mirror of
https://github.com/yquake2/yquake2remaster.git
synced 2025-01-11 04:11:34 +00:00
e1903dd925
Scott S. pointed out that some the qglTexParameterf calls should be qglTexParameteri. I don't know if all this changes are correct (I'm an openGL noob) but they shouldn't make thinks worse and "works for me".
223 lines
5.5 KiB
C
223 lines
5.5 KiB
C
/*
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* Copyright (C) 1997-2001 Id Software, Inc.
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*
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* This program is free software; you can redistribute it and/or modify
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* it under the terms of the GNU General Public License as published by
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* the Free Software Foundation; either version 2 of the License, or (at
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* your option) any later version.
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*
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* This program is distributed in the hope that it will be useful, but
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* WITHOUT ANY WARRANTY; without even the implied warranty of
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* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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*
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* See the GNU General Public License for more details.
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*
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* You should have received a copy of the GNU General Public License
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* along with this program; if not, write to the Free Software
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* Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA
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* 02111-1307, USA.
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*
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* =======================================================================
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*
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* Misc refresher functions
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*
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* =======================================================================
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*/
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#include "header/local.h"
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byte dottexture[8][8] = {
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 1, 1, 0, 0, 0, 0},
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{0, 1, 1, 1, 1, 0, 0, 0},
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{0, 1, 1, 1, 1, 0, 0, 0},
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{0, 0, 1, 1, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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{0, 0, 0, 0, 0, 0, 0, 0},
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};
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typedef struct _TargaHeader
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{
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unsigned char id_length, colormap_type, image_type;
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unsigned short colormap_index, colormap_length;
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unsigned char colormap_size;
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unsigned short x_origin, y_origin, width, height;
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unsigned char pixel_size, attributes;
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} TargaHeader;
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void
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R_InitParticleTexture(void)
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{
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int x, y;
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byte data[8][8][4];
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/* particle texture */
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for (x = 0; x < 8; x++)
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{
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for (y = 0; y < 8; y++)
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{
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data[y][x][0] = 255;
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data[y][x][1] = 255;
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data[y][x][2] = 255;
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data[y][x][3] = dottexture[x][y] * 255;
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}
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}
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r_particletexture = R_LoadPic("***particle***", (byte *)data,
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8, 0, 8, 0, it_sprite, 32);
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/* also use this for bad textures, but without alpha */
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for (x = 0; x < 8; x++)
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{
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for (y = 0; y < 8; y++)
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{
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data[y][x][0] = dottexture[x & 3][y & 3] * 255;
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data[y][x][1] = 0;
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data[y][x][2] = 0;
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data[y][x][3] = 255;
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}
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}
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r_notexture = R_LoadPic("***r_notexture***", (byte *)data,
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8, 0, 8, 0, it_wall, 32);
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}
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void
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R_ScreenShot(void)
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{
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byte *buffer;
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char picname[80];
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char checkname[MAX_OSPATH];
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int i, c, temp;
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FILE *f;
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/* create the scrnshots directory if it doesn't exist */
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Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot", ri.FS_Gamedir());
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ri.Sys_Mkdir(checkname);
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/* find a file name to save it to */
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strcpy(picname, "quake00.tga");
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for (i = 0; i <= 99; i++)
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{
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picname[5] = i / 10 + '0';
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picname[6] = i % 10 + '0';
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Com_sprintf(checkname, sizeof(checkname), "%s/scrnshot/%s",
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ri.FS_Gamedir(), picname);
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f = fopen(checkname, "rb");
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if (!f)
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{
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break; /* file doesn't exist */
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}
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fclose(f);
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}
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if (i == 100)
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{
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ri.Con_Printf(PRINT_ALL, "SCR_ScreenShot_f: Couldn't create a file\n");
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return;
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}
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buffer = malloc(vid.width * vid.height * 3 + 18);
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memset(buffer, 0, 18);
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buffer[2] = 2; /* uncompressed type */
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buffer[12] = vid.width & 255;
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buffer[13] = vid.width >> 8;
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buffer[14] = vid.height & 255;
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buffer[15] = vid.height >> 8;
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buffer[16] = 24; /* pixel size */
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qglReadPixels(0, 0, vid.width, vid.height, GL_RGB,
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GL_UNSIGNED_BYTE, buffer + 18);
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/* swap rgb to bgr */
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c = 18 + vid.width * vid.height * 3;
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for (i = 18; i < c; i += 3)
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{
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temp = buffer[i];
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buffer[i] = buffer[i + 2];
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buffer[i + 2] = temp;
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}
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f = fopen(checkname, "wb");
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fwrite(buffer, 1, c, f);
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fclose(f);
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free(buffer);
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ri.Con_Printf(PRINT_ALL, "Wrote %s\n", picname);
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}
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void
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R_Strings(void)
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{
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ri.Con_Printf(PRINT_ALL, "GL_VENDOR: %s\n", gl_config.vendor_string);
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ri.Con_Printf(PRINT_ALL, "GL_RENDERER: %s\n", gl_config.renderer_string);
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ri.Con_Printf(PRINT_ALL, "GL_VERSION: %s\n", gl_config.version_string);
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ri.Con_Printf(PRINT_ALL, "GL_EXTENSIONS: %s\n", gl_config.extensions_string);
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}
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void
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R_SetDefaultState(void)
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{
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qglClearColor(1, 0, 0.5, 0.5);
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qglCullFace(GL_FRONT);
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qglEnable(GL_TEXTURE_2D);
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qglEnable(GL_ALPHA_TEST);
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qglAlphaFunc(GL_GREATER, 0.666);
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qglDisable(GL_DEPTH_TEST);
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qglDisable(GL_CULL_FACE);
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qglDisable(GL_BLEND);
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qglColor4f(1, 1, 1, 1);
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qglPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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qglShadeModel(GL_FLAT);
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R_TextureMode(gl_texturemode->string);
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R_TextureAlphaMode(gl_texturealphamode->string);
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R_TextureSolidMode(gl_texturesolidmode->string);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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R_TexEnv(GL_REPLACE);
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if (qglPointParameterfEXT)
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{
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float attenuations[3];
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attenuations[0] = gl_particle_att_a->value;
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attenuations[1] = gl_particle_att_b->value;
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attenuations[2] = gl_particle_att_c->value;
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/* GL_POINT_SMOOTH is not implemented by some OpenGL
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drivers, especially the crappy Mesa3D backends like
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i915.so. That the points are squares and not circles
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is not a problem by Quake II! */
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qglEnable(GL_POINT_SMOOTH);
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qglPointParameterfEXT(GL_POINT_SIZE_MIN_EXT,
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gl_particle_min_size->value);
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qglPointParameterfEXT(GL_POINT_SIZE_MAX_EXT,
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gl_particle_max_size->value);
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qglPointParameterfvEXT(GL_DISTANCE_ATTENUATION_EXT, attenuations);
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}
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if (qglColorTableEXT && gl_ext_palettedtexture->value)
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{
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qglEnable(GL_SHARED_TEXTURE_PALETTE_EXT);
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R_SetTexturePalette(d_8to24table);
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}
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}
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