dhewm3/neo/tools/compilers/dmap/gldraw.cpp
dhewg 736ec20d4d Untangle the epic precompiled.h mess
Don't include the lazy precompiled.h everywhere, only what's
required for the compilation unit.
platform.h needs to be included instead to provide all essential
defines and types.
All includes use the relative path to the neo or the game
specific root.
Move all idlib related includes from idlib/Lib.h to precompiled.h.
precompiled.h still exists for the MFC stuff in tools/.
Add some missing header guards.
2011-12-19 23:21:47 +01:00

289 lines
6.5 KiB
C++

/*
===========================================================================
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 <http://www.gnu.org/licenses/>.
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 <GL/gl.h>
#include <GL/glu.h>
//#include <GL/glaux.h>
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