mirror of
https://github.com/blendogames/thirtyflightsofloving.git
synced 2024-11-15 00:41:21 +00:00
810 lines
20 KiB
C
810 lines
20 KiB
C
/*
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Copyright (C) 1997-2001 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// r_draw.c - 2D image drawing
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#include "r_local.h"
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image_t *draw_chars;
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extern qboolean scrap_dirty;
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void Scrap_Upload (void);
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#define DEFAULT_FONT_SIZE 8.0f
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void RefreshFont (void)
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{
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con_font->modified = false;
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draw_chars = R_FindImage (va("fonts/%s.pcx", con_font->string), it_pic);
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if (!draw_chars) // fall back on default font
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draw_chars = R_FindImage ("fonts/default.pcx", it_pic);
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if (!draw_chars) // fall back on old Q2 conchars
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draw_chars = R_FindImage ("pics/conchars.pcx", it_pic);
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if (!draw_chars) // prevent crash caused by missing font
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VID_Error (ERR_FATAL, "RefreshFont: couldn't load pics/conchars");
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GL_Bind( draw_chars->texnum );
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}
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/*
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===============
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R_DrawInitLocal
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===============
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*/
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void R_DrawInitLocal (void)
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{
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image_t *R_DrawFindPic (char *name);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// load console characters (don't bilerp characters)
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RefreshFont();
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R_InitChars (); // init char indexes
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}
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/*
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================
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R_CharMapScale
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================
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*/
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float R_CharMapScale (void)
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{
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return (draw_chars->width/128.0); //current width / original width
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}
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unsigned char_count;
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/*
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================
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R_InitChars
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================
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*/
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void R_InitChars (void)
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{
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char_count = 0;
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}
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/*
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================
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R_FlushChars
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================
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*/
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void R_FlushChars (void)
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{
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if (rb_vertex == 0 || rb_index == 0) // nothing to flush
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return;
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GL_Disable (GL_ALPHA_TEST);
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GL_TexEnv (GL_MODULATE);
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GL_Enable (GL_BLEND);
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GL_DepthMask (false);
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GL_Bind(draw_chars->texnum);
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RB_RenderMeshGeneric (false);
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char_count = 0;
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GL_DepthMask (true);
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GL_Disable (GL_BLEND);
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GL_TexEnv (GL_REPLACE);
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GL_Enable (GL_ALPHA_TEST);
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}
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/*
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================
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R_DrawChar
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Draws one variable sized graphics character with 0 being transparent.
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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================
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*/
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void R_DrawChar (float x, float y, int num, float scale,
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int red, int green, int blue, int alpha, qboolean italic, qboolean last)
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{
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int row, col, i;
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float frow, fcol, size, cscale, italicAdd;
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vec2_t texCoord[4], verts[4];
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qboolean addChar = true;
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num &= 255;
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if (alpha > 255)
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alpha = 255;
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else if (alpha < 1)
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alpha = 1;
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if ((num & 127) == 32) // space
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addChar = false;
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if (y <= -(scale * DEFAULT_FONT_SIZE)) // totally off screen
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addChar = false;
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row = num >> 4;
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col = num&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.0625;
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cscale = scale * DEFAULT_FONT_SIZE;
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italicAdd = (italic) ? (cscale*0.25) : 0;
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if (addChar)
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{
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Vector2Set(texCoord[0], fcol, frow);
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Vector2Set(texCoord[1], fcol + size, frow);
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Vector2Set(texCoord[2], fcol + size, frow + size);
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Vector2Set(texCoord[3], fcol, frow + size);
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Vector2Set(verts[0], x+italicAdd, y);
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Vector2Set(verts[1], x+cscale+italicAdd, y);
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Vector2Set(verts[2], x+cscale-italicAdd, y+cscale);
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Vector2Set(verts[3], x-italicAdd, y+cscale);
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if (char_count == 0)
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rb_vertex = rb_index = 0;
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if (rb_vertex + 4 >= MAX_VERTICES || rb_index + 6 >= MAX_INDICES)
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R_FlushChars ();
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
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VA_SetElem4(colorArray[rb_vertex], red*DIV255, green*DIV255, blue*DIV255, alpha*DIV255);
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rb_vertex++;
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}
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char_count++;
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}
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if (last)
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R_FlushChars ();
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}
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/*
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=============
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R_DrawFindPic
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=============
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*/
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image_t *R_DrawFindPic (char *name)
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{
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image_t *gl;
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char fullname[MAX_QPATH];
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if (name[0] != '/' && name[0] != '\\')
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{
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Com_sprintf (fullname, sizeof(fullname), "pics/%s.pcx", name);
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gl = R_FindImage (fullname, it_pic);
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}
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else
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gl = R_FindImage (name+1, it_pic);
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/* jitfix
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if (!gl) // jit -- remove "can't find pic" spam
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return glMedia.notexture;
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else
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end jitfix */
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return gl;
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}
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/*
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=============
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R_DrawGetPicSize
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=============
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*/
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void R_DrawGetPicSize (int *w, int *h, char *pic)
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{
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image_t *gl;
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gl = R_DrawFindPic (pic);
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if (!gl)
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{
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*w = *h = -1;
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return;
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}
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// Factor in replace scale, so tga/jpg replacements are scaled down...
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*w = (int)((float)gl->width * gl->replace_scale_w);
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*h = (int)((float)gl->height * gl->replace_scale_w);
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}
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/*
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=============
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R_DrawStretchPic
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=============
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*/
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void R_DrawStretchPic (int x, int y, int w, int h, char *pic, float alpha)
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{
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image_t *gl;
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int i;
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vec2_t texCoord[4], verts[4];
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gl = R_DrawFindPic (pic);
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if (!gl)
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{
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VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
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return;
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}
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if (scrap_dirty)
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Scrap_Upload ();
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// Psychospaz's transparent console support
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if (gl->has_alpha || alpha < 1.0)
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{
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GL_Disable (GL_ALPHA_TEST);
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GL_TexEnv (GL_MODULATE);
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GL_Enable (GL_BLEND);
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GL_DepthMask (false);
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}
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GL_Bind (gl->texnum);
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Vector2Set(texCoord[0], gl->sl, gl->tl);
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Vector2Set(texCoord[1], gl->sh, gl->tl);
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Vector2Set(texCoord[2], gl->sh, gl->th);
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Vector2Set(texCoord[3], gl->sl, gl->th);
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Vector2Set(verts[0], x, y);
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Vector2Set(verts[1], x+w, y);
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Vector2Set(verts[2], x+w, y+h);
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Vector2Set(verts[3], x, y+h);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
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VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, alpha);
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rb_vertex++;
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}
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RB_RenderMeshGeneric (false);
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// Psychospaz's transparent console support
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if (gl->has_alpha || alpha < 1.0)
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{
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GL_DepthMask (true);
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GL_TexEnv (GL_REPLACE);
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GL_Disable (GL_BLEND);
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GL_Enable (GL_ALPHA_TEST);
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}
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}
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/*
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=============
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R_DrawScaledPic
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Psychospaz's code for drawing stretched crosshairs
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=============
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*/
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void R_DrawScaledPic (int x, int y, float scale, float alpha, char *pic)
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{
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float xoff, yoff;
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float scale_x, scale_y;
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image_t *gl;
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int i;
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vec2_t texCoord[4], verts[4];
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gl = R_DrawFindPic (pic);
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if (!gl) {
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VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
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return;
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}
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if (scrap_dirty)
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Scrap_Upload ();
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// add alpha support
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if (gl->has_alpha || alpha < 1.0)
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{
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GL_Disable (GL_ALPHA_TEST);
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GL_TexEnv (GL_MODULATE);
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GL_Enable (GL_BLEND);
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GL_DepthMask (false);
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}
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GL_Bind (gl->texnum);
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scale_x = scale_y = scale;
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scale_x *= gl->replace_scale_w; // scale down if replacing a pcx image
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scale_y *= gl->replace_scale_h; // scale down if replacing a pcx image
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Vector2Set(texCoord[0], gl->sl, gl->tl);
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Vector2Set(texCoord[1], gl->sh, gl->tl);
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Vector2Set(texCoord[2], gl->sh, gl->th);
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Vector2Set(texCoord[3], gl->sl, gl->th);
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xoff = gl->width*scale_x-gl->width;
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yoff = gl->height*scale_y-gl->height;
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Vector2Set(verts[0], x, y);
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Vector2Set(verts[1], x+gl->width+xoff, y);
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Vector2Set(verts[2], x+gl->width+xoff, y+gl->height+yoff);
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Vector2Set(verts[3], x, y+gl->height+yoff);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
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VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, alpha);
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rb_vertex++;
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}
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RB_RenderMeshGeneric (false);
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if (gl->has_alpha || alpha < 1.0)
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{
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GL_DepthMask (true);
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GL_TexEnv (GL_REPLACE);
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GL_Disable (GL_BLEND);
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GL_Enable (GL_ALPHA_TEST); // add alpha support
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}
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}
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/*
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=============
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R_DrawPic
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=============
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*/
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void R_DrawPic (int x, int y, char *pic)
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{
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image_t *gl;
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int i;
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vec2_t texCoord[4], verts[4];
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gl = R_DrawFindPic (pic);
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if (!gl) {
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VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
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return;
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}
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if (scrap_dirty)
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Scrap_Upload ();
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GL_Bind (gl->texnum);
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Vector2Set(texCoord[0], gl->sl, gl->tl);
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Vector2Set(texCoord[1], gl->sh, gl->tl);
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Vector2Set(texCoord[2], gl->sh, gl->th);
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Vector2Set(texCoord[3], gl->sl, gl->th);
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Vector2Set(verts[0], x, y);
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Vector2Set(verts[1], x+gl->width, y);
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Vector2Set(verts[2], x+gl->width, y+gl->height);
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Vector2Set(verts[3], x, y+gl->height);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
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VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, 1.0);
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rb_vertex++;
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}
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RB_RenderMeshGeneric (false);
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}
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/*
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=============
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R_DrawTileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void R_DrawTileClear (int x, int y, int w, int h, char *pic)
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{
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image_t *image;
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int i;
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vec2_t texCoord[4], verts[4];
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image = R_DrawFindPic (pic);
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if (!image) {
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VID_Printf (PRINT_ALL, "Can't find pic: %s\n", pic);
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return;
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}
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GL_Bind (image->texnum);
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/*
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Vector2Set(texCoord[0], x/64.0, y/64.0);
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Vector2Set(texCoord[1], (x+w)/64.0, y/64.0);
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Vector2Set(texCoord[2], (x+w)/64.0, (y+h)/64.0);
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Vector2Set(texCoord[3], x/64.0, (y+h)/64.0);
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*/
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Vector2Set(texCoord[0], (float)x/(float)image->width, (float)y/(float)image->height);
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Vector2Set(texCoord[1], (float)(x+w)/(float)image->width, (float)y/(float)image->height);
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Vector2Set(texCoord[2], (float)(x+w)/(float)image->width, (float)(y+h)/(float)image->height);
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Vector2Set(texCoord[3], (float)x/(float)image->width, (float)(y+h)/(float)image->height);
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Vector2Set(verts[0], x, y);
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Vector2Set(verts[1], x+w, y);
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Vector2Set(verts[2], x+w, y+h);
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Vector2Set(verts[3], x, y+h);
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rb_vertex = rb_index = 0;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+1;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+0;
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indexArray[rb_index++] = rb_vertex+2;
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indexArray[rb_index++] = rb_vertex+3;
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for (i=0; i<4; i++) {
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VA_SetElem2(texCoordArray[0][rb_vertex], texCoord[i][0], texCoord[i][1]);
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VA_SetElem3(vertexArray[rb_vertex], verts[i][0], verts[i][1], 0);
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VA_SetElem4(colorArray[rb_vertex], 1.0, 1.0, 1.0, 1.0);
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rb_vertex++;
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}
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RB_RenderMeshGeneric (false);
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}
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/*
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======================
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R_DrawFill
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Fills a box of pixels with a
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24-bit color w/ alpha
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===========================
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*/
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void R_DrawFill (int x, int y, int w, int h, int red, int green, int blue, int alpha)
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{
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int i;
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vec2_t verts[4];
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red = min(red, 255);
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green = min(green, 255);
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blue = min(blue, 255);
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alpha = max(min(alpha, 255), 1);
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// GL_DisableTexture (0);
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GL_Disable (GL_ALPHA_TEST);
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GL_TexEnv (GL_MODULATE);
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GL_Enable (GL_BLEND);
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GL_DepthMask (false);
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GL_Bind (glMedia.whitetexture->texnum);
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Vector2Set(verts[0], x, y);
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Vector2Set(verts[1], x+w, y);
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Vector2Set(verts[2], x+w, y+h);
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Vector2Set(verts[3], x, y+h);
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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
|