mirror of
https://github.com/blendogames/quadrilateralcowboy.git
synced 2024-12-04 01:42:17 +00:00
292 lines
6.6 KiB
C++
292 lines
6.6 KiB
C++
/*
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===========================================================================
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Doom 3 GPL Source Code
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Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company.
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This file is part of the Doom 3 GPL Source Code (?Doom 3 Source Code?).
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Doom 3 Source Code is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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Doom 3 Source Code is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with Doom 3 Source Code. If not, see <http://www.gnu.org/licenses/>.
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In addition, the Doom 3 Source Code is also subject to certain additional terms. You should have received a copy of these additional terms immediately following the terms and conditions of the GNU General Public License which accompanied the Doom 3 Source Code. If not, please request a copy in writing from id Software at the address below.
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If you have questions concerning this license or the applicable additional terms, you may contact in writing id Software LLC, c/o ZeniMax Media Inc., Suite 120, Rockville, Maryland 20850 USA.
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===========================================================================
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*/
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#include "../../../idlib/precompiled.h"
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#pragma hdrstop
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#include "dmap.h"
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#ifdef WIN32
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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//#include <GL/glaux.h>
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#define WIN_SIZE 1024
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void Draw_ClearWindow( void ) {
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if ( !dmapGlobals.drawflag ) {
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return;
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}
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glDrawBuffer( GL_FRONT );
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RB_SetGL2D();
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glClearColor( 0.5, 0.5, 0.5, 0 );
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glClear( GL_COLOR_BUFFER_BIT );
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#if 0
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int w, h, g;
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float mx, my;
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w = (dmapGlobals.drawBounds.b[1][0] - dmapGlobals.drawBounds.b[0][0]);
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h = (dmapGlobals.drawBounds.b[1][1] - dmapGlobals.drawBounds.b[0][1]);
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mx = dmapGlobals.drawBounds.b[0][0] + w/2;
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my = dmapGlobals.drawBounds.b[1][1] + h/2;
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g = w > h ? w : h;
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glLoadIdentity ();
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gluPerspective (90, 1, 2, 16384);
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gluLookAt (mx, my, draw_maxs[2] + g/2, mx , my, draw_maxs[2], 0, 1, 0);
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#else
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glMatrixMode( GL_PROJECTION );
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glLoadIdentity ();
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glOrtho( dmapGlobals.drawBounds[0][0], dmapGlobals.drawBounds[1][0],
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dmapGlobals.drawBounds[0][1], dmapGlobals.drawBounds[1][1],
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-1, 1 );
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glMatrixMode( GL_MODELVIEW );
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glLoadIdentity();
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#endif
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glColor3f (0,0,0);
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// glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glDisable (GL_DEPTH_TEST);
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// glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#if 0
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//glColor4f (1,0,0,0.5);
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// glBegin( GL_LINE_LOOP );
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glBegin( GL_QUADS );
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glVertex2f( dmapGlobals.drawBounds.b[0][0] + 20, dmapGlobals.drawBounds.b[0][1] + 20 );
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glVertex2f( dmapGlobals.drawBounds.b[1][0] - 20, dmapGlobals.drawBounds.b[0][1] + 20 );
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glVertex2f( dmapGlobals.drawBounds.b[1][0] - 20, dmapGlobals.drawBounds.b[1][1] - 20 );
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glVertex2f( dmapGlobals.drawBounds.b[0][0] + 20, dmapGlobals.drawBounds.b[1][1] - 20 );
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glEnd ();
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#endif
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glFlush ();
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}
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void Draw_SetRed (void)
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{
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if (!dmapGlobals.drawflag)
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return;
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glColor3f (1,0,0);
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}
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void Draw_SetGrey (void)
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{
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if (!dmapGlobals.drawflag)
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return;
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glColor3f( 0.5f, 0.5f, 0.5f);
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}
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void Draw_SetBlack (void)
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{
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if (!dmapGlobals.drawflag)
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return;
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glColor3f( 0.0f, 0.0f, 0.0f );
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}
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void DrawWinding ( const idWinding *w )
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{
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int i;
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if (!dmapGlobals.drawflag)
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return;
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glColor3f( 0.3f, 0.0f, 0.0f );
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glBegin (GL_POLYGON);
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for ( i = 0; i < w->GetNumPoints(); i++ )
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glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] );
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glEnd ();
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glColor3f( 1, 0, 0 );
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glBegin (GL_LINE_LOOP);
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for ( i = 0; i < w->GetNumPoints(); i++ )
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glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] );
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glEnd ();
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glFlush ();
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}
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void DrawAuxWinding ( const idWinding *w)
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{
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int i;
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if (!dmapGlobals.drawflag)
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return;
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glColor3f( 0.0f, 0.3f, 0.0f );
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glBegin (GL_POLYGON);
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for ( i = 0; i < w->GetNumPoints(); i++ )
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glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] );
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glEnd ();
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glColor3f( 0.0f, 1.0f, 0.0f );
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glBegin (GL_LINE_LOOP);
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for ( i = 0; i < w->GetNumPoints(); i++ )
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glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] );
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glEnd ();
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glFlush ();
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}
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void DrawLine( idVec3 v1, idVec3 v2, int color ) {
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if (!dmapGlobals.drawflag)
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return;
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switch( color ) {
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case 0: glColor3f( 0, 0, 0 ); break;
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case 1: glColor3f( 0, 0, 1 ); break;
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case 2: glColor3f( 0, 1, 0 ); break;
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case 3: glColor3f( 0, 1, 1 ); break;
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case 4: glColor3f( 1, 0, 0 ); break;
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case 5: glColor3f( 1, 0, 1 ); break;
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case 6: glColor3f( 1, 1, 0 ); break;
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case 7: glColor3f( 1, 1, 1 ); break;
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}
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glBegin( GL_LINES );
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glVertex3fv( v1.ToFloatPtr() );
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glVertex3fv( v2.ToFloatPtr() );
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glEnd();
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glFlush();
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}
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//============================================================
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#define GLSERV_PORT 25001
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bool wins_init;
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int draw_socket;
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void GLS_BeginScene (void)
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{
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WSADATA winsockdata;
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WORD wVersionRequested;
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struct sockaddr_in address;
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int r;
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if (!wins_init)
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{
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wins_init = true;
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wVersionRequested = MAKEWORD(1, 1);
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r = WSAStartup (MAKEWORD(1, 1), &winsockdata);
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if (r)
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common->Error( "Winsock initialization failed.");
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}
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// connect a socket to the server
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draw_socket = socket (PF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (draw_socket == -1)
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common->Error( "draw_socket failed");
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address.sin_family = AF_INET;
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address.sin_addr.s_addr = htonl(INADDR_LOOPBACK);
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address.sin_port = GLSERV_PORT;
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r = connect (draw_socket, (struct sockaddr *)&address, sizeof(address));
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if (r == -1)
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{
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closesocket (draw_socket);
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draw_socket = 0;
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}
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}
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void GLS_Winding( const idWinding *w, int code )
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{
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byte buf[1024];
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int i, j;
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if (!draw_socket)
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return;
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((int *)buf)[0] = w->GetNumPoints();
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((int *)buf)[1] = code;
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for ( i = 0; i < w->GetNumPoints(); i++ )
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for (j=0 ; j<3 ; j++)
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((float *)buf)[2+i*3+j] = (*w)[i][j];
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send (draw_socket, (const char *)buf, w->GetNumPoints() * 12 + 8, 0);
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}
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void GLS_Triangle( const mapTri_t *tri, int code ) {
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idWinding w;
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w.SetNumPoints( 3 );
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VectorCopy( tri->v[0].xyz, w[0] );
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VectorCopy( tri->v[1].xyz, w[1] );
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VectorCopy( tri->v[2].xyz, w[2] );
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GLS_Winding( &w, code );
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}
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void GLS_EndScene (void)
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{
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closesocket (draw_socket);
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draw_socket = 0;
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}
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#else
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void Draw_ClearWindow( void ) {
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}
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void DrawWinding( const idWinding *w) {
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}
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void DrawAuxWinding ( const idWinding *w) {
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}
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void GLS_Winding( const idWinding *w, int code ) {
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}
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void GLS_BeginScene (void) {
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}
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void GLS_EndScene (void)
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{
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}
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#endif
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