thirtyflightsofloving/renderer/r_draw.c
Knightmare66 bdf3406328 Added cel shading.
Moved ARB warp distortion texture to glMedia struct.
2020-02-23 14:07:48 -05:00

810 lines
20 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// r_draw.c - 2D image drawing
#include "r_local.h"
image_t *draw_chars;
extern qboolean scrap_dirty;
void Scrap_Upload (void);
#define DEFAULT_FONT_SIZE 8.0f
void RefreshFont (void)
{
con_font->modified = false;
draw_chars = R_FindImage (va("fonts/%s.pcx", con_font->string), it_pic);
if (!draw_chars) // fall back on default font
draw_chars = R_FindImage ("fonts/default.pcx", it_pic);
if (!draw_chars) // fall back on old Q2 conchars
draw_chars = R_FindImage ("pics/conchars.pcx", it_pic);
if (!draw_chars) // prevent crash caused by missing font
VID_Error (ERR_FATAL, "RefreshFont: couldn't load pics/conchars");
GL_Bind( draw_chars->texnum );
}
/*
===============
R_DrawInitLocal
===============
*/
void R_DrawInitLocal (void)
{
image_t *R_DrawFindPic (char *name);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// load console characters (don't bilerp characters)
RefreshFont();
R_InitChars (); // init char indexes
}
/*
================
R_CharMapScale
================
*/
float R_CharMapScale (void)
{
return (draw_chars->width/128.0); //current width / original width
}
unsigned char_count;
/*
================
R_InitChars
================
*/
void R_InitChars (void)
{
char_count = 0;
}
/*
================
R_FlushChars
================
*/
void R_FlushChars (void)
{
if (rb_vertex == 0 || rb_index == 0) // nothing to flush
return;
GL_Disable (GL_ALPHA_TEST);
GL_TexEnv (GL_MODULATE);
GL_Enable (GL_BLEND);
GL_DepthMask (false);
GL_Bind(draw_chars->texnum);
RB_RenderMeshGeneric (false);
char_count = 0;
GL_DepthMask (true);
GL_Disable (GL_BLEND);
GL_TexEnv (GL_REPLACE);
GL_Enable (GL_ALPHA_TEST);
}
/*
================
R_DrawChar
Draws one variable sized graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void R_DrawChar (float x, float y, int num, float scale,
int red, int green, int blue, int alpha, qboolean italic, qboolean last)
{
int row, col, i;
float frow, fcol, size, cscale, italicAdd;
vec2_t texCoord[4], verts[4];
qboolean addChar = true;
num &= 255;
if (alpha > 255)
alpha = 255;
else if (alpha < 1)
alpha = 1;
if ((num & 127) == 32) // space
addChar = false;
if (y <= -(scale * DEFAULT_FONT_SIZE)) // totally off screen
addChar = false;
row = num >> 4;
col = num&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
cscale = scale * DEFAULT_FONT_SIZE;
italicAdd = (italic) ? (cscale*0.25) : 0;
if (addChar)
{
Vector2Set(texCoord[0], fcol, frow);
Vector2Set(texCoord[1], fcol + size, frow);
Vector2Set(texCoord[2], fcol + size, frow + size);
Vector2Set(texCoord[3], fcol, frow + size);
Vector2Set(verts[0], x+italicAdd, y);
Vector2Set(verts[1], x+cscale+italicAdd, y);
Vector2Set(verts[2], x+cscale-italicAdd, y+cscale);
Vector2Set(verts[3], x-italicAdd, y+cscale);
if (char_count == 0)
rb_vertex = rb_index = 0;
if (rb_vertex + 4 >= MAX_VERTICES || rb_index + 6 >= MAX_INDICES)
R_FlushChars ();
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], red*DIV255, green*DIV255, blue*DIV255, alpha*DIV255);
rb_vertex++;
}
char_count++;
}
if (last)
R_FlushChars ();
}
/*
=============
R_DrawFindPic
=============
*/
image_t *R_DrawFindPic (char *name)
{
image_t *gl;
char fullname[MAX_QPATH];
if (name[0] != '/' && name[0] != '\\')
{
Com_sprintf (fullname, sizeof(fullname), "pics/%s.pcx", name);
gl = R_FindImage (fullname, it_pic);
}
else
gl = R_FindImage (name+1, it_pic);
/* jitfix
if (!gl) // jit -- remove "can't find pic" spam
return glMedia.notexture;
else
end jitfix */
return gl;
}
/*
=============
R_DrawGetPicSize
=============
*/
void R_DrawGetPicSize (int *w, int *h, char *pic)
{
image_t *gl;
gl = R_DrawFindPic (pic);
if (!gl)
{
*w = *h = -1;
return;
}
// Factor in replace scale, so tga/jpg replacements are scaled down...
*w = (int)((float)gl->width * gl->replace_scale_w);
*h = (int)((float)gl->height * gl->replace_scale_h);
}
/*
=============
R_DrawStretchPic
=============
*/
void R_DrawStretchPic (int x, int y, int w, int h, char *pic, float alpha)
{
image_t *gl;
int i;
vec2_t texCoord[4], verts[4];
gl = R_DrawFindPic (pic);
if (!gl)
{
VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
return;
}
if (scrap_dirty)
Scrap_Upload ();
// Psychospaz's transparent console support
if (gl->has_alpha || alpha < 1.0)
{
GL_Disable (GL_ALPHA_TEST);
GL_TexEnv (GL_MODULATE);
GL_Enable (GL_BLEND);
GL_DepthMask (false);
}
GL_Bind (gl->texnum);
Vector2Set(texCoord[0], gl->sl, gl->tl);
Vector2Set(texCoord[1], gl->sh, gl->tl);
Vector2Set(texCoord[2], gl->sh, gl->th);
Vector2Set(texCoord[3], gl->sl, gl->th);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+w, y);
Vector2Set(verts[2], x+w, y+h);
Vector2Set(verts[3], x, y+h);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, alpha);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
// Psychospaz's transparent console support
if (gl->has_alpha || alpha < 1.0)
{
GL_DepthMask (true);
GL_TexEnv (GL_REPLACE);
GL_Disable (GL_BLEND);
GL_Enable (GL_ALPHA_TEST);
}
}
/*
=============
R_DrawScaledPic
Psychospaz's code for drawing stretched crosshairs
=============
*/
void R_DrawScaledPic (int x, int y, float scale, float alpha, char *pic)
{
float xoff, yoff;
float scale_x, scale_y;
image_t *gl;
int i;
vec2_t texCoord[4], verts[4];
gl = R_DrawFindPic (pic);
if (!gl) {
VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
return;
}
if (scrap_dirty)
Scrap_Upload ();
// add alpha support
if (gl->has_alpha || alpha < 1.0)
{
GL_Disable (GL_ALPHA_TEST);
GL_TexEnv (GL_MODULATE);
GL_Enable (GL_BLEND);
GL_DepthMask (false);
}
GL_Bind (gl->texnum);
scale_x = scale_y = scale;
scale_x *= gl->replace_scale_w; // scale down if replacing a pcx image
scale_y *= gl->replace_scale_h; // scale down if replacing a pcx image
Vector2Set(texCoord[0], gl->sl, gl->tl);
Vector2Set(texCoord[1], gl->sh, gl->tl);
Vector2Set(texCoord[2], gl->sh, gl->th);
Vector2Set(texCoord[3], gl->sl, gl->th);
xoff = gl->width*scale_x-gl->width;
yoff = gl->height*scale_y-gl->height;
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+gl->width+xoff, y);
Vector2Set(verts[2], x+gl->width+xoff, y+gl->height+yoff);
Vector2Set(verts[3], x, y+gl->height+yoff);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, alpha);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
if (gl->has_alpha || alpha < 1.0)
{
GL_DepthMask (true);
GL_TexEnv (GL_REPLACE);
GL_Disable (GL_BLEND);
GL_Enable (GL_ALPHA_TEST); // add alpha support
}
}
/*
=============
R_DrawPic
=============
*/
void R_DrawPic (int x, int y, char *pic)
{
image_t *gl;
int i;
vec2_t texCoord[4], verts[4];
gl = R_DrawFindPic (pic);
if (!gl) {
VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
return;
}
if (scrap_dirty)
Scrap_Upload ();
GL_Bind (gl->texnum);
Vector2Set(texCoord[0], gl->sl, gl->tl);
Vector2Set(texCoord[1], gl->sh, gl->tl);
Vector2Set(texCoord[2], gl->sh, gl->th);
Vector2Set(texCoord[3], gl->sl, gl->th);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+gl->width, y);
Vector2Set(verts[2], x+gl->width, y+gl->height);
Vector2Set(verts[3], x, y+gl->height);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, 1.0);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
}
/*
=============
R_DrawTileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R_DrawTileClear (int x, int y, int w, int h, char *pic)
{
image_t *image;
int i;
vec2_t texCoord[4], verts[4];
image = R_DrawFindPic (pic);
if (!image) {
VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
return;
}
GL_Bind (image->texnum);
/*
Vector2Set(texCoord[0], x/64.0, y/64.0);
Vector2Set(texCoord[1], (x+w)/64.0, y/64.0);
Vector2Set(texCoord[2], (x+w)/64.0, (y+h)/64.0);
Vector2Set(texCoord[3], x/64.0, (y+h)/64.0);
*/
Vector2Set(texCoord[0], (float)x/(float)image->width, (float)y/(float)image->height);
Vector2Set(texCoord[1], (float)(x+w)/(float)image->width, (float)y/(float)image->height);
Vector2Set(texCoord[2], (float)(x+w)/(float)image->width, (float)(y+h)/(float)image->height);
Vector2Set(texCoord[3], (float)x/(float)image->width, (float)(y+h)/(float)image->height);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+w, y);
Vector2Set(verts[2], x+w, y+h);
Vector2Set(verts[3], x, y+h);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, 1.0);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
}
/*
======================
R_DrawFill
Fills a box of pixels with a
24-bit color w/ alpha
===========================
*/
void R_DrawFill (int x, int y, int w, int h, int red, int green, int blue, int alpha)
{
int i;
vec2_t verts[4];
red = min(red, 255);
green = min(green, 255);
blue = min(blue, 255);
alpha = max(min(alpha, 255), 1);
// GL_DisableTexture (0);
GL_Disable (GL_ALPHA_TEST);
GL_TexEnv (GL_MODULATE);
GL_Enable (GL_BLEND);
GL_DepthMask (false);
GL_Bind (glMedia.whitetexture->texnum);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+w, y);
Vector2Set(verts[2], x+w, y+h);
Vector2Set(verts[3], x, y+h);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], red*DIV255, green*DIV255, blue*DIV255, alpha*DIV255);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
GL_DepthMask (true);
GL_Disable (GL_BLEND);
GL_TexEnv (GL_REPLACE);
GL_Enable (GL_ALPHA_TEST);
// GL_EnableTexture (0);
}
//=============================================================================
/*
=============
R_DrawCameraEffect
Video camera effect
=============
*/
void Mod_SetRenderParmsDefaults (renderparms_t *parms);
void R_DrawCameraEffect (void)
{
image_t *image[2];
int x, y, w, h, i, j;
float texparms[2][4];
vec2_t texCoord[4];
vec3_t verts[4];
renderparms_t cameraParms;
image[0] = R_DrawFindPic ("/gfx/2d/screenstatic.tga");
image[1] = R_DrawFindPic ("/gfx/2d/scanlines.tga");
if (!image[0] || !image[1])
return;
x = y = 0; w = vid.width; h = vid.height;
GL_Disable (GL_ALPHA_TEST);
GL_TexEnv (GL_MODULATE);
GL_Enable (GL_BLEND);
GL_BlendFunc (GL_DST_COLOR, GL_SRC_COLOR);
GL_DepthMask (false);
VectorSet(verts[0], x, y, 0);
VectorSet(verts[1], x+w, y, 0);
VectorSet(verts[2], x+w, y+h, 0);
VectorSet(verts[3], x, y+h, 0);
Vector4Set(texparms[0], 2, 2, -30, 10);
Vector4Set(texparms[1], 1, 10, 0, 0);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
rb_vertex = 4;
for (i=0; i<2; i++)
{
GL_Bind (image[i]->texnum);
Vector2Set(texCoord[0], x/image[i]->width, y/image[i]->height);
Vector2Set(texCoord[1], (x+w)/image[i]->width, y/image[i]->height);
Vector2Set(texCoord[2], (x+w)/image[i]->width, (y+h)/image[i]->height);
Vector2Set(texCoord[3], x/image[i]->width, (y+h)/image[i]->height);
Mod_SetRenderParmsDefaults (&cameraParms);
cameraParms.scale_x = texparms[i][0];
cameraParms.scale_y = texparms[i][1];
cameraParms.scroll_x = texparms[i][2];
cameraParms.scroll_y = texparms[i][3];
RB_ModifyTextureCoords (&texCoord[0][0], &verts[0][0], 4, &cameraParms);
for (j=0; j<4; j++) {
VA_SetElem2(texCoordArray[0][j], texCoord[j][0], texCoord[j][1]);
VA_SetElem3(vertexArray[j], verts[j][0], verts[j][1], verts[j][2]);
VA_SetElem4(colorArray[j], 1, 1, 1, 1);
}
RB_DrawArrays ();
}
rb_vertex = rb_index = 0;
GL_DepthMask (true);
GL_BlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
GL_Disable (GL_BLEND);
GL_TexEnv (GL_REPLACE);
GL_Enable (GL_ALPHA_TEST);
}
//=============================================================================
/*
=============
R_DrawStretchRaw
Cinematic streaming
=============
*/
#ifdef ROQ_SUPPORT
void R_DrawStretchRaw (int x, int y, int w, int h, const byte *raw, int rawWidth, int rawHeight) //qboolean noDraw)
{
int i, width = 1, height = 1;
vec2_t texCoord[4], verts[4];
// Make sure everything is flushed if needed
//if (!noDraw)
// RB_RenderMesh();
// Check the dimensions
if (!glConfig.arbTextureNonPowerOfTwo) // skip if nonstandard textures sizes are supported
{
while (width < rawWidth)
width <<= 1;
while (height < rawHeight)
height <<= 1;
if (rawWidth != width || rawHeight != height)
VID_Error(ERR_DROP, "R_DrawStretchRaw: size is not a power of two (%i x %i)", rawWidth, rawHeight);
if (rawWidth > glConfig.max_texsize || rawHeight > glConfig.max_texsize)
VID_Error(ERR_DROP, "R_DrawStretchRaw: size exceeds hardware limits (%i > %i or %i > %i)", rawWidth, glConfig.max_texsize, rawHeight, glConfig.max_texsize);
}
// Update the texture as appropriate
GL_Bind(glMedia.rawtexture->texnum);
if (rawWidth == glMedia.rawtexture->upload_width && rawHeight == glMedia.rawtexture->upload_height)
qglTexSubImage2D(GL_TEXTURE_2D, 0, 0, 0, rawWidth, rawHeight, GL_RGBA, GL_UNSIGNED_BYTE, raw);
else {
glMedia.rawtexture->upload_width = rawWidth;
glMedia.rawtexture->upload_height = rawHeight;
qglTexImage2D(GL_TEXTURE_2D, 0, gl_tex_solid_format, rawWidth, rawHeight, 0, GL_RGBA, GL_UNSIGNED_BYTE, raw);
}
//if (noDraw)
// return;
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
// Draw it
Vector2Set(texCoord[0], 0, 0);
Vector2Set(texCoord[1], 1, 0);
Vector2Set(texCoord[2], 1, 1);
Vector2Set(texCoord[3], 0, 1);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+w, y);
Vector2Set(verts[2], x+w, y+h);
Vector2Set(verts[3], x, y+h);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
}
#else // old 8-bit, 256x256 version
extern unsigned r_rawpalette[256];
void R_DrawStretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data)
{
unsigned image32[256*256];
unsigned char image8[256*256];
int i, j, trows;
int frac, fracstep, row;
float hscale, t;
vec2_t texCoord[4], verts[4];
byte *source;
// Nicolas' fix for stray pixels at bottom and top
memset(image32, 0, sizeof(image32));
GL_Bind (0);
if (rows<=256)
{
hscale = 1;
trows = rows;
}
else
{
hscale = rows/256.0;
trows = 256;
}
t = rows*hscale / 256;
if ( !qglColorTableEXT )
{
unsigned *dest;
for (i=0 ; i<trows ; i++)
{
row = (int)(i*hscale);
if (row > rows)
break;
source = data + cols*row;
dest = &image32[i*256];
fracstep = cols*0x10000/256;
frac = fracstep >> 1;
for (j=0 ; j<256 ; j++)
{
dest[j] = r_rawpalette[source[frac>>16]];
frac += fracstep;
}
}
qglTexImage2D (GL_TEXTURE_2D, 0, gl_tex_solid_format, 256, 256, 0, GL_RGBA, GL_UNSIGNED_BYTE, image32);
}
else
{
unsigned char *dest;
for (i=0 ; i<trows ; i++)
{
row = (int)(i*hscale);
if (row > rows)
break;
source = data + cols*row;
dest = &image8[i*256];
fracstep = cols*0x10000/256;
frac = fracstep >> 1;
for (j=0 ; j<256 ; j++)
{
dest[j] = source[frac>>16];
frac += fracstep;
}
}
qglTexImage2D( GL_TEXTURE_2D,
0,
GL_COLOR_INDEX8_EXT,
256, 256,
0,
GL_COLOR_INDEX,
GL_UNSIGNED_BYTE,
image8 );
}
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if ( (glConfig.renderer == GL_RENDERER_MCD) || (glConfig.renderer & GL_RENDERER_RENDITION) )
GL_Disable (GL_ALPHA_TEST);
// Draw it
Vector2Set(texCoord[0], 0, 0);
Vector2Set(texCoord[1], 1, 0);
Vector2Set(texCoord[2], 1, t);
Vector2Set(texCoord[3], 0, t);
Vector2Set(verts[0], x, y);
Vector2Set(verts[1], x+w, y);
Vector2Set(verts[2], x+w, y+h);
Vector2Set(verts[3], x, y+h);
rb_vertex = rb_index = 0;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+1;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+0;
indexArray[rb_index++] = rb_vertex+2;
indexArray[rb_index++] = rb_vertex+3;
for (i=0; i<4; i++) {
VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
VA_SetElem4(colorArray[rb_vertex], 1, 1, 1, 1);
rb_vertex++;
}
RB_RenderMeshGeneric (false);
if ( (glConfig.renderer == GL_RENDERER_MCD) || (glConfig.renderer & GL_RENDERER_RENDITION) )
GL_Enable (GL_ALPHA_TEST);
}
#endif // ROQ_SUPPORT