Really low graphics patch thanks to Stephan Beyer
[crack-attack.git] / src / obj_sign.cxx
blob40806c1e0d81411ca078a83ef218b16560d54cbb
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 #ifndef _WIN32
32 #else
33 # include <glext.h>
34 #endif
36 using namespace std;
38 #include "TextureLoader.h"
39 #include "Game.h"
40 #include "Displayer.h"
42 GLuint Displayer::sign_small_list;
43 GLuint Displayer::sign_large_list;
44 GLuint Displayer::sign_small_texture;
45 GLuint Displayer::sign_large_texture;
47 const char *sign_small_subtexture_files[DC_NUMBER_SMALL_SIGN_SUBTEXTURES]
48 = { GC_DATA_DIRECTORY "sign_4.tga",
49 GC_DATA_DIRECTORY "sign_5.tga",
50 GC_DATA_DIRECTORY "sign_6.tga",
51 GC_DATA_DIRECTORY "sign_7.tga",
52 GC_DATA_DIRECTORY "sign_8.tga",
53 GC_DATA_DIRECTORY "sign_9.tga" };
55 const char *sign_large_subtexture_files[DC_NUMBER_LARGE_SIGN_SUBTEXTURES]
56 = { GC_DATA_DIRECTORY "sign_10.tga",
57 GC_DATA_DIRECTORY "sign_11.tga",
58 GC_DATA_DIRECTORY "sign_12.tga",
59 GC_DATA_DIRECTORY "sign_x2.tga",
60 GC_DATA_DIRECTORY "sign_x3.tga",
61 GC_DATA_DIRECTORY "sign_x4.tga",
62 GC_DATA_DIRECTORY "sign_x5.tga",
63 GC_DATA_DIRECTORY "sign_x6.tga",
64 GC_DATA_DIRECTORY "sign_x7.tga",
65 GC_DATA_DIRECTORY "sign_x8.tga",
66 GC_DATA_DIRECTORY "sign_x9.tga",
67 GC_DATA_DIRECTORY "sign_x10.tga",
68 GC_DATA_DIRECTORY "sign_x11.tga",
69 GC_DATA_DIRECTORY "sign_x12.tga",
70 GC_DATA_DIRECTORY "sign_bonus.tga" };
72 void Displayer::generateSignList ( )
74 GLubyte *subtextures
75 [max(DC_NUMBER_SMALL_SIGN_SUBTEXTURES, DC_NUMBER_LARGE_SIGN_SUBTEXTURES)];
77 // load and pack the small sign textures
79 glGenTextures(1, &sign_small_texture);
81 glBindTexture(GL_TEXTURE_2D, sign_small_texture);
83 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
84 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
85 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
86 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
88 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
89 subtextures[n] = TextureLoader::loadAlphaTGA(sign_small_subtexture_files[n],
90 DC_SIGN_SMALL_SUBTEX_LENGTH_S, DC_SIGN_SMALL_SUBTEX_LENGTH_T);
92 GLubyte small_texture[DC_SIGN_SMALL_TEX_LENGTH_S][DC_SIGN_SMALL_TEX_LENGTH_T];
94 for (int s = 0; s < DC_SIGN_SMALL_TEX_LENGTH_S; s++)
95 for (int t = 0; t < DC_SIGN_SMALL_TEX_LENGTH_T; t++) {
96 unsigned n = (s / DC_SIGN_SMALL_SUBTEX_LENGTH_S)
97 * DC_SIGN_SMALL_TEX_GRID_LENGTH_T + t / DC_SIGN_SMALL_SUBTEX_LENGTH_T;
99 if (n >= DC_NUMBER_SMALL_SIGN_SUBTEXTURES)
100 small_texture[s][t] = 0;
101 else
102 small_texture[s][t] = subtextures[n][s % DC_SIGN_SMALL_SUBTEX_LENGTH_S
103 * DC_SIGN_SMALL_SUBTEX_LENGTH_T + t % DC_SIGN_SMALL_SUBTEX_LENGTH_T];
106 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_SMALL_TEX_LENGTH_T,
107 DC_SIGN_SMALL_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
108 small_texture);
110 for (int n = DC_NUMBER_SMALL_SIGN_SUBTEXTURES; n--; )
111 if (subtextures[n] != null) {
112 delete [] subtextures[n];
113 subtextures[n] = null;
116 // load and pack the large sign textures
118 glGenTextures(1, &sign_large_texture);
120 glBindTexture(GL_TEXTURE_2D, sign_large_texture);
122 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
123 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
124 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
125 glTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
127 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
128 subtextures[n] = TextureLoader::loadAlphaTGA(sign_large_subtexture_files[n],
129 DC_SIGN_LARGE_SUBTEX_LENGTH_S, DC_SIGN_LARGE_SUBTEX_LENGTH_T);
131 GLubyte large_texture[DC_SIGN_LARGE_TEX_LENGTH_S][DC_SIGN_LARGE_TEX_LENGTH_T];
133 for (int s = 0; s < DC_SIGN_LARGE_TEX_LENGTH_S; s++)
134 for (int t = 0; t < DC_SIGN_LARGE_TEX_LENGTH_T; t++) {
135 unsigned n = (s / DC_SIGN_LARGE_SUBTEX_LENGTH_S)
136 * DC_SIGN_LARGE_TEX_GRID_LENGTH_T + t / DC_SIGN_LARGE_SUBTEX_LENGTH_T;
138 if (n >= DC_NUMBER_LARGE_SIGN_SUBTEXTURES)
139 large_texture[s][t] = 0;
140 else
141 large_texture[s][t] = subtextures[n][s % DC_SIGN_LARGE_SUBTEX_LENGTH_S
142 * DC_SIGN_LARGE_SUBTEX_LENGTH_T + t % DC_SIGN_LARGE_SUBTEX_LENGTH_T];
145 glTexImage2D(GL_TEXTURE_2D, 0, GL_ALPHA, DC_SIGN_LARGE_TEX_LENGTH_T,
146 DC_SIGN_LARGE_TEX_LENGTH_S, GL_FALSE, GL_ALPHA, GL_UNSIGNED_BYTE,
147 large_texture);
149 for (int n = DC_NUMBER_LARGE_SIGN_SUBTEXTURES; n--; )
150 if (subtextures[n] != null) {
151 delete [] subtextures[n];
152 subtextures[n] = null;
155 // build the sign display lists
157 sign_small_list = glGenLists(1);
159 glNewList(sign_small_list, GL_COMPILE);
160 glBegin(GL_TRIANGLE_STRIP);
162 glTexCoord2f(0.0f, DC_SIGN_SMALL_SUBTEX_COORD_S);
163 glVertex3f(-DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
164 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, DC_SIGN_SMALL_SUBTEX_COORD_S);
165 glVertex3f(DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
166 glTexCoord2f(0.0f, 0.0f);
167 glVertex3f(-DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
168 glTexCoord2f(DC_SIGN_SMALL_SUBTEX_COORD_T, 0.0f);
169 glVertex3f(DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
171 glEnd();
172 glEndList();
174 sign_large_list = glGenLists(1);
176 glNewList(sign_large_list, GL_COMPILE);
177 glBegin(GL_TRIANGLE_STRIP);
179 glTexCoord2f(0.0f, DC_SIGN_LARGE_SUBTEX_COORD_S);
180 glVertex3f(-2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
181 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, DC_SIGN_LARGE_SUBTEX_COORD_S);
182 glVertex3f(2.0f * DC_SIGN_LENGTH, -DC_SIGN_LENGTH, 0.0f);
183 glTexCoord2f(0.0f, 0.0f);
184 glVertex3f(-2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
185 glTexCoord2f(DC_SIGN_LARGE_SUBTEX_COORD_T, 0.0f);
186 glVertex3f(2.0f * DC_SIGN_LENGTH, DC_SIGN_LENGTH, 0.0f);
188 glEnd();
189 glEndList();