]> de.git.xonotic.org Git - xonotic/darkplaces.git/blobdiff - gl_draw.c
removed fxmesa support (3dfx svgalib) because no one used it to my knowledge, and...
[xonotic/darkplaces.git] / gl_draw.c
index 88c6275e3b2d3b07084acd18bbd300a8d0d4d890..a798805d0435fc907bb92b5de5afba2fd157adc9 100644 (file)
--- a/gl_draw.c
+++ b/gl_draw.c
@@ -20,8 +20,6 @@ Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA  02111-1307, USA.
 
 #include "quakedef.h"
 
-//#define GL_COLOR_INDEX8_EXT     0x80E5
-
 cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
 
 static rtexture_t *char_texture;
@@ -215,9 +213,6 @@ cachepic_t  *Draw_CachePic (char *path)
        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");
@@ -264,6 +259,67 @@ cachepic_t *Draw_CachePic (char *path)
        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 && R_TextureWidth(pic->tex) == width && R_TextureHeight(pic->tex) == height && (R_TextureHasAlpha(pic->tex) != 0) == (alpha != 0))
+               {
+                       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
@@ -301,6 +357,10 @@ void GL_Draw_Init (void)
        R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
 }
 
+extern cvar_t gl_mesh_drawmode;
+extern int gl_maxdrawrangeelementsvertices;
+extern int gl_maxdrawrangeelementsindices;
+
 void R_DrawQueue(void)
 {
        int pos, num, chartexnum, overbright;
@@ -310,6 +370,7 @@ void R_DrawQueue(void)
        char *str, *currentpic;
        int batch, batchcount, additive;
        unsigned int color;
+       drawqueuemesh_t *mesh;
 
        if (!r_render.integer)
                return;
@@ -339,24 +400,6 @@ void R_DrawQueue(void)
        color = 0;
        qglColor4ub(0,0,0,0);
 
-       // LordHavoc: NEAREST mode on text if not scaling up
-       /*
-       if (vid.realwidth <= (int) vid.conwidth)
-       {
-               qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
-               CHECKGLERROR
-               qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
-               CHECKGLERROR
-       }
-       else
-       {
-               qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
-               CHECKGLERROR
-               qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
-               CHECKGLERROR
-       }
-       */
-
        overbright = v_overbrightbits.integer;
        batch = false;
        batchcount = 0;
@@ -427,13 +470,14 @@ void R_DrawQueue(void)
                                if (!batch)
                                {
                                        batch = true;
-                                       qglBegin(GL_QUADS);
+                                       qglBegin(GL_TRIANGLES);
                                        batchcount = 0;
                                }
-                               //DrawQuad(dq->x, dq->y, w, h, 0, 0, 1, 1);
                                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++;
                        }
@@ -452,13 +496,14 @@ void R_DrawQueue(void)
                                if (!batch)
                                {
                                        batch = true;
-                                       qglBegin(GL_QUADS);
+                                       qglBegin(GL_TRIANGLES);
                                        batchcount = 0;
                                }
-                               //DrawQuad(dq->x, dq->y, dq->scalex, dq->scaley, 0, 0, 1, 1);
                                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++;
                        }
@@ -478,7 +523,7 @@ void R_DrawQueue(void)
                        if (!batch)
                        {
                                batch = true;
-                               qglBegin(GL_QUADS);
+                               qglBegin(GL_TRIANGLES);
                                batchcount = 0;
                        }
                        while ((num = *str++) && x < vid.conwidth)
@@ -489,16 +534,99 @@ void R_DrawQueue(void)
                                        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));
                                        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));
+
+                       if (gl_mesh_drawmode.integer < 0)
+                               Cvar_SetValueQuick(&gl_mesh_drawmode, 0);
+                       if (gl_mesh_drawmode.integer > 3)
+                               Cvar_SetValueQuick(&gl_mesh_drawmode, 3);
+                       if (gl_mesh_drawmode.integer >= 3 && qglDrawRangeElements == NULL)
+                               Cvar_SetValueQuick(&gl_mesh_drawmode, 2);
+
+                       if (gl_mesh_drawmode.integer > 0)
+                       {
+                               qglVertexPointer(3, GL_FLOAT, sizeof(float[3]), mesh->vertices);CHECKGLERROR
+                               qglTexCoordPointer(2, GL_FLOAT, sizeof(float[2]), mesh->texcoords);CHECKGLERROR
+                               qglColorPointer(4, GL_UNSIGNED_BYTE, sizeof(qbyte[4]), mesh->colors);CHECKGLERROR
+                               qglEnableClientState(GL_VERTEX_ARRAY);CHECKGLERROR
+                               qglEnableClientState(GL_TEXTURE_COORD_ARRAY);CHECKGLERROR
+                               qglEnableClientState(GL_COLOR_ARRAY);CHECKGLERROR
+                       }
+
+                       if (gl_mesh_drawmode.integer >= 3/* && (mesh->numvertices) <= gl_maxdrawrangeelementsvertices && (mesh->numindices) <= gl_maxdrawrangeelementsindices*/)
+                       {
+                               // GL 1.2 or GL 1.1 with extension
+                               GL_LockArray(0, mesh->numvertices);
+                               qglDrawRangeElements(GL_TRIANGLES, 0, mesh->numvertices, mesh->numindices, GL_UNSIGNED_INT, mesh->indices);
+                               CHECKGLERROR
+                               GL_UnlockArray();
+                       }
+                       else if (gl_mesh_drawmode.integer >= 2)
+                       {
+                               // GL 1.1
+                               GL_LockArray(0, mesh->numvertices);
+                               qglDrawElements(GL_TRIANGLES, mesh->numindices, GL_UNSIGNED_INT, mesh->indices);
+                               CHECKGLERROR
+                               GL_UnlockArray();
+                       }
+                       else if (gl_mesh_drawmode.integer >= 1)
+                       {
+                               int i;
+                               // GL 1.1
+                               // feed it manually using glArrayElement
+                               GL_LockArray(0, mesh->numvertices);
+                               qglBegin(GL_TRIANGLES);
+                               for (i = 0;i < mesh->numindices;i++)
+                                       qglArrayElement(mesh->indices[i]);
+                               qglEnd();
+                               CHECKGLERROR
+                               GL_UnlockArray();
+                       }
+                       else
+                       {
+                               int i, in;
+                               // GL 1.1 but not using vertex arrays - 3dfx glquake minigl driver
+                               // feed it manually
+                               qglBegin(GL_TRIANGLES);
+                               for (i = 0;i < mesh->numindices;i++)
+                               {
+                                       in = mesh->indices[i];
+                                       qglColor4ub(mesh->colors[in * 4], mesh->colors[in * 4 + 1], mesh->colors[in * 4 + 2], mesh->colors[in * 4 + 3]);
+                                       qglTexCoord2f(mesh->texcoords[in * 2], mesh->texcoords[in * 2 + 1]);
+                                       qglVertex3f(mesh->vertices[in * 3], mesh->vertices[in * 3 + 1], mesh->vertices[in * 3 + 2]);
+                               }
+                               qglEnd();
+                               CHECKGLERROR
+                       }
+                       if (gl_mesh_drawmode.integer > 0)
+                       {
+                               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)
@@ -571,3 +699,4 @@ void R_DrawQueue(void)
        qglColor4ub (255, 255, 255, 255);
        CHECKGLERROR
 }
+