📄 gl_local.pas
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{$ALIGN ON}{$MINENUMSIZE 4}
{----------------------------------------------------------------------------}
{ }
{ File(s): gl_local.c }
{ }
{ Initial conversion by : YgriK (Igor Karpov) - glYgriK@hotbox.ru }
{ Initial conversion on : 14-Feb-2002 }
{ }
{ This File contains part of convertion of Quake2 source to ObjectPascal. }
{ More information about this project can be found at: }
{ http://www.sulaco.co.za/quake2/ }
{ }
{ Copyright (C) 1997-2001 Id Software, Inc. }
{ }
{ This program is free software; you can redistribute it and/or }
{ modify it under the terms of the GNU General Public License }
{ as published by the Free Software Foundation; either version 2 }
{ of the License, or (at your option) any later version. }
{ }
{ This program is distributed in the hope that it will be useful, }
{ but WITHOUT ANY WARRANTY; without even the implied warranty of }
{ MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. }
{ }
{ See the GNU General Public License for more details. }
{ }
{----------------------------------------------------------------------------}
unit gl_local;
interface
uses
SysUtils,
DelphiTypes,
OpenGL,
ref,
q_shared,
gl_local_add,
gl_model_h;
const
GL_COLOR_INDEX8_EXT = GL_COLOR_INDEX;
const
REF_VERSION = 'GL 0.01';
// up / down
PITCH = 0;
// left / right
YAW = 1;
// fall over
ROLL = 2;
type
viddef_t = record
width, height : integer; // coordinates from main game
end;
{*
skins will be outline flood filled and mip mapped
pics and sprites with alpha will be outline flood filled
pic won't be mip mapped
model skin
sprite frame
wall texture
pic
*}
type
imagetype_t = gl_local_add.imagetype_t;
image_p = gl_local_add.image_p;
image_t = gl_local_add.image_t;
const
TEXNUM_LIGHTMAPS = 1024;
TEXNUM_SCRAPS = 1152;
TEXNUM_IMAGES = 1153;
MAX_GLTEXTURES = 1024;
//===================================================================
type
rserr_t = (rserr_ok, rserr_invalid_fullscreen, rserr_invalid_mode, rserr_unknown);
glvert_t = record
x, y, z,
s, t,
r, g, b : Single;
end;
const
MAX_LBM_HEIGHT = 480;
BACKFACE_EPSILON = 0.01;
(*
** GL extension emulation functions
*)
(*
** GL config stuff
*)
const
GL_RENDERER_VOODOO = $00000001;
GL_RENDERER_VOODOO2 = $00000002;
GL_RENDERER_VOODOO_RUSH = $00000004;
GL_RENDERER_BANSHEE = $00000008;
GL_RENDERER_3DFX = $0000000F;
GL_RENDERER_PCX1 = $00000010;
GL_RENDERER_PCX2 = $00000020;
GL_RENDERER_PMX = $00000040;
GL_RENDERER_POWERVR = $00000070;
GL_RENDERER_PERMEDIA2 = $00000100;
GL_RENDERER_GLINT_MX = $00000200;
GL_RENDERER_GLINT_TX = $00000400;
GL_RENDERER_3DLABS_MISC = $00000800;
GL_RENDERER_3DLABS = $00000F00;
GL_RENDERER_REALIZM = $00001000;
GL_RENDERER_REALIZM2 = $00002000;
GL_RENDERER_INTERGRAPH = $00003000;
GL_RENDERER_3DPRO = $00004000;
GL_RENDERER_REAL3D = $00008000;
GL_RENDERER_RIVA128 = $00010000;
GL_RENDERER_DYPIC = $00020000;
GL_RENDERER_V1000 = $00040000;
GL_RENDERER_V2100 = $00080000;
GL_RENDERER_V2200 = $00100000;
GL_RENDERER_RENDITION = $001C0000;
GL_RENDERER_O2 = $00100000;
GL_RENDERER_IMPACT = $00200000;
GL_RENDERER_RE = $00400000;
GL_RENDERER_IR = $00800000;
GL_RENDERER_SGI = $00F00000;
GL_RENDERER_MCD = $01000000;
GL_RENDERER_OTHER = $80000000;
type
glconfig_t = record
renderer : integer;
{ const char *renderer_string;
const char *vendor_string;
const char *version_string;
const char *extensions_string;}
renderer_string,
vendor_string,
version_string,
extensions_string : PChar;
allow_cds : qboolean;
end;
glstate_t = record
inverse_intensity : Single;
fullscreen : qboolean;
prev_mode : integer;
// unsigned char *d_16to8table;
d_16to8table: PByteArray;
lightmap_textures : integer;
currenttextures : array [0..1] of integer;
currenttmu : integer;
camera_separation : Single;
stereo_enabled : qboolean;
originalRedGammaTable,
originalGreenGammaTable,
originalBlueGammaTable : array [0..255] of char; //OR byte
end;
implementation
// End of file
end.
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