More glext-e fun. Do you love it? DO YA!!
[crack-attack.git] / src / obj_sign.cxx
blob75824cdcb879f439a087de9276695a0386146f08
1 /*
2 * sign.cxx
3 * Daniel Nelson - 9/14/0
5 * Copyright (C) 2000 Daniel Nelson
6 * Copyright (C) 2004 Andrew Sayman
7 *
8 * This program is free software; you can redistribute it and/or
9 * modify it under the terms of the GNU General Public License
10 * as published by the Free Software Foundation; either version 2
11 * of the License, or (at your option) any later version.
13 * This program is distributed in the hope that it will be useful,
14 * but WITHOUT ANY WARRANTY; without even the implied warranty of
15 * MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
16 * GNU General Public License for more details.
18 * You should have received a copy of the GNU General Public License
19 * along with this program; if not, write to the Free Software
20 * Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
22 * Daniel Nelson - aluminumangel.org
23 * 174 W. 18th Ave.
24 * Columbus, OH 43210
26 * Generates the display list and textures for the reward signs.
29 #include <GL/glut.h>
31 #include "glext.h"
33 using namespace std;
35 #include "TextureLoader.h"
36 #include "Game.h"
37 #include "Displayer.h"
39 GLuint Displayer::sign_small_list;
40 GLuint Displayer::sign_large_list;
41 GLuint Displayer::sign_small_texture;
42 GLuint Displayer::sign_large_texture;
44 const char *sign_small_subtexture_files[DC_NUMBER_SMALL_SIGN_SUBTEXTURES]
45 = { GC_DATA_DIRECTORY("sign_4.tga"),
46 GC_DATA_DIRECTORY("sign_5.tga"),
47 GC_DATA_DIRECTORY("sign_6.tga"),
48 GC_DATA_DIRECTORY("sign_7.tga"),
49 GC_DATA_DIRECTORY("sign_8.tga"),
50 GC_DATA_DIRECTORY("sign_9.tga") };
52 const char *sign_large_subtexture_files[DC_NUMBER_LARGE_SIGN_SUBTEXTURES]
53 = { GC_DATA_DIRECTORY("sign_10.tga"),
54 GC_DATA_DIRECTORY("sign_11.tga"),
55 GC_DATA_DIRECTORY("sign_12.tga"),
56 GC_DATA_DIRECTORY("sign_x2.tga"),
57 GC_DATA_DIRECTORY("sign_x3.tga"),
58 GC_DATA_DIRECTORY("sign_x4.tga"),
59 GC_DATA_DIRECTORY("sign_x5.tga"),
60 GC_DATA_DIRECTORY("sign_x6.tga"),
61 GC_DATA_DIRECTORY("sign_x7.tga"),
62 GC_DATA_DIRECTORY("sign_x8.tga"),
63 GC_DATA_DIRECTORY("sign_x9.tga"),
64 GC_DATA_DIRECTORY("sign_x10.tga"),
65 GC_DATA_DIRECTORY("sign_x11.tga"),
66 GC_DATA_DIRECTORY("sign_x12.tga"),
67 GC_DATA_DIRECTORY("sign_bonus.tga") };
69 void Displayer::generateSignList ( )
71 GLubyte *subtextures
72 [max(DC_NUMBER_SMALL_SIGN_SUBTEXTURES, DC_NUMBER_LARGE_SIGN_SUBTEXTURES)];
74 // load and pack the small sign textures
76 glGenTextures(1, &sign_small_texture);
78 glBindTexture(GL_TEXTURE_2D, sign_small_texture);
80 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
81 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
82 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
83 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
85 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
86 subtextures[n] = TextureLoader::loadAlphaTGA(sign_small_subtexture_files[n],
87 DC_SIGN_SMALL_SUBTEX_LENGTH_S, DC_SIGN_SMALL_SUBTEX_LENGTH_T);
89 GLubyte small_texture[DC_SIGN_SMALL_TEX_LENGTH_S][DC_SIGN_SMALL_TEX_LENGTH_T];
91 for (int s = 0; s < DC_SIGN_SMALL_TEX_LENGTH_S; s++)
92 for (int t = 0; t < DC_SIGN_SMALL_TEX_LENGTH_T; t++) {
93 unsigned n = (s / DC_SIGN_SMALL_SUBTEX_LENGTH_S)
94 * DC_SIGN_SMALL_TEX_GRID_LENGTH_T + t / DC_SIGN_SMALL_SUBTEX_LENGTH_T;
96 if (n >= DC_NUMBER_SMALL_SIGN_SUBTEXTURES)
97 small_texture[s][t] = 0;
98 else
99 small_texture[s][t] = subtextures[n][s % DC_SIGN_SMALL_SUBTEX_LENGTH_S
100 * DC_SIGN_SMALL_SUBTEX_LENGTH_T + t % DC_SIGN_SMALL_SUBTEX_LENGTH_T];
103 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_SMALL_TEX_LENGTH_T,
104 DC_SIGN_SMALL_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
105 small_texture);
107 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
108 if (subtextures[n] != null) {
109 delete [] subtextures[n];
110 subtextures[n] = null;
113 // load and pack the large sign textures
115 glGenTextures(1, &sign_large_texture);
117 glBindTexture(GL_TEXTURE_2D, sign_large_texture);
119 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
120 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
121 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
122 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
124 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
125 subtextures[n] = TextureLoader::loadAlphaTGA(sign_large_subtexture_files[n],
126 DC_SIGN_LARGE_SUBTEX_LENGTH_S, DC_SIGN_LARGE_SUBTEX_LENGTH_T);
128 GLubyte large_texture[DC_SIGN_LARGE_TEX_LENGTH_S][DC_SIGN_LARGE_TEX_LENGTH_T];
130 for (int s = 0; s < DC_SIGN_LARGE_TEX_LENGTH_S; s++)
131 for (int t = 0; t < DC_SIGN_LARGE_TEX_LENGTH_T; t++) {
132 unsigned n = (s / DC_SIGN_LARGE_SUBTEX_LENGTH_S)
133 * DC_SIGN_LARGE_TEX_GRID_LENGTH_T + t / DC_SIGN_LARGE_SUBTEX_LENGTH_T;
135 if (n >= DC_NUMBER_LARGE_SIGN_SUBTEXTURES)
136 large_texture[s][t] = 0;
137 else
138 large_texture[s][t] = subtextures[n][s % DC_SIGN_LARGE_SUBTEX_LENGTH_S
139 * DC_SIGN_LARGE_SUBTEX_LENGTH_T + t % DC_SIGN_LARGE_SUBTEX_LENGTH_T];
142 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_LARGE_TEX_LENGTH_T,
143 DC_SIGN_LARGE_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
144 large_texture);
146 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
147 if (subtextures[n] != null) {
148 delete [] subtextures[n];
149 subtextures[n] = null;
152 // build the sign display lists
154 sign_small_list = glGenLists(1);
156 glNewList(sign_small_list, GL_COMPILE);
157 glBegin(GL_TRIANGLE_STRIP);
159 glTexCoord2f(0.0f, DC_SIGN_SMALL_SUBTEX_COORD_S);
160 glVertex3f(-DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
161 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, DC_SIGN_SMALL_SUBTEX_COORD_S);
162 glVertex3f(DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
163 glTexCoord2f(0.0f, 0.0f);
164 glVertex3f(-DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
165 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, 0.0f);
166 glVertex3f(DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
168 glEnd();
169 glEndList();
171 sign_large_list = glGenLists(1);
173 glNewList(sign_large_list, GL_COMPILE);
174 glBegin(GL_TRIANGLE_STRIP);
176 glTexCoord2f(0.0f, DC_SIGN_LARGE_SUBTEX_COORD_S);
177 glVertex3f(-2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
178 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, DC_SIGN_LARGE_SUBTEX_COORD_S);
179 glVertex3f(2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
180 glTexCoord2f(0.0f, 0.0f);
181 glVertex3f(-2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
182 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, 0.0f);
183 glVertex3f(2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
185 glEnd();
186 glEndList();