177 lines
2.9 KiB
C++
177 lines
2.9 KiB
C++
/***
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*
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* Copyright (c) 1996-2002, Valve LLC. All rights reserved.
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*
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* This product contains software technology licensed from Id
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* Software, Inc. ("Id Technology"). Id Technology (c) 1996 Id Software, Inc.
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* All Rights Reserved.
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*
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****/
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#include <windows.h>
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#include <GL/gl.h>
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#include <GL/glu.h>
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#include <SDL2/SDL.h>
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#include "bsp5.h"
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vec3_t draw_mins, draw_maxs;
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void Draw_ClearBounds(void)
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{
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}
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void Draw_DrawFace(face_t* f)
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{
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int i;
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if (!drawflag)
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return;
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glColor4f(0, 0, 0, 0.5);
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glBegin(GL_LINE_LOOP);
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for (i = 0; i < f->numpoints; i++)
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glVertex3f(f->pts[i][0], f->pts[i][1], f->pts[i][2]);
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glEnd();
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glColor4f(0, 1, 0, 0.3);
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glBegin(GL_POLYGON);
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for (i = 0; i < f->numpoints; i++)
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glVertex3f(f->pts[i][0], f->pts[i][1], f->pts[i][2]);
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glEnd();
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glFlush();
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}
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#define WIN_SIZE 512
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SDL_Window* g_pWindow = NULL;
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SDL_GLContext g_GLContext = NULL;
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void InitWindow(void)
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{
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if (SDL_Init(SDL_INIT_VIDEO))
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{
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printf("Couldn't initialize SDL2\n");
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exit(EXIT_FAILURE);
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}
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g_pWindow = SDL_CreateWindow("qbsp", 0, 0, WIN_SIZE, WIN_SIZE, SDL_WINDOW_OPENGL);
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if (!g_pWindow)
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{
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printf("Failed to create SDL Window\n");
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exit(EXIT_FAILURE);
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}
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SDL_GL_SetAttribute(SDL_GL_DOUBLEBUFFER, false);
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g_GLContext = SDL_GL_CreateContext(g_pWindow);
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SDL_GL_MakeCurrent(g_pWindow, g_GLContext);
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glClearColor(0.0f, 0.0f, 0.0f, 1.0f);
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glClearIndex(0);
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glLoadIdentity();
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glDrawBuffer(GL_FRONT);
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}
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void Draw_ClearWindow(void)
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{
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static int init;
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int w, h, g;
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float mx, my;
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if (!drawflag)
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return;
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if (!init)
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{
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init = true;
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InitWindow();
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}
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glClearColor(1, 0.8, 0.8, 0);
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glClear(GL_COLOR_BUFFER_BIT);
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w = (draw_maxs[0] - draw_mins[0]);
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h = (draw_maxs[1] - draw_mins[1]);
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mx = draw_mins[0] + w / 2;
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my = draw_mins[1] + h / 2;
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g = w > h ? w : h;
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glLoadIdentity();
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gluPerspective(90, 1, 2, 16384);
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gluLookAt(mx, my, draw_maxs[2] + g / 2, mx, my, draw_maxs[2], 0, 1, 0);
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glColor4f(0, 0, 0, 1);
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// glPolygonMode (GL_FRONT_AND_BACK, GL_LINE);
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glPolygonMode(GL_FRONT_AND_BACK, GL_FILL);
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glDisable(GL_DEPTH_TEST);
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glDisable(GL_CULL_FACE);
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glEnable(GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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#if 0
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glBegin (GL_POLYGON);
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glVertex3f (mx, my, draw_mins[2]);
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glVertex3f (mx, my+100, draw_mins[2]);
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glVertex3f (mx, my+100, draw_mins[2]+100);
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glVertex3f (mx, my, draw_mins[2]+100);
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glEnd ();
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#endif
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glFlush();
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}
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void Draw_SetRed(void)
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{
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if (!drawflag)
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return;
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glColor3f(1, 0, 0);
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}
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void Draw_SetGrey(void)
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{
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if (!drawflag)
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return;
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glColor3f(0.5, 0.5, 0.5);
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}
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void Draw_SetBlack(void)
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{
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if (!drawflag)
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return;
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glColor3f(0, 0, 0);
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}
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void DrawLeaf(node_t* /*l*/, int /*color*/)
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{
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}
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void DrawWinding(winding_t* w)
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{
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int i;
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if (!drawflag)
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return;
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glBegin(GL_POLYGON);
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for (i = 0; i < w->numpoints; i++)
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glVertex3f(w->points[i][0], w->points[i][1], w->points[i][2]);
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glEnd();
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glFlush();
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}
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void DrawPortal(portal_t* portal)
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{
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DrawWinding(portal->winding);
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}
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