#include "quakedef.h"
#include "image.h"
-cvar_t scr_conalpha = {CVAR_SAVE, "scr_conalpha", "1"};
-
static rtexture_t *char_texture;
//=============================================================================
return R_LoadTexture2D(drawtexturepool, va("crosshair%i", num), 16, 16, &data[0][0], TEXTYPE_RGBA, TEXF_ALPHA | TEXF_PRECACHE, NULL);
}
+static rtexture_t *draw_generateditherpattern(void)
+{
+ qbyte data[16];
+ memset(data, 255, sizeof(data));
+ data[0] = data[1] = data[2] = data[12] = data[13] = data[14] = 0;
+ return R_LoadTexture2D(drawtexturepool, "ditherpattern", 2, 2, data, TEXTYPE_RGBA, TEXF_FORCENEAREST | TEXF_PRECACHE, NULL);
+}
+
/*
================
Draw_CachePic
pic->tex = draw_generatecrosshair(3);
if (pic->tex == NULL && !strcmp(path, "gfx/crosshair5.tga"))
pic->tex = draw_generatecrosshair(4);
+ if (pic->tex == NULL && !strcmp(path, "gfx/colorcontrol/ditherpattern.tga"))
+ pic->tex = draw_generateditherpattern();
if (pic->tex == NULL)
{
Con_Printf ("Draw_CachePic: failed to load %s\n", path);
void GL_Draw_Init (void)
{
- Cvar_RegisterVariable (&scr_conalpha);
-
numcachepics = 0;
memset(cachepichash, 0, sizeof(cachepichash));
R_RegisterModule("GL_Draw", gl_draw_start, gl_draw_shutdown, gl_draw_newmap);
}
+float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
+
int quadelements[768];
void R_DrawQueue(void)
{
- int pos, num, chartexnum, overbright, texnum, additive, batch;
- float x, y, w, h, s, t, u, v, cr, cg, cb, ca, *av, *at;
+ int pos, num, chartexnum, texnum, batch;
+ float x, y, w, h, s, t, u, v, *av, *at, c[4];
cachepic_t *pic;
drawqueue_t *dq;
char *str, *currentpic;
memset(&m, 0, sizeof(m));
m.tex[0] = 0;
- R_Mesh_TextureState(&m);
+ R_Mesh_State_Texture(&m);
currentpic = "";
pic = NULL;
texnum = 0;
color = 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);
- additive = (dq->flags & DRAWFLAG_ADDITIVE) != 0;
color = dq->color;
- m.blendfunc1 = GL_SRC_ALPHA;
- if (additive)
- m.blendfunc2 = GL_ONE;
+
+ if(dq->flags & DRAWFLAG_ADDITIVE)
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE);
+ else if(dq->flags & DRAWFLAG_MODULATE)
+ GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
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);
+ GL_BlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
+
+ GL_DepthMask(true);
+ GL_DepthTest(false);
+
+ c[0] = (float) ((color >> 24) & 0xFF) * (1.0f / 255.0f);
+ c[1] = (float) ((color >> 16) & 0xFF) * (1.0f / 255.0f);
+ c[2] = (float) ((color >> 8) & 0xFF) * (1.0f / 255.0f);
+ c[3] = (float) ( color & 0xFF) * (1.0f / 255.0f);
x = dq->x;
y = dq->y;
w = dq->scalex;
switch(dq->command)
{
- case DRAWQUEUE_PIC:
- str = (char *)(dq + 1);
- if (strcmp(str, currentpic))
- {
- currentpic = str;
- if (*str)
- {
- pic = Draw_CachePic(str);
- m.tex[0] = R_GetTexture(pic->tex);
- }
- else
- m.tex[0] = 0;
- R_Mesh_TextureState(&m);
- }
- if (*str)
- {
- if (w == 0)
- w = pic->width;
- if (h == 0)
- h = pic->height;
- }
- varray_texcoord[0][ 0] = 0;varray_texcoord[0][ 1] = 0;
- varray_texcoord[0][ 4] = 1;varray_texcoord[0][ 5] = 0;
- varray_texcoord[0][ 8] = 1;varray_texcoord[0][ 9] = 1;
- varray_texcoord[0][12] = 0;varray_texcoord[0][13] = 1;
- varray_vertex[ 0] = x ;varray_vertex[ 1] = y ;varray_vertex[ 2] = 10;
- varray_vertex[ 4] = x+w;varray_vertex[ 5] = y ;varray_vertex[ 6] = 10;
- varray_vertex[ 8] = x+w;varray_vertex[ 9] = y+h;varray_vertex[10] = 10;
- varray_vertex[12] = x ;varray_vertex[13] = y+h;varray_vertex[14] = 10;
- GL_Color(cr, cg, cb, ca);
- R_Mesh_Draw(4, 2, quadelements);
- break;
case DRAWQUEUE_STRING:
+ GL_Color(c[0], c[1], c[2], c[3]);
str = (char *)(dq + 1);
if (strcmp("gfx/conchars", currentpic))
{
currentpic = "gfx/conchars";
m.tex[0] = chartexnum;
- R_Mesh_TextureState(&m);
}
batchcount = 0;
- at = varray_texcoord[0];
- av = varray_vertex;
- GL_Color(cr, cg, cb, ca);
+ GL_VertexPointer(varray_vertex3f);
+ m.pointer_texcoord[0] = varray_texcoord2f[0];
+ R_Mesh_State_Texture(&m);
+ at = varray_texcoord2f[0];
+ av = varray_vertex3f;
while ((num = *str++) && x < vid.conwidth)
{
if (num != ' ')
u = 0.0625f - (1.0f / 256.0f);
v = 0.0625f - (1.0f / 256.0f);
at[ 0] = s ;at[ 1] = t ;
- at[ 4] = s+u;at[ 5] = t ;
- at[ 8] = s+u;at[ 9] = t+v;
- at[12] = s ;at[13] = t+v;
+ 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[ 4] = x+w;av[ 5] = y ;av[ 6] = 10;
- av[ 8] = x+w;av[ 9] = y+h;av[10] = 10;
- av[12] = x ;av[13] = y+h;av[14] = 10;
- at += 16;
- av += 16;
+ 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 >= 128)
{
R_Mesh_Draw(batchcount * 4, batchcount * 2, quadelements);
batchcount = 0;
- at = varray_texcoord[0];
- av = varray_vertex;
+ at = varray_texcoord2f[0];
+ av = varray_vertex3f;
}
}
x += w;
break;
case DRAWQUEUE_MESH:
mesh = (void *)(dq + 1);
+ GL_VertexPointer(mesh->data_vertex3f);
+ GL_ColorPointer(mesh->data_color4f);
m.tex[0] = R_GetTexture(mesh->texture);
- R_Mesh_TextureState(&m);
- R_Mesh_ResizeCheck(mesh->numvertices);
- memcpy(varray_vertex, mesh->vertices, sizeof(float[4]) * mesh->numvertices);
- memcpy(varray_texcoord[0], mesh->texcoords, sizeof(float[4]) * mesh->numvertices);
- memcpy(varray_color, mesh->colors, sizeof(float[4]) * mesh->numvertices);
- GL_UseColorArray();
- R_Mesh_Draw(mesh->numvertices, mesh->numtriangles, mesh->indices);
+ m.pointer_texcoord[0] = mesh->data_texcoord2f;
+ R_Mesh_State_Texture(&m);
+ R_Mesh_Draw(mesh->num_vertices, mesh->num_triangles, mesh->data_element3i);
currentpic = "\0";
break;
}
}
- if (!v_hwgamma.integer)
+ if (!vid_usinghwgamma)
{
- // we use one big triangle for all the screen blends
- varray_texcoord[0][0] = 0;varray_texcoord[0][1] = 0;
- varray_texcoord[0][4] = 0;varray_texcoord[0][5] = 0;
- varray_texcoord[0][8] = 0;varray_texcoord[0][9] = 0;
- varray_vertex[0] = -5000;varray_vertex[1] = -5000;varray_vertex[2] = 10;
- varray_vertex[4] = 10000;varray_vertex[5] = -5000;varray_vertex[6] = 10;
- varray_vertex[8] = -5000;varray_vertex[9] = 10000;varray_vertex[10] = 10;
// all the blends ignore depth
memset(&m, 0, sizeof(m));
- m.depthdisable = true;
- t = v_contrast.value * (float) (1 << v_overbrightbits.integer);
- if (t >= 1.01f)
+ R_Mesh_State_Texture(&m);
+ GL_DepthMask(true);
+ GL_DepthTest(false);
+ if (v_color_enable.integer)
{
- m.blendfunc1 = GL_DST_COLOR;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
- while (t >= 1.01f)
+ c[0] = v_color_white_r.value;
+ c[1] = v_color_white_g.value;
+ c[2] = v_color_white_b.value;
+ }
+ else
+ c[0] = c[1] = c[2] = v_contrast.value;
+ if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_ONE);
+ GL_VertexPointer(blendvertex3f);
+ while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
- cr = t - 1.0f;
- if (cr > 1.0f)
- cr = 1.0f;
- GL_Color(cr, cr, cr, 1);
+ GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
R_Mesh_Draw(3, 1, polygonelements);
- t *= 0.5;
+ VectorScale(c, 0.5, c);
}
}
- else if (t <= 0.99f)
+ if (v_color_enable.integer)
{
- m.blendfunc1 = GL_ZERO;
- m.blendfunc2 = GL_SRC_COLOR;
- R_Mesh_State(&m);
- GL_Color(t, t, t, 1);
- R_Mesh_Draw(3, 1, polygonelements);
+ c[0] = v_color_black_r.value;
+ c[1] = v_color_black_g.value;
+ c[2] = v_color_black_b.value;
}
- if (v_brightness.value >= 0.01f)
+ else
+ c[0] = c[1] = c[2] = v_brightness.value;
+ if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
{
- m.blendfunc1 = GL_ONE;
- m.blendfunc2 = GL_ONE;
- R_Mesh_State(&m);
- GL_Color(v_brightness.value, v_brightness.value, v_brightness.value, 1);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_VertexPointer(blendvertex3f);
+ GL_Color(c[0], c[1], c[2], 1);
R_Mesh_Draw(3, 1, polygonelements);
}
}