#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");
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
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;
char *str, *currentpic;
int batch, batchcount, additive;
unsigned int color;
+ drawqueuemesh_t *mesh;
if (!r_render.integer)
return;
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;
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);
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);
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);
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)
qglColor4ub (255, 255, 255, 255);
CHECKGLERROR
}
+