doom3/neo/tools/compilers/dmap/gldraw.cpp
Timothee 'TTimo' Besset fb1609f554 hello world
2011-11-22 15:28:15 -06:00

292 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 "../../../idlib/precompiled.h"
#pragma hdrstop
#include "dmap.h"
#ifdef WIN32
#include <windows.h>
#include <GL/gl.h>
#include <GL/glu.h>
//#include <GL/glaux.h>
#define WIN_SIZE 1024
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