A version of the Quake 2 source tree that should be easier to compile and run on modern *nixes.
You can not select more than 25 topics Topics must start with a letter or number, can include dashes ('-') and can be up to 35 characters long.
 
 
 
 
 
 

246 lines
5.7 KiB

/*
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.
*/
// r_misc.c
#include "gl_local.h"
/*
==================
R_InitParticleTexture
==================
*/
byte dottexture[8][8] =
{
{0,0,0,0,0,0,0,0},
{0,0,1,1,0,0,0,0},
{0,1,1,1,1,0,0,0},
{0,1,1,1,1,0,0,0},
{0,0,1,1,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
{0,0,0,0,0,0,0,0},
};
void R_InitParticleTexture (void)
{
int x,y;
byte data[8][8][4];
//
// particle texture
//
for (x=0 ; x<8 ; x++)
{
for (y=0 ; y<8 ; y++)
{
data[y][x][0] = 255;
data[y][x][1] = 255;
data[y][x][2] = 255;
data[y][x][3] = dottexture[x][y]*255;
}
}
r_particletexture = GL_LoadPic ("***particle***", (byte *)data, 8, 8, it_sprite, 32);
//
// also use this for bad textures, but without alpha
//
for (x=0 ; x<8 ; x++)
{
for (y=0 ; y<8 ; y++)
{
data[y][x][0] = dottexture[x&3][y&3]*255;
data[y][x][1] = 0; // dottexture[x&3][y&3]*255;
data[y][x][2] = 0; //dottexture[x&3][y&3]*255;
data[y][x][3] = 255;
}
}
r_notexture = GL_LoadPic ("***r_notexture***", (byte *)data, 8, 8, it_wall, 32);
}
/*
==============================================================================
SCREEN SHOTS
==============================================================================
*/
typedef struct _TargaHeader {
unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
/*
==================
GL_ScreenShot_f
==================
*/
void GL_ScreenShot_f (void)
{
byte *buffer;
char picname[80];
char checkname[MAX_OSPATH];
int i, c, temp;
FILE *f;
// create the scrnshots directory if it doesn't exist
Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
Sys_Mkdir (checkname);
//
// find a file name to save it to
//
strcpy(picname,"quake00.tga");
for (i=0 ; i<=99 ; i++)
{
picname[5] = i/10 + '0';
picname[6] = i%10 + '0';
Com_sprintf (checkname, sizeof(checkname), "%s/scrnshot/%s", ri.FS_Gamedir(), picname);
f = fopen (checkname, "rb");
if (!f)
break; // file doesn't exist
fclose (f);
}
if (i==100)
{
ri.Con_Printf (PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
return;
}
buffer = malloc(vid.width*vid.height*3 + 18);
memset (buffer, 0, 18);
buffer[2] = 2; // uncompressed type
buffer[12] = vid.width&255;
buffer[13] = vid.width>>8;
buffer[14] = vid.height&255;
buffer[15] = vid.height>>8;
buffer[16] = 24; // pixel size
qglReadPixels (0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer+18 );
// swap rgb to bgr
c = 18+vid.width*vid.height*3;
for (i=18 ; i<c ; i+=3)
{
temp = buffer[i];
buffer[i] = buffer[i+2];
buffer[i+2] = temp;
}
f = fopen (checkname, "wb");
fwrite (buffer, 1, c, f);
fclose (f);
free (buffer);
ri.Con_Printf (PRINT_ALL, "Wrote %s\n", picname);
}
/*
** GL_Strings_f
*/
void GL_Strings_f( void )
{
ri.Con_Printf (PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string );
ri.Con_Printf (PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string );
ri.Con_Printf (PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string );
ri.Con_Printf (PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string );
}
/*
** GL_SetDefaultState
*/
void GL_SetDefaultState( void )
{
qglClearColor (1,0, 0.5 , 0.5);
qglCullFace(GL_FRONT);
qglEnable(GL_TEXTURE_2D);
qglEnable(GL_ALPHA_TEST);
qglAlphaFunc(GL_GREATER, 0.666);
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
qglDisable (GL_BLEND);
qglColor4f (1,1,1,1);
qglPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
qglShadeModel (GL_FLAT);
GL_TextureMode( gl_texturemode->string );
GL_TextureAlphaMode( gl_texturealphamode->string );
GL_TextureSolidMode( gl_texturesolidmode->string );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_TexEnv( GL_REPLACE );
if ( qglPointParameterfEXT )
{
float attenuations[3];
attenuations[0] = gl_particle_att_a->value;
attenuations[1] = gl_particle_att_b->value;
attenuations[2] = gl_particle_att_c->value;
qglEnable( GL_POINT_SMOOTH );
qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
}
if ( qglColorTableEXT && gl_ext_palettedtexture->value )
{
qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
GL_SetTexturePalette( d_8to24table );
}
GL_UpdateSwapInterval();
}
void GL_UpdateSwapInterval( void )
{
if ( gl_swapinterval->modified )
{
gl_swapinterval->modified = false;
if ( !gl_state.stereo_enabled )
{
#ifdef _WIN32
if ( qwglSwapIntervalEXT )
qwglSwapIntervalEXT( gl_swapinterval->value );
#endif
}
}
}