A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
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/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// disable data conversion warnings
#if 0
#pragma warning(disable : 4244) // MIPS
#pragma warning(disable : 4136) // X86
#pragma warning(disable : 4051) // ALPHA
#endif
#ifdef _WIN32
# include <windows.h>
#endif
#include <stdio.h>
#include <GL/gl.h>
#include <GL/glu.h>
#include <math.h>
#ifndef GL_COLOR_INDEX8_EXT
#define GL_COLOR_INDEX8_EXT GL_COLOR_INDEX
#endif
#include "../quake2/client/ref.h"
#include "qgl.h"
#define REF_VERSION "GL 0.01"
// up / down
#define PITCH 0
// left / right
#define YAW 1
// fall over
#define ROLL 2
typedef struct
{
unsigned width, height; // coordinates from main game
} viddef_t;
extern viddef_t vid;
/*
skins will be outline flood filled and mip mapped
pics and sprites with alpha will be outline flood filled
pic won't be mip mapped
model skin
sprite frame
wall texture
pic
*/
typedef enum
{
it_skin,
it_sprite,
it_wall,
it_pic,
it_sky
} imagetype_t;
typedef struct image_s
{
char name[MAX_QPATH]; // game path, including extension
imagetype_t type;
int width, height; // source image
int upload_width, upload_height; // after power of two and picmip
int registration_sequence; // 0 = free
struct msurface_s *texturechain; // for sort-by-texture world drawing
int texnum; // gl texture binding
float sl, tl, sh, th; // 0,0 - 1,1 unless part of the scrap
qboolean scrap;
qboolean has_alpha;
qboolean paletted;
} image_t;
#define TEXNUM_LIGHTMAPS 1024
#define TEXNUM_SCRAPS 1152
#define TEXNUM_IMAGES 1153
#define MAX_GLTEXTURES 1024
//===================================================================
typedef enum
{
rserr_ok,
rserr_invalid_fullscreen,
rserr_invalid_mode,
rserr_unknown
} rserr_t;
#include "gl_model.h"
void GL_BeginRendering (int *x, int *y, int *width, int *height);
void GL_EndRendering (void);
void GL_SetDefaultState( void );
void GL_UpdateSwapInterval( void );
extern float gldepthmin, gldepthmax;
typedef struct
{
float x, y, z;
float s, t;
float r, g, b;
} glvert_t;
#define MAX_LBM_HEIGHT 480
#define BACKFACE_EPSILON 0.01
//====================================================
extern image_t gltextures[MAX_GLTEXTURES];
extern int numgltextures;
extern image_t *r_notexture;
extern image_t *r_particletexture;
extern entity_t *currententity;
extern model_t *currentmodel;
extern int r_visframecount;
extern int r_framecount;
extern cplane_t frustum[4];
extern int c_brush_polys, c_alias_polys;
extern int gl_filter_min, gl_filter_max;
//
// view origin
//
extern vec3_t vup;
extern vec3_t vpn;
extern vec3_t vright;
extern vec3_t r_origin;
//
// screen size info
//
extern refdef_t r_newrefdef;
extern int r_viewcluster, r_viewcluster2, r_oldviewcluster, r_oldviewcluster2;
extern cvar_t *r_norefresh;
extern cvar_t *r_lefthand;
extern cvar_t *r_drawentities;
extern cvar_t *r_drawworld;
extern cvar_t *r_speeds;
extern cvar_t *r_fullbright;
extern cvar_t *r_novis;
extern cvar_t *r_nocull;
extern cvar_t *r_lerpmodels;
extern cvar_t *r_lightlevel; // FIXME: This is a HACK to get the client's light level
extern cvar_t *gl_vertex_arrays;
extern cvar_t *gl_ext_swapinterval;
extern cvar_t *gl_ext_palettedtexture;
extern cvar_t *gl_ext_multitexture;
extern cvar_t *gl_ext_pointparameters;
extern cvar_t *gl_ext_compiled_vertex_array;
extern cvar_t *gl_particle_min_size;
extern cvar_t *gl_particle_max_size;
extern cvar_t *gl_particle_size;
extern cvar_t *gl_particle_att_a;
extern cvar_t *gl_particle_att_b;
extern cvar_t *gl_particle_att_c;
extern cvar_t *gl_nosubimage;
extern cvar_t *gl_bitdepth;
extern cvar_t *gl_mode;
extern cvar_t *gl_log;
extern cvar_t *gl_lightmap;
extern cvar_t *gl_shadows;
extern cvar_t *gl_dynamic;
extern cvar_t *gl_monolightmap;
extern cvar_t *gl_nobind;
extern cvar_t *gl_round_down;
extern cvar_t *gl_picmip;
extern cvar_t *gl_skymip;
extern cvar_t *gl_showtris;
extern cvar_t *gl_finish;
extern cvar_t *gl_ztrick;
extern cvar_t *gl_clear;
extern cvar_t *gl_cull;
extern cvar_t *gl_poly;
extern cvar_t *gl_texsort;
extern cvar_t *gl_polyblend;
extern cvar_t *gl_flashblend;
extern cvar_t *gl_lightmaptype;
extern cvar_t *gl_modulate;
extern cvar_t *gl_playermip;
extern cvar_t *gl_drawbuffer;
extern cvar_t *gl_3dlabs_broken;
extern cvar_t *gl_driver;
extern cvar_t *gl_swapinterval;
extern cvar_t *gl_texturemode;
extern cvar_t *gl_texturealphamode;
extern cvar_t *gl_texturesolidmode;
extern cvar_t *gl_saturatelighting;
extern cvar_t *gl_lockpvs;
extern cvar_t *vid_fullscreen;
extern cvar_t *vid_gamma;
extern cvar_t *intensity;
extern int gl_lightmap_format;
extern int gl_solid_format;
extern int gl_alpha_format;
extern int gl_tex_solid_format;
extern int gl_tex_alpha_format;
extern int c_visible_lightmaps;
extern int c_visible_textures;
extern float r_world_matrix[16];
void R_TranslatePlayerSkin (int playernum);
void GL_Bind (int texnum);
void GL_MBind( GLenum target, int texnum );
void GL_TexEnv( GLenum value );
void GL_EnableMultitexture( qboolean enable );
void GL_SelectTexture( GLenum );
void R_LightPoint (vec3_t p, vec3_t color);
void R_PushDlights (void);
//====================================================================
extern model_t *r_worldmodel;
extern unsigned d_8to24table[256];
extern int registration_sequence;
void V_AddBlend (float r, float g, float b, float a, float *v_blend);
int R_Init( void *hinstance, void *hWnd );
void R_Shutdown( void );
void R_RenderView (refdef_t *fd);
void GL_ScreenShot_f (void);
void R_DrawAliasModel (entity_t *e);
void R_DrawBrushModel (entity_t *e);
void R_DrawSpriteModel (entity_t *e);
void R_DrawBeam( entity_t *e );
void R_DrawWorld (void);
void R_RenderDlights (void);
void R_DrawAlphaSurfaces (void);
void R_RenderBrushPoly (msurface_t *fa);
void R_InitParticleTexture (void);
void Draw_InitLocal (void);
void GL_SubdivideSurface (msurface_t *fa);
qboolean R_CullBox (vec3_t mins, vec3_t maxs);
void R_RotateForEntity (entity_t *e);
void R_MarkLeaves (void);
glpoly_t *WaterWarpPolyVerts (glpoly_t *p);
void EmitWaterPolys (msurface_t *fa);
void R_AddSkySurface (msurface_t *fa);
void R_ClearSkyBox (void);
void R_DrawSkyBox (void);
void R_MarkLights (dlight_t *light, int bit, mnode_t *node);
#if 0
short LittleShort (short l);
short BigShort (short l);
int LittleLong (int l);
float LittleFloat (float f);
char *va(char *format, ...);
// does a varargs printf into a temp buffer
#endif
void COM_StripExtension (char *in, char *out);
void Draw_GetPicSize (int *w, int *h, char *name);
void Draw_Pic (int x, int y, char *name);
void Draw_StretchPic (int x, int y, int w, int h, char *name);
void Draw_Char (int x, int y, int c);
void Draw_TileClear (int x, int y, int w, int h, char *name);
void Draw_Fill (int x, int y, int w, int h, int c);
void Draw_FadeScreen (void);
void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data);
void R_BeginFrame( float camera_separation );
void R_SwapBuffers( int );
void R_SetPalette ( const unsigned char *palette);
int Draw_GetPalette (void);
void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight);
struct image_s *R_RegisterSkin (char *name);
void LoadPCX (char *filename, byte **pic, byte **palette, int *width, int *height);
image_t *GL_LoadPic (char *name, byte *pic, int width, int height, imagetype_t type, int bits);
image_t *GL_FindImage (char *name, imagetype_t type);
void GL_TextureMode( char *string );
void GL_ImageList_f (void);
void GL_SetTexturePalette( unsigned palette[256] );
void GL_InitImages (void);
void GL_ShutdownImages (void);
void GL_FreeUnusedImages (void);
void GL_TextureAlphaMode( char *string );
void GL_TextureSolidMode( char *string );
/*
** GL extension emulation functions
*/
void GL_DrawParticles( int n, const particle_t particles[], const unsigned colortable[768] );
/*
** GL config stuff
*/
#define GL_RENDERER_VOODOO 0x00000001
#define GL_RENDERER_VOODOO2 0x00000002
#define GL_RENDERER_VOODOO_RUSH 0x00000004
#define GL_RENDERER_BANSHEE 0x00000008
#define GL_RENDERER_3DFX 0x0000000F
#define GL_RENDERER_PCX1 0x00000010
#define GL_RENDERER_PCX2 0x00000020
#define GL_RENDERER_PMX 0x00000040
#define GL_RENDERER_POWERVR 0x00000070
#define GL_RENDERER_PERMEDIA2 0x00000100
#define GL_RENDERER_GLINT_MX 0x00000200
#define GL_RENDERER_GLINT_TX 0x00000400
#define GL_RENDERER_3DLABS_MISC 0x00000800
#define GL_RENDERER_3DLABS 0x00000F00
#define GL_RENDERER_REALIZM 0x00001000
#define GL_RENDERER_REALIZM2 0x00002000
#define GL_RENDERER_INTERGRAPH 0x00003000
#define GL_RENDERER_3DPRO 0x00004000
#define GL_RENDERER_REAL3D 0x00008000
#define GL_RENDERER_RIVA128 0x00010000
#define GL_RENDERER_DYPIC 0x00020000
#define GL_RENDERER_V1000 0x00040000
#define GL_RENDERER_V2100 0x00080000
#define GL_RENDERER_V2200 0x00100000
#define GL_RENDERER_RENDITION 0x001C0000
#define GL_RENDERER_O2 0x00100000
#define GL_RENDERER_IMPACT 0x00200000
#define GL_RENDERER_RE 0x00400000
#define GL_RENDERER_IR 0x00800000
#define GL_RENDERER_SGI 0x00F00000
#define GL_RENDERER_MCD 0x01000000
#define GL_RENDERER_OTHER 0x80000000
typedef struct
{
int renderer;
const char *renderer_string;
const char *vendor_string;
const char *version_string;
const char *extensions_string;
qboolean allow_cds;
} glconfig_t;
typedef struct
{
float inverse_intensity;
qboolean fullscreen;
int prev_mode;
unsigned char *d_16to8table;
int lightmap_textures;
int currenttextures[2];
int currenttmu;
float camera_separation;
qboolean stereo_enabled;
unsigned char originalRedGammaTable[256];
unsigned char originalGreenGammaTable[256];
unsigned char originalBlueGammaTable[256];
} glstate_t;
extern glconfig_t gl_config;
extern glstate_t gl_state;
/*
====================================================================
IMPORTED FUNCTIONS
====================================================================
*/
extern refimport_t ri;
/*
====================================================================
IMPLEMENTATION SPECIFIC FUNCTIONS
====================================================================
*/
void GLimp_BeginFrame( float camera_separation );
void GLimp_EndFrame( void );
int GLimp_Init( void *hinstance, void *hWnd );
void GLimp_Shutdown( void );
int GLimp_SetMode( int *pwidth, int *pheight, int mode, qboolean fullscreen );
void GLimp_AppActivate( qboolean active );
void GLimp_EnableLogging( qboolean enable );
void GLimp_LogNewFrame( void );