glquake/source/gl_vidctr.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program 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 2
of the License, or (at your option) any later version.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
#include <3ds.h>
#include <GL/picaGL.h>
#include "quakedef.h"
unsigned d_8to24table[256];
unsigned char d_15to8table[65536];
int texture_mode = GL_LINEAR;
int texture_extension_number = 1;
float gldepthmin, gldepthmax;
cvar_t gl_ztrick = {"gl_ztrick","1"};
const char *gl_vendor;
const char *gl_renderer;
const char *gl_version;
const char *gl_extensions;
static float vid_gamma = 1.0;
qboolean is8bit = false;
qboolean isPermedia = true;
qboolean gl_mtexable = false;
/*
===============
GL_Init
===============
*/
void GL_Init (void)
{
pglInitEx(0x040000, 0x100000);
gl_vendor = glGetString (GL_VENDOR);
gl_renderer = glGetString (GL_RENDERER);
gl_version = glGetString (GL_VERSION);
gl_extensions = glGetString (GL_EXTENSIONS);
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glClearDepth (1.0f);
glClearColor ((float)(16/255),(float)(32/255),(float)(64/255),1);
glCullFace(GL_FRONT);
glEnable(GL_TEXTURE_2D);
glEnable(GL_ALPHA_TEST);
glAlphaFunc(GL_GREATER, 0.666);
glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
glShadeModel (GL_FLAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
glClear(GL_COLOR_BUFFER_BIT);
}
void GL_BeginRendering (int *x, int *y, int *width, int *height)
{
*x = *y = 0;
*width = 400;
*height = 240;
}
void GL_EndRendering (void)
{
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// naievil -- this requies the new version of picagl to be used properly
//glFinish();
pglSwapBuffersEx(1,0);
}
void VID_SetPalette (unsigned char *palette)
{
byte *pal;
unsigned r,g,b;
unsigned v;
int r1,g1,b1;
int j,k,l,m;
unsigned short i;
unsigned *table;
FILE *f;
char s[255];
int dist, bestdist;
//
// 8 8 8 encoding
//
pal = palette;
table = d_8to24table;
for (i=0 ; i<256 ; i++)
{
r = pal[0];
g = pal[1];
b = pal[2];
pal += 3;
v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
*table++ = v;
}
d_8to24table[255] &= 0xffffff; // 255 is transparent
// JACK: 3D distance calcs - k is last closest, l is the distance.
for (i=0; i < (1<<15); i++) {
/* Maps
000000000000000
000000000011111 = Red = 0x1F
000001111100000 = Blue = 0x03E0
111110000000000 = Grn = 0x7C00
*/
r = ((i & 0x1F) << 3)+4;
g = ((i & 0x03E0) >> 2)+4;
b = ((i & 0x7C00) >> 7)+4;
pal = (unsigned char *)d_8to24table;
for (v=0,k=0,bestdist=10000*10000; v<256; v++,pal+=4) {
r1 = (int)r - (int)pal[0];
g1 = (int)g - (int)pal[1];
b1 = (int)b - (int)pal[2];
dist = (r1*r1)+(g1*g1)+(b1*b1);
if (dist < bestdist) {
k=v;
bestdist = dist;
}
}
d_15to8table[i]=k;
}
}
void VID_ShiftPalette (unsigned char *palette)
{
//VID_SetPalette(palette);
}
qboolean VID_Is8bit(void)
{
return is8bit;
}
static void Check_Gamma (unsigned char *pal)
{
float f, inf;
unsigned char palette[768];
int i;
if ((i = COM_CheckParm("-gamma")) == 0)
vid_gamma = 0.7;
else
vid_gamma = Q_atof(com_argv[i+1]);
for (i=0 ; i<768 ; i++)
{
f = pow ( (pal[i]+1)/256.0 , vid_gamma );
inf = f*255 + 0.5;
if (inf < 0)
inf = 0;
if (inf > 255)
inf = 255;
palette[i] = inf;
}
memcpy (pal, palette, sizeof(palette));
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BuildGammaTable (vid_gamma); //Diabolickal HLBSP
}
void VID_Init (unsigned char *palette)
{
int i;
char gldir[MAX_OSPATH];
int width = 400;
int height = 240;
Cvar_RegisterVariable (&gl_ztrick);
vid.maxwarpwidth = width;
vid.maxwarpheight = height;
vid.colormap = host_colormap;
vid.fullbright = 256 - LittleLong (*((int *)vid.colormap + 2048));
vid.conwidth = 320;
vid.conwidth &= 0xfff8; // make it a multiple of eight
if (vid.conwidth < 320)
vid.conwidth = 320;
// pick a conheight that matches with correct aspect
vid.conheight = vid.conwidth*3 / 4;
if ((i = COM_CheckParm("-conheight")) != 0)
vid.conheight = Q_atoi(com_argv[i+1]);
if (vid.conheight < 200)
vid.conheight = 200;
if (vid.conheight > height)
vid.conheight = height;
if (vid.conwidth > width)
vid.conwidth = width;
vid.width = 400;
vid.height = 240;
vid.aspect = ((float)vid.height / (float)vid.width) *
(320.0 / 240.0);
vid.numpages = 2;
GL_Init();
sprintf (gldir, "%s/glquake", com_gamedir);
Sys_mkdir (gldir);
Check_Gamma(palette);
VID_SetPalette(palette);
Con_SafePrintf ("Video mode %dx%d initialized.\n", width, height);
vid.recalc_refdef = 1; // force a surface cache flush
}
void VID_Shutdown (void)
{
}
void VID_Update (vrect_t *rects)
{
}