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Discarded work on mipmaps.
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14745012f3
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@ -156,7 +156,7 @@ bool gfx_init()
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// create null texture, will get id=0
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gfx_load_texture_raw(4,4,IMG_RGBA,null_texture_data);
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return true;
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}
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@ -222,7 +222,35 @@ int gfx_load_texture_raw(int w, int h, int format, const void *data)
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return tex;
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}
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/*
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int gfx_load_mip_texture_raw(int w, int h, int format, const void *data)
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{
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// grab texture
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int tex = first_free_texture;
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first_free_texture = textures[tex].next;
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textures[tex].next = -1;
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// set data and return
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// TODO: should be RGBA, not BGRA
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dbg_msg("gfx", "%d = %dx%d", tex, w, h);
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dbg_assert(format == IMG_RGBA, "not an RGBA image");
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unsigned mip_w = w;
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unsigned mip_h = h;
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unsigned level = 0;
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const unsigned char *ptr = (const unsigned char*)data;
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while(mip_w > 0 && mip_h > 0)
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{
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dbg_msg("gfx mip", "%d = %dx%d", level, mip_w, mip_h);
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textures[tex].tex.data2d_mip(mip_w, mip_h, GL_RGBA, GL_RGBA, GL_UNSIGNED_BYTE, level, ptr);
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level++;
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ptr = ptr + mip_w*mip_h*4;
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mip_w = mip_w>>1;
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mip_h = mip_h>>1;
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}
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return tex;
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}
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*/
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// simple uncompressed RGBA loaders
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int gfx_load_texture(const char *filename)
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{
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@ -99,6 +99,7 @@ int gfx_load_texture(const char *filename);
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<gfx_unload_texture>
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*/
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int gfx_load_texture_raw(int w, int h, int format, const void *data);
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//int gfx_load_mip_texture_raw(int w, int h, int format, const void *data);
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/*
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Function: gfx_texture_set
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@ -5,7 +5,84 @@
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static int map_textures[64] = {0};
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static int count = 0;
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/*
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static void calc_mipmaps(void *data_in, unsigned width, unsigned height, void *data_out)
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{
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unsigned char *src = (unsigned char*)data_in;
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unsigned char *dst = (unsigned char*)data_out;
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unsigned mip_w = width;
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unsigned mip_h = height;
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unsigned prev_w;
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unsigned prev_h;
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// Highest level - no mod
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for(unsigned x = 0; x < mip_w; x++)
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{
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for(unsigned y = 0; y < mip_h; y++)
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{
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unsigned i = (y * mip_w + x)<<2;
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for(unsigned j = 0; j < 4; j++)
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dst[i+j] = src[i+j];
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}
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}
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src = dst;
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dst += mip_w * mip_h * 4;
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prev_w = mip_w;
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prev_h = mip_h;
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mip_w = mip_w>>1;
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mip_h = mip_h>>1;
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while(mip_w > 0 && mip_h > 0)
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{
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for(unsigned x = 0; x < mip_w; x++)
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{
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for(unsigned y = 0; y < mip_h; y++)
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{
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unsigned i = (y * mip_w + x)<<2;
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unsigned r = 0;
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unsigned g = 0;
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unsigned b = 0;
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unsigned a = 0;
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r += src[(((y<<1) * prev_w + (x<<1))<<2)];
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g += src[(((y<<1) * prev_w + (x<<1))<<2)+1];
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b += src[(((y<<1) * prev_w + (x<<1))<<2)+2];
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a += src[(((y<<1) * prev_w + (x<<1))<<2)+3];
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r += src[(((y<<1) * prev_w + ((x+1)<<1))<<2)];
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g += src[(((y<<1) * prev_w + ((x+1)<<1))<<2)+1];
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b += src[(((y<<1) * prev_w + ((x+1)<<1))<<2)+2];
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a += src[(((y<<1) * prev_w + ((x+1)<<1))<<2)+3];
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r += src[((((y+1)<<1) * prev_w + (x<<1))<<2)];
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g += src[((((y+1)<<1) * prev_w + (x<<1))<<2)+1];
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b += src[((((y+1)<<1) * prev_w + (x<<1))<<2)+2];
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a += src[((((y+1)<<1) * prev_w + (x<<1))<<2)+3];
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r += src[((((y+1)<<1) * prev_w + ((x+1)<<1))<<2)];
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g += src[((((y+1)<<1) * prev_w + ((x+1)<<1))<<2)+1];
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b += src[((((y+1)<<1) * prev_w + ((x+1)<<1))<<2)+2];
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a += src[((((y+1)<<1) * prev_w + ((x+1)<<1))<<2)+3];
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dst[i] = r>>2;
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dst[i+1] = g>>2;
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dst[i+2] = b>>2;
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dst[i+3] = a>>2;
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}
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}
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src = dst;
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dst = dst + mip_w*mip_h*4;
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prev_w = mip_w;
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prev_h = mip_h;
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mip_w = mip_w>>1;
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mip_h = mip_h>>1;
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}
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}
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*/
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extern int DEBUGTEST_MAPIMAGE;
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int img_init()
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@ -22,13 +99,16 @@ int img_init()
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}
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}
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//void *data_res = (void*)mem_alloc(1024*1024*4*2, 16);
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for(int i = 0; i < count; i++)
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{
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mapres_image *img = (mapres_image *)map_get_item(start+i, 0, 0);
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void *data = map_get_data(img->image_data);
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//calc_mipmaps(data, img->width, img->height, data_res);
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map_textures[i] = gfx_load_texture_raw(img->width, img->height, IMG_RGBA, data);
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}
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//mem_free(data_res);
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return count;
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}
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@ -44,7 +44,6 @@ void tilemap_render(float scale, int fg)
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float frac = (1.0f/1024.0f);//2.0f; //2.0f;
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float texsize = 1024.0f;
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float nudge = 0.5f/texsize;
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const float s = 1.0f;
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for(int y = 0; y < tmap->height; y++)
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for(int x = 0; x < tmap->width; x++, c++)
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{
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@ -935,7 +935,6 @@ int player::handle_weapons()
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// check if we hit anything along the way
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int type = OBJTYPE_PLAYER;
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entity *ents[64];
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float reach = 20.0f;
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vec2 lookdir(direction.x > 0.0f ? 1.0f : -1.0f, 0.0f);
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vec2 dir = lookdir * data->weapons[active_weapon].meleereach;
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float radius = length(dir * 0.5f);
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