yquake2remaster/src/refresh/r_misc.c
2012-07-21 14:09:45 +02:00

234 lines
5.6 KiB
C

/*
* 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;
}
}