/* 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 #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","0"}; 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); 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) { // 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)); 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) { }