]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
reworked transparent sorting of MATERIALFLAG_BLENDED to not sort water
[xonotic/darkplaces.git] / gl_draw.c
index b5fcfa851088182f754f40ef5248d519b876db76..290c85b88a0e06414f01032332167066536f91e7 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -29,6 +29,7 @@ dp_font_t dp_fonts[MAX_FONTS] = {{0}};
 
 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 */
@@ -42,7 +43,7 @@ static int numcachepics;
 
 static rtexturepool_t *drawtexturepool;
 
-static unsigned char concharimage[FONT_FILESIZE] =
+static const unsigned char concharimage[FONT_FILESIZE] =
 {
 #include "lhfont.h"
 };
@@ -106,7 +107,7 @@ static rtexture_t *draw_generateditherpattern(void)
        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
@@ -118,7 +119,7 @@ typedef struct embeddedpic_s
 }
 embeddedpic_t;
 
-static embeddedpic_t embeddedpics[] =
+static const embeddedpic_t embeddedpics[] =
 {
        {
        "gfx/prydoncursor001", 16, 16,
@@ -388,7 +389,7 @@ static embeddedpic_t embeddedpics[] =
 
 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);
@@ -714,6 +715,7 @@ void GL_Draw_Init (void)
        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);
 
@@ -731,14 +733,14 @@ void GL_Draw_Init (void)
                        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
@@ -841,7 +843,7 @@ void DrawQ_Fill(float x, float y, float width, float height, float red, float gr
 }
 
 // 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?
@@ -872,9 +874,10 @@ static vec4_t string_colors[] =
 
 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;
@@ -947,17 +950,13 @@ float DrawQ_String_Font(float startx, float starty, const char *text, size_t max
        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;
@@ -970,8 +969,7 @@ float DrawQ_String_Font(float startx, float starty, const char *text, size_t max
                        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;
@@ -1002,54 +1000,45 @@ float DrawQ_String_Font(float startx, float starty, const char *text, size_t max
                                }
                        }
                        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)