/* * 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. * * 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. * * ======================================================================= * * Misc refresher functions * * ======================================================================= */ #include "header/local.h" 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}, }; typedef struct _TargaHeader { 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) { int x, y; byte data[8][8][4]; /* particle texture */ for (x = 0; x < 8; x++) { for (y = 0; y < 8; y++) { 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, 0, 8, 0, it_sprite, 32); /* also use this for bad textures, but without alpha */ for (x = 0; x < 8; x++) { for (y = 0; y < 8; y++) { 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; } } r_notexture = R_LoadPic("***r_notexture***", (byte *)data, 8, 0, 8, 0, it_wall, 32); } void R_ScreenShot(void) { byte *buffer; char picname[80]; char checkname[MAX_OSPATH]; int i, c, temp; FILE *f; /* create the scrnshots directory if it doesn't exist */ Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir()); ri.Sys_Mkdir(checkname); /* find a file name to save it to */ strcpy(picname, "quake00.tga"); 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) { ri.Con_Printf(PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n"); return; } 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 */ qglReadPixels(0, 0, vid.width, vid.height, GL_RGB, GL_UNSIGNED_BYTE, buffer + 18); /* swap rgb to bgr */ c = 18 + vid.width * vid.height * 3; for (i = 18; i < c; i += 3) { temp = buffer[i]; buffer[i] = buffer[i + 2]; buffer[i + 2] = temp; } f = fopen(checkname, "wb"); fwrite(buffer, 1, c, f); fclose(f); free(buffer); ri.Con_Printf(PRINT_ALL, "Wrote %s\n", picname); } void R_Strings(void) { 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); } void R_SetDefaultState(void) { qglClearColor(1, 0, 0.5, 0.5); qglCullFace(GL_FRONT); qglEnable(GL_TEXTURE_2D); qglEnable(GL_ALPHA_TEST); qglAlphaFunc(GL_GREATER, 0.666); qglDisable(GL_DEPTH_TEST); qglDisable(GL_CULL_FACE); qglDisable(GL_BLEND); qglColor4f(1, 1, 1, 1); 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); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); R_TexEnv(GL_REPLACE); if (qglPointParameterfEXT) { float attenuations[3]; 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(); } void R_UpdateSwapInterval(void) { if (gl_swapinterval->modified) { gl_swapinterval->modified = false; } }