
SetBits( txFlags, TF_KEEP_SOURCE ); // Paranoia2 texture alpha-tracing
// check if this is water to keep the source texture and expand it to RGBA (so ripple effect works)
if( Mod_LooksLikeWaterTexture( mipTex->name ))
SetBits( txFlags, TF_KEEP_SOURCE | TF_EXPAND_SOURCE );
usesCustomPalette = Mod_CalcMipTexUsesCustomPalette( mod, bmod, textureIndex );
// check for multi-layered sky texture (quake1 specific)
@@ -2449,15 +2467,9 @@ static void Mod_LoadSurfaces( model_t *mod, dbspmodel_t *bmod )
if( !Q_strncmp( tex->name, "sky", 3 ))
SetBits( out->flags, SURF_DRAWSKY );
if(( tex->name[0] == '*' && Q_stricmp( tex->name, REF_DEFAULT_TEXTURE )) || tex->name[0] == '!' )
if( Mod_LooksLikeWaterTexture( tex->name ))
SetBits( out->flags, SURF_DRAWTURB );
if( !Host_IsQuakeCompatible( ))
{
if( !Q_strncmp( tex->name, "water", 5 ) || !Q_strnicmp( tex->name, "laser", 5 ))
SetBits( out->flags, SURF_DRAWTURB );
}
if( !Q_strncmp( tex->name, "scroll", 6 ))
SetBits( out->flags, SURF_CONVEYOR );

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@@ -649,3 +649,31 @@ qboolean Sys_NewInstance( const char *gamedir )
return false;
}
/*
==================
Sys_GetNativeObject
Get platform-specific native object
==================
*/
void *Sys_GetNativeObject( const char *obj )
{
void *ptr;
if( !COM_CheckString( obj ))
return NULL;
ptr = FS_GetNativeObject( obj );
if( ptr )
return ptr;
// Backend should consider that obj is case-sensitive
#if XASH_ANDROID
ptr = Android_GetNativeObject( obj );
#endif // XASH_ANDROID
return ptr;
}

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@@ -70,6 +70,7 @@ void Sys_InitLog( void );
void Sys_CloseLog( void );
void Sys_Quit( void ) NORETURN;
qboolean Sys_NewInstance( const char *gamedir );
void *Sys_GetNativeObject( const char *obj );
//
// sys_con.c

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@@ -139,17 +139,6 @@ static inline void Platform_Shutdown( void )
#endif
}
static inline void *Platform_GetNativeObject( const char *name )
{
void *ptr = NULL;
#if XASH_ANDROID
ptr = Android_GetNativeObject( name );
#endif
return ptr;
}
/*
==============================================================================
@@ -158,7 +147,6 @@ static inline void *Platform_GetNativeObject( const char *name )
==============================================================================
*/
void Platform_Vibrate( float life, char flags );
void*Platform_GetNativeObject( const char *name );
/*
==============================================================================

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@@ -150,6 +150,4 @@ public:
virtual void AddSearchPathNoWrite(const char *, const char *) = 0; /* linkage=_ZN11IFileSystem20AddSearchPathNoWriteEPKcS1_ */
};
#define FILESYSTEM_INTERFACE_VERSION "VFileSystem009" // never change this!
#endif // VFILESYSTEM009_H

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@@ -1386,7 +1386,7 @@ static void _Sys_Error( const char *fmt, ... )
exit( 1 );
}
static void *_Platform_GetNativeObject_stub( const char *object )
static void *Sys_GetNativeObject_stub( const char *object )
{
return NULL;
}
@@ -2841,7 +2841,7 @@ fs_interface_t g_engfuncs =
_Mem_Alloc,
_Mem_Realloc,
_Mem_Free,
_Platform_GetNativeObject_stub
Sys_GetNativeObject_stub
};
static qboolean FS_InitInterface( int version, fs_interface_t *engfuncs )
@@ -2883,9 +2883,9 @@ static qboolean FS_InitInterface( int version, fs_interface_t *engfuncs )
Con_Reportf( "filesystem_stdio: custom memory allocation functions found\n" );
}
if( engfuncs->_Platform_GetNativeObject )
if( engfuncs->_Sys_GetNativeObject )
{
g_engfuncs._Platform_GetNativeObject = engfuncs->_Platform_GetNativeObject;
g_engfuncs._Sys_GetNativeObject = engfuncs->_Sys_GetNativeObject;
Con_Reportf( "filesystem_stdio: custom platform-specific functions found\n" );
}

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@@ -32,7 +32,8 @@ extern "C"
#endif // __cplusplus
#define FS_API_VERSION 2 // not stable yet!
#define FS_API_CREATEINTERFACE_TAG "XashFileSystem002" // follow FS_API_VERSION!!!
#define FS_API_CREATEINTERFACE_TAG "XashFileSystem002" // follow FS_API_VERSION!!!
#define FILESYSTEM_INTERFACE_VERSION "VFileSystem009" // never change this!
// search path flags
enum
@@ -210,7 +211,7 @@ typedef struct fs_interface_t
void (*_Mem_Free)( void *data, const char *filename, int fileline );
// platform
void *(*_Platform_GetNativeObject)( const char *object );
void *(*_Sys_GetNativeObject)( const char *object );
} fs_interface_t;
typedef int (*FSAPI)( int version, fs_api_t *api, fs_globals_t **globals, fs_interface_t *interface );

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@@ -127,7 +127,7 @@ extern const fs_archive_t g_archives[];
#define Con_DPrintf (*g_engfuncs._Con_DPrintf)
#define Con_Reportf (*g_engfuncs._Con_Reportf)
#define Sys_Error (*g_engfuncs._Sys_Error)
#define Platform_GetNativeObject (*g_engfuncs._Platform_GetNativeObject)
#define Sys_GetNativeObject (*g_engfuncs._Sys_GetNativeObject)
//
// filesystem.c

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@@ -18,7 +18,6 @@ typedef void *HMODULE;
HMODULE g_hModule;
FSAPI g_pfnGetFSAPI;
typedef void *(*pfnCreateInterface_t)( const char *, int * );
pfnCreateInterface_t g_pfnCreateInterface;
fs_api_t g_fs;
fs_globals_t *g_nullglobals;

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@@ -342,6 +342,8 @@ void R_SetTextureParameters( void )
// change all the existing mipmapped texture objects
for( i = 0; i < gl_numTextures; i++ )
GL_UpdateTextureParams( i );
R_UpdateRippleTexParams();
}
/*
@@ -2317,6 +2319,7 @@ void R_InitImages( void )
// validate cvars
R_SetTextureParameters();
GL_CreateInternalTextures();
R_InitRipples();
gEngfuncs.Cmd_AddCommand( "texturelist", R_TextureList_f, "display loaded textures list" );
}

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@@ -489,6 +489,11 @@ void R_ClearSkyBox( void );
void R_DrawSkyBox( void );
void R_DrawClouds( void );
void EmitWaterPolys( msurface_t *warp, qboolean reverse );
void R_InitRipples( void );
void R_ResetRipples( void );
void R_AnimateRipples( void );
void R_UpdateRippleTexParams( void );
void R_UploadRipples( texture_t *image );
//
// gl_vgui.c
@@ -750,6 +755,9 @@ extern convar_t r_vbo;
extern convar_t r_vbo_dlightmode;
extern convar_t r_studio_sort_textures;
extern convar_t r_studio_drawelements;
extern convar_t r_ripple;
extern convar_t r_ripple_updatetime;
extern convar_t r_ripple_spawntime;
//
// engine shared convars

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@@ -30,6 +30,10 @@ CVAR_DEFINE_AUTO( r_traceglow, "0", FCVAR_GLCONFIG, "cull flares behind models"
CVAR_DEFINE_AUTO( gl_round_down, "2", FCVAR_GLCONFIG|FCVAR_READ_ONLY, "round texture sizes to nearest POT value" );
CVAR_DEFINE( r_vbo, "gl_vbo", "0", FCVAR_ARCHIVE, "draw world using VBO (known to be glitchy)" );
CVAR_DEFINE( r_vbo_dlightmode, "gl_vbo_dlightmode", "1", FCVAR_ARCHIVE, "vbo dlight rendering mode (0-1)" );
CVAR_DEFINE_AUTO( r_ripple, "0", FCVAR_GLCONFIG, "enable software-like water texture ripple simulation" );
CVAR_DEFINE_AUTO( r_ripple_updatetime, "0.05", FCVAR_GLCONFIG, "how fast ripple simulation is" );
CVAR_DEFINE_AUTO( r_ripple_spawntime, "0.1", FCVAR_GLCONFIG, "how fast new ripples spawn" );
DEFINE_ENGINE_SHARED_CVAR_LIST()
@@ -1186,6 +1190,9 @@ void GL_InitCommands( void )
gEngfuncs.Cvar_RegisterVariable( &r_traceglow );
gEngfuncs.Cvar_RegisterVariable( &r_studio_sort_textures );
gEngfuncs.Cvar_RegisterVariable( &r_studio_drawelements );
gEngfuncs.Cvar_RegisterVariable( &r_ripple );
gEngfuncs.Cvar_RegisterVariable( &r_ripple_updatetime );
gEngfuncs.Cvar_RegisterVariable( &r_ripple_spawntime );
gEngfuncs.Cvar_RegisterVariable( &gl_extensions );
gEngfuncs.Cvar_RegisterVariable( &gl_texture_nearest );

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@@ -969,6 +969,8 @@ void R_RenderScene( void )
R_MarkLeaves();
R_DrawFog ();
if( RI.drawWorld )
R_AnimateRipples();
R_CheckGLFog();
R_DrawWorld();

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@@ -150,6 +150,7 @@ void R_NewMap( void )
GL_BuildLightmaps ();
R_GenerateVBO();
R_ResetRipples();
if( gEngfuncs.drawFuncs->R_NewMap != NULL )
gEngfuncs.drawFuncs->R_NewMap();

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@@ -204,7 +204,7 @@ void GL_SetupFogColorForSurfaces( void )
vec3_t fogColor;
float factor, div;
if( !glState.isFogEnabled)
if( !glState.isFogEnabled )
return;
if( RI.currententity && RI.currententity->curstate.rendermode == kRenderTransTexture )
@@ -1135,14 +1135,15 @@ void R_RenderBrushPoly( msurface_t *fa, int cull_type )
t = R_TextureAnimation( fa );
GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
if( FBitSet( fa->flags, SURF_DRAWTURB ))
{
R_UploadRipples( t );
// warp texture, no lightmaps
EmitWaterPolys( fa, (cull_type == CULL_BACKSIDE));
return;
}
else GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
if( t->fb_texturenum )
{
@@ -1411,7 +1412,7 @@ void R_DrawWaterSurfaces( void )
continue;
// set modulate mode explicitly
GL_Bind( XASH_TEXTURE0, t->gl_texturenum );
R_UploadRipples( t );
for( ; s; s = s->texturechain )
EmitWaterPolys( s, false );

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@@ -62,6 +62,29 @@ static float r_turbsin[] =
#include "warpsin.h"
};
#define RIPPLES_CACHEWIDTH_BITS 7
#define RIPPLES_CACHEWIDTH ( 1 << RIPPLES_CACHEWIDTH_BITS )
#define RIPPLES_CACHEWIDTH_MASK (( RIPPLES_CACHEWIDTH ) - 1 )
#define RIPPLES_TEXSIZE ( RIPPLES_CACHEWIDTH * RIPPLES_CACHEWIDTH )
#define RIPPLES_TEXSIZE_MASK ( RIPPLES_TEXSIZE - 1 )
STATIC_ASSERT( RIPPLES_TEXSIZE == 0x4000, "fix the algorithm to work with custom resolution" );
static struct
{
double time;
double oldtime;
short *curbuf, *oldbuf;
short buf[2][RIPPLES_TEXSIZE];
qboolean update;
uint32_t texture[RIPPLES_TEXSIZE];
int gl_texturenum;
int rippletexturenum;
float texturescale; // not all textures are 128x128, scale the texcoords down
} g_ripple;
static qboolean CheckSkybox( const char *name, char out[6][MAX_STRING] )
{
const char *skybox_ext[3] = { "dds", "tga", "bmp" };
@@ -799,10 +822,18 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
os = v[3];
ot = v[4];
s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
s *= ( 1.0f / SUBDIVIDE_SIZE );
if( !r_ripple.value )
{
s = os + r_turbsin[(int)((ot * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
}
else
{
s = os / g_ripple.texturescale;
t = ot / g_ripple.texturescale;
}
t = ot + r_turbsin[(int)((os * 0.125f + gpGlobals->time) * TURBSCALE) & 255];
s *= ( 1.0f / SUBDIVIDE_SIZE );
t *= ( 1.0f / SUBDIVIDE_SIZE );
pglTexCoord2f( s, t );
@@ -822,3 +853,193 @@ void EmitWaterPolys( msurface_t *warp, qboolean reverse )
GL_SetupFogColorForSurfaces();
}
/*
============================================================
HALF-LIFE SOFTWARE WATER
============================================================
*/
void R_ResetRipples( void )
{
g_ripple.curbuf = g_ripple.buf[0];
g_ripple.oldbuf = g_ripple.buf[1];
g_ripple.time = g_ripple.oldtime = gpGlobals->time - 0.1;
memset( g_ripple.buf, 0, sizeof( g_ripple.buf ));
}
void R_InitRipples( void )
{
rgbdata_t pic = { 0 };
pic.width = pic.height = RIPPLES_CACHEWIDTH;
pic.depth = 1;
pic.flags = IMAGE_HAS_COLOR;
pic.buffer = (byte *)g_ripple.texture;
pic.type = PF_RGBA_32;
pic.size = sizeof( g_ripple.texture );
pic.numMips = 1;
memset( pic.buffer, 0, pic.size );
g_ripple.rippletexturenum = GL_LoadTextureInternal( "*rippletex", &pic, TF_NOMIPMAP );
}
static void R_SwapBufs( void )
{
short *tempbufp = g_ripple.curbuf;
g_ripple.curbuf = g_ripple.oldbuf;
g_ripple.oldbuf = tempbufp;
}
static void R_SpawnNewRipple( int x, int y, short val )
{
#define PIXEL( x, y ) ((( x ) & RIPPLES_CACHEWIDTH_MASK ) + ((( y ) & RIPPLES_CACHEWIDTH_MASK) << 7 ))
g_ripple.oldbuf[PIXEL( x, y )] += val;
val >>= 2;
g_ripple.oldbuf[PIXEL( x + 1, y )] += val;
g_ripple.oldbuf[PIXEL( x - 1, y )] += val;
g_ripple.oldbuf[PIXEL( x, y + 1 )] += val;
g_ripple.oldbuf[PIXEL( x, y - 1 )] += val;
#undef PIXEL
}
static void R_RunRipplesAnimation( const short *oldbuf, short *pbuf )
{
size_t i = 0;
const int w = RIPPLES_CACHEWIDTH;
const int m = RIPPLES_TEXSIZE_MASK;
for( i = w; i < m + w; i++, pbuf++ )
{
*pbuf = (
( (int)oldbuf[( i - ( w * 2 )) & m]
+ (int)oldbuf[( i - ( w + 1 )) & m]
+ (int)oldbuf[( i - ( w - 1 )) & m]
+ (int)oldbuf[( i ) & m]) >> 1 ) - (int)*pbuf;
*pbuf -= ( *pbuf >> 6 );
}
}
static int MostSignificantBit( unsigned int v )
{
#if __GNUC__
return 31 - __builtin_clz( v );
#else
int i;
for( i = 0, v >>= 1; v; v >>= 1, i++ );
return i;
#endif
}
void R_AnimateRipples( void )
{
double frametime = gpGlobals->time - g_ripple.time;
g_ripple.update = r_ripple.value && frametime >= r_ripple_updatetime.value;
if( !g_ripple.update )
return;
g_ripple.time = gpGlobals->time;
R_SwapBufs();
if( g_ripple.time - g_ripple.oldtime > r_ripple_spawntime.value )
{
int x, y, val;
g_ripple.oldtime = g_ripple.time;
x = rand() & 0x7fff;
y = rand() & 0x7fff;
val = rand() & 0x3ff;
R_SpawnNewRipple( x, y, val );
}
R_RunRipplesAnimation( g_ripple.oldbuf, g_ripple.curbuf );
}
void R_UpdateRippleTexParams( void )
{
gl_texture_t *tex = R_GetTexture( g_ripple.rippletexturenum );
GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
if( gl_texture_nearest.value )
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_NEAREST );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_NEAREST );
}
else
{
pglTexParameteri( tex->target, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
pglTexParameteri( tex->target, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
}
}
void R_UploadRipples( texture_t *image )
{
gl_texture_t *glt;
uint32_t *pixels;
int wbits, wmask, wshft;
// discard unuseful textures
if( !r_ripple.value || image->width > RIPPLES_CACHEWIDTH || image->width != image->height )
{
GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
return;
}
glt = R_GetTexture( image->gl_texturenum );
if( !glt || !glt->original || !glt->original->buffer || !FBitSet( glt->flags, TF_EXPAND_SOURCE ))
{
GL_Bind( XASH_TEXTURE0, image->gl_texturenum );
return;
}
GL_Bind( XASH_TEXTURE0, g_ripple.rippletexturenum );
// no updates this frame
if( !g_ripple.update && image->gl_texturenum == g_ripple.gl_texturenum )
return;
g_ripple.gl_texturenum = image->gl_texturenum;
if( r_ripple.value == 1.0f )
{
g_ripple.texturescale = Q_max( 1.0f, image->width / 64.0f );
}
else
{
g_ripple.texturescale = 1.0f;
}
pixels = (uint32_t *)glt->original->buffer;
wbits = MostSignificantBit( image->width );
wshft = 7 - wbits;
wmask = image->width - 1;
for( int y = 0; y < image->height; y++ )
{
int ry = y << ( 7 + wshft );
for( int x = 0; x < image->width; x++ )
{
int rx = x << wshft;
int val = g_ripple.curbuf[ry + rx] >> 4;
int py = (y - val) & wmask;
int px = (x + val) & wmask;
int p = ( py << wbits ) + px;
g_ripple.texture[(y << wbits) + x] = pixels[p];
}
}
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, image->width, image->width, 0,
GL_RGBA, GL_UNSIGNED_BYTE, g_ripple.texture );
}