*/
#include "quakedef.h"
-
-//#define GL_COLOR_INDEX8_EXT 0x80E5
-
-cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
+#include "image.h"
static rtexture_t *char_texture;
buffer[i][3] = 255;
}
}
- return R_LoadTexture(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ return R_LoadTexture2D(drawtexturepool, "mousepointer", 16, 16, &buffer[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
// must match NUMCROSSHAIRS in r_crosshairs.c
data[i][3] = (qbyte) ((int) (in[i] - '0') * 255 / 7);
}
}
- return R_LoadTexture(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE);
+ return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
+}
+
+static rtexture_t *draw_generateditherpattern(void)
+{
+#if 1
+ int x, y;
+ qbyte data[8*8*4];
+ for (y = 0;y < 8;y++)
+ {
+ for (x = 0;x < 8;x++)
+ {
+ data[(y*8+x)*4+0] = data[(y*8+x)*4+1] = data[(y*8+x)*4+2] = ((x^y) & 4) ? 255 : 0;
+ data[(y*8+x)*4+3] = 255;
+ }
+ }
+ return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+#else
+ qbyte data[16];
+ memset(data, 255, sizeof(data));
+ data[0] = data[1] = data[2] = data[12] = data[13] = data[14] = 0;
+ return R_LoadTexture2D(drawtexturepool, "ditherpattern", 2, 2, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+#endif
}
/*
for (pic = cachepichash[hashkey];pic;pic = pic->chain)
if (!strcmp (path, pic->name))
return pic;
- //for (pic = cachepics, i = 0;i < numcachepics;pic++, i++)
- // if (!strcmp (path, pic->name))
- // return pic;
if (numcachepics == MAX_CACHED_PICS)
Sys_Error ("numcachepics == MAX_CACHED_PICS");
cachepichash[hashkey] = pic;
// load the pic from disk
- pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
- if (pic->tex == NULL && (p = W_GetLumpName (path)))
+ pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+ if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
{
- if (!strcmp(path, "conchars"))
+ // compatibility with older versions
+ pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, TEXF_ALPHA | TEXF_PRECACHE);
+ // failed to find gfx/whatever.tga or similar, try the wad
+ if (pic->tex == NULL && (p = W_GetLumpName (path + 4)))
{
- qbyte *pix;
- // conchars is a raw image and with the wrong transparent color
- pix = (qbyte *)p;
- for (i = 0;i < 128 * 128;i++)
- if (pix[i] == 0)
- pix[i] = 255;
- pic->tex = R_LoadTexture (drawtexturepool, path, 128, 128, pix, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+ if (!strcmp(path, "gfx/conchars"))
+ {
+ qbyte *pix;
+ // conchars is a raw image and with the wrong transparent color
+ pix = (qbyte *)p;
+ for (i = 0;i < 128 * 128;i++)
+ if (pix[i] == 0)
+ pix[i] = 255;
+ pic->tex = R_LoadTexture2D(drawtexturepool, path, 128, 128, pix, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
+ }
+ else
+ pic->tex = R_LoadTexture2D(drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_complete);
}
- else
- pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
}
if (pic->tex == NULL && !strcmp(path, "ui/mousepointer.tga"))
pic->tex = draw_generatemousepointer();
pic->tex = draw_generatecrosshair(3);
if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
pic->tex = draw_generatecrosshair(4);
+ if (pic->tex == NULL && !strcmp(path, "gfx/colorcontrol/ditherpattern.tga"))
+ pic->tex = draw_generateditherpattern();
if (pic->tex == NULL)
- Sys_Error ("Draw_CachePic: failed to load %s", path);
+ {
+ Con_Printf("Draw_CachePic: failed to load %s\n", path);
+ pic->tex = r_notexture;
+ }
pic->width = R_TextureWidth(pic->tex);
pic->height = R_TextureHeight(pic->tex);
return pic;
}
+cachepic_t *Draw_NewPic(char *picname, int width, int height, int alpha, qbyte *pixels)
+{
+ int crc, hashkey;
+ cachepic_t *pic;
+
+ crc = CRC_Block(picname, strlen(picname));
+ hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
+ for (pic = cachepichash[hashkey];pic;pic = pic->chain)
+ if (!strcmp (picname, pic->name))
+ break;
+
+ if (pic)
+ {
+ if (pic->tex && pic->width == width && pic->height == height)
+ {
+ R_UpdateTexture(pic->tex, pixels);
+ return pic;
+ }
+ }
+ else
+ {
+ if (pic == NULL)
+ {
+ if (numcachepics == MAX_CACHED_PICS)
+ Sys_Error ("numcachepics == MAX_CACHED_PICS");
+ pic = cachepics + (numcachepics++);
+ strcpy (pic->name, picname);
+ // link into list
+ pic->chain = cachepichash[hashkey];
+ cachepichash[hashkey] = pic;
+ }
+ }
+
+ pic->width = width;
+ pic->height = height;
+ if (pic->tex)
+ R_FreeTexture(pic->tex);
+ pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0, NULL);
+ return pic;
+}
+
+void Draw_FreePic(char *picname)
+{
+ int crc;
+ int hashkey;
+ cachepic_t *pic;
+ // this doesn't really free the pic, but does free it's texture
+ crc = CRC_Block(picname, strlen(picname));
+ hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
+ for (pic = cachepichash[hashkey];pic;pic = pic->chain)
+ {
+ if (!strcmp (picname, pic->name) && pic->tex)
+ {
+ R_FreeTexture(pic->tex);
+ pic->width = 0;
+ pic->height = 0;
+ return;
+ }
+ }
+}
+
/*
===============
Draw_Init
numcachepics = 0;
memset(cachepichash, 0, sizeof(cachepichash));
- char_texture = Draw_CachePic("conchars")->tex;
+ char_texture = Draw_CachePic("gfx/conchars")->tex;
}
static void gl_draw_shutdown(void)
void GL_Draw_Init (void)
{
- Cvar_RegisterVariable (&scr_conalpha);
-
numcachepics = 0;
memset(cachepichash, 0, sizeof(cachepichash));
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
+int quadelements[768];
void R_DrawQueue(void)
{
- int pos, num, chartexnum, overbright;
- float x, y, w, h, s, t, u, v;
+ int pos, num, chartexnum, texnum, batch;
+ float x, y, w, h, s, t, u, v, *av, *at, c[4];
cachepic_t *pic;
drawqueue_t *dq;
- char *str, *currentpic;
- int batch, additive;
+ char *str;
+ int batchcount;
unsigned int color;
+ drawqueuemesh_t *mesh;
+ rmeshstate_t m;
if (!r_render.integer)
return;
- glViewport(vid.realx, vid.realy, vid.realwidth, vid.realheight);
-
- glMatrixMode(GL_PROJECTION);
- glLoadIdentity();
- glOrtho(0, vid.conwidth, vid.conheight, 0, -99999, 99999);
-
- glMatrixMode(GL_MODELVIEW);
- glLoadIdentity();
-
- glDisable(GL_DEPTH_TEST);
- glDisable(GL_CULL_FACE);
- glEnable(GL_BLEND);
- glEnable(GL_TEXTURE_2D);
- glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ if (!quadelements[1])
+ {
+ // elements for rendering a series of quads as triangles
+ for (batch = 0, pos = 0, num = 0;batch < 128;batch++, num += 4)
+ {
+ quadelements[pos++] = num;
+ quadelements[pos++] = num + 1;
+ quadelements[pos++] = num + 2;
+ quadelements[pos++] = num;
+ quadelements[pos++] = num + 2;
+ quadelements[pos++] = num + 3;
+ }
+ }
+ qglViewport(0, 0, vid.realwidth, vid.realheight);
+ GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
+ qglDepthFunc(GL_LEQUAL);
+ R_Mesh_Matrix(&r_identitymatrix);
chartexnum = R_GetTexture(char_texture);
- additive = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- currentpic = "";
+ memset(&m, 0, sizeof(m));
+
pic = NULL;
- glBindTexture(GL_TEXTURE_2D, 0);
+ texnum = 0;
color = 0;
- glColor4ub(0,0,0,0);
-
- // LordHavoc: NEAREST mode on text if not scaling up
- /*
- if (vid.realwidth <= (int) vid.conwidth)
- {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- CHECKGLERROR
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- CHECKGLERROR
- }
- else
- {
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- CHECKGLERROR
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
- CHECKGLERROR
- }
- */
+ GL_Color(1,1,1,1);
- overbright = v_overbrightbits.integer;
batch = false;
+ batchcount = 0;
for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
{
dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
- if (dq->flags & DRAWFLAG_ADDITIVE)
- {
- if (!additive)
- {
- if (batch)
- {
- batch = false;
- glEnd();
- }
- additive = true;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
- }
- }
+ color = dq->color;
+
+ if(dq->flags == DRAWFLAG_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if(dq->flags == DRAWFLAG_MODULATE)
+ GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+ else if(dq->flags == DRAWFLAG_2XMODULATE)
+ GL_BlendFunc(GL_DST_COLOR,GL_SRC_COLOR);
else
- {
- if (additive)
- {
- if (batch)
- {
- batch = false;
- glEnd();
- }
- additive = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- }
- }
- if (color != dq->color)
- {
- color = dq->color;
- glColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
- }
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ GL_DepthMask(true);
+ GL_DepthTest(false);
+
+ c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f);
+ c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f);
+ c[2] = (float) ((color >> 8) & 0xFF) * (1.0f / 255.0f);
+ c[3] = (float) ( color & 0xFF) * (1.0f / 255.0f);
x = dq->x;
y = dq->y;
w = dq->scalex;
h = dq->scaley;
+
switch(dq->command)
{
- case DRAWQUEUE_PIC:
- str = (char *)(dq + 1);
- if (*str)
- {
- if (strcmp(str, currentpic))
- {
- if (batch)
- {
- batch = false;
- glEnd();
- }
- currentpic = str;
- pic = Draw_CachePic(str);
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
- }
- if (w == 0)
- w = pic->width;
- if (h == 0)
- h = pic->height;
- if (!batch)
- {
- batch = true;
- glBegin(GL_QUADS);
- }
- //DrawQuad(dq->x, dq->y, w, h, 0, 0, 1, 1);
- glTexCoord2f (0, 0);glVertex2f (x , y );
- glTexCoord2f (1, 0);glVertex2f (x+w, y );
- glTexCoord2f (1, 1);glVertex2f (x+w, y+h);
- glTexCoord2f (0, 1);glVertex2f (x , y+h);
- }
- else
- {
- if (currentpic[0])
- {
- if (batch)
- {
- batch = false;
- glEnd();
- }
- currentpic = "";
- glBindTexture(GL_TEXTURE_2D, 0);
- }
- if (!batch)
- {
- batch = true;
- glBegin(GL_QUADS);
- }
- //DrawQuad(dq->x, dq->y, dq->scalex, dq->scaley, 0, 0, 1, 1);
- glTexCoord2f (0, 0);glVertex2f (x , y );
- glTexCoord2f (1, 0);glVertex2f (x+w, y );
- glTexCoord2f (1, 1);glVertex2f (x+w, y+h);
- glTexCoord2f (0, 1);glVertex2f (x , y+h);
- }
- break;
case DRAWQUEUE_STRING:
+ GL_Color(c[0], c[1], c[2], c[3]);
str = (char *)(dq + 1);
- if (strcmp("conchars", currentpic))
- {
- if (batch)
- {
- batch = false;
- glEnd();
- }
- currentpic = "conchars";
- glBindTexture(GL_TEXTURE_2D, chartexnum);
- }
- if (!batch)
- {
- batch = true;
- glBegin(GL_QUADS);
- }
+ batchcount = 0;
+ m.pointer_vertex = varray_vertex3f;
+ m.pointer_color = NULL;
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ m.tex[0] = chartexnum;
+ R_Mesh_State(&m);
+ at = varray_texcoord2f[0];
+ av = varray_vertex3f;
while ((num = *str++) && x < vid.conwidth)
{
if (num != ' ')
t = (num >> 4)*0.0625f + (0.5f / 256.0f);
u = 0.0625f - (1.0f / 256.0f);
v = 0.0625f - (1.0f / 256.0f);
- //DrawQuad(x, y, w, h, (num & 15)*0.0625f + (0.5f / 256.0f), (num >> 4)*0.0625f + (0.5f / 256.0f), 0.0625f - (1.0f / 256.0f), 0.0625f - (1.0f / 256.0f));
- glTexCoord2f (s , t );glVertex2f (x , y );
- glTexCoord2f (s+u, t );glVertex2f (x+w, y );
- glTexCoord2f (s+u, t+v);glVertex2f (x+w, y+h);
- glTexCoord2f (s , t+v);glVertex2f (x , y+h);
+ at[ 0] = s ;at[ 1] = t ;
+ at[ 2] = s+u;at[ 3] = t ;
+ at[ 4] = s+u;at[ 5] = t+v;
+ at[ 6] = s ;at[ 7] = t+v;
+ av[ 0] = x ;av[ 1] = y ;av[ 2] = 10;
+ av[ 3] = x+w;av[ 4] = y ;av[ 5] = 10;
+ av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+ av[ 9] = x ;av[10] = y+h;av[11] = 10;
+ at += 8;
+ av += 12;
+ batchcount++;
+ if (batchcount >= 128)
+ {
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ at = varray_texcoord2f[0];
+ av = varray_vertex3f;
+ }
}
x += w;
}
+ if (batchcount > 0)
+ {
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
+ GL_LockArrays(0, 0);
+ }
+ break;
+ case DRAWQUEUE_MESH:
+ mesh = (void *)(dq + 1);
+ m.pointer_vertex = mesh->data_vertex3f;
+ m.pointer_color = mesh->data_color4f;
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ m.tex[0] = R_GetTexture(mesh->texture);
+ if (!m.tex[0])
+ m.pointer_texcoord[0] = NULL;
+ R_Mesh_State(&m);
+ GL_LockArrays(0, mesh->num_vertices);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
+ GL_LockArrays(0, 0);
break;
+ case DRAWQUEUE_SETCLIP:
+ {
+ // We have to convert the con coords into real coords
+ int x , y, width, height;
+ x = dq->x * ((float)vid.realwidth / vid.conwidth);
+ // OGL uses top to bottom
+ y = dq->y * ((float) vid.realheight / vid.conheight);
+ width = dq->scalex * ((float)vid.realwidth / vid.conwidth);
+ height = dq->scaley * ((float)vid.realheight / vid.conheight);
+
+ GL_Scissor(x, y, width, height);
+
+ GL_ScissorTest(true);
+ }
+ break;
+ case DRAWQUEUE_RESETCLIP:
+ GL_ScissorTest(false);
+ break;
}
}
- if (batch)
- glEnd();
- CHECKGLERROR
- if (!v_hwgamma.integer)
+ if (!vid_usinghwgamma)
{
- glDisable(GL_TEXTURE_2D);
- CHECKGLERROR
- t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
- if (t >= 1.01f)
+ // all the blends ignore depth
+ memset(&m, 0, sizeof(m));
+ m.pointer_vertex = blendvertex3f;
+ R_Mesh_State(&m);
+ GL_DepthMask(true);
+ GL_DepthTest(false);
+ if (v_color_enable.integer)
+ {
+ c[0] = v_color_white_r.value;
+ c[1] = v_color_white_g.value;
+ c[2] = v_color_white_b.value;
+ }
+ else
+ c[0] = c[1] = c[2] = v_contrast.value;
+ if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
- glBlendFunc (GL_DST_COLOR, GL_ONE);
- CHECKGLERROR
- glBegin (GL_TRIANGLES);
- while (t >= 1.01f)
+ GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+ while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
- num = (int) ((t - 1.0f) * 255.0f);
- if (num > 255)
- num = 255;
- glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- t *= 0.5;
+ GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
+ R_Mesh_Draw(3, 1, polygonelements);
+ VectorScale(c, 0.5, c);
}
- glEnd ();
- CHECKGLERROR
}
- else if (t <= 0.99f)
+ if (v_color_enable.integer)
{
- glBlendFunc(GL_ZERO, GL_SRC_COLOR);
- CHECKGLERROR
- glBegin(GL_TRIANGLES);
- num = (int) (t * 255.0f);
- glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd();
- CHECKGLERROR
+ c[0] = v_color_black_r.value;
+ c[1] = v_color_black_g.value;
+ c[2] = v_color_black_b.value;
}
- if (v_brightness.value >= 0.01f)
+ else
+ c[0] = c[1] = c[2] = v_brightness.value;
+ if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
{
- glBlendFunc (GL_ONE, GL_ONE);
- CHECKGLERROR
- num = (int) (v_brightness.value * 255.0f);
- glColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
- CHECKGLERROR
- glBegin (GL_TRIANGLES);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
- CHECKGLERROR
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_Draw(3, 1, polygonelements);
}
- glEnable(GL_TEXTURE_2D);
- CHECKGLERROR
}
-
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
- CHECKGLERROR
- glEnable (GL_CULL_FACE);
- CHECKGLERROR
- glEnable (GL_DEPTH_TEST);
- CHECKGLERROR
- glDisable (GL_BLEND);
- CHECKGLERROR
- glColor4ub (255, 255, 255, 255);
- CHECKGLERROR
}
+