cvar_t r_font_postprocess_shadow_z = {CVAR_SAVE, "r_font_postprocess_shadow_z", "0", "font shadow Z shift amount, applied during blurring"};
cvar_t r_font_hinting = {CVAR_SAVE, "r_font_hinting", "3", "0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting"};
cvar_t r_font_antialias = {CVAR_SAVE, "r_font_antialias", "1", "0 = monochrome, 1 = grey" /* , 2 = rgb, 3 = bgr" */};
+cvar_t r_nearest_2d = {CVAR_SAVE, "r_nearest_2d", "0", "use nearest filtering on all 2d textures (including conchars)"};
+cvar_t r_nearest_conchars = {CVAR_SAVE, "r_nearest_conchars", "0", "use nearest filtering on conchars texture"};
extern cvar_t v_glslgamma;
Image_WriteTGABGRA ("gfx/generated_conchars.tga", 256, 256, data);
#endif
- tex = R_LoadTexture2D(drawtexturepool, "conchars", 256, 256, data, TEXTYPE_BGRA, TEXF_ALPHA, -1, NULL);
+ tex = R_LoadTexture2D(drawtexturepool, "conchars", 256, 256, data, TEXTYPE_BGRA, TEXF_ALPHA | (r_nearest_conchars.integer ? TEXF_FORCENEAREST : 0), -1, NULL);
Mem_Free(data);
return tex;
}
texflags = TEXF_ALPHA;
if (!(cachepicflags & CACHEPICFLAG_NOCLAMP))
texflags |= TEXF_CLAMP;
+ if (cachepicflags & CACHEPICFLAG_MIPMAP)
+ texflags |= TEXF_MIPMAP;
if (!(cachepicflags & CACHEPICFLAG_NOCOMPRESSION) && gl_texturecompression_2d.integer && gl_texturecompression.integer)
texflags |= TEXF_COMPRESS;
+ if ((cachepicflags & CACHEPICFLAG_NEAREST) || r_nearest_2d.integer)
+ texflags |= TEXF_FORCENEAREST;
// check whether the picture has already been cached
crc = CRC_Block((unsigned char *)path, strlen(path));
// if it was created (or replaced) by Draw_NewPic, just return it
if(pic->flags & CACHEPICFLAG_NEWPIC)
return pic;
- if (!((pic->texflags ^ texflags) & ~(TEXF_COMPRESS))) // ignore TEXF_COMPRESS when comparing, because fallback pics remove the flag
+ if (!((pic->texflags ^ texflags) & ~(TEXF_COMPRESS | TEXF_MIPMAP))) // ignore TEXF_COMPRESS when comparing, because fallback pics remove the flag, and ignore TEXF_MIPMAP because QC specifies that
{
if(!(cachepicflags & CACHEPICFLAG_NOTPERSISTENT))
{
pic->lastusedframe = draw_frame;
// load a high quality image from disk if possible
- if (!loaded && r_texture_dds_load.integer != 0 && (pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0)))
+ if (!loaded && r_texture_dds_load.integer != 0 && (pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0, false)))
{
// note this loads even if autoload is true, otherwise we can't get the width/height
loaded = true;
// show up the right size in the menu even if they were replaced with
// higher or lower resolution versions
dpsnprintf(lmpname, sizeof(lmpname), "%s.lmp", pic->name);
- if (!strncmp(pic->name, "gfx/", 4) && (lmpdata = FS_LoadFile(lmpname, tempmempool, false, &lmpsize)))
+ if ((!strncmp(pic->name, "gfx/", 4) || (gamemode == GAME_BLOODOMNICIDE && !strncmp(pic->name, "locale/", 6))) && (lmpdata = FS_LoadFile(lmpname, tempmempool, false, &lmpsize)))
{
if (developer_loading.integer)
Con_Printf("loading lump \"%s\"\n", pic->name);
{
qboolean ddshasalpha;
float ddsavgcolor[4];
- pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0);
+ pic->tex = R_LoadTextureDDSFile(drawtexturepool, va(vabuf, sizeof(vabuf), "dds/%s.dds", pic->name), vid.sRGB2D, pic->texflags, &ddshasalpha, ddsavgcolor, 0, false);
}
if (pic->tex == NULL)
{
Con_DPrintf("Failed to load font-file for '%s', it will not support as many characters.\n", fnt->texpath);
}
- fnt->tex = Draw_CachePic_Flags(fnt->texpath, CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION)->tex;
+ fnt->tex = Draw_CachePic_Flags(fnt->texpath, CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION | (r_nearest_conchars.integer ? CACHEPICFLAG_NEAREST : 0))->tex;
if(fnt->tex == r_texture_notexture)
{
for (i = 0; i < MAX_FONT_FALLBACKS; ++i)
{
if (!fnt->fallbacks[i][0])
break;
- fnt->tex = Draw_CachePic_Flags(fnt->fallbacks[i], CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION)->tex;
+ fnt->tex = Draw_CachePic_Flags(fnt->fallbacks[i], CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION | (r_nearest_conchars.integer ? CACHEPICFLAG_NEAREST : 0))->tex;
if(fnt->tex != r_texture_notexture)
break;
}
if(fnt->tex == r_texture_notexture)
{
- fnt->tex = Draw_CachePic_Flags("gfx/conchars", CACHEPICFLAG_NOCOMPRESSION)->tex;
+ fnt->tex = Draw_CachePic_Flags("gfx/conchars", CACHEPICFLAG_NOCOMPRESSION | (r_nearest_conchars.integer ? CACHEPICFLAG_NEAREST : 0))->tex;
strlcpy(widthfile, "gfx/conchars.width", sizeof(widthfile));
}
else
LoadFont(false, va(vabuf, sizeof(vabuf), "gfx/font_%s", dp_fonts.f[i].title), &dp_fonts.f[i], 1, 0);
// draw the loading screen so people have something to see in the newly opened window
- SCR_UpdateLoadingScreen(true);
+ SCR_UpdateLoadingScreen(true, true);
}
static void gl_draw_shutdown(void)
Cvar_RegisterVariable(&r_textshadow);
Cvar_RegisterVariable(&r_textbrightness);
Cvar_RegisterVariable(&r_textcontrast);
+ Cvar_RegisterVariable(&r_nearest_2d);
+ Cvar_RegisterVariable(&r_nearest_conchars);
// allocate fonts storage
fonts_mempool = Mem_AllocPool("FONTS", 0, NULL);
static void _DrawQ_Setup(void) // see R_ResetViewRendering2D
{
- r_viewport_t viewport;
if (r_refdef.draw2dstage == 1)
return;
r_refdef.draw2dstage = 1;
- CHECKGLERROR
-
- R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
- R_Mesh_SetRenderTargets(0, NULL, NULL, NULL, NULL, NULL);
- R_SetViewport(&viewport);
- //GL_Scissor(viewport.x, viewport.y, viewport.width, viewport.height); // DrawQ_SetClipArea would do this
- GL_Color(1, 1, 1, 1);
- GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
- //GL_BlendFunc(GL_ONE, GL_ZERO); // DrawQ_ProcessDrawFlag does this
- GL_ScissorTest(false);
- GL_DepthMask(false);
- GL_DepthRange(0, 1);
- GL_DepthTest(false);
- GL_DepthFunc(GL_LEQUAL);
- R_EntityMatrix(&identitymatrix);
- R_Mesh_ResetTextureState();
- GL_PolygonOffset(0, 0);
- //R_SetStencil(false, 255, GL_KEEP, GL_KEEP, GL_KEEP, GL_ALWAYS, 128, 255); // not needed
- //qglEnable(GL_POLYGON_OFFSET_FILL); // we never use polygon offset here
- GL_CullFace(GL_NONE);
+
+ R_ResetViewRendering2D_Common(0, NULL, NULL, vid_conwidth.integer, vid_conheight.integer);
}
qboolean r_draw2d_force = false;
static void _DrawQ_SetupAndProcessDrawFlag(int flags, cachepic_t *pic, float alpha)
{
_DrawQ_Setup();
- CHECKGLERROR
if(!r_draw2d.integer && !r_draw2d_force)
return;
DrawQ_ProcessDrawFlag(flags, (alpha < 1) || (pic && pic->hasalpha));
else
width_of = fnt->width_of;
- for (i = 0;((bytes_left = *maxlen - (text - text_start)) > 0) && *text;)
+ i = 0;
+ while (((bytes_left = *maxlen - (text - text_start)) > 0) && *text)
{
size_t i0 = i;
nextch = ch = u8_getnchar(text, &text, bytes_left);
y += r_textshadow.value * vid.height / vid_conheight.value;
}
*/
- for (i = 0;((bytes_left = maxlen - (text - text_start)) > 0) && *text;)
+ while (((bytes_left = maxlen - (text - text_start)) > 0) && *text)
{
nextch = ch = u8_getnchar(text, &text, bytes_left);
i = text - text_start;
//thisw = fnt->width_of[num];
thisw = fnt->width_of[ch];
// FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
- s = (ch & 15)*0.0625f + (0.5f / tw);
- t = (ch >> 4)*0.0625f + (0.5f / th);
- u = 0.0625f * thisw - (1.0f / tw);
- v = 0.0625f - (1.0f / th);
+ if (r_nearest_conchars.integer)
+ {
+ s = (ch & 15)*0.0625f;
+ t = (ch >> 4)*0.0625f;
+ u = 0.0625f * thisw;
+ v = 0.0625f;
+ }
+ else
+ {
+ s = (ch & 15)*0.0625f + (0.5f / tw);
+ t = (ch >> 4)*0.0625f + (0.5f / th);
+ u = 0.0625f * thisw - (1.0f / tw);
+ v = 0.0625f - (1.0f / th);
+ }
ac[ 0] = DrawQ_Color[0];ac[ 1] = DrawQ_Color[1];ac[ 2] = DrawQ_Color[2];ac[ 3] = DrawQ_Color[3];
ac[ 4] = DrawQ_Color[0];ac[ 5] = DrawQ_Color[1];ac[ 6] = DrawQ_Color[2];ac[ 7] = DrawQ_Color[3];
ac[ 8] = DrawQ_Color[0];ac[ 9] = DrawQ_Color[1];ac[10] = DrawQ_Color[2];ac[11] = DrawQ_Color[3];
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, (flags & DRAWFLAGS_BLEND) ? false : true, true, false);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, (flags & (DRAWFLAGS_BLEND | DRAWFLAG_NOGAMMA)) ? false : true, true, false);
}
else
- R_SetupShader_Generic_NoTexture((flags & DRAWFLAGS_BLEND) ? false : true, true);
+ R_SetupShader_Generic_NoTexture((flags & (DRAWFLAGS_BLEND | DRAWFLAG_NOGAMMA)) ? false : true, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags, qboolean hasalpha)
{
_DrawQ_Setup();
- CHECKGLERROR
if(!r_draw2d.integer && !r_draw2d_force)
return;
DrawQ_ProcessDrawFlag(flags, hasalpha);
void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)
{
- int num;
-
_DrawQ_SetupAndProcessDrawFlag(flags, NULL, 1);
if(!r_draw2d.integer && !r_draw2d_force)
return;
case RENDERPATH_GL13:
case RENDERPATH_GL20:
#ifndef USE_GLES2
- CHECKGLERROR
- qglBegin(GL_LINE_LOOP);
- for (num = 0;num < mesh->num_vertices;num++)
{
- if (mesh->data_color4f)
- GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
- qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
+ int num;
+ CHECKGLERROR
+ qglBegin(GL_LINE_LOOP);
+ for (num = 0;num < mesh->num_vertices;num++)
+ {
+ if (mesh->data_color4f)
+ GL_Color(mesh->data_color4f[num*4+0], mesh->data_color4f[num*4+1], mesh->data_color4f[num*4+2], mesh->data_color4f[num*4+3]);
+ qglVertex2f(mesh->data_vertex3f[num*3+0], mesh->data_vertex3f[num*3+1]);
+ }
+ qglEnd();
+ CHECKGLERROR
}
- qglEnd();
- CHECKGLERROR
#endif
break;
case RENDERPATH_D3D9:
}
}
-void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float *color4f, int flags)
+void DrawQ_Lines (float width, int numlines, int flags, qboolean hasalpha)
{
- int i;
- qboolean hasalpha = false;
- for (i = 0;i < numlines*2;i++)
- if (color4f[i*4+3] < 1.0f)
- hasalpha = true;
-
_DrawQ_SetupAndProcessDrawFlag(flags, NULL, hasalpha ? 0.5f : 1.0f);
if(!r_draw2d.integer && !r_draw2d_force)
//qglLineWidth(width);CHECKGLERROR
CHECKGLERROR
- R_Mesh_PrepareVertices_Generic_Arrays(numlines*2, vertex3f, color4f, NULL);
qglDrawArrays(GL_LINES, 0, numlines*2);
CHECKGLERROR
break;