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mirror of https://git.FreeBSD.org/ports.git synced 2024-11-27 00:57:50 +00:00

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:
Alejandro Pulver 2006-08-13 23:16:03 +00:00
parent e544af77b2
commit 22ff391bac
Notes: svn2git 2021-03-31 03:12:20 +00:00
svn path=/head/; revision=170500
6 changed files with 50 additions and 40 deletions

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@ -539,6 +539,7 @@
SUBDIR += pythonchess SUBDIR += pythonchess
SUBDIR += q15 SUBDIR += q15
SUBDIR += q3base SUBDIR += q3base
SUBDIR += q3cellshading
SUBDIR += linux-quake3 SUBDIR += linux-quake3
SUBDIR += quake2max SUBDIR += quake2max
SUBDIR += quake3-excessive SUBDIR += quake3-excessive

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@ -1,29 +1,24 @@
# New ports collection makefile for: quake3 # New ports collection makefile for: q3cellshading
# Date created: 23 August 2005 # Date created: 8 Aug 2006
# Whom: pypt # Whom: alepulver
# #
# $FreeBSD$ # $FreeBSD$
# #
PORTNAME= quake3 PORTNAME= q3cellshading
PORTVERSION= 1.32c PORTVERSION= 1.0
CATEGORIES= games CATEGORIES= games
MASTER_SITES= http://www.proarena.com/p/ftpx/x8524/quake_3_arena/ \ MASTER_SITES= SF
http://www.planetgargoyle.com/ \ DISTNAME= q3cel-${PORTVERSION}-src
http://www.teamdarkside.net/ \
http://0day.icculus.org/mirrors/quake3/ \
http://www.olpainless.net/files/ \
${MASTER_SITE_IDSOFTWARE:S|$|source/|}
DISTNAME= ${PORTNAME}-${REALVERSION}-source
MAINTAINER= shirshegsm@gmail.com MAINTAINER= alepulver@FreeBSD.org
COMMENT= Quake III Arena -- first person shooter (native build) COMMENT= Quake III engine with Cell Shading capabilities
USE_ZIP= yes USE_ZIP= yes
USE_DOS2UNIX= yes USE_DOS2UNIX= yes
USE_GMAKE= yes USE_GMAKE= yes
USE_GCC= 3.2+ USE_GCC= 3.2+
WRKSRC= ${WRKDIR}/${PORTNAME}-${REALVERSION} WRKSRC= ${WRKDIR}/${PORTNAME}-${PORTVERSION}
BUILD_WRKSRC= ${WRKSRC}/code/unix BUILD_WRKSRC= ${WRKSRC}/code/unix
OPTIONS= CLIENT "Build client" on \ OPTIONS= CLIENT "Build client" on \
@ -36,7 +31,6 @@ MAKE_ENV= LIBDIR="${LIBDIR}"
PLIST_SUB= LIBDIR="${LIBDIR:S/${PREFIX}\///}" PLIST_SUB= LIBDIR="${LIBDIR:S/${PREFIX}\///}"
LIBDIR= ${PREFIX}/lib/${PORTNAME} LIBDIR= ${PREFIX}/lib/${PORTNAME}
REALVERSION= 1.32b
VM_ARCHS= i386 powerpc VM_ARCHS= i386 powerpc
.include <bsd.port.pre.mk> .include <bsd.port.pre.mk>
@ -110,7 +104,8 @@ post-patch:
do-install: do-install:
.for bin in ${Q3BIN} .for bin in ${Q3BIN}
${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} ${PREFIX}/bin ${INSTALL_PROGRAM} ${BUILD_WRKSRC}/release/${bin} \
${PREFIX}/bin/${bin:C/(quake3|q3)/\1cel/}
.endfor .endfor
.if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED) .if defined(WITH_GAMELIBS) || !defined(HAVE_VM_COMPILED)
.for dir in baseq3 missionpack .for dir in baseq3 missionpack

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@ -1,3 +1,3 @@
MD5 (quake3-1.32b-source.zip) = af8aaac46cc82035e1cba632b1a16e03 MD5 (q3cel-1.0-src.zip) = a6c66705d18906dfb4f34dbac320150f
SHA256 (quake3-1.32b-source.zip) = 74d42070eea4c7ce47955d831327e70f480c493172b485bf7dd1a58838e92fab SHA256 (q3cel-1.0-src.zip) = c575a8a126c5b4723cd7fb0b3fa338e539ecaf7757ac69b470e4ed53884c8da9
SIZE (quake3-1.32b-source.zip) = 5724791 SIZE (q3cel-1.0-src.zip) = 5853369

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@ -1,5 +1,5 @@
--- code/unix/Makefile.orig Sun Jun 4 18:13:21 2006 --- code/unix/Makefile.orig Tue Aug 8 18:19:12 2006
+++ code/unix/Makefile Sun Jun 4 18:14:42 2006 +++ code/unix/Makefile Tue Aug 8 18:22:25 2006
@@ -34,7 +34,7 @@ @@ -34,7 +34,7 @@
# Build name # Build name
@ -20,6 +20,15 @@
CDIR=$(MOUNT_DIR)/client CDIR=$(MOUNT_DIR)/client
SDIR=$(MOUNT_DIR)/server SDIR=$(MOUNT_DIR)/server
RDIR=$(MOUNT_DIR)/renderer RDIR=$(MOUNT_DIR)/renderer
@@ -65,7 +65,7 @@
SPLNDIR=$(MOUNT_DIR)/splines
# extract version info
-VERSION=$(shell ./extract_ver.pl)
+VERSION="Q3 1.32c"
RPM_RELEASE=1
# NOTE: used by dcp rcp targets, not referenced
@@ -76,7 +76,7 @@ @@ -76,7 +76,7 @@
############################################################################# #############################################################################

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@ -1,18 +1,23 @@
Quake III Arena, developed by the gaming wizards at id Software, The goal of this project is to add Cell Shading capabilities to the Quake III
is the third installment of one of the most popular computer game engine with Real-time performance.
franchises of all time. Organic caverns, gothic cathedrals and
futuristic spacescapes play host to Quake III Arena's unrivaled
blend of action, strategy and jaw-dropping technology as Linux
gamers are invited to square off against 32 of history's greatest
warriors. Built around a revolutionary new graphics engine capable
of delivering mind blowing 3D special effects including curved
surfaces and volumetric fog, Quake III Arena is the final word in
deathmatching mayhem.
This is a native build for FreeBSD. Sorry, no joystick support In order to provide such feature we have decided to use Kuwahara filter.
is available at this time. Kuwahara filter is a noise-reduction filter that preserves edges.
WWW: http://www.idsoftware.com/games/quake/quake3-arena/ It uses four subquadrants to calculate the mean and variance and chooses the
mean value for the region with the smallest variance.
- Linas To increase the hand-painted effect we have decided to apply a simple blur
shirshegsm@gmail.com 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/

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@ -1,6 +1,6 @@
%%DEDICATED%%bin/q3ded %%DEDICATED%%bin/q3celded
%%CLIENT%%bin/quake3 %%CLIENT%%bin/quake3cel
%%SMP%%bin/quake3-smp %%SMP%%bin/quake3cel-smp
%%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so %%GAMELIBS%%%%LIBDIR%%/baseq3/cgame.so
%%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so %%GAMELIBS%%%%LIBDIR%%/baseq3/qagame.so
%%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so %%GAMELIBS%%%%LIBDIR%%/baseq3/ui.so