#include "quakedef.h" #ifndef SERVERONLY #include "shader.h" #include "gl_draw.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; static 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; static mesh_t draw_mesh; static vecV_t draw_mesh_xyz[4]; vec2_t draw_mesh_st[4]; static avec4_t draw_mesh_colors[4]; index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0}; unsigned int r2d_be_flags; extern cvar_t scr_conalpha; extern cvar_t gl_conback; extern cvar_t gl_font; extern cvar_t gl_screenangle; extern cvar_t vid_conautoscale; extern cvar_t vid_conheight; extern cvar_t vid_conwidth; extern cvar_t con_textsize; void R2D_Font_Callback(struct cvar_s *var, char *oldvalue); void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue); void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue); void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue); void 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; void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue); void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue); void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue); //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; } } void R2D_Shutdown(void) { Cvar_Unhook(&gl_font); Cvar_Unhook(&vid_conautoscale); Cvar_Unhook(&gl_screenangle); Cvar_Unhook(&vid_conheight); Cvar_Unhook(&vid_conwidth); 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; 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(false); #endif } /* 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; unsigned int glossval; unsigned int normval; extern cvar_t gl_specular_fallback, gl_specular_fallbackexp; conback = NULL; Shader_Init(); BE_Init(); 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; Font_Init(); #ifdef warningmsg #pragma warningmsg("Fixme: move conwidth handling into here") #endif 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_LoadHiResTexture("no_texture", NULL, IF_NEAREST|IF_NOWORKER); if (!TEXLOADED(missing_texture)) missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)(r_notexture_mip+1), IF_NOALPHA|IF_NOGAMMA, 0); missing_texture_gloss = R_LoadTexture("no_texture_gloss", 4, 4, TF_RGBA32, (unsigned char*)nogloss, IF_NOGAMMA); missing_texture_normal = R_LoadTexture("no_texture_normal", 4, 4, TF_RGBA32, (unsigned char*)nonorm, IF_NOGAMMA); translate_texture = r_nulltex; ch_int_texture = r_nulltex; 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" "}\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" "}\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" "}\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" "}\n" "}\n" ); shader_gammacb = R_RegisterShader("gammacbshader", SUF_NONE, "{\n" "program defaultgammacb\n" "affine\n" "cull back\n" "{\n" "map $currentrender\n" "nodepthtest\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" "}\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 const $r_menutint\n" "}\n" #else "if $glsl && gl_menutint_shader != 0\n" "program menutint\n" "{\n" "map $currentrender\n" "}\n" "else\n" "{\n" "map $whiteimage\n" "blendfunc gl_dst_color gl_zero\n" "rgbgen const $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(&gl_font, 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(&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); #ifdef PLUGINS Plug_DrawReloadImages(); #endif R2D_Font_Changed(); } mpic_t *R2D_SafeCachePic (const char *path) { shader_t *s; if (!qrenderer) return NULL; s = R_RegisterPic(path); return s; } mpic_t *R2D_SafePicFromWad (const char *name) { char newnamewad[32]; char newnamegfx[32]; shader_t *s; snprintf(newnamewad, sizeof(newnamewad), "wad/%s", name); snprintf(newnamegfx, sizeof(newnamegfx), "gfx/%s", name); /* s = R_RegisterPic(newnamewad); if (!(s->flags & SHADER_NOIMAGE)) return s; */ s = R_RegisterPic(newnamegfx); // if (!(s->flags & SHADER_NOIMAGE)) return s; // return NULL; } void R2D_ImageColours(float r, float g, float b, float a) { draw_mesh_colors[0][0] = r; draw_mesh_colors[0][1] = g; draw_mesh_colors[0][2] = b; draw_mesh_colors[0][3] = a; Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]); } void R2D_ImagePaletteColour(unsigned int i, float a) { draw_mesh_colors[0][0] = host_basepal[i*3+0]/255.0; draw_mesh_colors[0][1] = host_basepal[i*3+1]/255.0; draw_mesh_colors[0][2] = host_basepal[i*3+2]/255.0; draw_mesh_colors[0][3] = a; Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]); } //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; } draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = s1; draw_mesh_st[0][1] = t1; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = s2; draw_mesh_st[1][1] = t1; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = s2; draw_mesh_st[2][1] = t2; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = s1; draw_mesh_st[3][1] = t2; BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags); } void R2D_Image2dQuad(vec2_t points[], vec2_t texcoords[], 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; } for (i = 0; i < 4; i++) { Vector2Copy(points[i], draw_mesh_xyz[i]); Vector2Copy(texcoords[i], draw_mesh_st[i]); } BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags); } /*draws a block of the current colour on the screen*/ void R2D_FillBlock(float x, float y, float w, float h) { draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; if (draw_mesh_colors[0][3] != 1) BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags); else BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags); } 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); } /* 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, 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 (scr_chatmode == 2) { h>>=1; w>>=1; } 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); draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = newsl; draw_mesh_st[0][1] = newtl; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = newsh; draw_mesh_st[1][1] = newtl; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = newsh; draw_mesh_st[2][1] = newth; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = newsl; draw_mesh_st[3][1] = newth; BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags); } void 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); if (!R_GetShaderSizes(conback, NULL, NULL, true)) { conback = R_RegisterCustom("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"); else #endif if (M_GameType() == MGT_QUAKE2) conback = R_RegisterPic("pics/conback.pcx"); else conback = R_RegisterPic("gfx/conback.lmp"); } } } #if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) #include 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; qboolean MyRegGetStringValue(HKEY base, char *keyname, char *valuename, void *data, int datalen); qboolean MyRegGetStringValueMultiSz(HKEY base, char *keyname, char *valuename, void *data, int datalen); 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; } } } #endif void R2D_Font_Changed(void) { if (!con_textsize.modified) return; con_textsize.modified = false; 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; #if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) if (!strcmp(gl_font.string, "?")) { BOOL (APIENTRY *pChooseFontA)(LPCHOOSEFONTA) = NULL; dllfunction_t funcs[] = { {(void*)&pChooseFontA, "ChooseFontA"}, {NULL} }; qboolean MyRegGetStringValue(HKEY base, char *keyname, char *valuename, void *data, int datalen); LOGFONT lf = {0}; CHOOSEFONTA cf = {sizeof(cf)}; extern HWND mainwindow; font_default = Font_LoadFont(8, ""); if (con_textsize.ival != 8 && con_textsize.ival >= 1) font_console = Font_LoadFont(con_textsize.ival, ""); 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 (pChooseFontA && pChooseFontA(&cf)) { char fname[MAX_OSPATH*8]; char *keyname; *fname = 0; //FIXME: should enumerate and split & and ignore sizes and () crap. if (!*fname) { keyname = va("%s%s%s (TrueType)", lf.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)", lf.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), lf.lfFaceName); Cvar_Set(&gl_font, fname); } return; } #endif font_default = Font_LoadFont(8, gl_font.string); if (!font_default && *gl_font.string) font_default = Font_LoadFont(8, ""); if (con_textsize.ival != 8 && con_textsize.ival >= 1) { font_console = Font_LoadFont(con_textsize.ival, gl_font.string); if (!font_console) font_console = Font_LoadFont(con_textsize.ival, ""); } if (!font_console) font_console = font_default; } void 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; 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)) * (vid.pixelwidth) + fabs(sin(rad)) * (vid.pixelheight); vid.rotpixelheight = fabs(sin(rad)) * (vid.pixelwidth) + fabs(cos(rad)) * (vid.pixelheight); } else { vid.rotpixelwidth = vid.pixelwidth; vid.rotpixelheight = vid.pixelheight; } 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) 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; if (cwidth < 320) cwidth = 320; if (cheight < 200) cheight = 200; vid.width = cwidth; vid.height = cheight; Cvar_ForceCallback(&gl_font); #ifdef PLUGINS Plug_ResChanged(); #endif } void 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(); } void 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(); } void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue) { R2D_Console_Resize(); } void 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) { if (!sw_blend[3]) return; if (r_refdef.flags & RDF_NOWORLDMODEL) return; R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[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_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 (r2d_canhwgamma) return; TRACE(("R2D_BrightenScreen: brightening\n")); if (v_gamma.value != 1 && shader_gammacb->prog) { //this should really be done properly, with render-to-texture R2D_ImageColours (v_gamma.value, v_contrast.value, v_brightness.value, 1); R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, 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(); } //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, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA); } void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue) { R2D_Crosshair_Update(); } void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue) { R2D_Crosshair_Update(); } void 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('+' | 0xe000 | CON_WHITEMASK)/2; sy -= Font_CharScaleHeight()/2; Font_ForceColour(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value); Font_DrawScaleChar(sx, sy, '+' | 0xe000 | CON_WHITEMASK); Font_InvalidateColour(); Font_EndString(font_default); } 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); } #define RT_IMAGEFLAGS IF_NOMIPMAP|IF_CLAMP|IF_LINEAR|IF_RENDERTARGET 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) { texid_t tid; if (!strcmp(id, "-")) { internalrt = tid = Image_CreateTexture("", NULL, RT_IMAGEFLAGS); } else { tid = Image_FindTexture(id, NULL, RT_IMAGEFLAGS); if (!TEXVALID(tid)) tid = Image_CreateTexture(id, NULL, RT_IMAGEFLAGS); } if (rtfmt) { Image_Upload(tid, rtfmt, NULL, NULL, width, height, RT_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