forked from a1batross/Paranoia2_original
95 lines
2.4 KiB
C++
95 lines
2.4 KiB
C++
//
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// Half-Life Model Viewer (c) 1999 by Mete Ciragan
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//
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// file: GlWindow.h
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// last modified: Apr 28 1999, Mete Ciragan
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// copyright: The programs and associated files contained in this
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// distribution were developed by Mete Ciragan. The programs
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// are not in the public domain, but they are freely
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// distributable without licensing fees. These programs are
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// provided without guarantee or warrantee expressed or
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// implied.
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//
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// version: 1.2
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//
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// email: mete@swissquake.ch
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// web: http://www.swissquake.ch/chumbalum-soft/
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//
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#ifndef INCLUDED_GLWINDOW
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#define INCLUDED_GLWINDOW
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#ifndef INCLUDED_MXGLWINDOW
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#include <mxGlWindow.h>
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#endif
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#ifndef INCLUDED_VIEWERSETTINGS
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#include "ViewerSettings.h"
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#endif
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#include "matrix.h"
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#include "conprint.h"
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enum // texture names
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{
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TEXTURE_UNUSED = 0,
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TEXTURE_GROUND,
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TEXTURE_BACKGROUND,
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TEXTURE_MUZZLEFLASH1,
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TEXTURE_MUZZLEFLASH2,
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TEXTURE_MUZZLEFLASH3,
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TEXTURE_COUNT
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};
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#define GL_GENERATE_MIPMAP_SGIS 0x8191
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#define GL_GENERATE_MIPMAP_HINT_SGIS 0x8192
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#define GL_TEXTURE_MAX_ANISOTROPY_EXT 0x84FE
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#define GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT 0x84FF
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#define GL_MULTISAMPLE 0x809D
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class StudioModel;
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class ControlPanel;
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class mxImage;
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class GlWindow : public mxGlWindow
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{
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int d_textureNames[TEXTURE_COUNT];
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matrix4x4 m_projection;
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matrix4x4 m_modelview;
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ControlPanel *d_cpl;
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public:
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// CREATORS
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GlWindow (mxWindow *parent, int x, int y, int w, int h, const char *label, int style);
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~GlWindow ();
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// MANIPULATORS
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virtual int handleEvent (mxEvent *event);
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virtual void draw ();
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int loadTexture (const char *filename, int name);
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int loadTextureBuffer( const byte *buffer, size_t size, int name );
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int loadTextureImage( mxImage *image, int name );
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void dumpViewport (const char *filename);
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void GluPerspective( float fov_y );
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void SetProjectionMatrix( const matrix4x4 source );
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void SetModelviewMatrix( const matrix4x4 source );
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void ResetModelviewMatrix( void );
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void setupRenderMode( void );
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void drawFloor( int texture = 0 );
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const matrix4x4& GetModelview( void ) const { return m_modelview; }
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void setControlPanel( ControlPanel *panel ) { d_cpl = panel; }
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// ACCESSORS
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matrix3x3 vectors; // muzzleflashes uses this
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};
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extern GlWindow *g_GlWindow;
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#endif // INCLUDED_GLWINDOW
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