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fteqw/engine/client/r_2d.c

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#include "quakedef.h"
#ifndef SERVERONLY
#include "shader.h"
#include "gl_draw.h"
#define WIN32_BLOATED
#include "glquake.h"
qboolean r2d_canhwgamma; //says the video code has successfully activated hardware gamma
texid_t missing_texture;
texid_t missing_texture_gloss;
texid_t missing_texture_normal;
texid_t translate_texture;
shader_t *translate_shader;
texid_t ch_int_texture;
vec3_t ch_color;
shader_t *shader_crosshair;
static mpic_t *conback;
static mpic_t *draw_backtile;
shader_t *shader_draw_fill, *shader_draw_fill_trans;
mpic_t *draw_disc;
shader_t *shader_contrastup;
shader_t *shader_contrastdown;
shader_t *shader_brightness;
shader_t *shader_gammacb;
shader_t *shader_polyblend;
shader_t *shader_menutint;
#define DRAW_QUADS 128
static int draw_active_flags;
static shader_t *draw_active_shader;
static avec4_t draw_active_colour;
static mesh_t draw_mesh;
static vecV_t draw_mesh_xyz[DRAW_QUADS];
vec2_t draw_mesh_st[DRAW_QUADS];
static avec4_t draw_mesh_colors[DRAW_QUADS];
index_t r_quad_indexes[DRAW_QUADS*6];
unsigned int r2d_be_flags;
struct
{
lmalloc_t allocation;
qboolean dirty;
uploadfmt_t fmt;
int lastid;
unsigned int *data;
shader_t *shader;
texid_t tex;
apic_t *pics;
} atlas;
extern cvar_t scr_conalpha;
extern cvar_t gl_conback;
extern cvar_t gl_font, con_textfont;
extern cvar_t r_font_postprocess_outline, r_font_postprocess_mono;
extern cvar_t gl_screenangle;
extern cvar_t vid_minsize;
extern cvar_t vid_conautoscale;
extern cvar_t vid_baseheight;
extern cvar_t vid_conheight;
extern cvar_t vid_conwidth;
extern cvar_t con_textsize;
static void QDECL R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue);
extern cvar_t crosshair;
extern cvar_t crosshaircolor;
extern cvar_t crosshairsize;
extern cvar_t crosshairimage;
extern cvar_t crosshairalpha;
static void QDECL R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue);
static void QDECL R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue);
void (*R2D_Flush)(void);
//We need this for minor things though, so we'll just use the slow accurate method.
//this is unlikly to be called too often.
qbyte GetPaletteIndex(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
qbyte GetPaletteIndexNoFB(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256 - vid.fullbright; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
qbyte GetPaletteIndexRange(int first, int stop, int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = first; i < stop; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
void R2D_Shutdown(void)
{
Cvar_Unhook(&con_textfont);
Cvar_Unhook(&gl_font);
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
Cvar_Unhook(&r_font_postprocess_outline);
Cvar_Unhook(&r_font_postprocess_mono);
Cvar_Unhook(&vid_conautoscale);
Cvar_Unhook(&gl_screenangle);
Cvar_Unhook(&vid_conheight);
Cvar_Unhook(&vid_conwidth);
Cvar_Unhook(&vid_baseheight);
Cvar_Unhook(&vid_minsize);
Cvar_Unhook(&crosshair);
Cvar_Unhook(&crosshairimage);
Cvar_Unhook(&crosshaircolor);
BZ_Free(cl_stris);
cl_stris = NULL;
BZ_Free(cl_strisvertv);
cl_strisvertv = NULL;
BZ_Free(cl_strisvertc);
cl_strisvertc = NULL;
BZ_Free(cl_strisvertt);
cl_strisvertt = NULL;
BZ_Free(cl_strisidx);
cl_strisidx = NULL;
cl_numstrisidx = 0;
cl_maxstrisidx = 0;
cl_numstrisvert = 0;
cl_maxstrisvert = 0;
cl_numstris = 0;
cl_maxstris = 0;
Con_FlushBackgrounds();
if (font_console == font_default)
font_console = NULL;
if (font_console)
Font_Free(font_console);
font_console = NULL;
if (font_default)
Font_Free(font_default);
font_default = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
#ifndef NOBUILTINMENUS
M_ReloadMenus();
#endif
#if defined(MENU_DAT) || defined(CSQC_DAT)
PR_ReloadFonts(false);
#endif
while(atlas.pics)
{
apic_t *a = atlas.pics;
atlas.pics = a->next;
Z_Free(a);
}
Z_Free(atlas.data);
memset(&atlas, 0, sizeof(atlas));
}
/*
Iniitalise the 2d rendering functions (including font).
Image loading code must be ready for use at this point.
*/
void R2D_Init(void)
{
unsigned int nonorm[4*4];
unsigned int nogloss[4*4];
int i, j;
unsigned int glossval;
unsigned int normval;
extern cvar_t gl_specular_fallback, gl_specular_fallbackexp, gl_texturemode;
conback = NULL;
Cvar_ForceCallback(&gl_texturemode);
draw_mesh.istrifan = true;
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
draw_mesh.xyz_array = draw_mesh_xyz;
draw_mesh.st_array = draw_mesh_st;
draw_mesh.colors4f_array[0] = draw_mesh_colors;
draw_mesh.indexes = r_quad_indexes;
for (i = 0, j = 0; i < countof(r_quad_indexes); i += 6, j += 4)
{
r_quad_indexes[i+0] = j+0;
r_quad_indexes[i+1] = j+1;
r_quad_indexes[i+2] = j+2;
r_quad_indexes[i+3] = j+2;
r_quad_indexes[i+4] = j+3;
r_quad_indexes[i+5] = j+0;
}
if (strchr(gl_specular_fallback.string, ' '))
{
glossval = bound(0, (int)(gl_specular_fallback.vec4[0]*255), 255)<<0;
glossval |= bound(0, (int)(gl_specular_fallback.vec4[1]*255), 255)<<8;
glossval |= bound(0, (int)(gl_specular_fallback.vec4[2]*255), 255)<<16;
}
else
{
glossval = min(gl_specular_fallback.value*255, 255);
glossval *= 0x10101;
}
glossval |= 0x01000000 * bound(0, (int)(gl_specular_fallbackexp.value*255), 255);
glossval = LittleLong(glossval);
normval = 0xffff8080;
normval = LittleLong(normval);
for (i = 0; i < 4*4; i++)
{
nogloss[i] = glossval;
nonorm[i] = normval;
}
missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)(r_notexture_mip+1), IF_NOALPHA|IF_NOGAMMA|IF_NOPURGE, 0);
missing_texture_gloss = R_LoadTexture("no_texture_gloss", 4, 4, TF_RGBA32, (unsigned char*)nogloss, IF_NOGAMMA|IF_NOPURGE);
missing_texture_normal = R_LoadTexture("no_texture_normal", 4, 4, TF_RGBA32, (unsigned char*)nonorm, IF_NOGAMMA|IF_NOPURGE);
translate_texture = r_nulltex;
ch_int_texture = r_nulltex;
Shader_Init();
BE_Init();
Font_Init();
draw_backtile = R_RegisterShader("gfx/backtile.lmp", SUF_NONE,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"affine\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n");
TEXDOWAIT(draw_backtile->defaulttextures->base);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
if (!TEXLOADED(draw_backtile->defaulttextures->base))
draw_backtile->defaulttextures->base = R_LoadHiResTexture("pics/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
shader_draw_fill = R_RegisterShader("fill_opaque", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen exactvertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
shader_draw_fill_trans = R_RegisterShader("fill_trans", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n");
shader_contrastup = R_RegisterShader("contrastupshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n"
);
shader_contrastdown = R_RegisterShader("contrastdownshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen vertex\n"
"alphagen vertex\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n"
);
shader_brightness = R_RegisterShader("brightnessshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n"
);
shader_gammacb = R_RegisterShader("gammacbshader", SUF_NONE,
"{\n"
"program defaultgammacb\n"
"affine\n"
"{\n"
"map $currentrender\n"
"nodepthtest\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n"
);
shader_polyblend = R_RegisterShader("polyblendshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"rgbgen vertex\n"
"alphagen vertex\n"
openxr plugin: tweaked - inputs should be working properly now, and are visible to csqc. subject to further breaking changes, however. _pext_vrinputs: added cvar to enable vr inputs protocol extension allowing vr inputs to be networked to ssqc too. defaults to 0 for now, will be renamed when deemed final. updates menu: the prompt to enable sources is now more explicit instead of expecting the user to have a clue. updates menu: added a v3 sources format, which should be more maintainable. not final. updates menu: try to give reasons why sources might be failing (to help blame ISPs if they try fucking over TTH dns again). presets menu: no longer closes the instant a preset is chosen. some presets have a couple of modifiers listed. force the demo loop in the background to serve as a preview. prompts menus: now does word wrapping. ftemaster: support importing server lists from other master servers (requested by Eukara). server: try to detect when non-reply inbound packets are blocked by firewalls/nats/etc (using ftemaster to do so). qcvm: added pointcontentsmask builtin, allowing it to probe more than just world, with fte's full contentbit range instead of just q1 legacy. qcvm: memfill8 builtin now works on createbuffer() pointers. qcvm: add missing unsigned ops. Fixed double comparison ops. fixed bug with op_store_i64. added missing OP_LOADP_I64 qcc: added '#pragma framerate RATE' for overriding implicit nextthink durations. qcc: fixed '#pragma DONT_COMPILE_THIS_FILE' to not screw up comments. qcc: added __GITURL__ __GITHASH__ __GITDATE__ __GITDATETIME__ __GITDESC__ for any mods that might want to make use of that. qcc: fix up -Fhashonly a little setrenderer: support for vulkan gpu enumeration. rulesets: reworked to support custom rulesets (using hashes to catch haxxors, though still nothing prevents just changing the client to ignore rulesets) bspx: use our BIH code for the bspx BRUSHLIST lump instead of the older less efficient code. (static)iqm+obj: these model formats can now be used for the worldmodel (with a suitable .ent file). Also using BIH for much better collision performance. pmove: tried to optimise PM_NudgePosition, should boost fps in stress tests. wayland: fix a crash on startup. mousegrabs now works better. imagetool: uses sdl for previews. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5813 fc73d0e0-1445-4013-8a0c-d673dee63da5
2021-04-14 05:21:04 +00:00
"maskalpha\n"
"}\n"
"}\n"
);
shader_menutint = R_RegisterShader("menutint", SUF_NONE,
"{\n"
"affine\n"
#ifdef FTE_TARGET_WEB
//currentrender is problematic here, so avoid using it.
"program default2d\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen srgb $r_menutint\n"
"}\n"
#else
"if gl_menutint_shader != 0\n"
"program menutint\n"
"endif\n"
"if $haveprogram\n"
"{\n"
"map $currentrender\n"
"}\n"
"else\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen srgb $r_menutint\n"
"}\n"
"endif\n"
#endif
"}\n"
);
shader_crosshair = R_RegisterShader("crosshairshader", SUF_NONE,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"affine\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
Cvar_Hook(&con_textfont, R2D_Font_Callback);
Cvar_Hook(&gl_font, R2D_Font_Callback);
Too many changes, sorry. Change revision displays, use the SVN commit date instead of using __DATE__ (when there's no local changes). This should allow reproducible builds. Added s_al_disable cvar, to block openal and all the various problems people have had with it, without having to name an explicit fallback (which would vary by system). Add mastervolume cvar (for ss). Add r_shadows 2 (aka fake shadows - for ss). Add scr_loadingscreen_aspect -1 setting, to disable levelshots entirely, also disables the progress bar (for ss). Better support for some effectinfo hacks (for ss). Added dpcompat_nocsqcwarnings (because of lazy+buggy mods like ss). Rework the dpcsqc versions of project+unproject builtins for better compat (for ss). Added dpcompat_csqcinputeventtypes to block unexpected csqc input events (for ss). Better compat with DP's loadfont console command (for ss). Added dpcompat_smallerfonts cvar to replicate a DP bug (for ss). Detect dp's m_draw extension, to work around it (for ss). Cvar dpcompat_ignoremodificationtimes added. A value of 0 favour the most recently modified file, 1 will use DP-like alphabetically sorted preferences (for ss). loadfont builtin can now accept outline=1 in the sizes arg for slightly more readable fonts. Fix bbox calcs for rotated entities, fix needed for r_ignorenetpvs 0. Hackily parse emoji.json to provide :poop: etc suggestions. Skip prediction entirely when there's no local entity info. This fixes stair-smoothing in xonotic. screenshot_cubemap will now capture half-float images when saving to ktx or dds files. Fix support for xcf files larger than 4gb, mostly to avoid compiler warnings. Fixed size of gfx/loading.lmp when replacement textures are used. Added mipmap support for rg8 and l8a8 textures. r_hdr_framebuffer cvar updated to support format names instead of random negative numbers. Description updated to name some interesting ones. Perform autoupdate _checks_ ONLY with explicit user confirmation (actual updating already needed user confirmation, but this extra step should reduce the chances of us getting wrongly accused of exfiltrating user data if we're run in a sandbox - we ONLY ever included the updating engine's version in the checks, though there's nothing we can do to avoid sending the user's router's IP). Removed the 'summon satan all over your harddrive' quit message, in case paranoid security researchers are idiots and don't bother doing actual research. Removed the triptohell.info and fte.triptohell.info certificates, they really need to stop being self-signed. The updates domain is still self-signed for autoupdates. Video drivers are now able to report supported video resolutions, visible to menuqc. Currently only works with SDL2 builds. Added setmousepos builtin. Should work with glx+win32 build. VF_SKYROOM_CAMERA can now accept an extra two args, setviewprop(VF_SKYROOM_CAMERA, org, axis, degrees). Removed v_skyroom_origin+v_skyroom_orientation cvars in favour just v_skyroom, which should make it behave more like the 'fog' command (used when csqc isn't overriding). Added R_EndPolygonRibbon builtin to make it faster+easier to generate textured ribbon/cable/etc wide lines (for TW). sdl: Fix up sys_sdl.c's file enumeration to support wildcards in directories. edit command now displays end1.bin/end2.bin correctly, because we can. Finally add support for f_modified - though ruleset_allow_larger_models and ruleset_allow_overlong_sounds generally make it redundant. Fix threading race condition in sha1 lookups. Updated f_ruleset to include the same extra flags reported by ezquake. A mod's default.fmf file can now contain an eg 'mainconfig config.cfg' line (to explicitly set the main config saved with cfg_save_auto 1 etc). fmf: basegame steam:GameName/GameDir can be used to try to load a mod directory from an installed steam game. The resulting gamedir will be read-only. HOMEDIR CHANGE: use homedirs only if the basedir cannot be written or a homedir already exists, which should further reduce the probability of microsoft randomly uploading our data to their cloud (but mostly because its annoying to never know where your data is written). Fixed buf_cvarlist, should work in xonotic now, and without segfaults. Added an extra arg to URI_Get_Callback calls - the response size, also changed the tempstring to contain all bytes of the response, you need to be careful about nulls though. Try to work around nvidia's forced-panning bug on x11 when changing video modes. This might screw with other programs. sdl: support custom icons. sdl: support choosing a specific display. Added some documentation to menuqc builtins. menusys: use outlines for slightly more readable fonts. menusys: switch vid_width and vid_height combos into a single video mode combo to set both according to reported video modes. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5581 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-11-20 03:09:50 +00:00
Cvar_Hook(&r_font_postprocess_outline, R2D_Font_Callback);
Cvar_Hook(&r_font_postprocess_mono, R2D_Font_Callback);
Cvar_Hook(&vid_conautoscale, R2D_Conautoscale_Callback);
Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback);
Cvar_Hook(&vid_conheight, R2D_Conheight_Callback);
Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback);
Cvar_Hook(&vid_baseheight, R2D_Conautoscale_Callback);
Cvar_Hook(&vid_minsize, R2D_Conautoscale_Callback);
Cvar_Hook(&crosshair, R2D_Crosshair_Callback);
Cvar_Hook(&crosshairimage, R2D_CrosshairImage_Callback);
Cvar_Hook(&crosshaircolor, R2D_CrosshairColor_Callback);
Cvar_ForceCallback(&gl_conback);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&gl_font);
Cvar_ForceCallback(&crosshair);
Cvar_ForceCallback(&crosshaircolor);
R2D_Font_Changed();
R_NetgraphInit();
atlas.lastid = -1;
atlas.shader = NULL;
atlas.data = NULL;
atlas.dirty = false;
Mod_LightmapAllocInit(&atlas.allocation, false, min(512, sh_config.texture2d_maxsize), min(512, sh_config.texture2d_maxsize), 0);
}
mpic_t *R2D_SafeCachePic (const char *path)
{
shader_t *s;
if (!qrenderer)
return NULL;
s = R_RegisterPic(path, NULL);
return s;
}
mpic_t *R2D_SafePicFromWad (const char *name)
{
shader_t *s;
if (!qrenderer)
return NULL;
s = R_RegisterCustom (NULL, va("gfx/%s", name), SUF_2D, Shader_Default2D, "wad");
return s;
}
apic_t *R2D_LoadAtlasedPic(const char *name)
{
apic_t *apic = Z_Malloc(sizeof(*apic));
qpic_t *qp;
int x,y;
qbyte *indata = NULL;
int atlasid;
if (!gl_load24bit.ival)
{
size_t lumpsize;
qbyte lumptype;
qp = W_GetLumpName(name, &lumpsize, &lumptype);
if (qp && lumptype == TYP_QPIC && lumpsize == 8+qp->width*qp->height)
{
apic->width = qp->width;
apic->height = qp->height;
indata = qp->data;
}
}
if (!indata || apic->width > atlas.allocation.width || apic->height > atlas.allocation.height)
atlasid = -1; //can happen on voodoo cards
else
Mod_LightmapAllocBlock(&atlas.allocation, apic->width+2, apic->height+2, &apic->x, &apic->y, &atlasid);
if (atlasid >= 0)
{
unsigned int *out;
apic->x += 1;
apic->y += 1;
//FIXME: extend the atlas height instead, and keep going with a single atlas?
if (atlasid != atlas.lastid)
{
atlas.lastid = atlasid;
if (atlas.dirty)
Image_Upload(atlas.tex, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, 1, IF_NOMIPMAP);
atlas.tex = r_nulltex;
atlas.fmt = sh_config.texfmt[PTI_BGRA8]?PTI_BGRA8:PTI_RGBA8;
atlas.shader = NULL;
atlas.dirty = false;
if (atlas.data) //clear atlas data instead of reallocating it.
memset(atlas.data, 0, sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
}
if (!atlas.tex)
atlas.tex = Image_CreateTexture(va("fte_atlas%i", atlasid), NULL, IF_NOMIPMAP|IF_NOMIPMAP);
if (!atlas.shader)
{
atlas.shader = R_RegisterShader(va("fte_atlas%i", atlasid), SUF_NONE,
"{\n"
"affine\n"
"program default2d\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"}\n"
);
atlas.shader->defaulttextures->base = atlas.tex;
}
if (!atlas.data)
atlas.data = Z_Malloc(sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
out = atlas.data;
out += apic->x;
out += apic->y * atlas.allocation.width;
apic->atlas = atlas.shader;
if (atlas.fmt == PTI_BGRA8)
{
//pad above. extra casts because 64bit msvc is RETARDED.
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
for (y = 0; y < apic->height; y++)
{
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
indata += x;
out += atlas.allocation.width;
}
//pad below
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
}
else
{
//pad above. extra casts because 64bit msvc is RETARDED.
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
for (y = 0; y < apic->height; y++)
{
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
indata += x;
out += atlas.allocation.width;
}
//pad below
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
}
//pinch inwards, for linear sampling
apic->sl = (apic->x+0.5)/(float)atlas.allocation.width;
apic->sh = (apic->width-1.0)/(float)atlas.allocation.width;
apic->tl = (apic->y+0.5)/(float)atlas.allocation.height;
apic->th = (apic->height-1.0)/(float)atlas.allocation.height;
atlas.dirty = true;
apic->next = atlas.pics;
atlas.pics = apic;
}
else if (1)
{
apic->atlas = R_RegisterPic(va("gfx/%s", name), "wad");
apic->sl = 0;
apic->sh = 1;
apic->tl = 0;
apic->th = 1;
apic->next = atlas.pics;
atlas.pics = apic;
}
else
{
Z_Free(apic);
return NULL;
}
return apic;
}
void R2D_ImageColours(float r, float g, float b, float a)
{
draw_active_colour[0] = r;
draw_active_colour[1] = g;
draw_active_colour[2] = b;
draw_active_colour[3] = a;
Font_InvalidateColour(draw_active_colour);
}
void R2D_ImagePaletteColour(unsigned int i, float a)
{
draw_active_colour[0] = SRGBf(host_basepal[i*3+0]/255.0);
draw_active_colour[1] = SRGBf(host_basepal[i*3+1]/255.0);
draw_active_colour[2] = SRGBf(host_basepal[i*3+2]/255.0);
draw_active_colour[3] = a;
Font_InvalidateColour(draw_active_colour);
}
//awkward and weird to use
void R2D_ImageAtlas(float x, float y, float w, float h, float s1, float t1, float s2, float t2, apic_t *pic)
{
float newsl, newsh, newtl, newth;
if (!pic)
return;
if (atlas.dirty)
{
Image_Upload(atlas.tex, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, 1, IF_NOMIPMAP);
atlas.dirty = false;
}
newsl = pic->sl + s1 * pic->sh;
newsh = newsl + (s2-s1) * pic->sh;
newtl = pic->tl + t1 * pic->th;
newth = newtl + (t2-t1) * pic->th;
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, pic->atlas);
}
void R2D_ImageFlush(void)
{
BE_DrawMesh_Single(draw_active_shader, &draw_mesh, NULL, draw_active_flags);
R2D_Flush = NULL;
draw_active_shader = NULL;
}
//awkward and weird to use
void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
{
int i;
if (!pic)
return;
//don't draw pics if they have an image which is still loading.
for (i = 0; i < pic->numpasses; i++)
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
{
if (R2D_Flush)
R2D_Flush();
draw_active_shader = pic;
draw_active_flags = r2d_be_flags;
R2D_Flush = R2D_ImageFlush;
draw_mesh.numindexes = 0;
draw_mesh.numvertexes = 0;
}
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+0], s1, t1);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+1], s2, t1);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+2], s2, t2);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+3], s1, t2);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
draw_mesh.numvertexes += 4;
draw_mesh.numindexes += 6;
}
void R2D_Image2dQuad(vec2_t const*points, vec2_t const*texcoords, vec4_t const*rgba, mpic_t *pic)
{
int i;
if (!pic)
return;
//don't draw pics if they have an image which is still loading.
for (i = 0; i < pic->numpasses; i++)
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
{
if (R2D_Flush)
R2D_Flush();
draw_active_shader = pic;
draw_active_flags = r2d_be_flags;
R2D_Flush = R2D_ImageFlush;
draw_mesh.numindexes = 0;
draw_mesh.numvertexes = 0;
}
for (i = 0; i < 4; i++)
{
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
Vector2Copy(points[i], draw_mesh_xyz[draw_mesh.numvertexes+i]);
Vector2Copy(texcoords[i], draw_mesh_st[draw_mesh.numvertexes+i]);
if (rgba)
Vector4Copy(rgba[i], draw_mesh_colors[draw_mesh.numvertexes+i]);
else
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+i]);
}
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
draw_mesh.numvertexes += 4;
draw_mesh.numindexes += 6;
}
/*draws a block of the current colour on the screen*/
void R2D_FillBlock(float x, float y, float w, float h)
{
mpic_t *pic;
if (draw_active_colour[3] != 1)
pic = shader_draw_fill_trans;
else
pic = shader_draw_fill;
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
{
if (R2D_Flush)
R2D_Flush();
draw_active_shader = pic;
draw_active_flags = r2d_be_flags;
R2D_Flush = R2D_ImageFlush;
draw_mesh.numindexes = 0;
draw_mesh.numvertexes = 0;
}
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
draw_mesh.numvertexes += 4;
draw_mesh.numindexes += 6;
}
void R2D_Line(float x1, float y1, float x2, float y2, shader_t *shader)
{
if (R2D_Flush)
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
{
R2D_Flush();
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
R2D_Flush = NULL;
}
VectorSet(draw_mesh_xyz[0], x1, y1, 0);
Vector2Set(draw_mesh_st[0], 0, 0);
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
Vector4Copy(draw_active_colour, draw_mesh_colors[0]);
VectorSet(draw_mesh_xyz[1], x2, y2, 0);
Vector2Set(draw_mesh_st[1], 1, 0);
dpp7: Treat 'dropped' c2s packets as choked when using dpp7 protocols. This is because the protocol provides no way to disambiguate, and I don't like false reports of packetloss (only reliables loss can be detected, and that's not frequent enough to be meaningful). Pings can still be determined with dpp7, for those few packets which are acked. package manager: reworked to enable/disable plugins when downloaded, which can also be present-but-disabled. package manager: display a confirmation prompt before applying changes. do not allow other changes to be made while applying. prompt may be skipped with 'pkg apply' in dedicated servers. sv: downloads are no longer forced to lower case. sv: added sv_demoAutoCompress cvar. set to 1 to directly record to *.mvd.gz cl: properly support directly playing .mvd.gz files menus: reworked to separate mouse and keyboard focus. mouse focus becomes keyboard focus only on mouse clicks. tooltips follow mouse cursors. menus: cleaned up menu heirachy a little. now simpler. server browser: changed 'hide *' filters to 'show *' instead. I felt it was more logical. deluxmapping: changed to disabled, load, generate, like r_loadlit is. render targets api now supports negative formats to mean nearest filtering, where filtering is part of texture state. drawrotpic fixed, now batches and interacts with drawpic correctly. drawline fixed, no interacts with draw* correctly, but still does not batch. fixed saving games. provide proper userinfo to nq clients, where supported. qcc: catch string table overflows safely, giving errors instead of crashes. switch to 32bit statements if some over-sized function requires it. qtv: some bigcoords support tweaks git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5073 fc73d0e0-1445-4013-8a0c-d673dee63da5
2017-03-21 05:27:07 +00:00
Vector4Copy(draw_active_colour, draw_mesh_colors[1]);
if (!shader)
{
if (draw_active_colour[3] != 1)
shader = shader_draw_fill_trans;
else
shader = shader_draw_fill;
}
draw_mesh.numvertexes = 2;
draw_mesh.numindexes = 2;
BE_DrawMesh_Single(shader, &draw_mesh, NULL, BEF_LINES);
}
void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic)
{
R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
}
void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight)
{
float newsl, newtl, newsh, newth;
newsl = (srcx)/(float)srcwidth;
newsh = newsl + (width)/(float)srcwidth;
newtl = (srcy)/(float)srcheight;
newth = newtl + (height)/(float)srcheight;
R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
}
void R2D_Letterbox(float sx, float sy, float sw, float sh, mpic_t *pic, float pw, float ph)
{
float ratiox = (float)pw / sw;
float ratioy = (float)ph / sh;
if (pw<=0 || ph<=0)
{ //no size info...
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(sx, sy, sw, sh);
R2D_ScalePic(sx, sy, 0, 0, pic); //in case its a videoshader with audio
}
else if (ratiox > ratioy)
{ //x ratio is greatest
float h = (sw * ph) / pw;
float p = sh - h;
//letterbox
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(sx, sy, sw, p/2);
R2D_FillBlock(sx, sy + h + (p/2), sw, p/2);
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(sx, sy + p/2, sw, h, pic);
}
else
{ //y ratio is greatest
float w = (sh * pw) / ph;
float p = sw - w;
//sidethingies
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(sx, sy, (p/2), sh);
R2D_FillBlock(sx + w + (p/2), sy, p/2, sh);
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(sx + p/2, sy, w, sh, pic);
}
}
/* this is an ugly special case drawing func that's only used for the player color selection menu */
void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, unsigned int *palette)
{
int v, u;
unsigned trans[64*64], *dest;
qbyte *src;
dest = trans;
for (v=0 ; v<64 ; v++, dest += 64)
{
src = &pic[ ((v*height)>>6) *width];
for (u=0 ; u<64 ; u++)
dest[u] = palette[src[(u*width)>>6]];
}
if (!TEXVALID(translate_texture))
{
translate_texture = Image_CreateTexture("***translatedpic***", NULL, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
translate_shader = R_RegisterShader("translatedpic", SUF_2D,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
translate_shader->defaulttextures->base = translate_texture;
}
/* could avoid reuploading already translated textures but this func really isn't used enough anyway */
Image_Upload(translate_texture, TF_RGBA32, trans, NULL, 64, 64, 1, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
R2D_ScalePic(x, y, width, height, translate_shader);
}
/*
================
Draw_ConsoleBackground
================
*/
void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
{
float a;
int w, h;
w = vid.width;
h = vid.height;
if (forceopaque)
{
a = 1; // console background is necessary
}
else
{
if (!scr_conalpha.value)
return;
a = scr_conalpha.value;
}
if (R_GetShaderSizes(conback, NULL, NULL, false) <= 0)
{
R2D_ImageColours(0, 0, 0, a);
R2D_FillBlock(0, lastline-(int)vid.height, w, h);
R2D_ImageColours(1, 1, 1, 1);
}
else if (a >= 1)
{
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
}
else
{
R2D_ImageColours(1, 1, 1, a);
R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
R2D_ImageColours(1, 1, 1, 1);
}
}
void R2D_EditorBackground (void)
{
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(0, 0, vid.width, vid.height);
// R2D_ScalePic(0, 0, vid.width, vid.height, conback);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R2D_TileClear (float x, float y, float w, float h)
{
float newsl, newsh, newtl, newth;
newsl = (x)/(float)64;
newsh = newsl + (w)/(float)64;
newtl = (y)/(float)64;
newth = newtl + (h)/(float)64;
R2D_ImageColours(1,1,1,1);
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, draw_backtile);
}
void QDECL R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
{
if (qrenderer == QR_NONE || !strcmp(var->string, "none"))
{
conback = NULL;
return;
}
if (*var->string)
conback = R_RegisterPic(var->string, NULL);
#ifdef HAVE_LEGACY
else if (Cvar_FindVar("scr_conalphafactor"))
{ //dp bullshit
conback = R_RegisterShader("gfx/conback", SUF_2D,
"{\n"
"nomipmaps\n"
"{\n"
"map gfx/conback\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalphafactor\n"
"tcmod scroll $scr_conscroll_x $scr_conscroll_y\n"
"blendfunc blend\n"
"}\n"
"{\n"
"map gfx/conback2\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalpha2factor\n"
"tcmod scroll $scr_conscroll2_x $scr_conscroll2_y\n"
"blendfunc blend\n"
"}\n"
"{\n"
"map gfx/conback3\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalpha3factor\n"
"tcmod scroll $scr_conscroll3_x $scr_conscroll3_y\n"
"blendfunc blend\n"
"}\n"
"}\n");
}
#endif
if (!R_GetShaderSizes(conback, NULL, NULL, true))
{
conback = R_RegisterCustom(NULL, "console", SUF_2D, NULL, NULL); //quake3
if (!R_GetShaderSizes(conback, NULL, NULL, true))
{
#ifdef HEXEN2
if (M_GameType() == MGT_HEXEN2)
conback = R_RegisterPic("gfx/menu/conback.lmp", NULL);
else
#endif
if (M_GameType() == MGT_QUAKE2)
conback = R_RegisterPic("pics/conback.pcx", NULL);
else
conback = R_RegisterPic("gfx/conback.lmp", NULL);
}
}
}
#ifdef AVAIL_FREETYPE
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
#include <windows.h>
qboolean R2D_Font_WasAdded(char *buffer, char *fontfilename)
{
char *match;
if (!fontfilename)
return true;
match = strstr(buffer, fontfilename);
if (!match)
return false;
if (!(match == buffer || match[-1] == ','))
return false;
match += strlen(fontfilename);
if (*match && *match != ',')
return false;
return true;
}
extern qboolean WinNT;
void R2D_Font_AddFontLink(char *buffer, int buffersize, char *fontname)
{
char link[1024];
char *res, *comma, *othercomma, *nl;
if (fontname)
if (MyRegGetStringValueMultiSz(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\FontLink\\SystemLink":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\FontLink\\SystemLink", fontname, link, sizeof(link)))
{
res = nl = link;
while (*nl)
{
nl += strlen(nl);
nl++;
comma = strchr(res, ',');
if (comma)
{
*comma++ = 0;
othercomma = strchr(comma, ',');
if (othercomma)
*othercomma = 0;
}
else
comma = "";
if (!R2D_Font_WasAdded(buffer, res))
{
Q_strncatz(buffer, ",", buffersize);
Q_strncatz(buffer, res, buffersize);
R2D_Font_AddFontLink(buffer, buffersize, comma);
}
res = nl;
}
}
}
#else
int R2D_Font_ListSystemFonts(const char *fname, qofs_t fsize, time_t modtime, void *ctx, searchpathfuncs_t *spath)
{
char tmp[MAX_QPATH];
COM_StripExtension(fname, tmp, sizeof(tmp));
Con_Printf("^[/gl_font %s^]\n", tmp);
return true;
}
#endif
#endif
void R2D_Font_Changed(void)
{
float tsize;
const char *con_font_name = con_textfont.string;
unsigned int flags;
if (!con_textsize.modified)
return;
if (!*con_font_name)
con_font_name = gl_font.string;
con_textsize.modified = false;
if (con_textsize.value < 0)
tsize = (-con_textsize.value * vid.height) / vid.pixelheight; //size defined in physical pixels
else
tsize = con_textsize.value; //size defined in virtual pixels.
if (!tsize)
tsize = 8;
if (font_console == font_default)
font_console = NULL;
if (font_console)
Font_Free(font_console);
font_console = NULL;
if (font_default)
Font_Free(font_default);
font_default = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
#if defined(MENU_DAT) || defined(CSQC_DAT)
PR_ReloadFonts(true);
#endif
if (qrenderer == QR_NONE)
return;
flags = 0;
if (r_font_postprocess_mono.ival)
flags |= FONT_MONO;
if (!strcmp(gl_font.string, "?"))
{
#ifndef AVAIL_FREETYPE
Cvar_Set(&gl_font, "");
#elif defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
BOOL (APIENTRY *pChooseFontW)(LPCHOOSEFONTW) = NULL;
dllfunction_t funcs[] =
{
{(void*)&pChooseFontW, "ChooseFontW"},
{NULL}
};
LOGFONTW lf = {0};
CHOOSEFONTW cf = {sizeof(cf)};
extern HWND mainwindow;
font_default = Font_LoadFont("", 8, 1, r_font_postprocess_outline.ival, flags);
if (tsize != 8)
font_console = Font_LoadFont("", tsize, 1, r_font_postprocess_outline.ival, flags);
if (!font_console)
font_console = font_default;
cf.hwndOwner = mainwindow;
cf.iPointSize = (8 * vid.rotpixelheight)/vid.height;
cf.Flags = CF_FORCEFONTEXIST | CF_TTONLY;
cf.lpLogFont = &lf;
Sys_LoadLibrary("comdlg32.dll", funcs);
if (pChooseFontW && pChooseFontW(&cf))
{
char fname[MAX_OSPATH*8];
char lfFaceName[MAX_OSPATH];
char *keyname;
narrowen(lfFaceName, sizeof(lfFaceName), lf.lfFaceName);
*fname = 0;
//FIXME: should enumerate and split & and ignore sizes and () crap.
if (!*fname)
{
keyname = va("%s%s%s (TrueType)", lfFaceName, lf.lfWeight>=FW_BOLD?" Bold":"", lf.lfItalic?" Italic":"");
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
if (!*fname)
{
keyname = va("%s (OpenType)", lfFaceName);
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
R2D_Font_AddFontLink(fname, sizeof(fname), lfFaceName);
Cvar_Set(&gl_font, fname);
}
return;
#else
Sys_EnumerateFiles("/usr/share/fonts/truetype/", "*/*.ttf", R2D_Font_ListSystemFonts, NULL, NULL);
COM_EnumerateFiles("*.ttf", R2D_Font_ListSystemFonts, NULL);
Cvar_Set(&gl_font, "");
#endif
}
if (COM_FDepthFile("fonts/qfont.kfont", true) <= COM_FDepthFile("gfx/mainmenu.lmp", true))
font_menu = Font_LoadFont("qfont", 20, 1, r_font_postprocess_outline.ival, flags);
else
font_menu = NULL;
font_default = Font_LoadFont(gl_font.string, 8, 1, r_font_postprocess_outline.ival, flags);
if (!font_default && *gl_font.string)
font_default = Font_LoadFont("", 8, 1, r_font_postprocess_outline.ival, flags);
if (tsize != 8 || strcmp(gl_font.string, con_font_name))
{
font_console = Font_LoadFont(con_font_name, tsize, 1, r_font_postprocess_outline.ival, flags);
if (!font_console)
font_console = Font_LoadFont("", tsize, 1, r_font_postprocess_outline.ival, flags);
}
if (!font_console)
font_console = font_default;
//these are here instead of R2D_Console_Resize because this is guarenteed to happen in a sane place, while R2D_Console_Resize can happen during waits.
#ifdef MENU_NATIVECODE
if (mn_entry)
mn_entry->Init(MI_RESOLUTION, vid.width, vid.height, vid.rotpixelwidth, vid.rotpixelheight);
#endif
#ifdef PLUGINS
Plug_ResChanged(false);
#endif
}
static void QDECL R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
{
con_textsize.modified = true;
}
// console size manipulation callbacks
void R2D_Console_Resize(void)
{
extern cvar_t gl_font;
extern cvar_t vid_conwidth, vid_conheight;
int cwidth, cheight;
float xratio;
float yratio=0;
float ang, rad;
extern cvar_t gl_screenangle;
int fbwidth = vid.pixelwidth;
int fbheight = vid.pixelheight;
if (vid.framebuffer)
{
fbwidth = vid.framebuffer->width;
fbheight = vid.framebuffer->height;
}
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang)
{
rad = (ang * M_PI) / 180;
vid.rotpixelwidth = fabs(cos(rad)) * (fbwidth) + fabs(sin(rad)) * (fbheight);
vid.rotpixelheight = fabs(sin(rad)) * (fbwidth) + fabs(cos(rad)) * (fbheight);
}
else
{
vid.rotpixelwidth = fbwidth;
vid.rotpixelheight = fbheight;
}
cwidth = vid_conwidth.value;
cheight = vid_conheight.value;
xratio = vid_conautoscale.value;
if (xratio > 0)
{
char *s = strchr(vid_conautoscale.string, ' ');
if (s)
yratio = atof(s + 1);
if (yratio <= 0)
yratio = xratio;
xratio = 1 / xratio;
yratio = 1 / yratio;
//autoscale overrides conwidth/height (without actually changing them)
cwidth = vid.rotpixelwidth;
cheight = vid.rotpixelheight;
}
else
{
xratio = 1;
yratio = 1;
}
if (!cwidth && !cheight)
{
int i = 0, nh;
int biggest = 0;
//find the biggest artwork size that won't get minified
for (i = 0; i < countof(vid_baseheight.vec4); i++)
if (biggest < vid_baseheight.vec4[i] && vid_baseheight.vec4[i] < vid.rotpixelheight && vid_baseheight.vec4[i] >= vid_minsize.vec4[1])
biggest = vid_baseheight.vec4[i];
if (biggest)
{
nh = vid.rotpixelheight;
while ((nh>>1) >= biggest)
nh >>= 1;
cheight = nh;
}
else
{
if (vid.dpi_y)
cheight = (480 * 96) / vid.dpi_y;
else
cheight = 480;
}
}
if (cheight && !cwidth && vid.rotpixelheight)
cwidth = (cheight*vid.rotpixelwidth)/vid.rotpixelheight;
if (cwidth && !cheight && vid.rotpixelwidth)
cheight = (cwidth*vid.rotpixelheight)/vid.rotpixelwidth;
if (!cwidth)
cwidth = vid.rotpixelwidth;
if (!cheight)
cheight = vid.rotpixelheight;
cwidth*=xratio;
cheight*=yratio;
//never go lower than the mod's minimum, UI elements would end up off-screen.
if (cwidth < vid_minsize.vec4[0])
cwidth = vid_minsize.vec4[0];
if (cheight < vid_minsize.vec4[1])
cheight = vid_minsize.vec4[1];
//the engine has its own requirements too, sorry, though its unlikely for mods go lower.
if (cwidth < 320)
cwidth = 320;
if (cheight < 200)
cheight = 200;
vid.width = cwidth;
vid.height = cheight;
Cvar_ForceCallback(&gl_font);
}
static void QDECL R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value > 1536) //anything higher is unreadable.
{
Cvar_ForceSet(var, "1536");
return;
}
if (var->value < 200 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "200");
return;
}
R2D_Console_Resize();
}
static void QDECL R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
{
//let let the user be too crazy
if (var->value > 2048) //anything higher is unreadable.
{
Cvar_ForceSet(var, "2048");
return;
}
if (var->value < 320 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "320");
return;
}
R2D_Console_Resize();
}
static void QDECL R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
static void QDECL R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
/*
============
R_PolyBlend
============
*/
//bright flashes and stuff, game only, doesn't touch sbar
void R2D_PolyBlend (void)
{
float bordersize = gl_cshiftborder.value;
if (r_refdef.flags & RDF_NOWORLDMODEL)
return;
if (r_refdef.playerview->bordertint[3])
{
vec2_t points[4];
vec2_t tcoords[4];
vec4_t colours[4];
int i;
if (!bordersize)
bordersize = 64;
bordersize = min(bordersize, min(r_refdef.vrect.width, r_refdef.vrect.height)/2);
for (i = 0; i < 4; i++)
{
Vector4Copy(r_refdef.playerview->bordertint, colours[0]);
Vector4Copy(r_refdef.playerview->bordertint, colours[1]);
Vector4Copy(r_refdef.playerview->bordertint, colours[2]);
Vector4Copy(r_refdef.playerview->bordertint, colours[3]);
switch(i)
{
case 0: //top
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[3], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
colours[2][3] = colours[3][3] = 0;
break;
case 1: //bottom
Vector2Set(points[0], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
colours[0][3] = colours[1][3] = 0;
break;
case 2: //left
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
Vector2Set(points[1], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[2], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
colours[1][3] = colours[2][3] = 0;
break;
case 3: //right
Vector2Set(points[0], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
Vector2Set(points[3], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
colours[0][3] = colours[3][3] = 0;
break;
}
Vector2Set(tcoords[0], points[0][0]/64, points[0][1]/64);
Vector2Set(tcoords[1], points[1][0]/64, points[1][1]/64);
Vector2Set(tcoords[2], points[2][0]/64, points[2][1]/64);
Vector2Set(tcoords[3], points[3][0]/64, points[3][1]/64);
R2D_Image2dQuad((const vec2_t*)points, (const vec2_t*)tcoords, (const vec4_t*)colours, shader_polyblend);
}
}
if (r_refdef.playerview->screentint[3])
{
R2D_ImageColours (SRGBA(r_refdef.playerview->screentint[0], r_refdef.playerview->screentint[1], r_refdef.playerview->screentint[2], r_refdef.playerview->screentint[3]));
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader_polyblend);
R2D_ImageColours (1, 1, 1, 1);
}
}
//for lack of hardware gamma
void R2D_BrightenScreen (void)
{
float f;
RSpeedMark();
if (fabs(v_contrast.value - 1.0) < 0.05 && fabs(v_contrastboost.value - 1.0) < 0.05 && fabs(v_brightness.value - 0) < 0.05 && fabs(v_gamma.value - 1) < 0.05)
return;
//don't go crazy with brightness. that makes it unusable and is thus unsafe - and worse, lots of people assume its based around 1 (like gamma and contrast are). cap to 0.5
if (v_brightness.value > 0.5)
v_brightness.value = 0.5;
if (v_contrast.value < 0.5)
v_contrast.value = 0.5;
if (r2d_canhwgamma || vid_hardwaregamma.ival == 4)
return;
TRACE(("R2D_BrightenScreen: brightening\n"));
if ((v_gamma.value != 1 || v_contrast.value > 3 || v_contrastboost.value != 1) && shader_gammacb->prog)
{
//this should really be done properly, with render-to-texture
R2D_ImageColours (v_gammainverted.ival?v_gamma.value:(1/v_gamma.value), v_contrast.value, v_brightness.value, v_contrastboost.value);
R2D_Image(0, 0, vid.width, vid.height, 0, 0, 1, 1, shader_gammacb);
}
else
{
f = v_contrast.value;
f = min (f, 3);
while (f > 1)
{
if (f >= 2)
{
R2D_ImageColours (1, 1, 1, 1);
f *= 0.5;
}
else
{
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
f = 1;
}
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastup);
}
if (f < 1)
{
R2D_ImageColours (f, f, f, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastdown);
}
if (v_brightness.value)
{
R2D_ImageColours (v_brightness.value, v_brightness.value, v_brightness.value, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brightness);
}
}
R2D_ImageColours (1, 1, 1, 1);
/*make sure the hud is redrawn after if needed*/
Sbar_Changed();
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
//for menus
void R2D_FadeScreen (void)
{
R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint);
Sbar_Changed();
}
Added pm_pground cvar for compat with mvdsv/ezquake. Do not use it with NQ mods however, as the QC will interfere with the onground state (QW mods are okay). Added Z_EXT_PF_ONGROUND + Z_EXT_PF_SOLID for compat (not enabled serverside due to conflicts with pext - just a define away). Fixed bug with loading screens switching sizes part way through loading. Added hexen2 rain effect. Fix hexen2 model texture alphas not working. Fix potential linux crash from excessively long stdin lines. Added cl_rollalpha cvar. Fixed quirk where the player would slide along the base of steep walls/slopes. Tweaked PM_NudgePosition to be more precise, giving more reliable prediction. Fixed fread qc builtin. Tweaked random() builtin to bias slightly away from 0, so that nextthink=random()*foo; will never cause statue-monsters. Check for GL_WEBGL_depth_texture instead of just GL_OES_depth_texture, to fix compressedTex2d errors in firefox. Second attempt at blocking invariant keyword with mesa. Use xrandr for gamma where possible. This prevents reading stale XF86 gamma ramps and restoring those invalid ramps when quitting. Try to grab mouse pointers slightly faster in x11. Don't call XIFreeDeviceInfo if XIQueryDevice returned NULL. Document parm_string and startspot qc globals. Fix possible infinite loop from physics frames. QTV: stripped most of the old plugin code (because really, who has a browser that still supports either ActiveX or NPAPI). Fixed up emscripten port references. QTV: fix bug with protocol extensions not being reported to viewers. QTV: use binary websockets instead of text. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5419 fc73d0e0-1445-4013-8a0c-d673dee63da5
2019-03-01 22:39:30 +00:00
qboolean R2D_DrawLevelshot(void)
{
extern char levelshotname[];
extern cvar_t scr_loadingscreen_aspect;
if (*levelshotname)
{
shader_t *pic = R2D_SafeCachePic (levelshotname);
int w,h;
if (!R_GetShaderSizes(pic, &w, &h, true))
{
#ifdef Q3CLIENT
pic = R2D_SafeCachePic("menu/art/unkownmap");
if (!R_GetShaderSizes(pic, &w, &h, true))
#endif
w = h = 1;
}
switch(scr_loadingscreen_aspect.ival)
{
case 0: //use the source image's aspect
break;
case 1: //q3 assumed 4:3 resolutions, with power-of-two images. lame, but lets retain the aspect
w = 640;
h = 480;
break;
case 2: //just ignore aspect entirely and stretch the thing in hideous ways
w = vid.width;
h = vid.height;
break;
}
R2D_Letterbox(0, 0, vid.width, vid.height, pic, w, h);
//q3's noise.
pic = R2D_SafeCachePic("levelShotDetail");
if (R_GetShaderSizes(pic, &w, &h, true))
R2D_Image(0, 0, vid.width, vid.height, 0, 0, vid.width/256, vid.height/256, pic);
return true;
}
return false;
}
//crosshairs
#define CS_HEIGHT 8
#define CS_WIDTH 8
unsigned char crosshair_pixels[] =
{
// 2 + (spaced)
0x08,
0x00,
0x08,
0x55,
0x08,
0x00,
0x08,
0x00,
// 3 +
0x00,
0x08,
0x08,
0x36,
0x08,
0x08,
0x00,
0x00,
// 4 X
0x00,
0x22,
0x14,
0x00,
0x14,
0x22,
0x00,
0x00,
// 5 X (spaced)
0x41,
0x00,
0x14,
0x00,
0x14,
0x00,
0x41,
0x00,
// 6 diamond (unconnected)
0x00,
0x14,
0x22,
0x00,
0x22,
0x14,
0x00,
0x00,
// 7 diamond
0x00,
0x08,
0x14,
0x22,
0x14,
0x08,
0x00,
0x00,
// 8 four points
0x00,
0x08,
0x00,
0x22,
0x00,
0x08,
0x00,
0x00,
// 9 three points
0x00,
0x00,
0x08,
0x00,
0x22,
0x00,
0x00,
0x00,
// 10
0x08,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x08,
0x00,
// 11
0x49,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x49,
0x00,
// 12 horizontal line
0x00,
0x00,
0x00,
0x77,
0x00,
0x00,
0x00,
0x00,
// 13 vertical line
0x08,
0x08,
0x08,
0x00,
0x08,
0x08,
0x08,
0x00,
// 14 larger +
0x08,
0x08,
0x08,
0x77,
0x08,
0x08,
0x08,
0x00,
// 15 angle
0x00,
0x00,
0x00,
0x70,
0x08,
0x08,
0x08,
0x00,
// 16 dot
0x00,
0x00,
0x00,
0x08,
0x00,
0x00,
0x00,
0x00,
// 17 weird angle thing
0x00,
0x00,
0x00,
0x38,
0x48,
0x08,
0x10,
0x00,
// 18 circle w/ dot
0x00,
0x00,
0x00,
0x6b,
0x41,
0x63,
0x3e,
0x08,
// 19 tripoint
0x08,
0x08,
0x08,
0x00,
0x14,
0x22,
0x41,
0x00,
};
void R2D_Crosshair_Update(void)
{
int crossdata[CS_WIDTH*CS_HEIGHT];
int c;
int w, h;
unsigned char *x;
c = crosshair.ival;
if (!crosshairimage.string)
return;
else if (crosshairimage.string[0] && c == 1)
{
shader_crosshair->defaulttextures->base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures->base))
return;
}
else if (c <= 1)
return;
c -= 2;
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
if (!TEXVALID(ch_int_texture))
ch_int_texture = Image_CreateTexture("***crosshair***", NULL, IF_UIPIC|IF_NOMIPMAP);
shader_crosshair->defaulttextures->base = ch_int_texture;
Q_memset(crossdata, 0, sizeof(crossdata));
x = crosshair_pixels + (CS_HEIGHT * c);
for (h = 0; h < CS_HEIGHT; h++)
{
int pix = x[h];
for (w = 0; w < CS_WIDTH; w++)
{
if (pix & 0x1)
crossdata[CS_WIDTH * h + w] = 0xffffffff;
pix >>= 1;
}
}
Image_Upload(ch_int_texture, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, 1, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
}
static void QDECL R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
static void QDECL R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
static void QDECL R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, ch_color, 255);
ch_color[0] = bound(0, ch_color[0], 1);
ch_color[1] = bound(0, ch_color[1], 1);
ch_color[2] = bound(0, ch_color[2], 1);
}
void R2D_DrawCrosshair(void)
{
int x, y;
int sc;
float sx, sy, sizex, sizey;
float size;
if (crosshair.ival < 1)
return;
// old style
if (crosshair.ival == 1 && !crosshairimage.string[0])
{
// adjust console crosshair scale to match default
size = crosshairsize.value;
if (size == 0)
size = 8;
else if (size < 0)
size = -size;
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
Font_BeginScaledString(font_default, sx, sy, size, size, &sx, &sy);
sx -= Font_CharScaleWidth(CON_WHITEMASK, '+' | 0xe000)/2;
sy -= Font_CharScaleHeight()/2;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
Font_DrawScaleChar(sx, sy, CON_WHITEMASK, '+' | 0xe000);
Font_EndString(font_default);
}
R2D_ImageColours(1,1,1,1);
return;
}
size = crosshairsize.value;
if (size < 0)
{
size = -size;
sizex = size;
sizey = size;
}
else
{
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
sizey = (size*vid.rotpixelheight) / (float)vid.height;
}
sizex = (int)sizex;
sizex = ((sizex)*(int)vid.width) / (float)vid.rotpixelwidth;
sizey = (int)sizey;
sizey = ((sizey)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
//translate to pixel coord, for rounding
x = ((sx-sizex+(sizex/CS_WIDTH))*vid.rotpixelwidth) / (float)vid.width;
y = ((sy-sizey+(sizey/CS_HEIGHT))*vid.rotpixelheight) / (float)vid.height;
//translate to screen coords
sx = ((x)*(int)vid.width) / (float)vid.rotpixelwidth;
sy = ((y)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_Image(sx, sy, sizex*2, sizey*2, 0, 0, 1, 1, shader_crosshair);
}
R2D_ImageColours(1, 1, 1, 1);
}
static texid_t internalrt;
//resize a texture for a render target and specify the format of it.
//pass TF_INVALID and sizes=0 to get without configuring (shaders that hardcode an $rt1 etc).
texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt, unsigned int imageflags)
{
texid_t tid;
if (!strcmp(id, "-"))
{
internalrt = tid = Image_CreateTexture("", NULL, imageflags);
}
else
{
tid = Image_FindTexture(id, NULL, imageflags);
if (!TEXVALID(tid))
tid = Image_CreateTexture(id, NULL, imageflags);
}
if (rtfmt)
{
if (tid->flags != ((tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR))))
{
tid->flags = ((tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR)));
tid->width = -1;
}
Image_Upload(tid, rtfmt, NULL, NULL, width, height, 1, imageflags);
tid->width = width;
tid->height = height;
}
return tid;
}
texid_t R2D_RT_GetTexture(const char *id, unsigned int *width, unsigned int *height)
{
texid_t tid;
if (!strcmp(id, "-"))
{
tid = internalrt;
// internalrt = r_nulltex;
}
else
tid = Image_FindTexture(id, NULL, RT_IMAGEFLAGS);
if (tid)
{
*width = tid->width;
*height = tid->height;
}
else
{
*width = 0;
*height = 0;
}
return tid;
}
#endif