#include "quakedef.h"
-//#define GL_COLOR_INDEX8_EXT 0x80E5
-
cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
static rtexture_t *char_texture;
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");
// load the pic from disk
pic->tex = loadtextureimage(drawtexturepool, path, 0, 0, false, false, true);
- if (pic->tex == NULL && (p = W_GetLumpName (path)))
+ 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, false, true);
+ // 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_LoadTexture (drawtexturepool, path, 128, 128, pix, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
+ }
+ else
+ pic->tex = R_LoadTexture (drawtexturepool, path, p->width, p->height, p->data, TEXTYPE_QPALETTE, TEXF_ALPHA | TEXF_PRECACHE);
}
- 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();
if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
pic->tex = draw_generatecrosshair(4);
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_LoadTexture (drawtexturepool, picname, width, height, pixels, TEXTYPE_RGBA, alpha ? TEXF_ALPHA : 0);
+ 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))
+ {
+ 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)
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
+extern cvar_t gl_mesh_drawrangeelements;
+extern int gl_maxdrawrangeelementsvertices;
+extern int gl_maxdrawrangeelementsindices;
+
+#if 0
void R_DrawQueue(void)
{
int pos, num, chartexnum, overbright;
cachepic_t *pic;
drawqueue_t *dq;
char *str, *currentpic;
- int batch, additive;
+ int batchcount;
unsigned int color;
+ drawqueuemesh_t *mesh;
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);
- glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+ GL_SetupView_ViewPort(vid.realx, vid.realy, vid.realwidth, vid.realheight);
+ GL_SetupView_Mode_Ortho(0, 0, vid.conwidth, vid.conheight, -10, 100);
+ GL_SetupView_Orientation_Identity();
+ GL_DepthFunc(GL_LEQUAL);
+ R_Mesh_Start();
chartexnum = R_GetTexture(char_texture);
- additive = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
currentpic = "";
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)
+ overbright = v_overbrightbits.integer;
+ batch = false;
+ batchcount = 0;
+ for (pos = 0;pos < r_refdef.drawqueuesize;pos += ((drawqueue_t *)(r_refdef.drawqueue + pos))->size)
{
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
- CHECKGLERROR
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
- CHECKGLERROR
+ dq = (drawqueue_t *)(r_refdef.drawqueue + pos);
+ additive = (dq->flags & DRAWFLAG_ADDITIVE) != 0;
+ color = dq->color;
+ m.blendfunc1 = GL_SRC_ALPHA;
+ if (additive)
+ m.blendfunc2 = GL_ONE;
+ else
+ m.blendfunc2 = GL_ONE_MINUS_SRC_ALPHA;
+ m.depthdisable = true;
+ R_Mesh_MainState(&m);
+
+ cr = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+ cg = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+ cb = (float) ((color >> 8) & 0xFF) * (1.0f / 255.0f) * r_colorscale;
+ ca = (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 (strcmp(str, currentpic))
+ {
+ if (batch)
+ {
+ batch = false;
+ qglEnd();
+ }
+ currentpic = str;
+ pic = Draw_CachePic(str);
+ qglBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
+ }
+ if (*str)
+ {
+ if (w == 0)
+ w = pic->width;
+ if (h == 0)
+ h = pic->height;
+ }
+ varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = cr;
+ varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = cg;
+ varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cb;
+ varray_color[3] = varray_color[7] = varray_color[11] = varray_color[15] = ca;
+ varray_texcoord[0] = 0;varray_texcoord[1] = 0;
+ varray_texcoord[2] = 1;varray_texcoord[3] = 0;
+ varray_texcoord[4] = 1;varray_texcoord[5] = 1;
+ varray_texcoord[6] = 0;varray_texcoord[7] = 1;
+ varray_vertex[ 0] = x ;varray_vertex[ 1] = y ;varray_vertex[ 2] = 0;
+ varray_vertex[ 4] = x+w;varray_vertex[ 5] = y ;varray_vertex[ 6] = 0;
+ varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 0;
+ varray_vertex[12] = x ;varray_vertex[13] = y+h;varray_vertex[14] = 0;
+ R_Mesh_Draw(4, 2, polygonelements);
+ break;
+ case DRAWQUEUE_STRING:
+ str = (char *)(dq + 1);
+ if (strcmp("gfx/conchars", currentpic))
+ {
+ if (batch)
+ {
+ batch = false;
+ qglEnd();
+ }
+ currentpic = "gfx/conchars";
+ qglBindTexture(GL_TEXTURE_2D, chartexnum);
+ }
+ batchcount = 0;
+ ac = varray_color;
+ at = varray_texcoord;
+ av = varray_vertex;
+ while ((num = *str++) && x < vid.conwidth)
+ {
+ if (num != ' ')
+ {
+ 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] = ac[4] = ac[ 8] = ac[12] = cr;
+ ac[1] = ac[5] = ac[ 9] = ac[13] = cg;
+ ac[2] = ac[6] = ac[10] = ac[14] = cb;
+ ac[3] = ac[7] = ac[11] = ac[15] = ca;
+ 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] = 0;
+ av[4] = x+w;av[1] = y ;av[2] = 0;
+ av[8] = x+w;av[1] = y+h;av[2] = 0;
+ av[0] = x ;av[1] = y+h;av[2] = 0;
+ ac += 16;
+ at += 8;
+ av += 16;
+ batchcount++;
+ if (batchcount >= 128)
+ {
+ R_Mesh_Draw(batchcount * 4, batchcount * 2, polygonelements);
+ batchcount = 0;
+ ac = varray_color;
+ at = varray_texcoord;
+ av = varray_vertex;
+ }
+ }
+ x += w;
+ }
+ R_Mesh_Draw(batchcount * 4, batchcount * 2, polygonelements);
+ break;
+ case DRAWQUEUE_MESH:
+ mesh = (void *)(dq + 1);
+ m.tex[0] = R_GetTexture(mesh->texture);
+ R_Mesh_ResizeCheck(mesh->numvertices);
+ memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
+ memcpy(varray_texcoord, mesh->texcoords, sizeof(float[2]) * mesh->numvertices);
+ memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
+ R_Mesh_Draw(mesh->numverts, mesh->numtriangles, mesh->indices);
+ currentpic = "\0";
+ break;
+ }
}
- else
+
+ if (!v_hwgamma.integer)
{
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
- CHECKGLERROR
- glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
+ t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
+ if (t >= 1.01f)
+ {
+ m.blendfunc1 = GL_DST_COLOR;
+ m.blendfunc2 = GL_ONE;
+ m.depthdisable = true;
+ R_Mesh_State(&m);
+ while (t >= 1.01f)
+ {
+ cr = t - 1.0f;
+ if (cr > 1.0f)
+ cr = 1.0f;
+ varray_color[0] = varray_color[4] = varray_color[ 8] = varray_color[12] = cr;
+ varray_color[1] = varray_color[5] = varray_color[ 9] = varray_color[13] = cr;
+ varray_color[2] = varray_color[6] = varray_color[10] = varray_color[14] = cr;
+ varray_texcoord[0] = 0;varray_texcoord[1] = 0;
+ varray_texcoord[2] = 0;varray_texcoord[3] = 0;
+ varray_texcoord[4] = 0;varray_texcoord[5] = 0;
+ varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 0;
+ varray_vertex[4] = 10000;varray_vertex[1] = -5000;varray_vertex[2] = 0;
+ varray_vertex[8] = -5000;varray_vertex[1] = 10000;varray_vertex[2] = 0;
+ R_Mesh_Draw(3, 1, polygonelements);
+ t *= 0.5;
+ }
+ }
+ else if (t <= 0.99f)
+ {
+ qglBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ CHECKGLERROR
+ qglBegin(GL_TRIANGLES);
+ num = (int) (t * 255.0f);
+ qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ qglVertex2f (-5000, -5000);
+ qglVertex2f (10000, -5000);
+ qglVertex2f (-5000, 10000);
+ qglEnd();
+ CHECKGLERROR
+ }
+ if (v_brightness.value >= 0.01f)
+ {
+ qglBlendFunc (GL_ONE, GL_ONE);
+ CHECKGLERROR
+ num = (int) (v_brightness.value * 255.0f);
+ qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ CHECKGLERROR
+ qglBegin (GL_TRIANGLES);
+ qglVertex2f (-5000, -5000);
+ qglVertex2f (10000, -5000);
+ qglVertex2f (-5000, 10000);
+ qglEnd ();
+ CHECKGLERROR
+ }
+ qglEnable(GL_TEXTURE_2D);
CHECKGLERROR
}
- */
+
+ qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ CHECKGLERROR
+ qglEnable (GL_CULL_FACE);
+ CHECKGLERROR
+ qglEnable (GL_DEPTH_TEST);
+ CHECKGLERROR
+ qglDisable (GL_BLEND);
+ CHECKGLERROR
+ qglColor4ub (255, 255, 255, 255);
+ CHECKGLERROR
+}
+#else
+void R_DrawQueue(void)
+{
+ int pos, num, chartexnum, overbright;
+ float x, y, w, h, s, t, u, v;
+ cachepic_t *pic;
+ drawqueue_t *dq;
+ char *str, *currentpic;
+ int batch, batchcount, additive;
+ unsigned int color;
+ drawqueuemesh_t *mesh;
+
+ if (!r_render.integer)
+ return;
+
+ qglMatrixMode(GL_PROJECTION);
+ qglLoadIdentity();
+ qglOrtho(0, vid.conwidth, vid.conheight, 0, -99999, 99999);
+
+ qglMatrixMode(GL_MODELVIEW);
+ qglLoadIdentity();
+
+ qglDisable(GL_DEPTH_TEST);
+ qglDisable(GL_CULL_FACE);
+ qglEnable(GL_BLEND);
+ qglEnable(GL_TEXTURE_2D);
+ qglTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
+
+ chartexnum = R_GetTexture(char_texture);
+
+ additive = false;
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ currentpic = "";
+ pic = NULL;
+ qglBindTexture(GL_TEXTURE_2D, 0);
+ color = 0;
+ qglColor4ub(0,0,0,0);
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 (batch)
{
batch = false;
- glEnd();
+ qglEnd();
}
additive = true;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE);
+ qglBlendFunc(GL_SRC_ALPHA, GL_ONE);
}
}
else
if (batch)
{
batch = false;
- glEnd();
+ qglEnd();
}
additive = false;
- glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ qglBlendFunc(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));
+ qglColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
+ }
+ if (batch && batchcount > 128)
+ {
+ batch = false;
+ qglEnd();
}
x = dq->x;
y = dq->y;
if (batch)
{
batch = false;
- glEnd();
+ qglEnd();
}
currentpic = str;
pic = Draw_CachePic(str);
- glBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
+ qglBindTexture(GL_TEXTURE_2D, R_GetTexture(pic->tex));
}
if (w == 0)
w = pic->width;
if (!batch)
{
batch = true;
- glBegin(GL_QUADS);
+ qglBegin(GL_TRIANGLES);
+ batchcount = 0;
}
- //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);
+ qglTexCoord2f (0, 0);qglVertex2f (x , y );
+ qglTexCoord2f (1, 0);qglVertex2f (x+w, y );
+ qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (0, 0);qglVertex2f (x , y );
+ qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (0, 1);qglVertex2f (x , y+h);
+ batchcount++;
}
else
{
if (batch)
{
batch = false;
- glEnd();
+ qglEnd();
}
currentpic = "";
- glBindTexture(GL_TEXTURE_2D, 0);
+ qglBindTexture(GL_TEXTURE_2D, 0);
}
if (!batch)
{
batch = true;
- glBegin(GL_QUADS);
+ qglBegin(GL_TRIANGLES);
+ batchcount = 0;
}
- //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);
+ qglTexCoord2f (0, 0);qglVertex2f (x , y );
+ qglTexCoord2f (1, 0);qglVertex2f (x+w, y );
+ qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (0, 0);qglVertex2f (x , y );
+ qglTexCoord2f (1, 1);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (0, 1);qglVertex2f (x , y+h);
+ batchcount++;
}
break;
case DRAWQUEUE_STRING:
str = (char *)(dq + 1);
- if (strcmp("conchars", currentpic))
+ if (strcmp("gfx/conchars", currentpic))
{
if (batch)
{
batch = false;
- glEnd();
+ qglEnd();
}
- currentpic = "conchars";
- glBindTexture(GL_TEXTURE_2D, chartexnum);
+ currentpic = "gfx/conchars";
+ qglBindTexture(GL_TEXTURE_2D, chartexnum);
}
if (!batch)
{
batch = true;
- glBegin(GL_QUADS);
+ qglBegin(GL_TRIANGLES);
+ batchcount = 0;
}
while ((num = *str++) && x < vid.conwidth)
{
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);
+ qglTexCoord2f (s , t );qglVertex2f (x , y );
+ qglTexCoord2f (s+u, t );qglVertex2f (x+w, y );
+ qglTexCoord2f (s+u, t+v);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (s , t );qglVertex2f (x , y );
+ qglTexCoord2f (s+u, t+v);qglVertex2f (x+w, y+h);
+ qglTexCoord2f (s , t+v);qglVertex2f (x , y+h);
+ batchcount++;
}
x += w;
}
break;
+ case DRAWQUEUE_MESH:
+ if (batch)
+ {
+ batch = false;
+ qglEnd();
+ }
+
+ mesh = (void *)(dq + 1);
+ qglBindTexture(GL_TEXTURE_2D, R_GetTexture(mesh->texture));
+ qglVertexPointer(3, GL_FLOAT, sizeof(float[4]), mesh->vertices);CHECKGLERROR
+ qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), mesh->texcoords);CHECKGLERROR
+ qglColorPointer(4, GL_FLOAT, sizeof(float[4]), mesh->colors);CHECKGLERROR
+ qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+ GL_DrawRangeElements(0, mesh->numvertices, mesh->numindices, mesh->indices);
+ qglDisableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+ qglDisableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+
+ // restore color, since it got trashed by using color array
+ qglColor4ub((qbyte)(((color >> 24) & 0xFF) >> overbright), (qbyte)(((color >> 16) & 0xFF) >> overbright), (qbyte)(((color >> 8) & 0xFF) >> overbright), (qbyte)(color & 0xFF));
+ CHECKGLERROR
+ currentpic = "\0";
+ break;
}
}
if (batch)
- glEnd();
+ qglEnd();
CHECKGLERROR
if (!v_hwgamma.integer)
{
- glDisable(GL_TEXTURE_2D);
+ qglDisable(GL_TEXTURE_2D);
CHECKGLERROR
t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
if (t >= 1.01f)
{
- glBlendFunc (GL_DST_COLOR, GL_ONE);
+ qglBlendFunc (GL_DST_COLOR, GL_ONE);
CHECKGLERROR
- glBegin (GL_TRIANGLES);
+ qglBegin (GL_TRIANGLES);
while (t >= 1.01f)
{
- if (t >= 2)
- glColor3f (1, 1, 1);
- else
- glColor3f (t-1, t-1, t-1);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
+ num = (int) ((t - 1.0f) * 255.0f);
+ if (num > 255)
+ num = 255;
+ qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ qglVertex2f (-5000, -5000);
+ qglVertex2f (10000, -5000);
+ qglVertex2f (-5000, 10000);
t *= 0.5;
}
- glEnd ();
+ qglEnd ();
CHECKGLERROR
}
else if (t <= 0.99f)
{
- glBlendFunc(GL_ZERO, GL_SRC_COLOR);
+ qglBlendFunc(GL_ZERO, GL_SRC_COLOR);
CHECKGLERROR
- glBegin(GL_TRIANGLES);
- glColor3f(t, t, t);
- glVertex2f(-5000, -5000);
- glVertex2f(10000, -5000);
- glVertex2f(-5000, 10000);
- glEnd();
+ qglBegin(GL_TRIANGLES);
+ num = (int) (t * 255.0f);
+ qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
+ qglVertex2f (-5000, -5000);
+ qglVertex2f (10000, -5000);
+ qglVertex2f (-5000, 10000);
+ qglEnd();
CHECKGLERROR
}
if (v_brightness.value >= 0.01f)
{
- glBlendFunc (GL_ONE, GL_ONE);
+ qglBlendFunc (GL_ONE, GL_ONE);
CHECKGLERROR
- glColor3f (v_brightness.value, v_brightness.value, v_brightness.value);
+ num = (int) (v_brightness.value * 255.0f);
+ qglColor4ub ((qbyte) num, (qbyte) num, (qbyte) num, 255);
CHECKGLERROR
- glBegin (GL_TRIANGLES);
- glVertex2f (-5000, -5000);
- glVertex2f (10000, -5000);
- glVertex2f (-5000, 10000);
- glEnd ();
+ qglBegin (GL_TRIANGLES);
+ qglVertex2f (-5000, -5000);
+ qglVertex2f (10000, -5000);
+ qglVertex2f (-5000, 10000);
+ qglEnd ();
CHECKGLERROR
}
- glEnable(GL_TEXTURE_2D);
+ qglEnable(GL_TEXTURE_2D);
CHECKGLERROR
}
- glBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+ qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
CHECKGLERROR
- glEnable (GL_CULL_FACE);
+ qglEnable (GL_CULL_FACE);
CHECKGLERROR
- glEnable (GL_DEPTH_TEST);
+ qglEnable (GL_DEPTH_TEST);
CHECKGLERROR
- glDisable(GL_BLEND);
+ qglDisable (GL_BLEND);
CHECKGLERROR
- glColor3f(1,1,1);
+ qglColor4ub (255, 255, 255, 255);
CHECKGLERROR
}
+#endif
+