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https://github.com/id-Software/Wolf3D-iOS.git
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Source release of Wolfenstein 3D Classic Platinum for iOS, 1.1
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256
wolf3d/code/env/opengl_draw.c
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wolf3d/code/env/opengl_draw.c
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/*
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Copyright (C) 2004-2005 Michael Liebscher <johnnycanuck@users.sourceforge.net>
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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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 02111-1307, USA.
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*/
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/*
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* opengl_draw.c: OpenGL drawing routines.
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*
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* Author: Michael Liebscher
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*
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* Acknowledgement:
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* This code was derived from Quake II, and was originally
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* written by Id Software, Inc.
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*
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*/
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#include "../wolfiphone.h"
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texture_t *draw_chars;
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//extern _boolean scrap_dirty;
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//void Scrap_Upload (void);
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/*
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-----------------------------------------------------------------------------
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Function: R_Draw_Char -Draw ASCII character to the screen.
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Parameters: x -[in] x-coordinate.
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y -[in] y-coordinate.
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num -[in] ASCII character value.
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myfont -[in] Valid pointer to font_t structure.
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Returns: Nothing.
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Notes:
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_Draw_Character( int x, int y, int num, font_t *myfont )
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{
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int row, col;
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int scale, sh; // scaled width, height
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float frow, fcol;
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num &= 255;
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if( (num & 127) == 32 )
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{
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return; // space
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}
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if( y <= -myfont->nMaxHeight )
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{
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return; // totally off screen
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}
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scale = myfont->nSize;
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sh = myfont->nMaxHeight;
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row = (num >> 4) - 2;
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col = num & 15;
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frow = row * myfont->hFrac;
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fcol = col * myfont->wFrac;
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pfglColor4ubv( myfont->colour );
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pfglEnable( GL_BLEND );
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R_Bind( myfont->texfont->texnum );
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pfglBegin( GL_QUADS );
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pfglTexCoord2f( fcol, frow );
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pfglVertex2i( x, y );
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pfglTexCoord2f( fcol+myfont->wFrac, frow );
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pfglVertex2i( x+myfont->nMaxWidth*scale, y );
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pfglTexCoord2f( fcol+myfont->wFrac, frow+myfont->hFrac );
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pfglVertex2i( x+myfont->nMaxWidth*scale, (y+sh*scale) );
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pfglTexCoord2f( fcol, frow+myfont->hFrac );
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pfglVertex2i( x, (y+sh*scale) );
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pfglEnd();
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pfglDisable( GL_BLEND );
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pfglColor3f( 1, 1, 1 );
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}
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/*
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-----------------------------------------------------------------------------
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Function: R_Draw_StretchPic -Draw stretched image to the screen.
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Parameters: x -[in] x-coordinate.
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y -[in] y-coordinate.
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w -[in] width of region.
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h -[in] height of region.
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pic -[in] Image filename to stretch.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_Draw_StretchPic( int x, int y, int w, int h, const char *pic )
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{
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texture_t *gl;
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gl = TM_FindTexture( pic, TT_Pic );
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if( ! gl )
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{
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Com_Printf( "Can't find pic: %s\n", pic );
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return;
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}
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R_Bind( gl->texnum );
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pfglBegin( GL_QUADS );
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pfglTexCoord2f( 0.0f, 0.0f ); pfglVertex2i( x, y );
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pfglTexCoord2f( 1.0f, 0.0f ); pfglVertex2i( x+w, y );
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pfglTexCoord2f( 1.0f, 1.0f ); pfglVertex2i( x+w, y+h );
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pfglTexCoord2f( 0.0f, 1.0f ); pfglVertex2i( x, y+h );
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pfglEnd();
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}
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/*
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-----------------------------------------------------------------------------
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Function: R_Draw_Fill -Fills a box of pixels with a single color.
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Parameters: x -[in] x-coordinate.
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y -[in] y-coordinate.
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w -[in] width of region.
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h -[in] height of region.
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c -[in] Colour to fill region.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_Draw_Fill( int x, int y, int w, int h, colour3_t c )
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{
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#if 1
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// as of 2.2 OS, doing a clear with a small scissor rect is MUCH slower
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// than drawing geometry, so they must not be optimizing that case...
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colour4_t c4;
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c4[0] = c[0];
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c4[1] = c[1];
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c4[2] = c[2];
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c4[3] = 255;
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R_Draw_Blend( x, y, w, h, c4 );
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#else
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if ( revLand->value ) {
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qglScissor( x, y, w, h );
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} else {
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qglScissor( x, 320-(y+h), w, h );
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}
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qglEnable( GL_SCISSOR_TEST );
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qglClearColor( c[0] / 255.0f, c[1] / 255.0f, c[2] / 255.0f, 1.0f );
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qglClear( GL_COLOR_BUFFER_BIT );
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qglDisable( GL_SCISSOR_TEST );
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#endif
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}
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PUBLIC void R_Draw_Blend( int x, int y, int w, int h, colour4_t c )
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{
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pfglDisable( GL_TEXTURE_2D );
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pfglColor4ubv( c );
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pfglBegin( GL_QUADS );
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pfglVertex2i( x, y );
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pfglVertex2i( x+w, y );
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pfglVertex2i( x+w, y+h );
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pfglVertex2i( x, y+h );
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pfglEnd();
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pfglColor3f( 1, 1, 1 );
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pfglEnable( GL_TEXTURE_2D );
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}
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/*
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-----------------------------------------------------------------------------
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Function: R_Draw_Line -Draw a line on the screen.
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Parameters: nXStart -[in] x-coordinate of starting point.
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nYStart -[in] y-coordinate of starting point.
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nXEnd -[in] x-coordinate of ending point.
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nYEnd -[in] y-coordinate of ending point.
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c -[in] Colour value.
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Returns: Nothing.
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Notes:
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-----------------------------------------------------------------------------
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*/
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PUBLIC void R_Draw_Line( int nXStart, int nYStart, int nXEnd, int nYEnd, int width, colour3_t c )
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{
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pfglDisable( GL_TEXTURE_2D );
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pfglColor3ubv( c );
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pfglLineWidth( (float)width );
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pfglBegin( GL_LINES );
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pfglVertex2i( nXStart, nYStart );
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pfglVertex2i( nXEnd, nYEnd );
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pfglEnd();
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pfglColor3f( 1, 1, 1 );
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pfglEnable( GL_TEXTURE_2D );
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}
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