/* =========================================================================== Doom 3 GPL Source Code Copyright (C) 1999-2011 id Software LLC, a ZeniMax Media company. This file is part of the Doom 3 GPL Source Code ("Doom 3 Source Code"). Doom 3 Source Code 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 3 of the License, or (at your option) any later version. Doom 3 Source Code 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 Doom 3 Source Code. If not, see . 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. 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. =========================================================================== */ #include "sys/platform.h" #include "tools/compilers/dmap/dmap.h" #ifdef WIN32 #include "sys/win32/win_local.h" #include #include //#include void Draw_ClearWindow( void ) { if ( !dmapGlobals.drawflag ) { return; } glDrawBuffer( GL_FRONT ); RB_SetGL2D(); glClearColor( 0.5, 0.5, 0.5, 0 ); glClear( GL_COLOR_BUFFER_BIT ); #if 0 int w, h, g; float mx, my; w = (dmapGlobals.drawBounds.b[1][0] - dmapGlobals.drawBounds.b[0][0]); h = (dmapGlobals.drawBounds.b[1][1] - dmapGlobals.drawBounds.b[0][1]); mx = dmapGlobals.drawBounds.b[0][0] + w/2; my = dmapGlobals.drawBounds.b[1][1] + h/2; g = w > h ? w : h; glLoadIdentity (); gluPerspective (90, 1, 2, 16384); gluLookAt (mx, my, draw_maxs[2] + g/2, mx , my, draw_maxs[2], 0, 1, 0); #else glMatrixMode( GL_PROJECTION ); glLoadIdentity (); glOrtho( dmapGlobals.drawBounds[0][0], dmapGlobals.drawBounds[1][0], dmapGlobals.drawBounds[0][1], dmapGlobals.drawBounds[1][1], -1, 1 ); glMatrixMode( GL_MODELVIEW ); glLoadIdentity(); #endif glColor3f (0,0,0); // glPolygonMode (GL_FRONT_AND_BACK, GL_LINE); glPolygonMode (GL_FRONT_AND_BACK, GL_FILL); glDisable (GL_DEPTH_TEST); // glEnable (GL_BLEND); glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); #if 0 //glColor4f (1,0,0,0.5); // glBegin( GL_LINE_LOOP ); glBegin( GL_QUADS ); glVertex2f( dmapGlobals.drawBounds.b[0][0] + 20, dmapGlobals.drawBounds.b[0][1] + 20 ); glVertex2f( dmapGlobals.drawBounds.b[1][0] - 20, dmapGlobals.drawBounds.b[0][1] + 20 ); glVertex2f( dmapGlobals.drawBounds.b[1][0] - 20, dmapGlobals.drawBounds.b[1][1] - 20 ); glVertex2f( dmapGlobals.drawBounds.b[0][0] + 20, dmapGlobals.drawBounds.b[1][1] - 20 ); glEnd (); #endif glFlush (); } void Draw_SetRed (void) { if (!dmapGlobals.drawflag) return; glColor3f (1,0,0); } void Draw_SetGrey (void) { if (!dmapGlobals.drawflag) return; glColor3f( 0.5f, 0.5f, 0.5f); } void Draw_SetBlack (void) { if (!dmapGlobals.drawflag) return; glColor3f( 0.0f, 0.0f, 0.0f ); } void DrawWinding ( const idWinding *w ) { int i; if (!dmapGlobals.drawflag) return; glColor3f( 0.3f, 0.0f, 0.0f ); glBegin (GL_POLYGON); for ( i = 0; i < w->GetNumPoints(); i++ ) glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] ); glEnd (); glColor3f( 1, 0, 0 ); glBegin (GL_LINE_LOOP); for ( i = 0; i < w->GetNumPoints(); i++ ) glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] ); glEnd (); glFlush (); } void DrawAuxWinding ( const idWinding *w) { int i; if (!dmapGlobals.drawflag) return; glColor3f( 0.0f, 0.3f, 0.0f ); glBegin (GL_POLYGON); for ( i = 0; i < w->GetNumPoints(); i++ ) glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] ); glEnd (); glColor3f( 0.0f, 1.0f, 0.0f ); glBegin (GL_LINE_LOOP); for ( i = 0; i < w->GetNumPoints(); i++ ) glVertex3f( (*w)[i][0], (*w)[i][1], (*w)[i][2] ); glEnd (); glFlush (); } void DrawLine( idVec3 v1, idVec3 v2, int color ) { if (!dmapGlobals.drawflag) return; switch( color ) { case 0: glColor3f( 0, 0, 0 ); break; case 1: glColor3f( 0, 0, 1 ); break; case 2: glColor3f( 0, 1, 0 ); break; case 3: glColor3f( 0, 1, 1 ); break; case 4: glColor3f( 1, 0, 0 ); break; case 5: glColor3f( 1, 0, 1 ); break; case 6: glColor3f( 1, 1, 0 ); break; case 7: glColor3f( 1, 1, 1 ); break; } glBegin( GL_LINES ); glVertex3fv( v1.ToFloatPtr() ); glVertex3fv( v2.ToFloatPtr() ); glEnd(); glFlush(); } //============================================================ #define GLSERV_PORT 25001 bool wins_init; int draw_socket; void GLS_BeginScene (void) { WSADATA winsockdata; WORD wVersionRequested; struct sockaddr_in address; int r; if (!wins_init) { wins_init = true; wVersionRequested = MAKEWORD(1, 1); r = WSAStartup (MAKEWORD(1, 1), &winsockdata); if (r) common->Error( "Winsock initialization failed."); } // connect a socket to the server draw_socket = socket (PF_INET, SOCK_STREAM, IPPROTO_TCP); if (draw_socket == -1) common->Error( "draw_socket failed"); address.sin_family = AF_INET; address.sin_addr.s_addr = htonl(INADDR_LOOPBACK); address.sin_port = GLSERV_PORT; r = connect (draw_socket, (struct sockaddr *)&address, sizeof(address)); if (r == -1) { closesocket (draw_socket); draw_socket = 0; } } void GLS_Winding( const idWinding *w, int code ) { byte buf[1024]; int i, j; if (!draw_socket) return; ((int *)buf)[0] = w->GetNumPoints(); ((int *)buf)[1] = code; for ( i = 0; i < w->GetNumPoints(); i++ ) for (j=0 ; j<3 ; j++) ((float *)buf)[2+i*3+j] = (*w)[i][j]; send (draw_socket, (const char *)buf, w->GetNumPoints() * 12 + 8, 0); } void GLS_Triangle( const mapTri_t *tri, int code ) { idWinding w; w.SetNumPoints( 3 ); VectorCopy( tri->v[0].xyz, w[0] ); VectorCopy( tri->v[1].xyz, w[1] ); VectorCopy( tri->v[2].xyz, w[2] ); GLS_Winding( &w, code ); } void GLS_EndScene (void) { closesocket (draw_socket); draw_socket = 0; } #else void Draw_ClearWindow( void ) { } void DrawWinding( const idWinding *w) { } void DrawAuxWinding ( const idWinding *w) { } void GLS_Winding( const idWinding *w, int code ) { } void GLS_BeginScene (void) { } void GLS_EndScene (void) { } #endif