]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
add menu QC drawsubpic() to draw just part of an image; revert change to DrawQ_SuperPic
[xonotic/darkplaces.git] / gl_draw.c
index e918b8879aca3f49397f68aa36ffa9d3996e136c..2f01464dbeeb48f7bcca3f0d76cabafad61a7db6 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -24,7 +24,8 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #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 (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)"};
 
 static rtexture_t *char_texture;
 cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
@@ -341,11 +342,11 @@ cachepic_t        *Draw_CachePic (const char *path, qboolean persistent)
                flags |= TEXF_CLAMP;
 
        // load a high quality image from disk if possible
-       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags);
+       pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
        if (pic->tex == NULL && !strncmp(path, "gfx/", 4))
        {
                // compatibility with older versions which did not require gfx/ prefix
-               pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags);
+               pic->tex = loadtextureimage(drawtexturepool, path + 4, 0, 0, false, flags | (gl_texturecompression_2d.integer ? TEXF_COMPRESS : 0));
        }
        // if a high quality image was loaded, set the pic's size to match it, just
        // in case there's no low quality version to get the size from
@@ -511,6 +512,9 @@ static void gl_draw_start(void)
        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)
@@ -528,6 +532,7 @@ static void gl_draw_newmap(void)
 void GL_Draw_Init (void)
 {
        Cvar_RegisterVariable(&r_textshadow);
+       Cvar_RegisterVariable(&r_textbrightness);
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
@@ -542,9 +547,12 @@ static void _DrawQ_Setup(void)
        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_DepthRange(0, 1);
+       GL_PolygonOffset(0, 0);
        GL_DepthTest(false);
        GL_Color(1,1,1,1);
        GL_AlphaTest(false);
@@ -572,80 +580,62 @@ static void _DrawQ_ProcessDrawFlag(int flags)
 
 void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, float red, float green, float blue, float alpha, int flags)
 {
-       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);
-}
-
-void DrawQ_String_Real(float x, float y, const char *string, int maxlen, float w, float h, float red, float green, float blue, float alpha, int flags)
-{
-       int i, num;
-       float *av, *at;
-       int batchcount;
-       float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
-       float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
-
-       if (alpha < (1.0f / 255.0f))
-               return;
+       float floats[20];
 
        _DrawQ_ProcessDrawFlag(flags);
-
        GL_Color(red, green, blue, alpha);
 
-       R_Mesh_VertexPointer(vertex3f);
-       R_Mesh_ColorPointer(NULL);
+       R_Mesh_VertexPointer(floats, 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);
-
-       at = texcoord2f;
-       av = vertex3f;
-       batchcount = 0;
-
-       if (maxlen < 1)
-               maxlen = 9999;
-       for (i = 0;i < maxlen && x < vid_conwidth.integer && (num = string[i]);i++, x += w)
-       {
-               float s, t, u, v;
-               if (num == ' ')
-                       continue;
-               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);
-               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 >= QUADELEMENTS_MAXQUADS)
-               {
-                       GL_LockArrays(0, batchcount * 4);
-                       R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
-                       GL_LockArrays(0, 0);
-                       batchcount = 0;
-                       at = texcoord2f;
-                       av = vertex3f;
-               }
-       }
-       if (batchcount > 0)
+       if (pic)
        {
-               GL_LockArrays(0, batchcount * 4);
-               R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements);
-               GL_LockArrays(0, 0);
+               if (width == 0)
+                       width = pic->width;
+               if (height == 0)
+                       height = pic->height;
+               R_Mesh_TexBind(0, R_GetTexture(pic->tex));
+               R_Mesh_TexCoordPointer(0, 2, floats + 12, 0, 0);
+
+      // AK07: lets be texel correct on the corners
+      {
+         float horz_offset = 0.5f / pic->width;
+         float vert_offset = 0.5f / pic->height;
+
+                  floats[12] = 0.0f + horz_offset;floats[13] = 0.0f + vert_offset;
+                  floats[14] = 1.0f - horz_offset;floats[15] = 0.0f + vert_offset;
+                  floats[16] = 1.0f - horz_offset;floats[17] = 1.0f - vert_offset;
+                  floats[18] = 0.0f + horz_offset;floats[19] = 1.0f - vert_offset;
+      }
        }
+
+       floats[2] = floats[5] = floats[8] = floats[11] = 0;
+       floats[0] = floats[9] = x;
+       floats[1] = floats[4] = y;
+       floats[3] = floats[6] = x + width;
+       floats[7] = floats[10] = y + height;
+
+       R_Mesh_Draw(0, 4, 2, polygonelements, 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)
+void DrawQ_Fill(float x, float y, float width, float height, float red, float green, float blue, float alpha, int 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);
+       float floats[12];
+
+       _DrawQ_ProcessDrawFlag(flags);
+       GL_Color(red, green, blue, alpha);
+
+       R_Mesh_VertexPointer(floats, 0, 0);
+       R_Mesh_ColorPointer(NULL, 0, 0);
+       R_Mesh_ResetTextureState();
+
+       floats[2] = floats[5] = floats[8] = floats[11] = 0;
+       floats[0] = floats[9] = x;
+       floats[1] = floats[4] = y;
+       floats[3] = floats[6] = x + width;
+       floats[7] = floats[10] = y + height;
 
-       DrawQ_String_Real(x,y,string,maxlen,scalex,scaley,red,green,blue,alpha,flags);
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 }
 
 // color tag printing
@@ -678,83 +668,172 @@ static vec4_t string_colors[] =
 
 #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 )
+static void DrawQ_GetTextColor(float color[4], int colorindex, float r, float g, float b, float a, qboolean shadow)
 {
-       vec_t *color;
-       int len;
-       int colorindex;
-       const char *start, *current;
-
-       if( !outcolor || *outcolor == -1 ) {
-               colorindex = STRING_COLOR_DEFAULT;
-       } else {
-               colorindex = *outcolor;
+       float v = 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);
+       if (shadow)
+       {
+               float shadowalpha = color[0]+color[1]+color[2] * 0.8;
+               Vector4Set(color, 0, 0, 0, color[3] * bound(0, shadowalpha, 1));
        }
-       color = string_colors[colorindex];
+}
 
-       if( maxlen < 1)
-               len = (int)strlen( text );
-       else
-               len = min( maxlen, (int) strlen( text ) );
-
-       start = current = text;
-       while( len > 0 ) {
-               // check for color control char
-               if( *current == STRING_COLOR_TAG ) {
-                       // get next char
-                       current++;
-                       len--;
-                       if( len == 0 ) {
-                               break;
+float DrawQ_String(float startx, float starty, const char *text, int maxlen, float w, float h, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor, qboolean ignorecolorcodes)
+{
+       int i, num, shadow, colorindex = STRING_COLOR_DEFAULT;
+       float x = startx, y, s, t, u, v;
+       float *av, *at, *ac;
+       float color[4];
+       int batchcount;
+       float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
+       float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
+       float color4f[QUADELEMENTS_MAXQUADS*4*4];
+
+       if (maxlen < 1)
+               maxlen = 1<<30;
+
+       _DrawQ_ProcessDrawFlag(flags);
+
+       R_Mesh_ColorPointer(color4f, 0, 0);
+       R_Mesh_ResetTextureState();
+       R_Mesh_TexBind(0, R_GetTexture(char_texture));
+       R_Mesh_TexCoordPointer(0, 2, texcoord2f, 0, 0);
+       R_Mesh_VertexPointer(vertex3f, 0, 0);
+
+       ac = color4f;
+       at = texcoord2f;
+       av = vertex3f;
+       batchcount = 0;
+
+       for (shadow = r_textshadow.value != 0;shadow >= 0;shadow--)
+       {
+               if (!outcolor || *outcolor == -1)
+                       colorindex = STRING_COLOR_DEFAULT;
+               else
+                       colorindex = *outcolor;
+               DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
+
+               x = startx;
+               y = starty;
+               if (shadow)
+               {
+                       x += r_textshadow.value;
+                       y += r_textshadow.value;
+               }
+               for (i = 0;i < maxlen && text[i];i++, x += w)
+               {
+                       if (text[i] == ' ')
+                               continue;
+                       if (text[i] == STRING_COLOR_TAG && !ignorecolorcodes && i + 1 < maxlen)
+                       {
+                               if (text[i+1] == STRING_COLOR_TAG)
+                               {
+                                       i++;
+                                       if (text[i] == ' ')
+                                               continue;
+                               }
+                               else if (text[i+1] >= '0' && text[i+1] <= '9')
+                               {
+                                       colorindex = text[i+1] - '0';
+                                       DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow);
+                                       i++;
+                                       x -= w;
+                                       continue;
+                               }
                        }
-                       // display the tag char?
-                       if( *current == STRING_COLOR_TAG ) {
-                               // only display one of the two
-                               start = current;
-                               // get the next char
-                               current++;
-                               len--;
-                       } else if( '0' <= *current && *current <= '9' ) {
-                               colorindex = 0;
-                               do {
-                                       colorindex = colorindex * 10 + (*current - '0');
-                                       // only read as long as it makes a valid index
-                                       if( colorindex >= (int)STRING_COLORS_COUNT ) {
-                                               // undo the last operation
-                                               colorindex /= 10;
-                                               break;
-                                       }
-                                       current++;
-                                       len--;
-                               } while( len > 0 && '0' <= *current && *current <= '9' );
-                               // set the color
-                               color = string_colors[colorindex];
-                               // we jump over the color tag
-                               start = current;
+                       num = text[i];
+                       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;
                        }
                }
-               // go on and read normal text in until the next control char
-               while( len > 0 && *current != STRING_COLOR_TAG ) {
-                       current++;
-                       len--;
-               }
-               // display the text
-               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;
+       }
+       if (batchcount > 0)
+       {
+               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);
                }
        }
 
-       // return the last colorindex
-       if( outcolor ) {
+       if (outcolor)
                *outcolor = colorindex;
+
+       // note: this relies on the proper text (not shadow) being drawn last
+       return x;
+}
+
+#if 0
+// not used
+static int DrawQ_BuildColoredText(char *output2c, size_t maxoutchars, const char *text, int maxreadchars, qboolean ignorecolorcodes, int *outcolor)
+{
+       int color, numchars = 0;
+       char *outputend2c = output2c + maxoutchars - 2;
+       if (!outcolor || *outcolor == -1)
+               color = STRING_COLOR_DEFAULT;
+       else
+               color = *outcolor;
+       if (!maxreadchars)
+               maxreadchars = 1<<30;
+       textend = text + maxreadchars;
+       while (text != textend && *text)
+       {
+               if (*text == STRING_COLOR_TAG && !ignorecolorcodes && text + 1 != textend)
+               {
+                       if (text[1] == STRING_COLOR_TAG)
+                               text++;
+                       else if (text[1] >= '0' && text[1] <= '9')
+                       {
+                               color = text[1] - '0';
+                               text += 2;
+                               continue;
+                       }
+               }
+               if (output2c >= outputend2c)
+                       break;
+               *output2c++ = *text++;
+               *output2c++ = color;
+               numchars++;
        }
+       output2c[0] = output2c[1] = 0;
+       if (outcolor)
+               *outcolor = color;
+       return numchars;
 }
+#endif
 
 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)
 {
@@ -762,8 +841,8 @@ void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height
 
        _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)
        {
@@ -772,7 +851,7 @@ void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height
                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;
@@ -789,21 +868,21 @@ void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height
        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)
 {
        _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);
 }
 
@@ -872,10 +951,12 @@ void R_DrawGamma(void)
        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_DepthRange(0, 1);
+               GL_PolygonOffset(0, 0);
                GL_DepthTest(false);
                if (v_color_enable.integer)
                {
@@ -891,7 +972,7 @@ void R_DrawGamma(void)
                        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);
                        }
                }
@@ -907,7 +988,7 @@ void R_DrawGamma(void)
                {
                        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);
                }
        }
 }