doom3-bfg/neo/tools/compilers/dmap/gldraw.cpp
2014-08-02 14:48:04 +02:00

320 lines
6.6 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 "precompiled.h"
#pragma hdrstop
#include "dmap.h"
#if 0
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
//#include <GL/glaux.h>
#define WIN_SIZE 1024
void Draw_ClearWindow()
{
if( !dmapGlobals.drawflag )
{
return;
}
glDrawBuffer( GL_FRONT );
GL_Set2D();
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()
{
if( !dmapGlobals.drawflag )
return;
glColor3f( 1, 0, 0 );
}
void Draw_SetGrey()
{
if( !dmapGlobals.drawflag )
return;
glColor3f( 0.5f, 0.5f, 0.5f );
}
void Draw_SetBlack()
{
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()
{
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 );
w[0] = tri->v[0].xyz;
w[1] = tri->v[1].xyz;
w[2] = tri->v[2].xyz;
GLS_Winding( &w, code );
}
void GLS_EndScene()
{
closesocket( draw_socket );
draw_socket = 0;
}
#else
void Draw_ClearWindow()
{
}
void DrawWinding( const idWinding* w )
{
}
void DrawAuxWinding( const idWinding* w )
{
}
void GLS_Winding( const idWinding* w, int code )
{
}
void GLS_BeginScene()
{
}
void GLS_EndScene()
{
}
#endif