#include "cl_video.h"
-cvar_t r_textshadow = {0, "r_textshadow", "0", "draws a shadow on all text to improve readability"};
+cvar_t r_textshadow = {CVAR_SAVE, "r_textshadow", "0", "draws a shadow on all text to improve readability"};
static rtexture_t *char_texture;
cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
data[i][3] = 255;
}
}
- return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+ return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num+1), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
static rtexture_t *draw_generateditherpattern(void)
pic->tex = draw_generateditherpattern();
if (pic->tex == NULL)
{
- Con_Printf("Draw_CachePic: failed to load %s\n", path);
+ // don't complain about missing gfx/crosshair images
+ if (strncmp(path, "gfx/crosshair", 13))
+ Con_Printf("Draw_CachePic: failed to load %s\n", path);
pic->tex = r_texture_notexture;
}
pic->width = R_TextureWidth(pic->tex);
char_texture = Draw_CachePic("gfx/conchars", true)->tex;
for (i = 1;i <= NUMCROSSHAIRS;i++)
r_crosshairs[i] = Draw_CachePic(va("gfx/crosshair%i", i), true);
+
+ // draw the loading screen so people have something to see in the newly opened window
+ SCR_UpdateLoadingScreen(true);
}
static void gl_draw_shutdown(void)
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
-void DrawQ_Begin(void)
+static void _DrawQ_Setup(void)
{
- GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
-
+ if (r_refdef.draw2dstage)
+ return;
+ r_refdef.draw2dstage = true;
CHECKGLERROR
qglViewport(r_view.x, vid.height - (r_view.y + r_view.height), r_view.width, r_view.height);CHECKGLERROR
+ GL_ColorMask(r_view.colormask[0], r_view.colormask[1], r_view.colormask[2], 1);
GL_SetupView_Mode_Ortho(0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100);
qglDepthFunc(GL_LEQUAL);CHECKGLERROR
+ qglDisable(GL_POLYGON_OFFSET_FILL);CHECKGLERROR
+ GL_CullFace(GL_FRONT); // quake is backwards, this culls back faces
R_Mesh_Matrix(&identitymatrix);
GL_DepthMask(true);
GL_AlphaTest(false);
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- r_refdef.draw2dstage = true;
+ if (gl_support_fragment_shader)
+ {
+ qglUseProgramObjectARB(0);CHECKGLERROR
+ }
}
static void _DrawQ_ProcessDrawFlag(int flags)
{
+ _DrawQ_Setup();
CHECKGLERROR
if(flags == DRAWFLAG_ADDITIVE)
GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, float red, float green, float blue, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Pic: not in 2d rendering stage!\n");
- return;
- }
DrawQ_SuperPic(x,y,pic,width,height,0,0,red,green,blue,alpha,1,0,red,green,blue,alpha,0,1,red,green,blue,alpha,1,1,red,green,blue,alpha,flags);
}
float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_String: not in 2d rendering stage!\n");
- return;
- }
-
if (alpha < (1.0f / 255.0f))
return;
GL_Color(red, green, blue, alpha);
- R_Mesh_VertexPointer(vertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(char_texture));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
at = texcoord2f;
av = vertex3f;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
GL_LockArrays(0, 0);
batchcount = 0;
at = texcoord2f;
if (batchcount > 0)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
GL_LockArrays(0, 0);
}
}
void DrawQ_String(float x, float y, const char *string, int maxlen, float scalex, float scaley, float red, float green, float blue, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_String: not in 2d rendering stage!\n");
- return;
+ float shadow;
+ if (r_textshadow.integer) {
+ shadow = (1-((red+green+blue)));
+ shadow = bound(0, shadow, 1);
+ DrawQ_String_Real(x+scalex*0.25,y+scaley*0.25,string,maxlen,scalex,scaley,shadow,shadow,shadow,alpha*0.8,flags);
}
- if (r_textshadow.integer)
- DrawQ_String_Real(x+scalex*0.25,y+scaley*0.25,string,maxlen,scalex,scaley,0,0,0,alpha*0.8,flags);
-
DrawQ_String_Real(x,y,string,maxlen,scalex,scaley,red,green,blue,alpha,flags);
}
#define STRING_COLORS_COUNT (sizeof(string_colors) / sizeof(vec4_t))
// color is read and changed in the end
-void DrawQ_ColoredString( float x, float y, const char *text, int maxlen, float scalex, float scaley, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor )
+float DrawQ_ColoredString( float x, float y, const char *text, int maxlen, float scalex, float scaley, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor )
{
vec_t *color;
int len;
int colorindex;
const char *start, *current;
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_ColoredString: not in 2d rendering stage!\n");
- return;
- }
if( !outcolor || *outcolor == -1 ) {
colorindex = STRING_COLOR_DEFAULT;
} else {
}
}
+ if( start != current ) {
+ // draw the string
+ DrawQ_String( x, y, start, current - start, scalex, scaley, basered * color[0], basegreen * color[1], baseblue * color[2], basealpha * color[3], flags );
+ // update x to be at the new start position
+ x += (current - start) * scalex;
+ // set start accordingly
+ start = current;
+ }
+
// return the last colorindex
if( outcolor ) {
*outcolor = colorindex;
}
+
+ // return the new x position
+ return x;
}
void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height, float s1, float t1, float r1, float g1, float b1, float a1, float s2, float t2, float r2, float g2, float b2, float a2, float s3, float t3, float r3, float g3, float b3, float a3, float s4, float t4, float r4, float g4, float b4, float a4, int flags)
{
float floats[36];
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_SuperPic: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
- R_Mesh_VertexPointer(floats);
- R_Mesh_ColorPointer(floats + 20);
+ R_Mesh_VertexPointer(floats, 0, 0);
+ R_Mesh_ColorPointer(floats + 20, 0, 0);
R_Mesh_ResetTextureState();
if (pic)
{
if (height == 0)
height = pic->height;
R_Mesh_TexBind(0, R_GetTexture(pic->tex));
- R_Mesh_TexCoordPointer(0, 2, floats + 12);
+ R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
floats[12] = s1;floats[13] = t1;
floats[14] = s2;floats[15] = t2;
floats[16] = s4;floats[17] = t4;
floats[28] = r4;floats[29] = g4;floats[30] = b4;floats[31] = a4;
floats[32] = r3;floats[33] = g3;floats[34] = b3;floats[35] = a3;
- R_Mesh_Draw(0, 4, 2, polygonelements);
+ R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
}
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Mesh: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
- R_Mesh_VertexPointer(mesh->data_vertex3f);
- R_Mesh_ColorPointer(mesh->data_color4f);
+ R_Mesh_VertexPointer(mesh->data_vertex3f, 0, 0);
+ R_Mesh_ColorPointer(mesh->data_color4f, 0, 0);
R_Mesh_ResetTextureState();
R_Mesh_TexBind(0, R_GetTexture(mesh->texture));
- R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f);
+ R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, 0, 0);
GL_LockArrays(0, 0);
}
{
int num;
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_LineLoop: not in 2d rendering stage!\n");
- return;
- }
-
_DrawQ_ProcessDrawFlag(flags);
GL_Color(1,1,1,1);
CHECKGLERROR
}
-//LordHavoc: FIXME: this is nasty!
-void DrawQ_LineWidth (float width)
-{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_LineWidth: not in 2d rendering stage!\n");
- return;
- }
- CHECKGLERROR
- qglLineWidth(width);CHECKGLERROR
-}
-
//[515]: this is old, delete
void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, float g, float b, float alpha, int flags)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_Line: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_ProcessDrawFlag(flags);
CHECKGLERROR
- if(width > 0)
- DrawQ_LineWidth(width);
-
- _DrawQ_ProcessDrawFlag(flags);
+ qglLineWidth(width);CHECKGLERROR
GL_Color(r,g,b,alpha);
CHECKGLERROR
void DrawQ_SetClipArea(float x, float y, float width, float height)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_SetClipArea: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_Setup();
// We have to convert the con coords into real coords
// OGL uses top to bottom
void DrawQ_ResetClipArea(void)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("DrawQ_ResetClipArea: not in 2d rendering stage!\n");
- return;
- }
+ _DrawQ_Setup();
GL_ScissorTest(false);
}
void DrawQ_Finish(void)
{
- if (!r_refdef.draw2dstage)
- {
- Con_Printf("R_DrawQueue: not in 2d rendering stage!\n");
- return;
- }
-
r_refdef.draw2dstage = false;
}
if (!vid_usinghwgamma)
{
// all the blends ignore depth
- R_Mesh_VertexPointer(blendvertex3f);
- R_Mesh_ColorPointer(NULL);
+ R_Mesh_VertexPointer(blendvertex3f, 0, 0);
+ R_Mesh_ColorPointer(NULL, 0, 0);
R_Mesh_ResetTextureState();
GL_DepthMask(true);
GL_DepthTest(false);
while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
- R_Mesh_Draw(0, 3, 1, polygonelements);
+ R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
VectorScale(c, 0.5, c);
}
}
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(c[0], c[1], c[2], 1);
- R_Mesh_Draw(0, 3, 1, polygonelements);
+ R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
}
}
}