yquake2remaster/src/refresh/r_misc.c

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/*
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* Copyright (C) 1997-2001 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.
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*
* This program is distributed in the hope that it will be useful, but
* WITHOUT ANY WARRANTY; without even the implied warranty of
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* 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.
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*
* =======================================================================
*
* Misc refresher functions
*
* =======================================================================
*/
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#include "header/local.h"
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byte dottexture [ 8 ] [ 8 ] = {
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 1, 1, 1, 1, 0, 0, 0 },
{ 0, 0, 1, 1, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
{ 0, 0, 0, 0, 0, 0, 0, 0 },
};
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typedef struct _TargaHeader
{
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unsigned char id_length, colormap_type, image_type;
unsigned short colormap_index, colormap_length;
unsigned char colormap_size;
unsigned short x_origin, y_origin, width, height;
unsigned char pixel_size, attributes;
} TargaHeader;
void
R_InitParticleTexture ( void )
{
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int x, y;
byte data [ 8 ] [ 8 ] [ 4 ];
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/* particle texture */
for ( x = 0; x < 8; x++ )
{
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for ( y = 0; y < 8; y++ )
{
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data [ y ] [ x ] [ 0 ] = 255;
data [ y ] [ x ] [ 1 ] = 255;
data [ y ] [ x ] [ 2 ] = 255;
data [ y ] [ x ] [ 3 ] = dottexture [ x ] [ y ] * 255;
}
}
r_particletexture = R_LoadPic( "***particle***", (byte *) data, 8, 8, it_sprite, 32 );
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/* also use this for bad textures, but without alpha */
for ( x = 0; x < 8; x++ )
{
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for ( y = 0; y < 8; y++ )
{
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data [ y ] [ x ] [ 0 ] = dottexture [ x & 3 ] [ y & 3 ] * 255;
data [ y ] [ x ] [ 1 ] = 0;
data [ y ] [ x ] [ 2 ] = 0;
data [ y ] [ x ] [ 3 ] = 255;
}
}
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r_notexture = R_LoadPic( "***r_notexture***", (byte *) data, 8, 8, it_wall, 32 );
}
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void
R_ScreenShot ( void )
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{
byte *buffer;
char picname [ 80 ];
char checkname [ MAX_OSPATH ];
int i, c, temp;
FILE *f;
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/* create the scrnshots directory if it doesn't exist */
Com_sprintf( checkname, sizeof ( checkname ), "%s/scrnshot", ri.FS_Gamedir() );
ri.Sys_Mkdir( checkname );
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/* find a file name to save it to */
strcpy( picname, "quake00.tga" );
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for ( i = 0; i <= 99; i++ )
{
picname [ 5 ] = i / 10 + '0';
picname [ 6 ] = i % 10 + '0';
Com_sprintf( checkname, sizeof ( checkname ), "%s/scrnshot/%s", ri.FS_Gamedir(), picname );
f = fopen( checkname, "rb" );
if ( !f )
{
break; /* file doesn't exist */
}
fclose( f );
}
if ( i == 100 )
{
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ri.Con_Printf( PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n" );
return;
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}
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buffer = malloc( vid.width * vid.height * 3 + 18 );
memset( buffer, 0, 18 );
buffer [ 2 ] = 2; /* uncompressed type */
buffer [ 12 ] = vid.width & 255;
buffer [ 13 ] = vid.width >> 8;
buffer [ 14 ] = vid.height & 255;
buffer [ 15 ] = vid.height >> 8;
buffer [ 16 ] = 24; /* pixel size */
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qglReadPixels( 0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer + 18 );
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/* swap rgb to bgr */
c = 18 + vid.width * vid.height * 3;
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for ( i = 18; i < c; i += 3 )
{
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temp = buffer [ i ];
buffer [ i ] = buffer [ i + 2 ];
buffer [ i + 2 ] = temp;
}
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f = fopen( checkname, "wb" );
fwrite( buffer, 1, c, f );
fclose( f );
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free( buffer );
ri.Con_Printf( PRINT_ALL, "Wrote %s\n", picname );
}
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void
R_Strings ( void )
{
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ri.Con_Printf( PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string );
ri.Con_Printf( PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string );
ri.Con_Printf( PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string );
ri.Con_Printf( PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string );
}
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void
R_SetDefaultState ( void )
{
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qglClearColor( 1, 0, 0.5, 0.5 );
qglCullFace( GL_FRONT );
qglEnable( GL_TEXTURE_2D );
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qglEnable( GL_ALPHA_TEST );
qglAlphaFunc( GL_GREATER, 0.666 );
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qglDisable( GL_DEPTH_TEST );
qglDisable( GL_CULL_FACE );
qglDisable( GL_BLEND );
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qglColor4f( 1, 1, 1, 1 );
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qglPolygonMode( GL_FRONT_AND_BACK, GL_FILL );
qglShadeModel( GL_FLAT );
R_TextureMode( gl_texturemode->string );
R_TextureAlphaMode( gl_texturealphamode->string );
R_TextureSolidMode( gl_texturesolidmode->string );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT );
qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT );
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qglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
R_TexEnv( GL_REPLACE );
if ( qglPointParameterfEXT )
{
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float attenuations [ 3 ];
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attenuations [ 0 ] = gl_particle_att_a->value;
attenuations [ 1 ] = gl_particle_att_b->value;
attenuations [ 2 ] = gl_particle_att_c->value;
/* GL_POINT_SMOOTH is not implemented by some OpenGL
drivers, especially the crappy Mesa3D backends like
i915.so. That the points are squares and not circles
is not a problem by Quake II! */
qglEnable( GL_POINT_SMOOTH );
qglPointParameterfEXT( GL_POINT_SIZE_MIN_EXT, gl_particle_min_size->value );
qglPointParameterfEXT( GL_POINT_SIZE_MAX_EXT, gl_particle_max_size->value );
qglPointParameterfvEXT( GL_DISTANCE_ATTENUATION_EXT, attenuations );
}
if ( qglColorTableEXT && gl_ext_palettedtexture->value )
{
qglEnable( GL_SHARED_TEXTURE_PALETTE_EXT );
R_SetTexturePalette( d_8to24table );
}
R_UpdateSwapInterval();
}
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void
R_UpdateSwapInterval ( void )
{
if ( gl_swapinterval->modified )
{
gl_swapinterval->modified = false;
}
}
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