ref: 372afde46e7defc9dd2d719a1732b8ace1fa096e
dir: /ref_gl/gl_rmisc.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. */ // r_misc.c #include "gl_local.h" /* ================== R_InitParticleTexture ================== */ 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}, }; 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 = GL_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; // dottexture[x&3][y&3]*255; data[y][x][2] = 0; //dottexture[x&3][y&3]*255; data[y][x][3] = 255; } } r_notexture = GL_LoadPic ("***r_notexture***", (byte *)data, 8, 8, it_wall, 32); } /* ============================================================================== SCREEN SHOTS ============================================================================== */ 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; /* ================== GL_ScreenShot_f ================== */ void GL_ScreenShot_f (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()); 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); } /* ** GL_Strings_f */ void GL_Strings_f( 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 ); } /* ** GL_SetDefaultState */ void GL_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); GL_TextureMode( gl_texturemode->string ); GL_TextureAlphaMode( gl_texturealphamode->string ); GL_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); GL_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 ); GL_SetTexturePalette( d_8to24table ); } GL_UpdateSwapInterval(); } void GL_UpdateSwapInterval( void ) { if ( gl_swapinterval->modified ) { gl_swapinterval->modified = false; if ( !gl_state.stereo_enabled ) { #ifdef _WIN32 if ( qwglSwapIntervalEXT ) qwglSwapIntervalEXT( gl_swapinterval->value ); #endif } } }