Example #1
0
    public static void GL_MipMap(uint[] src, int width, int height)
    {
        Union4b p1 = Union4b.Empty, p2 = Union4b.Empty, p3 = Union4b.Empty, p4 = Union4b.Empty;

        width  >>= 1;
        height >>= 1;

        uint[] dest    = src;
        int srcOffset  = 0;
        int destOffset = 0;

        for (int i = 0; i < height; i++)
        {
            for (int j = 0; j < width; j++)
            {
                p1.ui0 = src[srcOffset];
                int offset = srcOffset + 1;
                p2.ui0 = offset < src.Length ? src[offset] : p1.ui0;
                offset = srcOffset + (width << 1);
                p3.ui0 = offset < src.Length ? src[offset] : p1.ui0;
                offset = srcOffset + (width << 1) + 1;
                p4.ui0 = offset < src.Length ? src[offset] : p1.ui0;

                p1.b0 = (byte)((p1.b0 + p2.b0 + p3.b0 + p4.b0) >> 2);
                p1.b1 = (byte)((p1.b1 + p2.b1 + p3.b1 + p4.b1) >> 2);
                p1.b2 = (byte)((p1.b2 + p2.b2 + p3.b2 + p4.b2) >> 2);
                p1.b3 = (byte)((p1.b3 + p2.b3 + p3.b3 + p4.b3) >> 2);

                dest[destOffset] = p1.ui0;
                destOffset++;
                srcOffset += 2;
            }
            srcOffset += width << 1;
        }
    }
Example #2
0
        // GL_MipMap
        //
        // Operates in place, quartering the size of the texture
        protected void MipMap(UInt32[] src, Int32 width, Int32 height)
        {
            Union4b p1 = Union4b.Empty, p2 = Union4b.Empty, p3 = Union4b.Empty, p4 = Union4b.Empty;

            width  >>= 1;
            height >>= 1;

            var dest       = src;
            var srcOffset  = 0;
            var destOffset = 0;

            for (var i = 0; i < height; i++)
            {
                for (var j = 0; j < width; j++)
                {
                    p1.ui0 = src[srcOffset];
                    var offset = srcOffset + 1;
                    p2.ui0 = offset < src.Length ? src[offset] : p1.ui0;
                    offset = srcOffset + (width << 1);
                    p3.ui0 = offset < src.Length ? src[offset] : p1.ui0;
                    offset = srcOffset + (width << 1) + 1;
                    p4.ui0 = offset < src.Length ? src[offset] : p1.ui0;

                    p1.b0 = ( Byte )((p1.b0 + p2.b0 + p3.b0 + p4.b0) >> 2);
                    p1.b1 = ( Byte )((p1.b1 + p2.b1 + p3.b1 + p4.b1) >> 2);
                    p1.b2 = ( Byte )((p1.b2 + p2.b2 + p3.b2 + p4.b2) >> 2);
                    p1.b3 = ( Byte )((p1.b3 + p2.b3 + p3.b3 + p4.b3) >> 2);

                    dest[destOffset] = p1.ui0;
                    destOffset++;
                    srcOffset += 2;
                }
                srcOffset += width << 1;
            }
        }
Example #3
0
    public static void WriteInt(byte[] dest, int offset, int value)
    {
        Union4b u = Union4b.Empty;

        u.i0             = value;
        dest[offset + 0] = u.b0;
        dest[offset + 1] = u.b1;
        dest[offset + 2] = u.b2;
        dest[offset + 3] = u.b3;
    }
Example #4
0
File: Vid.cs Project: Scrama/Quarp
        /// <summary>
        /// VID_SetPalette
        /// called at startup and after any gamma correction
        /// </summary>
        public static void SetPalette(byte[] palette)
        {
            //
            // 8 8 8 encoding
            //
            int offset = 0;

            byte[] pal   = palette;
            uint[] table = _8to24table;
            for (int i = 0; i < table.Length; i++)
            {
                uint r = pal[offset + 0];
                uint g = pal[offset + 1];
                uint b = pal[offset + 2];

                table[i] = ((uint)0xff << 24) + (r << 0) + (g << 8) + (b << 16);
                offset  += 3;
            }

            table[255] &= 0xffffff;     // 255 is transparent

            // JACK: 3D distance calcs - k is last closest, l is the distance.
            // FIXME: Precalculate this and cache to disk.
            Union4b val = Union4b.Empty;

            for (uint i = 0; i < (1 << 15); i++)
            {
                // Maps
                // 000000000000000
                // 000000000011111 = Red  = 0x1F
                // 000001111100000 = Blue = 0x03E0
                // 111110000000000 = Grn  = 0x7C00
                uint r = (((i & 0x1F) << 3) + 4);
                uint g = (((i & 0x03E0) >> 2) + 4);
                uint b = (((i & 0x7C00) >> 7) + 4);
                uint k = 0;
                uint l = 10000 * 10000;
                for (uint v = 0; v < 256; v++)
                {
                    val.ui0 = _8to24table[v];
                    uint r1 = r - val.b0;
                    uint g1 = g - val.b1;
                    uint b1 = b - val.b2;
                    uint j  = (r1 * r1) + (g1 * g1) + (b1 * b1);
                    if (j < l)
                    {
                        k = v;
                        l = j;
                    }
                }
                _15to8table[i] = (byte)k;
            }
        }
Example #5
0
    public static void GL_DrawAliasFrame(aliashdr_t paliashdr, int posenum)
    {
        lastposenum = posenum;

        trivertx_t[] verts       = paliashdr.posedata;
        int          vertsOffset = posenum * paliashdr.poseverts;

        int[] order       = paliashdr.commands;
        int   orderOffset = 0;

        while (true)
        {
            // get the vertex count and primitive type
            int count = order[orderOffset++];
            if (count == 0)
            {
                break;          // done
            }
            if (count < 0)
            {
                count = -count;
                GL.Begin(BeginMode.TriangleFan);
            }
            else
            {
                GL.Begin(BeginMode.TriangleStrip);
            }

            Union4b u1 = Union4b.Empty, u2 = Union4b.Empty;
            do
            {
                float[] v = { (float)verts[vertsOffset].v[0], verts[vertsOffset].v[1], verts[vertsOffset].v[2] };


                // texture coordinates come from the draw list
                u1.i0        = order[orderOffset + 0];
                u2.i0        = order[orderOffset + 1];
                orderOffset += 2;
                GL.TexCoord2(u1.f0, u2.f0);

                // normals and vertexes come from the frame list
                float l = shadedots[verts[vertsOffset].lightnormalindex] * shadelight;
                GL.Color3(l, l, l);
                GL.Vertex3(v[0], v[1], v[2]);
                vertsOffset++;
            } while (--count > 0);
            GL.End();
        }
    }
Example #6
0
        /// <summary>
        /// GL_DrawAliasFrame
        /// </summary>
        protected override void DrawAliasFrame(Single shadeLight, Single[] shadeDots, aliashdr_t paliashdr, Int32 posenum)
        {
            AliasDesc.LastPoseNumber = posenum;

            var verts       = paliashdr.posedata;
            var vertsOffset = posenum * paliashdr.poseverts;
            var order       = paliashdr.commands;
            var orderOffset = 0;

            while (true)
            {
                // get the vertex count and primitive type
                var count = order[orderOffset++];
                if (count == 0)
                {
                    break;                          // done
                }
                if (count < 0)
                {
                    count = -count;
                    GL.Begin(PrimitiveType.TriangleFan);
                }
                else
                {
                    GL.Begin(PrimitiveType.TriangleStrip);
                }

                Union4b u1 = Union4b.Empty, u2 = Union4b.Empty;
                do
                {
                    // texture coordinates come from the draw list
                    u1.i0        = order[orderOffset + 0];
                    u2.i0        = order[orderOffset + 1];
                    orderOffset += 2;
                    GL.TexCoord2(u1.f0, u2.f0);

                    // normals and vertexes come from the frame list
                    var l = shadeDots[verts[vertsOffset].lightnormalindex] * shadeLight;
                    GL.Color3(l, l, l);
                    GL.Vertex3(( Single )verts[vertsOffset].v[0], verts[vertsOffset].v[1], verts[vertsOffset].v[2]);
                    vertsOffset++;
                } while (--count > 0);
                GL.End( );
            }
        }
Example #7
0
        /// <summary>
        /// BuildTris
        /// Generate a list of trifans or strips for the model, which holds for all frames
        /// </summary>
        static void BuildTris()
        {
            int[] bestverts = new int[1024];
            int[] besttris  = new int[1024];

            // Uze
            // All references to pheader from model.c changed to _AliasHdr (former paliashdr)

            //
            // build tristrips
            //
            stvert_t[]    stverts   = Mod.STVerts;
            dtriangle_t[] triangles = Mod.Triangles;
            _NumOrder    = 0;
            _NumCommands = 0;
            Array.Clear(_Used, 0, _Used.Length); // memset (used, 0, sizeof(used));
            int besttype = 0, len;

            for (int i = 0; i < _AliasHdr.numtris; i++)
            {
                // pick an unused triangle and start the trifan
                if (_Used[i] != 0)
                {
                    continue;
                }

                int bestlen = 0;
                for (int type = 0; type < 2; type++)
                {
                    for (int startv = 0; startv < 3; startv++)
                    {
                        if (type == 1)
                        {
                            len = StripLength(i, startv);
                        }
                        else
                        {
                            len = FanLength(i, startv);
                        }
                        if (len > bestlen)
                        {
                            besttype = type;
                            bestlen  = len;
                            for (int j = 0; j < bestlen + 2; j++)
                            {
                                bestverts[j] = _StripVerts[j];
                            }
                            for (int j = 0; j < bestlen; j++)
                            {
                                besttris[j] = _StripTris[j];
                            }
                        }
                    }
                }

                // mark the tris on the best strip as used
                for (int j = 0; j < bestlen; j++)
                {
                    _Used[besttris[j]] = 1;
                }

                if (besttype == 1)
                {
                    _Commands[_NumCommands++] = (bestlen + 2);
                }
                else
                {
                    _Commands[_NumCommands++] = -(bestlen + 2);
                }

                Union4b uval = Union4b.Empty;
                for (int j = 0; j < bestlen + 2; j++)
                {
                    // emit a vertex into the reorder buffer
                    int k = bestverts[j];
                    _VertexOrder[_NumOrder++] = k;

                    // emit s/t coords into the commands stream
                    float s = stverts[k].s;
                    float t = stverts[k].t;
                    if (triangles[besttris[0]].facesfront == 0 && stverts[k].onseam != 0)
                    {
                        s += _AliasHdr.skinwidth / 2;   // on back side
                    }
                    s = (s + 0.5f) / _AliasHdr.skinwidth;
                    t = (t + 0.5f) / _AliasHdr.skinheight;

                    uval.f0 = s;
                    _Commands[_NumCommands++] = uval.i0;
                    uval.f0 = t;
                    _Commands[_NumCommands++] = uval.i0;
                }
            }

            _Commands[_NumCommands++] = 0;              // end of list marker

            Con.DPrint("{0,3} tri {1,3} vert {2,3} cmd\n", _AliasHdr.numtris, _NumOrder, _NumCommands);

            _AllVerts += _NumOrder;
            _AllTris  += _AliasHdr.numtris;
        }
Example #8
0
 public MessageReader(MessageWriter source)
 {
     this._Source = source;
     this._Val    = Union4b.Empty;
     this._Tmp    = new char[2048];
 }
Example #9
0
        static msurface_t _WarpFace; // used by SubdivideSurface()


        /// <summary>
        /// R_InitSky
        /// called at level load
        /// A sky texture is 256*128, with the right side being a masked overlay
        /// </summary>
        public static void InitSky(texture_t mt)
        {
            byte[] src    = mt.pixels;
            int    offset = mt.offsets[0];

            // make an average value for the back to avoid
            // a fringe on the top level
            const int size = 128 * 128;

            uint[]  trans  = new uint[size];
            uint[]  v8to24 = Vid.Table8to24;
            int     r      = 0;
            int     g      = 0;
            int     b      = 0;
            Union4b rgba   = Union4b.Empty;

            for (int i = 0; i < 128; i++)
            {
                for (int j = 0; j < 128; j++)
                {
                    int p = src[offset + i * 256 + j + 128];
                    rgba.ui0             = v8to24[p];
                    trans[(i * 128) + j] = rgba.ui0;
                    r += rgba.b0;
                    g += rgba.b1;
                    b += rgba.b2;
                }
            }

            rgba.b0 = (byte)(r / size);
            rgba.b1 = (byte)(g / size);
            rgba.b2 = (byte)(b / size);
            rgba.b3 = 0;

            uint transpix = rgba.ui0;

            if (_SolidSkyTexture == 0)
            {
                _SolidSkyTexture = Drawer.GenerateTextureNumber();
            }
            Drawer.Bind(_SolidSkyTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.SolidFormat, 128, 128, 0, PixelFormat.Rgba, PixelType.UnsignedByte, trans);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);

            for (int i = 0; i < 128; i++)
            {
                for (int j = 0; j < 128; j++)
                {
                    int p = src[offset + i * 256 + j];
                    if (p == 0)
                    {
                        trans[(i * 128) + j] = transpix;
                    }
                    else
                    {
                        trans[(i * 128) + j] = v8to24[p];
                    }
                }
            }

            if (_AlphaSkyTexture == 0)
            {
                _AlphaSkyTexture = Drawer.GenerateTextureNumber();
            }
            Drawer.Bind(_AlphaSkyTexture);
            GL.TexImage2D(TextureTarget.Texture2D, 0, Drawer.AlphaFormat, 128, 128, 0, PixelFormat.Rgba, PixelType.UnsignedByte, trans);
            Drawer.SetTextureFilters(TextureMinFilter.Linear, TextureMagFilter.Linear);
        }
Example #10
0
        // S_TransferStereo16
        static void TransferStereo16(int endtime)
        {
            int snd_vol      = (int)(_Volume.Value * 256);
            int lpaintedtime = _PaintedTime;

            byte[]  buffer     = _Controller.LockBuffer();
            int     srcOffset  = 0;
            int     destCount  = 0;//uze
            int     destOffset = 0;
            Union4b uval       = Union4b.Empty;

            while (lpaintedtime < endtime)
            {
                // handle recirculating buffer issues
                int lpos = lpaintedtime & ((_shm.samples >> 1) - 1);
                //int destOffset = (lpos << 2); // in bytes!!!
                int snd_linear_count = (_shm.samples >> 1) - lpos;       // in portable_samplepair_t's!!!
                if (lpaintedtime + snd_linear_count > endtime)
                {
                    snd_linear_count = endtime - lpaintedtime;
                }

                // beginning of Snd_WriteLinearBlastStereo16
                // write a linear blast of samples
                for (int i = 0; i < snd_linear_count; i++)
                {
                    int val1 = (_PaintBuffer[srcOffset + i].left * snd_vol) >> 8;
                    int val2 = (_PaintBuffer[srcOffset + i].right * snd_vol) >> 8;

                    if (val1 > 0x7fff)
                    {
                        val1 = 0x7fff;
                    }
                    else if (val1 < C8000)
                    {
                        val1 = C8000;
                    }

                    if (val2 > 0x7fff)
                    {
                        val2 = 0x7fff;
                    }
                    else if (val2 < C8000)
                    {
                        val2 = C8000;
                    }

                    uval.s0 = (short)val1;
                    uval.s1 = (short)val2;
                    buffer[destOffset + 0] = uval.b0;
                    buffer[destOffset + 1] = uval.b1;
                    buffer[destOffset + 2] = uval.b2;
                    buffer[destOffset + 3] = uval.b3;

                    destOffset += 4;
                }
                // end of Snd_WriteLinearBlastStereo16 ();

                // Uze
                destCount += snd_linear_count * 4;

                srcOffset    += snd_linear_count;   // snd_p += snd_linear_count;
                lpaintedtime += (snd_linear_count); // >> 1);
            }

            _Controller.UnlockBuffer(destCount);
        }
Example #11
0
        // S_TransferPaintBuffer
        static void TransferPaintBuffer(int endtime)
        {
            if (_shm.samplebits == 16 && _shm.channels == 2)
            {
                TransferStereo16(endtime);
                return;
            }

            int count    = (endtime - _PaintedTime) * _shm.channels;
            int out_mask = _shm.samples - 1;
            int out_idx  = 0;    //_PaintedTime * _shm.channels & out_mask;
            int step     = 3 - _shm.channels;
            int snd_vol  = (int)(_Volume.Value * 256);

            byte[]  buffer = _Controller.LockBuffer();
            Union4b uval = Union4b.Empty;
            int     val, srcIndex = 0;
            bool    useLeft   = true;
            int     destCount = (count * (_shm.samplebits >> 3)) & out_mask;

            if (_shm.samplebits == 16)
            {
                while (count-- > 0)
                {
                    if (useLeft)
                    {
                        val = (_PaintBuffer[srcIndex].left * snd_vol) >> 8;
                    }
                    else
                    {
                        val = (_PaintBuffer[srcIndex].right * snd_vol) >> 8;
                    }
                    if (val > 0x7fff)
                    {
                        val = 0x7fff;
                    }
                    else if (val < C8000)           // (short)0x8000)
                    {
                        val = C8000;                // (short)0x8000;
                    }
                    uval.i0                 = val;
                    buffer[out_idx * 2]     = uval.b0;
                    buffer[out_idx * 2 + 1] = uval.b1;

                    if (_shm.channels == 2 && useLeft)
                    {
                        useLeft  = false;
                        out_idx += 2;
                    }
                    else
                    {
                        useLeft = true;
                        srcIndex++;
                        out_idx = (out_idx + 1) & out_mask;
                    }
                }
            }
            else if (_shm.samplebits == 8)
            {
                while (count-- > 0)
                {
                    if (useLeft)
                    {
                        val = (_PaintBuffer[srcIndex].left * snd_vol) >> 8;
                    }
                    else
                    {
                        val = (_PaintBuffer[srcIndex].right * snd_vol) >> 8;
                    }
                    if (val > 0x7fff)
                    {
                        val = 0x7fff;
                    }
                    else if (val < C8000)           //(short)0x8000)
                    {
                        val = C8000;                //(short)0x8000;
                    }
                    buffer[out_idx] = (byte)((val >> 8) + 128);
                    out_idx         = (out_idx + 1) & out_mask;

                    if (_shm.channels == 2 && useLeft)
                    {
                        useLeft = false;
                    }
                    else
                    {
                        useLeft = true;
                        srcIndex++;
                    }
                }
            }

            _Controller.UnlockBuffer(destCount);
        }
Example #12
0
        /*
         * =============
         * GL_DrawAliasBlendedFrame
         *
         * [email protected]: model animation interpolation
         * =============
         */

        protected override void DrawAliasBlendedFrame(Single shadeLight, Single[] shadeDots, aliashdr_t paliashdr, Int32 posenum, Int32 posenum2, Single blend)
        {
            AliasDesc.LastPoseNumber0 = posenum;
            AliasDesc.LastPoseNumber  = posenum2;

            var verts       = paliashdr.posedata;
            var vert2       = verts;
            var vertsOffset = posenum * paliashdr.poseverts;

            var verts2Offset = posenum2 * paliashdr.poseverts;

            var order       = paliashdr.commands;
            var orderOffset = 0;

            while (true)
            {
                if (orderOffset >= order.Length)
                {
                    break;
                }

                // get the vertex count and primitive type
                var count = order[orderOffset];
                orderOffset++;
                if (count == 0)
                {
                    break;                          // done
                }
                if (count < 0)
                {
                    count = -count;
                    GL.Begin(PrimitiveType.TriangleFan);
                }
                else
                {
                    GL.Begin(PrimitiveType.TriangleStrip);
                }

                Union4b u1 = Union4b.Empty, u2 = Union4b.Empty;
                do
                {
                    if (orderOffset + 1 >= order.Length)
                    {
                        break;
                    }
                    // texture coordinates come from the draw list
                    u1.i0        = order[orderOffset + 0];
                    u2.i0        = order[orderOffset + 1];
                    orderOffset += 2;
                    GL.TexCoord2(u1.f0, u2.f0);

                    // normals and vertexes come from the frame list
                    // blend the light intensity from the two frames together
                    Vector3 d = Vector3.Zero;

                    if (vertsOffset >= verts.Length)
                    {
                        count = 0;
                        break;
                    }

                    d.X = shadeDots[vert2[verts2Offset].lightnormalindex] -
                          shadeDots[verts[vertsOffset].lightnormalindex];

                    //var l = shadeDots[verts[vertsOffset].lightnormalindex] * shadeLight;
                    var l = shadeLight * (shadeDots[verts[vertsOffset].lightnormalindex] + (blend * d.X));
                    GL.Color3(l, l, l);

                    var v  = new Vector3(verts[vertsOffset].v[0], verts[vertsOffset].v[1], verts[vertsOffset].v[2]);
                    var v2 = new Vector3(vert2[verts2Offset].v[0], vert2[verts2Offset].v[1], verts[verts2Offset].v[2]);
                    d = v2 - v;

                    GL.Vertex3(( Single )verts[vertsOffset].v[0] + (blend * d[0]), verts[vertsOffset].v[1] + (blend * d[1]), verts[vertsOffset].v[2] + (blend * d[2]));
                    vertsOffset++;
                    verts2Offset++;
                } while (--count > 0);
                GL.End( );
            }
        }