mirror of
https://github.com/UberGames/GtkRadiant.git
synced 2024-11-23 04:12:06 +00:00
233 lines
4.4 KiB
C
233 lines
4.4 KiB
C
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Foobar; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <GL/glaux.h>
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#include "qbsp.h"
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// can't use the glvertex3fv functions, because the vec3_t fields
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// could be either floats or doubles, depending on DOUBLEVEC_T
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qboolean drawflag;
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vec3_t draw_mins, draw_maxs;
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#define WIN_SIZE 512
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void InitWindow (void)
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{
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auxInitDisplayMode (AUX_SINGLE | AUX_RGB);
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auxInitPosition (0, 0, WIN_SIZE, WIN_SIZE);
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auxInitWindow ("qcsg");
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}
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void Draw_ClearWindow (void)
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{
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static int init;
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int w, h, g;
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vec_t mx, my;
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if (!drawflag)
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return;
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if (!init)
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{
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init = true;
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InitWindow ();
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}
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glClearColor (1,0.8,0.8,0);
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glClear (GL_COLOR_BUFFER_BIT);
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w = (draw_maxs[0] - draw_mins[0]);
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h = (draw_maxs[1] - draw_mins[1]);
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mx = draw_mins[0] + w/2;
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my = draw_mins[1] + h/2;
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g = w > h ? w : h;
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glLoadIdentity ();
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gluPerspective (90, 1, 2, 16384);
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gluLookAt (mx, my, draw_maxs[2] + g/2, mx , my, draw_maxs[2], 0, 1, 0);
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glColor3f (0,0,0);
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// glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode (GL_FRONT_AND_BACK, GL_FILL);
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glDisable (GL_DEPTH_TEST);
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glEnable (GL_BLEND);
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glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#if 0
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glColor4f (1,0,0,0.5);
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glBegin (GL_POLYGON);
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glVertex3f (0, 500, 0);
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glVertex3f (0, 900, 0);
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glVertex3f (0, 900, 100);
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glVertex3f (0, 500, 100);
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glEnd ();
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#endif
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glFlush ();
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}
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void Draw_SetRed (void)
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{
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if (!drawflag)
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return;
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glColor3f (1,0,0);
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}
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void Draw_SetGrey (void)
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{
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if (!drawflag)
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return;
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glColor3f (0.5,0.5,0.5);
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}
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void Draw_SetBlack (void)
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{
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if (!drawflag)
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return;
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glColor3f (0,0,0);
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}
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void DrawWinding (winding_t *w)
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{
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int i;
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if (!drawflag)
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return;
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glColor4f (0,0,0,0.5);
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glBegin (GL_LINE_LOOP);
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for (i=0 ; i<w->numpoints ; i++)
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glVertex3f (w->p[i][0],w->p[i][1],w->p[i][2] );
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glEnd ();
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glColor4f (0,1,0,0.3);
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glBegin (GL_POLYGON);
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for (i=0 ; i<w->numpoints ; i++)
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glVertex3f (w->p[i][0],w->p[i][1],w->p[i][2] );
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glEnd ();
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glFlush ();
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}
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void DrawAuxWinding (winding_t *w)
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{
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int i;
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if (!drawflag)
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return;
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glColor4f (0,0,0,0.5);
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glBegin (GL_LINE_LOOP);
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for (i=0 ; i<w->numpoints ; i++)
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glVertex3f (w->p[i][0],w->p[i][1],w->p[i][2] );
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glEnd ();
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glColor4f (1,0,0,0.3);
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glBegin (GL_POLYGON);
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for (i=0 ; i<w->numpoints ; i++)
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glVertex3f (w->p[i][0],w->p[i][1],w->p[i][2] );
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glEnd ();
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glFlush ();
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}
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//============================================================
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#define GLSERV_PORT 25001
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qboolean wins_init;
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int draw_socket;
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void GLS_BeginScene (void)
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{
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WSADATA winsockdata;
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WORD wVersionRequested;
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struct sockaddr_in address;
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int r;
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if (!wins_init)
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{
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wins_init = true;
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wVersionRequested = MAKEWORD(1, 1);
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r = WSAStartup (MAKEWORD(1, 1), &winsockdata);
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if (r)
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Error ("Winsock initialization failed.");
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}
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// connect a socket to the server
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draw_socket = socket (PF_INET, SOCK_STREAM, IPPROTO_TCP);
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if (draw_socket == -1)
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Error ("draw_socket failed");
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address.sin_family = AF_INET;
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address.sin_addr.s_addr = htonl(INADDR_LOOPBACK);
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address.sin_port = GLSERV_PORT;
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r = connect (draw_socket, (struct sockaddr *)&address, sizeof(address));
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if (r == -1)
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{
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closesocket (draw_socket);
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draw_socket = 0;
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}
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}
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void GLS_Winding (winding_t *w, int code)
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{
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byte buf[1024];
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int i, j;
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if (!draw_socket)
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return;
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((int *)buf)[0] = w->numpoints;
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((int *)buf)[1] = code;
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for (i=0 ; i<w->numpoints ; i++)
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for (j=0 ; j<3 ; j++)
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((float *)buf)[2+i*3+j] = w->p[i][j];
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send (draw_socket, buf, w->numpoints*12+8, 0);
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}
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void GLS_EndScene (void)
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{
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closesocket (draw_socket);
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draw_socket = 0;
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}
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