/* * 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, 8, 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, 8, 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; 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; } }