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https://git.FreeBSD.org/ports.git
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The goal of this project is to add Cell Shading capabilities to the Quake III
engine with Real-time performance. In order to provide such feature we have decided to use Kuwahara filter. Kuwahara filter is a noise-reduction filter that preserves edges. It uses four subquadrants to calculate the mean and variance and chooses the mean value for the region with the smallest variance. To increase the hand-painted effect we have decided to apply a simple blur filter to reduce hard-edges on textures and increase the flatness effect. To produce the cell shading effect we use no graphics card shaders, so our implementation could run with almost any gfx card. The edge effect is produced by painting backface polygons with a thick wireframe without textures and repaint all the scene, but this time, with textures. We have also implemented a different algorithm (we call it White Texture), which uses white textures. It looks like this and this, you can set the console variable r_celshadalgo to 2, and load another map, or run using the appropiate link that came with the release. WWW: http://q3cellshading.sourceforge.net/ PR: ports/101677
This commit is contained in:
parent
e544af77b2
commit
22ff391bac
Notes:
svn2git
2021-03-31 03:12:20 +00:00
svn path=/head/; revision=170500
@ -539,6 +539,7 @@
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SUBDIR += pythonchess
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SUBDIR += pythonchess
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SUBDIR += q15
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SUBDIR += q15
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SUBDIR += q3base
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SUBDIR += q3base
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SUBDIR += q3cellshading
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SUBDIR += linux-quake3
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SUBDIR += linux-quake3
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SUBDIR += quake2max
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SUBDIR += quake2max
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SUBDIR += quake3-excessive
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SUBDIR += quake3-excessive
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@ -1,29 +1,24 @@
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# New ports collection makefile for: quake3
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# New ports collection makefile for: q3cellshading
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# Date created: 23 August 2005
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# Date created: 8 Aug 2006
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# Whom: pypt
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# Whom: alepulver
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#
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#
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# $FreeBSD$
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# $FreeBSD$
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#
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#
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PORTNAME= quake3
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PORTNAME= q3cellshading
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PORTVERSION= 1.32c
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PORTVERSION= 1.0
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CATEGORIES= games
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CATEGORIES= games
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MASTER_SITES= http://www.proarena.com/p/ftpx/x8524/quake_3_arena/ \
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MASTER_SITES= SF
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http://www.planetgargoyle.com/ \
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DISTNAME= q3cel-${PORTVERSION}-src
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http://www.teamdarkside.net/ \
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http://0day.icculus.org/mirrors/quake3/ \
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http://www.olpainless.net/files/ \
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${MASTER_SITE_IDSOFTWARE:S|$|source/|}
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DISTNAME= ${PORTNAME}-${REALVERSION}-source
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MAINTAINER= shirshegsm@gmail.com
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MAINTAINER= alepulver@FreeBSD.org
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COMMENT= Quake III Arena -- first person shooter (native build)
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COMMENT= Quake III engine with Cell Shading capabilities
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USE_ZIP= yes
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USE_ZIP= yes
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USE_DOS2UNIX= yes
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USE_DOS2UNIX= yes
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USE_GMAKE= yes
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USE_GMAKE= yes
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USE_GCC= 3.2+
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USE_GCC= 3.2+
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WRKSRC= ${WRKDIR}/${PORTNAME}-${REALVERSION}
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WRKSRC= ${WRKDIR}/${PORTNAME}-${PORTVERSION}
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BUILD_WRKSRC= ${WRKSRC}/code/unix
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BUILD_WRKSRC= ${WRKSRC}/code/unix
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OPTIONS= CLIENT "Build client" on \
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OPTIONS= CLIENT "Build client" on \
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@ -36,7 +31,6 @@ MAKE_ENV= LIBDIR="${LIBDIR}"
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PLIST_SUB= LIBDIR="${LIBDIR:S/${PREFIX}\///}"
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PLIST_SUB= LIBDIR="${LIBDIR:S/${PREFIX}\///}"
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LIBDIR= ${PREFIX}/lib/${PORTNAME}
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LIBDIR= ${PREFIX}/lib/${PORTNAME}
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REALVERSION= 1.32b
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VM_ARCHS= i386 powerpc
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VM_ARCHS= i386 powerpc
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.include <bsd.port.pre.mk>
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.include <bsd.port.pre.mk>
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@ -110,7 +104,8 @@ post-patch:
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do-install:
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do-install:
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.for bin in ${Q3BIN}
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.for bin in ${Q3BIN}
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${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} ${PREFIX}/bin
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${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} \
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${PREFIX}/bin/${bin:C/(quake3|q3)/\1cel/}
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.endfor
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.endfor
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.if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED)
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.if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED)
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.for dir in baseq3 missionpack
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.for dir in baseq3 missionpack
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@ -1,3 +1,3 @@
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MD5 (quake3-1.32b-source.zip) = af8aaac46cc82035e1cba632b1a16e03
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MD5 (q3cel-1.0-src.zip) = a6c66705d18906dfb4f34dbac320150f
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SHA256 (quake3-1.32b-source.zip) = 74d42070eea4c7ce47955d831327e70f480c493172b485bf7dd1a58838e92fab
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SHA256 (q3cel-1.0-src.zip) = c575a8a126c5b4723cd7fb0b3fa338e539ecaf7757ac69b470e4ed53884c8da9
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SIZE (quake3-1.32b-source.zip) = 5724791
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SIZE (q3cel-1.0-src.zip) = 5853369
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@ -1,5 +1,5 @@
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--- code/unix/Makefile.orig Sun Jun 4 18:13:21 2006
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--- code/unix/Makefile.orig Tue Aug 8 18:19:12 2006
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+++ code/unix/Makefile Sun Jun 4 18:14:42 2006
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+++ code/unix/Makefile Tue Aug 8 18:22:25 2006
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@@ -34,7 +34,7 @@
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@@ -34,7 +34,7 @@
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# Build name
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# Build name
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@ -20,6 +20,15 @@
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CDIR=$(MOUNT_DIR)/client
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CDIR=$(MOUNT_DIR)/client
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SDIR=$(MOUNT_DIR)/server
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SDIR=$(MOUNT_DIR)/server
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RDIR=$(MOUNT_DIR)/renderer
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RDIR=$(MOUNT_DIR)/renderer
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@@ -65,7 +65,7 @@
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SPLNDIR=$(MOUNT_DIR)/splines
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# extract version info
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-VERSION=$(shell ./extract_ver.pl)
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+VERSION="Q3 1.32c"
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RPM_RELEASE=1
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# NOTE: used by dcp rcp targets, not referenced
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@@ -76,7 +76,7 @@
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@@ -76,7 +76,7 @@
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#############################################################################
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#############################################################################
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@ -1,18 +1,23 @@
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Quake III Arena, developed by the gaming wizards at id Software,
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The goal of this project is to add Cell Shading capabilities to the Quake III
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is the third installment of one of the most popular computer game
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engine with Real-time performance.
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franchises of all time. Organic caverns, gothic cathedrals and
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futuristic spacescapes play host to Quake III Arena's unrivaled
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blend of action, strategy and jaw-dropping technology as Linux
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gamers are invited to square off against 32 of history's greatest
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warriors. Built around a revolutionary new graphics engine capable
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of delivering mind blowing 3D special effects including curved
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surfaces and volumetric fog, Quake III Arena is the final word in
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deathmatching mayhem.
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This is a native build for FreeBSD. Sorry, no joystick support
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In order to provide such feature we have decided to use Kuwahara filter.
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is available at this time.
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Kuwahara filter is a noise-reduction filter that preserves edges.
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WWW: http://www.idsoftware.com/games/quake/quake3-arena/
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It uses four subquadrants to calculate the mean and variance and chooses the
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mean value for the region with the smallest variance.
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- Linas
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To increase the hand-painted effect we have decided to apply a simple blur
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shirshegsm@gmail.com
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filter to reduce hard-edges on textures and increase the flatness effect.
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To produce the cell shading effect we use no graphics card shaders, so our
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implementation could run with almost any gfx card. The edge effect is produced
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by painting backface polygons with a thick wireframe without textures and
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repaint all the scene, but this time, with textures.
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|
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We have also implemented a different algorithm (we call it White Texture),
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which uses white textures. It looks like this and this, you can set the
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console variable r_celshadalgo to 2, and load another map, or run using the
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appropiate link that came with the release.
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WWW: http://q3cellshading.sourceforge.net/
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@ -1,6 +1,6 @@
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%%DEDICATED%%bin/q3ded
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%%DEDICATED%%bin/q3celded
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%%CLIENT%%bin/quake3
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%%CLIENT%%bin/quake3cel
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%%SMP%%bin/quake3-smp
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%%SMP%%bin/quake3cel-smp
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%%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so
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%%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so
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