X-Git-Url: http://de.git.xonotic.org/?p=xonotic%2Fdarkplaces.git;a=blobdiff_plain;f=gl_draw.c;h=1de605a25bed32977129cfd54f390f32fc946be9;hp=55bb59d9f14a9f9a85946d84e93e88023072d3fe;hb=1c856177a95b7bbc4155cc45c4bf7c0effa54d1c;hpb=3046f54db6b2673cd6701138edf0e50f68e18a59 diff --git a/gl_draw.c b/gl_draw.c index 55bb59d9..1de605a2 100644 --- a/gl_draw.c +++ b/gl_draw.c @@ -1080,7 +1080,7 @@ void DrawQ_Pic(float x, float y, cachepic_t *pic, float width, float height, flo if(!r_draw2d.integer && !r_draw2d_force) return; - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); floats[12] = 0.0f;floats[13] = 0.0f; floats[14] = 1.0f;floats[15] = 0.0f; floats[16] = 1.0f;floats[17] = 1.0f; @@ -1137,7 +1137,7 @@ void DrawQ_RotPic(float x, float y, cachepic_t *pic, float width, float height, if(!r_draw2d.integer && !r_draw2d_force) return; - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); if (pic) { if (width == 0) @@ -1188,7 +1188,7 @@ void DrawQ_Fill(float x, float y, float width, float height, float red, float gr if(!r_draw2d.integer && !r_draw2d_force) return; - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); floats[2] = floats[5] = floats[8] = floats[11] = 0; @@ -1448,13 +1448,13 @@ float DrawQ_TextWidth_UntilWidth_TrackColors_Scale(const char *text, size_t *max return x; } +float DrawQ_Color[4]; float DrawQ_String_Scale(float startx, float starty, const char *text, size_t maxlen, float w, float h, float sw, float sh, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt) { int shadow, colorindex = STRING_COLOR_DEFAULT; size_t i; float x = startx, y, s, t, u, v, thisw; float *av, *at, *ac; - float color[4]; int batchcount; static float vertex3f[QUADELEMENTS_MAXQUADS*4*3]; static float texcoord2f[QUADELEMENTS_MAXQUADS*4*2]; @@ -1513,7 +1513,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma if(!r_draw2d.integer && !r_draw2d_force) return startx + DrawQ_TextWidth_UntilWidth_TrackColors_Scale(text, &maxlen, w, h, sw, sh, NULL, ignorecolorcodes, fnt, 1000000000); - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); if (!fontmap) R_Mesh_TexBind(0, fnt->tex); R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1); @@ -1549,7 +1549,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma else colorindex = *outcolor; - DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); + DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); x = startx; y = starty; @@ -1577,7 +1577,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma if (ch <= '9' && ch >= '0') // ^[0-9] found { colorindex = ch - '0'; - DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); + DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); ++text; ++i; continue; @@ -1607,7 +1607,7 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma colorindex = tempcolorindex | 0xf; // ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa) //Con_Printf("^1colorindex:^7 %x\n", colorindex); - DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); + DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0); i+=4; text+=4; continue; @@ -1665,10 +1665,10 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma t = (ch >> 4)*0.0625f + (0.5f / th); u = 0.0625f * thisw - (1.0f / tw); v = 0.0625f - (1.0f / th); - 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]; + ac[ 0] = DrawQ_Color[0];ac[ 1] = DrawQ_Color[1];ac[ 2] = DrawQ_Color[2];ac[ 3] = DrawQ_Color[3]; + ac[ 4] = DrawQ_Color[0];ac[ 5] = DrawQ_Color[1];ac[ 6] = DrawQ_Color[2];ac[ 7] = DrawQ_Color[3]; + ac[ 8] = DrawQ_Color[0];ac[ 9] = DrawQ_Color[1];ac[10] = DrawQ_Color[2];ac[11] = DrawQ_Color[3]; + ac[12] = DrawQ_Color[0];ac[13] = DrawQ_Color[1];ac[14] = DrawQ_Color[2];ac[15] = DrawQ_Color[3]; at[ 0] = s ; at[ 1] = t ; at[ 2] = s+u ; at[ 3] = t ; at[ 4] = s+u ; at[ 5] = t+v ; @@ -1736,10 +1736,10 @@ float DrawQ_String_Scale(float startx, float starty, const char *text, size_t ma } else kx = ky = 0; - 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]; + ac[ 0] = DrawQ_Color[0]; ac[ 1] = DrawQ_Color[1]; ac[ 2] = DrawQ_Color[2]; ac[ 3] = DrawQ_Color[3]; + ac[ 4] = DrawQ_Color[0]; ac[ 5] = DrawQ_Color[1]; ac[ 6] = DrawQ_Color[2]; ac[ 7] = DrawQ_Color[3]; + ac[ 8] = DrawQ_Color[0]; ac[ 9] = DrawQ_Color[1]; ac[10] = DrawQ_Color[2]; ac[11] = DrawQ_Color[3]; + ac[12] = DrawQ_Color[0]; ac[13] = DrawQ_Color[1]; ac[14] = DrawQ_Color[2]; ac[15] = DrawQ_Color[3]; at[0] = map->glyphs[mapch].txmin; at[1] = map->glyphs[mapch].tymin; at[2] = map->glyphs[mapch].txmax; at[3] = map->glyphs[mapch].tymin; at[4] = map->glyphs[mapch].txmax; at[5] = map->glyphs[mapch].tymax; @@ -1785,7 +1785,7 @@ out: if (outcolor) *outcolor = colorindex; - + // note: this relies on the proper text (not shadow) being drawn last return x; } @@ -1858,7 +1858,7 @@ void DrawQ_SuperPic(float x, float y, cachepic_t *pic, float width, float height if(!r_draw2d.integer && !r_draw2d_force) return; - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); if (pic) { if (width == 0) @@ -1896,7 +1896,7 @@ void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags, qboolean hasalpha) return; DrawQ_ProcessDrawFlag(flags, hasalpha); - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1); R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f); @@ -1938,6 +1938,12 @@ void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags) case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GLES2: + //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; } } @@ -1977,6 +1983,12 @@ void DrawQ_Line (float width, float x1, float y1, float x2, float y2, float r, f case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GLES2: + //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; } } @@ -1989,6 +2001,7 @@ void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float hasalpha = true; _DrawQ_SetupAndProcessDrawFlag(flags, NULL, hasalpha ? 0.5f : 1.0f); + if(!r_draw2d.integer && !r_draw2d_force) return; @@ -2018,6 +2031,12 @@ void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float case RENDERPATH_D3D11: Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); break; + case RENDERPATH_SOFT: + //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + break; + case RENDERPATH_GLES2: + //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__); + return; } } @@ -2065,6 +2084,7 @@ void R_DrawGamma(void) case RENDERPATH_D3D9: case RENDERPATH_D3D10: case RENDERPATH_D3D11: + case RENDERPATH_GLES2: if (vid_usinghwgamma || v_glslgamma.integer) return; break; @@ -2073,9 +2093,11 @@ void R_DrawGamma(void) if (vid_usinghwgamma) return; break; + case RENDERPATH_SOFT: + return; } // all the blends ignore depth - R_Mesh_ResetTextureState(); +// R_Mesh_ResetTextureState(); R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1); GL_DepthMask(true); GL_DepthRange(0, 1);