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)"};
cvar_t r_textcontrast = {CVAR_SAVE, "r_textcontrast", "1", "additional contrast for text color codes (1 keeps colors as is, 0 makes them all black)"};
+cvar_t r_font_postprocess_blur = {CVAR_SAVE, "r_font_postprocess_blur", "0", "font blur amount"};
+cvar_t r_font_postprocess_outline = {CVAR_SAVE, "r_font_postprocess_outline", "0", "font outline amount"};
+cvar_t r_font_postprocess_shadow_x = {CVAR_SAVE, "r_font_postprocess_shadow_x", "0", "font shadow X shift amount, applied during outlining"};
+cvar_t r_font_postprocess_shadow_y = {CVAR_SAVE, "r_font_postprocess_shadow_y", "0", "font shadow Y shift amount, applied during outlining"};
+cvar_t r_font_postprocess_shadow_z = {CVAR_SAVE, "r_font_postprocess_shadow_z", "0", "font shadow Z shift amount, applied during blurring"};
+cvar_t r_font_hinting = {CVAR_SAVE, "r_font_hinting", "3", "0 = no hinting, 1 = light autohinting, 2 = full autohinting, 3 = full hinting"};
+cvar_t r_font_antialias = {CVAR_SAVE, "r_font_antialias", "1", "0 = monochrome, 1 = grey" /* , 2 = rgb, 3 = bgr" */};
+
extern cvar_t v_glslgamma;
//=============================================================================
fs_offset_t widthbufsize;
if(override || !fnt->texpath[0])
+ {
strlcpy(fnt->texpath, name, sizeof(fnt->texpath));
+ // load the cvars when the font is FIRST loaded
+ fnt->settings.antialias = r_font_antialias.integer;
+ fnt->settings.hinting = r_font_hinting.integer;
+ fnt->settings.outline = r_font_postprocess_outline.value;
+ fnt->settings.blur = r_font_postprocess_blur.value;
+ fnt->settings.shadowx = r_font_postprocess_shadow_x.value;
+ fnt->settings.shadowy = r_font_postprocess_shadow_y.value;
+ fnt->settings.shadowz = r_font_postprocess_shadow_z.value;
+ }
+
if(drawtexturepool == NULL)
return; // before gl_draw_start, so will be loaded later
f->req_sizes[i] = sz;
}
}
+
LoadFont(true, mainfont, f);
}
void GL_Draw_Init (void)
{
int i, j;
+ Cvar_RegisterVariable(&r_font_postprocess_blur);
+ Cvar_RegisterVariable(&r_font_postprocess_outline);
+ Cvar_RegisterVariable(&r_font_postprocess_shadow_x);
+ Cvar_RegisterVariable(&r_font_postprocess_shadow_y);
+ Cvar_RegisterVariable(&r_font_postprocess_shadow_z);
+ Cvar_RegisterVariable(&r_font_hinting);
+ Cvar_RegisterVariable(&r_font_antialias);
Cvar_RegisterVariable(&r_textshadow);
Cvar_RegisterVariable(&r_textbrightness);
Cvar_RegisterVariable(&r_textcontrast);
if (batchcount)
{
// switching from freetype to non-freetype rendering
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
if (batchcount)
{
// we need a different character map, render what we currently have:
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
batchcount++;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
}
}
if (batchcount > 0)
- {
- GL_LockArrays(0, batchcount * 4);
R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, quadelement3i, quadelement3s, 0, 0);
- GL_LockArrays(0, 0);
- }
if (outcolor)
*outcolor = colorindex;
R_Mesh_TexCoordPointer(0, 2, mesh->data_texcoord2f, 0, 0);
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
- GL_LockArrays(0, mesh->num_vertices);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, mesh->data_element3s, 0, 0);
- GL_LockArrays(0, 0);
}
void DrawQ_LineLoop (drawqueuemesh_t *mesh, int flags)