mirror of
https://github.com/nzp-team/glquake.git
synced 2024-11-10 06:31:35 +00:00
252 lines
5.5 KiB
C
252 lines
5.5 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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#include <3ds.h>
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#include <GL/picaGL.h>
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#include "quakedef.h"
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unsigned d_8to24table[256];
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unsigned char d_15to8table[65536];
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int texture_mode = GL_LINEAR;
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int texture_extension_number = 1;
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float gldepthmin, gldepthmax;
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cvar_t gl_ztrick = {"gl_ztrick","0"};
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const char *gl_vendor;
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const char *gl_renderer;
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const char *gl_version;
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const char *gl_extensions;
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static float vid_gamma = 1.0;
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qboolean is8bit = false;
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qboolean isPermedia = true;
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qboolean gl_mtexable = false;
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/*
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===============
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GL_Init
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===============
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*/
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void GL_Init (void)
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{
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pglInitEx(0x040000, 0x100000);
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gl_vendor = glGetString (GL_VENDOR);
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gl_renderer = glGetString (GL_RENDERER);
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gl_version = glGetString (GL_VERSION);
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gl_extensions = glGetString (GL_EXTENSIONS);
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glClearDepth (1.0f);
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glClearColor ((float)(16/255),(float)(32/255),(float)(64/255),1);
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glCullFace(GL_FRONT);
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glEnable(GL_TEXTURE_2D);
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glEnable(GL_ALPHA_TEST);
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glAlphaFunc(GL_GREATER, 0.666);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glShadeModel (GL_FLAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
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glClear(GL_COLOR_BUFFER_BIT);
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}
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void GL_BeginRendering (int *x, int *y, int *width, int *height)
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{
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*x = *y = 0;
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*width = 400;
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*height = 240;
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}
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void GL_EndRendering (void)
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{
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// naievil -- this requies the new version of picagl to be used properly
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//glFinish();
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pglSwapBuffersEx(1,0);
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}
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void VID_SetPalette (unsigned char *palette)
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{
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byte *pal;
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unsigned r,g,b;
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unsigned v;
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int r1,g1,b1;
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int j,k,l,m;
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unsigned short i;
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unsigned *table;
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FILE *f;
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char s[255];
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int dist, bestdist;
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//
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// 8 8 8 encoding
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//
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pal = palette;
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table = d_8to24table;
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for (i=0 ; i<256 ; i++)
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{
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r = pal[0];
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g = pal[1];
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b = pal[2];
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pal += 3;
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v = (255<<24) + (r<<0) + (g<<8) + (b<<16);
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*table++ = v;
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}
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d_8to24table[255] &= 0xffffff; // 255 is transparent
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// JACK: 3D distance calcs - k is last closest, l is the distance.
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for (i=0; i < (1<<15); i++) {
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/* Maps
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000000000000000
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000000000011111 = Red = 0x1F
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000001111100000 = Blue = 0x03E0
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111110000000000 = Grn = 0x7C00
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*/
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r = ((i & 0x1F) << 3)+4;
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g = ((i & 0x03E0) >> 2)+4;
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b = ((i & 0x7C00) >> 7)+4;
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pal = (unsigned char *)d_8to24table;
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for (v=0,k=0,bestdist=10000*10000; v<256; v++,pal+=4) {
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r1 = (int)r - (int)pal[0];
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g1 = (int)g - (int)pal[1];
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b1 = (int)b - (int)pal[2];
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dist = (r1*r1)+(g1*g1)+(b1*b1);
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if (dist < bestdist) {
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k=v;
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bestdist = dist;
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}
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}
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d_15to8table[i]=k;
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}
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}
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void VID_ShiftPalette (unsigned char *palette)
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{
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//VID_SetPalette(palette);
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}
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qboolean VID_Is8bit(void)
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{
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return is8bit;
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}
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static void Check_Gamma (unsigned char *pal)
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{
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float f, inf;
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unsigned char palette[768];
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int i;
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if ((i = COM_CheckParm("-gamma")) == 0)
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vid_gamma = 0.7;
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else
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vid_gamma = Q_atof(com_argv[i+1]);
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for (i=0 ; i<768 ; i++)
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{
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f = pow ( (pal[i]+1)/256.0 , vid_gamma );
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inf = f*255 + 0.5;
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if (inf < 0)
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inf = 0;
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if (inf > 255)
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inf = 255;
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palette[i] = inf;
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}
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memcpy (pal, palette, sizeof(palette));
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BuildGammaTable (vid_gamma); //Diabolickal HLBSP
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}
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void VID_Init (unsigned char *palette)
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{
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int i;
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char gldir[MAX_OSPATH];
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int width = 400;
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int height = 240;
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Cvar_RegisterVariable (&gl_ztrick);
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vid.maxwarpwidth = width;
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vid.maxwarpheight = height;
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vid.colormap = host_colormap;
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vid.fullbright = 256 - LittleLong (*((int *)vid.colormap + 2048));
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vid.conwidth = 320;
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vid.conwidth &= 0xfff8; // make it a multiple of eight
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if (vid.conwidth < 320)
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vid.conwidth = 320;
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// pick a conheight that matches with correct aspect
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vid.conheight = vid.conwidth*3 / 4;
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if ((i = COM_CheckParm("-conheight")) != 0)
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vid.conheight = Q_atoi(com_argv[i+1]);
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if (vid.conheight < 200)
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vid.conheight = 200;
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if (vid.conheight > height)
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vid.conheight = height;
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if (vid.conwidth > width)
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vid.conwidth = width;
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vid.width = 400;
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vid.height = 240;
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vid.aspect = ((float)vid.height / (float)vid.width) *
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(320.0 / 240.0);
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vid.numpages = 2;
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GL_Init();
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sprintf (gldir, "%s/glquake", com_gamedir);
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Sys_mkdir (gldir);
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Check_Gamma(palette);
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VID_SetPalette(palette);
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Con_SafePrintf ("Video mode %dx%d initialized.\n", width, height);
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vid.recalc_refdef = 1; // force a surface cache flush
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}
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void VID_Shutdown (void)
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{
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}
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void VID_Update (vrect_t *rects)
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{
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}
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