cvar_t r_textshadow = {CVAR_SAVE, "r_textshadow", "0", "draws a shadow on all text to improve readability (note: value controls offset, 1 = 1 pixel, 1.5 = 1.5 pixels, etc)"};
cvar_t r_textbrightness = {CVAR_SAVE, "r_textbrightness", "0", "additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)"};
+cvar_t r_textcontrast = {CVAR_SAVE, "r_textcontrast", "1", "additional contrast for text color codes (1 keeps colors as is, 1 makes them all black)"};
//=============================================================================
/* Support Routines */
static rtexturepool_t *drawtexturepool;
-static unsigned char concharimage[FONT_FILESIZE] =
+static const unsigned char concharimage[FONT_FILESIZE] =
{
#include "lhfont.h"
};
for (y = 0;y < 8;y++)
for (x = 0;x < 8;x++)
pixels[y][x] = ((x^y) & 4) ? 254 : 0;
- return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, pixels[0], TEXTYPE_PALETTE, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+ return R_LoadTexture2D(drawtexturepool, "ditherpattern", 8, 8, pixels[0], TEXTYPE_PALETTE, TEXF_FORCENEAREST | TEXF_PRECACHE, palette_bgra_transparent);
}
typedef struct embeddedpic_s
}
embeddedpic_t;
-static embeddedpic_t embeddedpics[] =
+static const embeddedpic_t embeddedpics[] =
{
{
"gfx/prydoncursor001", 16, 16,
static rtexture_t *draw_generatepic(const char *name)
{
- embeddedpic_t *p;
+ const embeddedpic_t *p;
for (p = embeddedpics;p->name;p++)
if (!strcmp(name, p->name))
return R_LoadTexture2D(drawtexturepool, p->name, p->width, p->height, (const unsigned char *)p->pixels, TEXTYPE_PALETTE, TEXF_ALPHA | TEXF_PRECACHE, palette_bgra_embeddedpic);
int i, j;
Cvar_RegisterVariable(&r_textshadow);
Cvar_RegisterVariable(&r_textbrightness);
+ Cvar_RegisterVariable(&r_textcontrast);
Cmd_AddCommand ("loadfont",LoadFont_f, "loadfont function tganame loads a font; example: loadfont console gfx/veramono; loadfont without arguments lists the available functions");
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
dpsnprintf(FONT_USER[i].title, sizeof(FONT_USER[i].title), "user%d", j++);
}
-static void _DrawQ_Setup(void)
+void _DrawQ_Setup(void)
{
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);
+ qglViewport(r_refdef.view.x, vid.height - (r_refdef.view.y + r_refdef.view.height), r_refdef.view.width, r_refdef.view.height);CHECKGLERROR
+ GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.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
}
// color tag printing
-static vec4_t string_colors[] =
+static const vec4_t string_colors[] =
{
// Quake3 colors
// LordHavoc: why on earth is cyan before magenta in Quake3?
static void DrawQ_GetTextColor(float color[4], int colorindex, float r, float g, float b, float a, qboolean shadow)
{
- float v = r_textbrightness.value;
+ float C = r_textcontrast.value;
+ float B = r_textbrightness.value;
Vector4Copy(string_colors[colorindex], color);
- Vector4Set(color, (color[0] * (1-v) + v) * r, (color[1] * (1-v) + v) * g, (color[2] * (1-v) + v) * b, color[3] * a);
+ Vector4Set(color, (color[0] * C + B) * r, (color[1] * C + B) * g, (color[2] * C + B) * b, color[3] * a);
if (shadow)
{
float shadowalpha = color[0]+color[1]+color[2] * 0.8;
if (maxlen < 1)
maxlen = 1<<30;
- // when basealpha == 0, skip as much as possible (just return width)
- if(basealpha > 0)
- {
- _DrawQ_ProcessDrawFlag(flags);
+ _DrawQ_ProcessDrawFlag(flags);
- R_Mesh_ColorPointer(color4f, 0, 0);
- R_Mesh_ResetTextureState();
- R_Mesh_TexBind(0, R_GetTexture(fnt->tex));
- R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
- R_Mesh_VertexPointer(vertex3f, 0, 0);
- }
+ R_Mesh_ColorPointer(color4f, 0, 0);
+ R_Mesh_ResetTextureState();
+ R_Mesh_TexBind(0, R_GetTexture(fnt->tex));
+ R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
+ R_Mesh_VertexPointer(vertex3f, 0, 0);
ac = color4f;
at = texcoord2f;
colorindex = STRING_COLOR_DEFAULT;
else
colorindex = *outcolor;
- if(basealpha > 0)
- DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
+ DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
x = startx;
y = starty;
}
}
num = (unsigned char) text[i];
- if(basealpha > 0)
+ // FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
+ s = (num & 15)*0.0625f + (0.5f / 256.0f);
+ t = (num >> 4)*0.0625f + (0.5f / 256.0f);
+ u = 0.0625f - (1.0f / 256.0f);
+ v = 0.0625f - (1.0f / 256.0f);
+ ac[ 0] = color[0];ac[ 1] = color[1];ac[ 2] = color[2];ac[ 3] = color[3];
+ ac[ 4] = color[0];ac[ 5] = color[1];ac[ 6] = color[2];ac[ 7] = color[3];
+ ac[ 8] = color[0];ac[ 9] = color[1];ac[10] = color[2];ac[11] = color[3];
+ ac[12] = color[0];ac[13] = color[1];ac[14] = color[2];ac[15] = color[3];
+ 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;
+ ac += 16;
+ at += 8;
+ av += 12;
+ batchcount++;
+ if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- // FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
- s = (num & 15)*0.0625f + (0.5f / 256.0f);
- t = (num >> 4)*0.0625f + (0.5f / 256.0f);
- u = 0.0625f - (1.0f / 256.0f);
- v = 0.0625f - (1.0f / 256.0f);
- ac[ 0] = color[0];ac[ 1] = color[1];ac[ 2] = color[2];ac[ 3] = color[3];
- ac[ 4] = color[0];ac[ 5] = color[1];ac[ 6] = color[2];ac[ 7] = color[3];
- ac[ 8] = color[0];ac[ 9] = color[1];ac[10] = color[2];ac[11] = color[3];
- ac[12] = color[0];ac[13] = color[1];ac[14] = color[2];ac[15] = color[3];
- 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;
- ac += 16;
- at += 8;
- av += 12;
- batchcount++;
- if (batchcount >= QUADELEMENTS_MAXQUADS)
- {
- if (basealpha >= (1.0f / 255.0f))
- {
- GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
- GL_LockArrays(0, 0);
- }
- batchcount = 0;
- ac = color4f;
- at = texcoord2f;
- av = vertex3f;
- }
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
+ GL_LockArrays(0, 0);
+ batchcount = 0;
+ ac = color4f;
+ at = texcoord2f;
+ av = vertex3f;
}
x += fnt->width_of[num] * w;
}
}
- if (basealpha > 0)
+ if (batchcount > 0)
{
- if (batchcount > 0)
- {
- GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
- GL_LockArrays(0, 0);
- }
+ GL_LockArrays(0, batchcount * 4);
+ R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
+ GL_LockArrays(0, 0);
}
if (outcolor)