]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
added polygonoffset as a texture property, used on submodels (such as
[xonotic/darkplaces.git] / gl_draw.c
index 9b13f17d079a691a41fa9135037177a7da5bcd43..2f4367c1c3fdd07f43f29e0757a16a6f7060ed39 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -24,7 +24,7 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "cl_video.h"
 
-cvar_t r_textshadow = {CVAR_SAVE, "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)"};
 
 static rtexture_t *char_texture;
 cachepic_t *r_crosshairs[NUMCROSSHAIRS+1];
@@ -549,6 +549,8 @@ static void _DrawQ_Setup(void)
        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);
@@ -576,84 +578,55 @@ 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);
+               floats[12] = 0;floats[13] = 0;
+               floats[14] = 1;floats[15] = 0;
+               floats[16] = 1;floats[17] = 1;
+               floats[18] = 0;floats[19] = 1;
        }
+
+       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)
 {
-       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);
-       }
+       float floats[12];
 
-       DrawQ_String_Real(x,y,string,maxlen,scalex,scaley,red,green,blue,alpha,flags);
+       _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;
+
+       R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
 }
 
 // color tag printing
@@ -686,104 +659,180 @@ static vec4_t string_colors[] =
 
 #define STRING_COLORS_COUNT    (sizeof(string_colors) / sizeof(vec4_t))
 
-// color is read and changed in the end
-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 )
+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;
+       Vector4Copy(string_colors[colorindex], color);
+       Vector4Set(color, color[0] * r, color[1] * g, color[2] * 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( 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;
-       }
 
-       // return the new x position
+       // 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)
 {
        float floats[36];
 
        _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)
        {
@@ -792,7 +841,7 @@ 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;
@@ -809,21 +858,21 @@ 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);
 }
 
@@ -892,10 +941,12 @@ 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)
                {
@@ -911,7 +962,7 @@ 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);
                        }
                }
@@ -927,7 +978,7 @@ 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);
                }
        }
 }