/* Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // draw.c -- this is the only file outside the refresh that touches the // vid buffer #include "quakedef.h" #include "glquake.h" #include "shader.h" //#define GL_USE8BITTEX int glx, gly, glwidth, glheight; mesh_t draw_mesh; vec4_t draw_mesh_xyz[4]; vec3_t draw_mesh_normals[4]; vec2_t draw_mesh_st[4]; vec2_t draw_mesh_lmst[4]; //byte_vec4_t draw_mesh_colors[4]; qbyte *uploadmemorybuffer; int sizeofuploadmemorybuffer; qbyte *uploadmemorybufferintermediate; int sizeofuploadmemorybufferintermediate; int r_quad_indexes[6] = {0, 1, 2, 0, 2, 3}; extern qbyte gammatable[256]; unsigned char *d_15to8table; qboolean inited15to8; extern cvar_t crosshair, cl_crossx, cl_crossy, crosshaircolor; extern cvar_t gl_nobind; extern cvar_t gl_max_size; extern cvar_t gl_picmip; extern cvar_t r_drawdisk; extern cvar_t gl_compress; extern cvar_t gl_font, gl_conback, gl_smoothfont; extern cvar_t gl_savecompressedtex; extern cvar_t gl_load24bit; extern qboolean gl_compressable; qbyte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; int translate_texture; int char_texture, char_tex2, default_char_texture; int cs_texture; // crosshair texture extern int detailtexture; static unsigned cs_data[16*16]; int cachedcrosshair; typedef struct { int texnum; float sl, tl, sh, th; } glpic_t; qbyte conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)]; qbyte custconback_buffer[sizeof(qpic_t) + sizeof(glpic_t)]; qpic_t *default_conback = (qpic_t *)&conback_buffer, *conback, *custom_conback = (qpic_t *)&custconback_buffer; #include "hash.h" hashtable_t gltexturetable; bucket_t *gltexturetablebuckets[256]; int gl_lightmap_format = 4; int gl_solid_format = 3; int gl_alpha_format = 4; int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; int gl_filter_max = GL_LINEAR; int texels; typedef struct gltexture_s { int texnum; char identifier[64]; int width, height, bpp; qboolean mipmap; struct gltexture_s *next; } gltexture_t; static gltexture_t *gltextures; void GL_Bind (int texnum) { if (gl_nobind.value) texnum = char_texture; if (currenttexture == texnum) return; currenttexture = texnum; bindTexFunc (GL_TEXTURE_2D, texnum); } void GL_BindType (int type, int texnum) { bindTexFunc (type, texnum); currenttexture=-1; } /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers ============================================================================= */ #define MAX_SCRAPS 4 #define BLOCK_WIDTH 256 #define BLOCK_HEIGHT 256 int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH]; qbyte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4]; qboolean scrap_dirty; int scrap_texnum; // returns a texture number and the position inside it int Scrap_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; int texnum; for (texnum=0 ; texnum= best) break; if (scrap_allocated[texnum][i+j] > best2) best2 = scrap_allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; for (i=0 ; idata; if (in) { out->width = in->width; out->height = in->height; } else { //default the size. out->width = 24; //hmm...? out->height = 24; } //standard names substitution texnum = Mod_LoadReplacementTexture(name, false, true); if (!in && !texnum) //try a q2 texture { sprintf(name2, "pics/%s", name); texnum = Mod_LoadHiResTexture(name2, false, true); } if (texnum) { gl->texnum = texnum; gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return true; } //all the others require an actual infile rather than a replacement image else if (!in) { return false; } // load little ones into the scrap else if (in->width < 64 && in->height < 64) { int x, y; int i, j, k; int texnum; texnum = Scrap_AllocBlock (in->width, in->height, &x, &y); scrap_dirty = true; k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; j++, k++) scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = in->data[k]; texnum += scrap_texnum; gl->texnum = texnum; gl->sl = (x+0.01)/(float)BLOCK_WIDTH; gl->sh = (x+in->width-0.01)/(float)BLOCK_WIDTH; gl->tl = (y+0.01)/(float)BLOCK_WIDTH; gl->th = (y+in->height-0.01)/(float)BLOCK_WIDTH; pic_count++; pic_texels += in->width*in->height; } else { gl->texnum = GL_LoadPicTexture (in); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; } return true; } char *failedpic; //easier this way qpic_t *GLDraw_SafePicFromWad (char *name) { int i; glcachepic_t *pic; for (pic=glmenu_cachepics, i=0 ; iname)) return &pic->pic; if (glmenu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); glmenu_numcachepics++; strcpy(pic->name, name); if (!Draw_RealPicFromWad(&pic->pic, name)) { glmenu_numcachepics--; failedpic = name; return NULL; } return &pic->pic; } qpic_t *GLDraw_PicFromWad (char *name) { qpic_t *pic = GLDraw_SafePicFromWad (name); if (!pic) Sys_Error ("GLDraw_PicFromWad: failed to load %s", name); return pic; } qpic_t *GLDraw_SafeCachePic (char *path) { glcachepic_t *pic; int i; qpic_t *dat; glpic_t *gl; for (pic=glmenu_cachepics, i=0 ; iname)) return &pic->pic; if (glmenu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); // // load the pic from disk // { char *mem; char alternatename[MAX_QPATH]; _snprintf(alternatename, MAX_QPATH-1, "pics/%s.pcx", path); dat = (qpic_t *)COM_LoadMallocFile (alternatename); if (dat) { strcpy(pic->name, path); if ((mem = ReadPCXFile((qbyte *)dat, com_filesize, &pic->pic.width, &pic->pic.height))) { gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, false, true))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)dat, false, true); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(dat); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(dat); } } #ifdef AVAIL_JPEGLIB { char *mem; char alternatename[MAX_QPATH]; _snprintf(alternatename, MAX_QPATH-1,"%s.jpg", path); dat = (qpic_t *)COM_LoadMallocFile (alternatename); if (dat) { strcpy(pic->name, path); if ((mem = ReadJPEGFile((qbyte *)dat, com_filesize, &pic->pic.width, &pic->pic.height))) { gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, false, true))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, true); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(dat); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(dat); } } #endif /* { char *mem; char alternatename[MAX_QPATH]; _snprintf(alternatename, MAX_QPATH-1,"%s.tga", path); dat = (qpic_t *)COM_LoadMallocFile (alternatename); if (dat) { strcpy(pic->name, path); if (mem = ReadTargaFile ((qbyte *)dat, com_filesize, &pic->pic.width, &pic->pic.height, false)) { gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, false, true))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)dat, false, true); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(dat); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(dat); } } */ dat = (qpic_t *)COM_LoadTempFile (path); if (!dat) { char alternatename[MAX_QPATH]; sprintf(alternatename, "gfx/%s.lmp", path); dat = (qpic_t *)COM_LoadTempFile (alternatename); if (!dat) return GLDraw_SafePicFromWad(path); } SwapPic (dat); // HACK HACK HACK --- we need to keep the bytes for // the translatable player picture just for the menu // configuration dialog if (!strncmp (path, "gfx/player/", 11) || !strcmp (path, "gfx/menuplyr.lmp")) //these arn't cached. I hate hacks. memcpy (menuplyr_pixels, dat->data, dat->width*dat->height); else { glmenu_numcachepics++; Q_strncpyz (pic->name, path, sizeof(pic->name)); } pic->pic.width = dat->width; pic->pic.height = dat->height; gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(path, false, true))) gl->texnum = GL_LoadPicTexture (dat); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return &pic->pic; } qpic_t *GLDraw_CachePic (char *path) { qpic_t *pic = GLDraw_SafeCachePic (path); if (!pic) Sys_Error ("GLDraw_CachePic: failed to load %s", path); return pic; } void GLDraw_CharToConback (int num, qbyte *dest) { int row, col; qbyte *source; int drawline; int x; row = num>>4; col = num&15; source = draw_chars + (row<<10) + (col<<3); drawline = 8; while (drawline--) { for (x=0 ; x<8 ; x++) if (source[x] != 255) dest[x] = 0x60 + source[x]; source += 128; dest += 320; } } typedef struct { char *name; int minimize, maximize; } glmode_t; glmode_t modes[] = { {"GL_NEAREST", GL_NEAREST, GL_NEAREST}, {"GL_LINEAR", GL_LINEAR, GL_LINEAR}, {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} }; /* =============== Draw_TextureMode_f =============== */ void GLDraw_TextureMode_f (void) { int i; gltexture_t *glt; if (Cmd_Argc() == 1) { for (i=0 ; i< 6 ; i++) if (gl_filter_min == modes[i].minimize) { Con_Printf ("%s\n", modes[i].name); return; } Con_Printf ("current filter is unknown???\n"); return; } for (i=0 ; i< 6 ; i++) { if (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) ) break; } if (i == 6) { Con_Printf ("bad filter name\n"); return; } gl_filter_min = modes[i].minimize; gl_filter_max = modes[i].maximize; // change all the existing mipmap texture objects for (glt=gltextures ; glt ; glt=glt->next) { if (glt->mipmap) { GL_Bind (glt->texnum); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } } /* =============== Draw_Init =============== */ void GLDraw_ReInit (void) { int i; qpic_t *cb; qbyte *dest; int x; char ver[40]; glpic_t *gl; qpic_t *bigfont; int start; qbyte *ncdata; qbyte *tinyfont; extern int solidskytexture; extern int alphaskytexture; extern int skyboxtex[6]; extern int lightmap_textures; extern int filmtexture; int maxtexsize; gltexture_t *glt; while(gltextures) { glt = gltextures; gltextures = gltextures->next; BZ_Free(glt); } memset(gltexturetablebuckets, 0, sizeof(gltexturetablebuckets)); Hash_InitTable(&gltexturetable, sizeof(gltexturetablebuckets)/sizeof(gltexturetablebuckets[0]), gltexturetablebuckets); texture_extension_number=1; solidskytexture=0; alphaskytexture=0; skyboxtex[0] = 0; skyboxtex[1] = 0; skyboxtex[2] = 0; skyboxtex[3] = 0; skyboxtex[4] = 0; skyboxtex[5] = 0; lightmap_textures=0; filmtexture=0; currenttexture=0; glmenu_numcachepics=0; // GL_FlushSkinCache(); GL_GAliasFlushSkinCache(); memset(scrap_allocated, 0, sizeof(scrap_allocated)); glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize); if (gl_max_size.value > maxtexsize) { sprintf(ver, "%i", maxtexsize); Cvar_ForceSet (&gl_max_size, ver); } if (maxtexsize < 2048) //this needs to be able to hold the image in unscaled form. sizeofuploadmemorybufferintermediate = 2048*2048*4; //make sure we can load 2048*2048 images whatever happens. else sizeofuploadmemorybufferintermediate = maxtexsize*maxtexsize*4; //gl supports huge images, so so shall we. //required to hold the image after scaling has occured sizeofuploadmemorybuffer = maxtexsize*maxtexsize*4; uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer); uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate); // load the console background and the charset // by hand, because we need to write the version // string into the background before turning // it into a texture draw_chars = W_SafeGetLumpName ("conchars"); if (draw_chars) { for (i=0 ; i<128*128 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color } // now turn them into textures if (!(char_texture=Mod_LoadReplacementTexture("gfx/conchars.lmp", false, true))) //no high res { if (!draw_chars) //or low res. { if (!(char_texture=Mod_LoadHiResTexture("pics/conchars.pcx", false, true))) //try low res q2 path { char *tempchars = COM_LoadMallocFile("gfx/menu/conchars.lmp"); char *in, *out; if (!tempchars) Sys_Error("No charset found\n"); draw_chars = BZ_Malloc(8*8*256*8); out = draw_chars; for (i = 0; i < 8*8; i+=1) { if ((i/8)&1) { in = tempchars + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128; for (x = 0; x < 16*8; x++) *out++ = *in++; } else { in = tempchars + (i/8)*16*8*8+(i&7)*32*8; for (x = 0; x < 16*8; x++) *out++ = *in++; } } for (i = 0; i < 8*8; i+=1) { if ((i/8)&1) { in = tempchars+128*128 + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128; for (x = 0; x < 16*8; x++) *out++ = *in++; } else { in = tempchars+128*128 + (i/8)*16*8*8+(i&7)*32*8; for (x = 0; x < 16*8; x++) *out++ = *in++; } } Z_Free(tempchars); for (i=0 ; i<128*128 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); Z_Free(draw_chars); draw_chars = NULL; } } else char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); } default_char_texture=char_texture; gl_font.modified = true; gl_smoothfont.modified = 1; GL_BeginRendering (&glx, &gly, &glwidth, &glheight); SCR_DrawLoading (); GL_EndRendering (); //now emit the conchars picture as if from a wad. strcpy(glmenu_cachepics[glmenu_numcachepics].name, "conchars"); glmenu_cachepics[glmenu_numcachepics].pic.width = 128; glmenu_cachepics[glmenu_numcachepics].pic.height = 128; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = char_texture; gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; tinyfont = W_SafeGetLumpName ("tinyfont"); if (tinyfont) { for (i=0 ; i<128*32 ; i++) if (tinyfont[i] == 0) tinyfont[i] = 255; // proper transparent color strcpy(glmenu_cachepics[glmenu_numcachepics].name, "tinyfont"); glmenu_cachepics[glmenu_numcachepics].pic.width = 128; glmenu_cachepics[glmenu_numcachepics].pic.height = 32; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = GL_LoadTexture ("tinyfont", 128, 32, tinyfont, false, true); gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; } bigfont = (qpic_t *)COM_LoadMallocFile ("gfx/menu/bigfont.lmp"); if (bigfont) { char *data; data = bigfont->data; for (i=0 ; iwidth*bigfont->height ; i++) if (data[i] == 0) data[i] = 255; // proper transparent color strcpy(glmenu_cachepics[glmenu_numcachepics].name, "gfx/menu/bigfont.lmp"); glmenu_cachepics[glmenu_numcachepics].pic.width = bigfont->width; glmenu_cachepics[glmenu_numcachepics].pic.height = bigfont->height; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = GL_LoadTexture ("gfx/menu/bigfont.lmp", bigfont->width, bigfont->height, data, false, true); gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; } if (!(char_tex2=Mod_LoadReplacementTexture("gfx/conchars2.lmp", false, true))) { if (!draw_chars) char_tex2 = char_texture; else char_tex2 = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); } cs_texture = texture_extension_number++; cachedcrosshair=0; start = Hunk_LowMark (); conback = default_conback; if (COM_FDepthFile("gfx/conback.lmp", false) <= COM_FDepthFile("gfx/menu/conback.lmp", false)) cb = (qpic_t *)COM_LoadHunkFile ("gfx/conback.lmp"); else cb = (qpic_t *)COM_LoadHunkFile ("gfx/menu/conback.lmp"); if (cb) { SwapPic (cb); if (draw_chars) { #ifdef DISTRIBUTION sprintf (ver, "%s %4.2f", DISTRIBUTION, VERSION); #else sprintf (ver, "%4.2f", VERSION); #endif dest = cb->data + 320 + 320*186 - 11 - 8*strlen(ver); for (x=0 ; xwidth = vid.conwidth; conback->height = vid.conheight; // scale console to vid size dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback"); for (y=0 ; ydata + cb->width * (y*cb->height/vid.conheight); if (vid.conwidth == cb->width) memcpy (dest, src, vid.conwidth); else { f = 0; fstep = cb->width*0x10000/vid.conwidth; for (x=0 ; x>16]; f += fstep; dest[x+1] = src[f>>16]; f += fstep; dest[x+2] = src[f>>16]; f += fstep; dest[x+3] = src[f>>16]; f += fstep; } } } #else conback->width = cb->width; conback->height = cb->height; ncdata = cb->data; #endif } else { ncdata = NULL; } glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl = (glpic_t *)conback->data; if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/conback.lmp", false, true))) { if (!ncdata) //no fallback { if (!(gl->texnum=Mod_LoadHiResTexture("pics/conback.pcx", false, true))) if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/menu/conback.lmp", false, true))) Sys_Error ("Couldn't load gfx/conback.lmp"); //that's messed it up, hasn't it?... } else { gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false); } } gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; conback->width = vid.conwidth; conback->height = vid.conheight; memcpy(custconback_buffer, conback_buffer, sizeof(custconback_buffer)); custom_conback->width = vid.conwidth; custom_conback->height = vid.conheight; gl = (glpic_t *)custom_conback->data; gl->texnum = 0; gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; custom_conback->width = vid.conwidth; custom_conback->height = vid.conheight; gl_conback.modified = true; // free loaded console Hunk_FreeToLowMark (start); // save a texture slot for translated picture translate_texture = texture_extension_number++; // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; // // get the other pics we need // draw_disc = Draw_SafePicFromWad ("disc"); draw_backtile = Draw_SafePicFromWad ("backtile"); if (!draw_backtile) draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp"); detailtexture = Mod_LoadReplacementTexture("textures/detail", true, false); inited15to8 = false; } void GLDraw_Init (void) { memset(scrap_allocated, 0, sizeof(scrap_allocated)); GLR_MeshInit(); Cmd_AddRemCommand ("gl_texturemode", &GLDraw_TextureMode_f); GLDraw_ReInit(); draw_mesh.numindexes = 6; draw_mesh.indexes = r_quad_indexes; draw_mesh.trneighbors = NULL; draw_mesh.numvertexes = 4; draw_mesh.xyz_array = draw_mesh_xyz; draw_mesh.normals_array = draw_mesh_normals; draw_mesh.st_array = draw_mesh_st; draw_mesh.lmst_array = draw_mesh_lmst; } void GLDraw_DeInit (void) { Cmd_RemoveCommand("gl_texturemode"); draw_disc = NULL; BZ_Free(uploadmemorybuffer); //free the mem BZ_Free(uploadmemorybufferintermediate); uploadmemorybuffer = NULL; //make sure we know it's free uploadmemorybufferintermediate = NULL; sizeofuploadmemorybuffer = 0; //and give a nice safe sys_error if we try using it. sizeofuploadmemorybufferintermediate = 0; } /* ================ Draw_Character Draws one 8*8 graphics character with 0 being transparent. It can be clipped to the top of the screen to allow the console to be smoothly scrolled off. ================ */ void GLDraw_Character (int x, int y, unsigned int num) { int row, col; float frow, fcol, size; if (num == 32) return; // space if (y <= -8) return; // totally off screen num &= 255; row = num>>4; col = num&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = fcol; draw_mesh_st[0][1] = frow; draw_mesh_xyz[1][0] = x+8; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = fcol+size; draw_mesh_st[1][1] = frow; draw_mesh_xyz[2][0] = x+8; draw_mesh_xyz[2][1] = y+8; draw_mesh_st[2][0] = fcol+size; draw_mesh_st[2][1] = frow+size; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+8; draw_mesh_st[3][0] = fcol; draw_mesh_st[3][1] = frow+size; if (num&CON_2NDCHARSETTEXT) GL_DrawMesh(&draw_mesh, NULL, char_tex2, 0); else GL_DrawMesh(&draw_mesh, NULL, char_texture, 0); return; if (num&CON_2NDCHARSETTEXT) GL_Bind (char_tex2); else GL_Bind (char_texture); num &= 255; row = num>>4; col = num&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; glBegin (GL_QUADS); glTexCoord2f (fcol, frow); glVertex2f (x, y); glTexCoord2f (fcol + size, frow); glVertex2f (x+8, y); glTexCoord2f (fcol + size, frow + size); glVertex2f (x+8, y+8); glTexCoord2f (fcol, frow + size); glVertex2f (x, y+8); glEnd (); } void GLDraw_ColouredCharacter (int x, int y, unsigned int num) { int col; if (num & CON_BLINKTEXT) { if ((int)(cl.time*3) & 1) return; } { col = (num&CON_COLOURMASK)/256; glColor3f(consolecolours[col].r, consolecolours[col].g, consolecolours[col].b); } Draw_Character(x, y, num); } /* ================ Draw_String ================ */ void GLDraw_String (int x, int y, const qbyte *str) { while (*str) { Draw_Character (x, y, *str); str++; x += 8; } } /* ================ Draw_Alt_String ================ */ void GLDraw_Alt_String (int x, int y, const qbyte *str) { while (*str) { Draw_Character (x, y, (*str) | 0x80); str++; x += 8; } } #include "crosshairs.dat" void GLDraw_Crosshair(void) { int x, y; int sc; vrect_t rect; if (crosshair.value == 1) { for (sc = 0; sc < cl.splitclients; sc++) { SCR_VRectForPlayer(&rect, sc); GLDraw_Character (rect.x + rect.width/2-4 + cl_crossx.value, rect.y + rect.height/2-4 + cl_crossy.value, '+'); } return; } glDisable (GL_BLEND); glTexEnvi(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); if (crosshair.value) { GL_Bind (cs_texture); if (cachedcrosshair != crosshair.value || crosshair.value >= FIRSTANIMATEDCROSHAIR) { int c = d_8to24rgbtable[(qbyte) crosshaircolor.value]; int c2 = d_8to24rgbtable[(qbyte) crosshaircolor.value]; #define Pix(x,y,c) { \ if (y+8<0)c=0; \ if (y+8>=16)c=0; \ if (x+8<0)c=0; \ if (x+8>=16)c=0; \ \ cs_data[(y+8)*16+(x+8)] = c; \ } memset(cs_data, 0, sizeof(cs_data)); switch((int)crosshair.value) { default: #include "crosshairs.dat" } GL_Upload32(NULL, cs_data, 16, 16, 0, true); #undef Pix cachedcrosshair = crosshair.value; } } else if ((*crosshair.string>='a' && *crosshair.string<='z') || (*crosshair.string>='A' && *crosshair.string<='Z')) { int i = Mod_LoadHiResTexture (crosshair.string, false, true); GL_Bind (i); } else return; for (sc = 0; sc < cl.splitclients; sc++) { SCR_VRectForPlayer(&rect, sc); x = rect.x + rect.width/2 - 3 + cl_crossx.value; y = rect.y + rect.height/2 - 3 + cl_crossy.value; glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x - 4, y - 4); glTexCoord2f (1, 0); glVertex2f (x+12, y-4); glTexCoord2f (1, 1); glVertex2f (x+12, y+12); glTexCoord2f (0, 1); glVertex2f (x - 4, y+12); glEnd (); } // glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); // glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); } /* ================ Draw_DebugChar Draws a single character directly to the upper right corner of the screen. This is for debugging lockups by drawing different chars in different parts of the code. ================ */ void GLDraw_DebugChar (qbyte num) { } /* ============= Draw_Pic ============= */ void GLDraw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; if (!pic) return; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = gl->sl; draw_mesh_st[0][1] = gl->tl; draw_mesh_xyz[1][0] = x+pic->width; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = gl->sh; draw_mesh_st[1][1] = gl->tl; draw_mesh_xyz[2][0] = x+pic->width; draw_mesh_xyz[2][1] = y+pic->height; draw_mesh_st[2][0] = gl->sh; draw_mesh_st[2][1] = gl->th; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+pic->height; draw_mesh_st[3][0] = gl->sl; draw_mesh_st[3][1] = gl->th; GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0); /* glColor4f (1,1,1,1); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); */ } void GLDraw_LevelPic (qpic_t *pic) //Fullscreen and stuff { glpic_t *gl; if (!pic) return; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glColor4f (1,1,1,1); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (0, 0); glTexCoord2f (gl->sh, gl->tl); glVertex2f (vid.conwidth, 0); glTexCoord2f (gl->sh, gl->th); glVertex2f (vid.conwidth, vid.conheight); glTexCoord2f (gl->sl, gl->th); glVertex2f (0, vid.conheight); glEnd (); } /* ============= Draw_AlphaPic ============= */ void GLDraw_AlphaPic (int x, int y, qpic_t *pic, float alpha) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_FRONT); glColor4f (1,1,1,alpha); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } void GLDraw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { glpic_t *gl; float newsl, newtl, newsh, newth; float oldglwidth, oldglheight; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; oldglwidth = gl->sh - gl->sl; oldglheight = gl->th - gl->tl; newsl = gl->sl + (srcx*oldglwidth)/pic->width; newsh = newsl + (width*oldglwidth)/pic->width; newtl = gl->tl + (srcy*oldglheight)/pic->height; newth = newtl + (height*oldglheight)/pic->height; 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+width; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = newsh; draw_mesh_st[1][1] = newtl; draw_mesh_xyz[2][0] = x+width; draw_mesh_xyz[2][1] = y+height; draw_mesh_st[2][0] = newsh; draw_mesh_st[2][1] = newth; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+height; draw_mesh_st[3][0] = newsl; draw_mesh_st[3][1] = newth; GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0); } /* ============= Draw_TransPic ============= */ void GLDraw_TransPic (int x, int y, qpic_t *pic) { if (!pic) return; if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 || (unsigned)(y + pic->height) > vid.height) { Con_DPrintf("Draw_TransPic: bad coordinates\n"); return; // Sys_Error ("Draw_TransPic: bad coordinates"); } GLDraw_Pic (x, y, pic); } /* ============= Draw_TransPicTranslate Only used for the player color selection menu ============= */ void GLDraw_TransPicTranslate (int x, int y, qpic_t *pic, qbyte *translation) { int v, u, c; unsigned trans[64*64], *dest; qbyte *src; int p; GL_Bind (translate_texture); c = pic->width * pic->height; dest = trans; for (v=0 ; v<64 ; v++, dest += 64) { src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width]; for (u=0 ; u<64 ; u++) { p = src[(u*pic->width)>>6]; if (p == 255) dest[u] = p; else dest[u] = d_8to24rgbtable[translation[p]]; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor3f (1,1,1); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x, y); glTexCoord2f (1, 0); glVertex2f (x+pic->width, y); glTexCoord2f (1, 1); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (0, 1); glVertex2f (x, y+pic->height); glEnd (); } /* ================ Draw_ConsoleBackground ================ */ void GLDraw_ConsoleBackground (int lines) { // char ver[80]; // int x, i; int y; y = (vid.height * 3) >> 2; conback->width = vid.conwidth; conback->height = vid.conheight; if (lines > y) { glColor3f (1,1,1); GLDraw_Pic(0, lines-vid.height, conback); } else { GLDraw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); } /* // hack the version number directly into the pic // y = lines-186; y = lines-14; if (!cls.download) { #ifdef __linux__ sprintf (ver, "LinuxGL (%4.2f) QuakeWorld", LINUX_VERSION); #else sprintf (ver, "GL (%4.2f) QuakeWorld", GLQUAKE_VERSION); #endif x = vid.conwidth - (strlen(ver)*8 + 11) - (vid.conwidth*8/320)*7; for (i=0 ; i> 2; if (lines > y) GLDraw_Pic(0, lines-vid.height, conback); else GLDraw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); } /* ============= Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ void GLDraw_TileClear (int x, int y, int w, int h) { glColor3f (1,1,1); if (!draw_backtile) { glDisable(GL_TEXTURE_2D); glBegin (GL_QUADS); glTexCoord2f (x/64.0, y/64.0); glVertex2f (x, y); glTexCoord2f ( (x+w)/64.0, y/64.0); glVertex2f (x+w, y); glTexCoord2f ( (x+w)/64.0, (y+h)/64.0); glVertex2f (x+w, y+h); glTexCoord2f ( x/64.0, (y+h)/64.0 ); glVertex2f (x, y+h); glEnd (); glEnable(GL_TEXTURE_2D); } else { GL_Bind (*(int *)draw_backtile->data); glBegin (GL_QUADS); glTexCoord2f (x/64.0, y/64.0); glVertex2f (x, y); glTexCoord2f ( (x+w)/64.0, y/64.0); glVertex2f (x+w, y); glTexCoord2f ( (x+w)/64.0, (y+h)/64.0); glVertex2f (x+w, y+h); glTexCoord2f ( x/64.0, (y+h)/64.0 ); glVertex2f (x, y+h); glEnd (); } } /* ============= Draw_Fill Fills a box of pixels with a single color ============= */ void GLDraw_Fill (int x, int y, int w, int h, int c) { glDisable (GL_TEXTURE_2D); glColor3f (gammatable[host_basepal[c*3]]/255.0, gammatable[host_basepal[c*3+1]]/255.0, gammatable[host_basepal[c*3+2]]/255.0); glBegin (GL_QUADS); glVertex2f (x,y); glVertex2f (x+w, y); glVertex2f (x+w, y+h); glVertex2f (x, y+h); glEnd (); glColor3f (1,1,1); glEnable (GL_TEXTURE_2D); } //============================================================================= /* ================ Draw_FadeScreen ================ */ void GLDraw_FadeScreen (void) { glEnable (GL_BLEND); glDisable(GL_ALPHA_TEST); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.5); glBegin (GL_QUADS); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor4f (1,1,1,1); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); glEnable(GL_ALPHA_TEST); Sbar_Changed(); } void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qpic_t *pic) { glpic_t *gl; if (!pic) return; if (w == 0 && h == 0) { w = 64; h = 64; } if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; /* s2 = s2 newsl = gl->sl + (srcx*oldglwidth)/pic->width; newsh = newsl + (width*oldglwidth)/pic->width; newtl = gl->tl + (srcy*oldglheight)/pic->height; newth = newtl + (height*oldglheight)/pic->height; */ s2 = s1 + (s2-s1)*gl->sh; s1 += gl->sl; t2 = t1 + (t2-t1)*gl->th; t1 += gl->tl; 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; GL_DrawMesh(&draw_mesh, NULL, gl->texnum, 0); } //============================================================================= /* ================ Draw_BeginDisc Draws the little blue disc in the corner of the screen. Call before beginning any disc IO. ================ */ void GLDraw_BeginDisc (void) { if (!draw_disc || !r_drawdisk.value) return; glDrawBuffer (GL_FRONT); Draw_Pic (vid.width - 24, 0, draw_disc); glDrawBuffer (GL_BACK); } /* ================ Draw_EndDisc Erases the disc icon. Call after completing any disc IO ================ */ void GLDraw_EndDisc (void) { } /* ================ GL_Set2D Setup as if the screen was 320*200 ================ */ void GL_Set2D (void) { glViewport (glx, gly, glwidth, glheight); glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable (GL_BLEND); glEnable (GL_ALPHA_TEST); // glDisable (GL_ALPHA_TEST); glColor4f (1,1,1,1); if (gl_font.modified) { gl_font.modified = 0; if (!*gl_font.string || !(char_texture=Mod_LoadHiResTexture(va("fonts/%s", gl_font.string), false, true))) char_texture = default_char_texture; gl_smoothfont.modified = 1; } if (gl_conback.modified) { int newtex = 0; gl_conback.modified = 0; if (!*gl_conback.string || !(newtex=Mod_LoadHiResTexture(va("conbacks/%s", gl_conback.string), false, true))) conback = default_conback; else { conback = custom_conback; ((glpic_t *)conback->data)->texnum = newtex; } } if (gl_smoothfont.modified) { GL_Bind(char_texture); if (gl_smoothfont.value) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } } } //==================================================================== /* ================ GL_FindTexture ================ */ int GL_FindTexture (char *identifier) { gltexture_t *glt; glt = Hash_Get(&gltexturetable, identifier); if (glt) return glt->texnum; /* for (glt=gltextures ; glt ; glt=glt->next) { if (!strcmp (identifier, glt->identifier)) return glt->texnum; } */ return -1; } gltexture_t *GL_MatchTexture (char *identifier, int bits, int width, int height) { gltexture_t *glt; glt = Hash_Get(&gltexturetable, identifier); while(glt) { if (glt->bpp == bits && width == glt->width && height == glt->height) return glt; glt = Hash_GetNext(&gltexturetable, identifier, glt); } /* for (glt=gltextures ; glt ; glt=glt->next) { if (glt->bpp == bits && width == glt->width && height == glt->height) { if (!strcmp (identifier, glt->identifier)) { return glt; } } } */ return NULL; } /* ================ GL_ResampleTexture ================ */ void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight) { int i, j; unsigned *inrow; unsigned frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } /* ================ GL_Resample8BitTexture -- JACK ================ */ void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out, int outwidth, int outheight) { int i, j; unsigned char *inrow; unsigned frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } /* ================ GL_MipMap Operates in place, quartering the size of the texture ================ */ void GL_MipMap (qbyte *in, int width, int height) { int i, j; qbyte *out; width <<=2; height >>= 1; out = in; for (i=0 ; i>2; out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2; out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2; out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2; } } } #ifdef GL_USE8BITTEX #ifdef GL_EXT_paletted_texture void GLDraw_Init15to8(void) { int i, r, g, b, v, k; int r1, g1, b1; qbyte *pal; float dist, bestdist; FILE *f; qboolean savetable; // JACK: 3D distance calcs - k is last closest, l is the distance. if (inited15to8) return; if (!d_15to8table) d_15to8table = BZ_Malloc(sizeof(qbyte) * 32768); inited15to8 = true; savetable = COM_CheckParm("-save15to8"); if (savetable) COM_FOpenFile("glquake/15to8.pal", &f); else f = NULL; if (f) { fread(d_15to8table, 1<<15, 1, f); fclose(f); } else { for (i=0; i < (1<<15); i++) { /* Maps 000000000000000 000000000011111 = Red = 0x1F 000001111100000 = Blue = 0x03E0 111110000000000 = Grn = 0x7C00 */ r = ((i & 0x1F) << 3)+4; g = ((i & 0x03E0) >> 2)+4; b = ((i & 0x7C00) >> 7)+4; pal = (unsigned char *)d_8to24rgbtable; for (v=0,k=0,bestdist=10000.0; v<256; v++,pal+=4) { r1 = (int)r - (int)pal[0]; g1 = (int)g - (int)pal[1]; b1 = (int)b - (int)pal[2]; dist = sqrt(((r1*r1)+(g1*g1)+(b1*b1))); if (dist < bestdist) { k=v; bestdist = dist; } } d_15to8table[i]=k; } if (savetable) { char s[256]; sprintf(s, "%s/glquake", com_gamedir); Sys_mkdir (s); sprintf(s, "%s/glquake/15to8.pal", com_gamedir); if ((f = fopen(s, "wb")) != NULL) { fwrite(d_15to8table, 1<<15, 1, f); fclose(f); } } } } /* ================ GL_MipMap8Bit Mipping for 8 bit textures ================ */ void GL_MipMap8Bit (qbyte *in, int width, int height) { int i, j; qbyte *out; unsigned short r,g,b; qbyte *at1, *at2, *at3, *at4; height >>= 1; out = in; for (i=0 ; i>=5; g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5; b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5; out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)]; } } #endif #endif qboolean GL_UploadCompressed (qbyte *file, int *out_width, int *out_height, unsigned int *out_mipmap) { int miplevel; int width; int height; int compressed_size; int internalformat; int nummips; #define GETVAR(var) memcpy(var, file, sizeof(*var));file+=sizeof(*var); if (!gl_compressable || !gl_compress.value) return false; GETVAR(&nummips) GETVAR(out_width) GETVAR(out_height) GETVAR(out_mipmap) for (miplevel = 0; miplevel < nummips; miplevel++) { GETVAR(&width); GETVAR(&height); GETVAR(&compressed_size); GETVAR(&internalformat); width = LittleLong(width); height = LittleLong(height); compressed_size = LittleLong(compressed_size); internalformat = LittleLong(internalformat); qglCompressedTexImage2DARB(GL_TEXTURE_2D, miplevel, internalformat, width, height, 0, compressed_size, file); file += compressed_size; } if (*out_mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } return true; } /* =============== GL_Upload32 =============== */ void GL_Upload32 (char *name, unsigned *data, int width, int height, qboolean mipmap, qboolean alpha) { int miplevel=0; int samples; unsigned *scaled = (unsigned *)uploadmemorybuffer; int scaled_width, scaled_height; for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (gl_max_size.value) { if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; } if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); samples = alpha ? gl_alpha_format : gl_solid_format; if (gl_compressable && gl_compress.value && name&&mipmap) samples = alpha ? GL_COMPRESSED_RGBA_ARB : GL_COMPRESSED_RGB_ARB; #if 0 if (mipmap) gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans); else if (scaled_width == width && scaled_height == height) glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); else { gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans, scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } #else texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height*4); } else GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); if (mipmap) { miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap ((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } } if (gl_compressable && gl_compress.value && gl_savecompressedtex.value && name&&mipmap) { FILE *out; int miplevels; GLint compressed; GLint compressed_size; GLint internalformat; unsigned char *img; char outname[MAX_OSPATH]; int i; miplevels = miplevel+1; glGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB, &compressed); if (compressed == GL_TRUE && !strstr(name, "..")) //is there any point in bothering with the whole endian thing? { sprintf(outname, "%s/tex/%s.tex", com_gamedir, name); COM_CreatePath(outname); out = fopen(outname, "wb"); if (out) { i = LittleLong(miplevels); fwrite(&i, 1, sizeof(i), out); i = LittleLong(width); fwrite(&i, 1, sizeof(i), out); i = LittleLong(height); fwrite(&i, 1, sizeof(i), out); i = LittleLong(mipmap); fwrite(&i, 1, sizeof(i), out); for (miplevel = 0; miplevel < miplevels; miplevel++) { glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_ARB, &compressed); glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_INTERNAL_FORMAT, &internalformat); glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &compressed_size); glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &width); glGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &height); img = (unsigned char *)BZ_Malloc(compressed_size * sizeof(unsigned char)); qglGetCompressedTexImageARB(GL_TEXTURE_2D, miplevel, img); i = LittleLong(width); fwrite(&i, 1, sizeof(i), out); i = LittleLong(height); fwrite(&i, 1, sizeof(i), out); i = LittleLong(compressed_size); fwrite(&i, 1, sizeof(i), out); i = LittleLong(internalformat); fwrite(&i, 1, sizeof(i), out); fwrite(img, 1, compressed_size, out); BZ_Free(img); } fclose(out); } } } done: ; #endif if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } void GL_Upload8Grey (unsigned char*data, int width, int height, qboolean mipmap) { int samples; unsigned char *scaled = uploadmemorybuffer; int scaled_width, scaled_height; for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (gl_max_size.value) { if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; } if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); samples = 1;//alpha ? gl_alpha_format : gl_solid_format; #if 0 if (mipmap) gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans); else if (scaled_width == width && scaled_height == height) glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); else { gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans, scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } #else texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height); } else GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap ((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled); } } done: ; #endif if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } void GL_MipMapNormal (qbyte *in, int width, int height) { int i, j; qbyte *out; float inv255 = 1.0f/255.0f; float inv127 = 1.0f/127.0f; float x,y,z,l,mag00,mag01,mag10,mag11; width <<=2; height >>= 1; out = in; for (i=0 ; i 1.0) { out[3] = 255; } else { out[3] = (qbyte)(255.0*l); } } } } //PENTA //sizeofuploadmemorybufferintermediate is guarenteed to be bigger or equal to the normal uploadbuffer size unsigned int * genNormalMap(qbyte *pixels, int w, int h, float scale) { int i, j, wr, hr; unsigned char r, g, b; unsigned *nmap = (unsigned *)uploadmemorybufferintermediate; float sqlen, reciplen, nx, ny, nz; const float oneOver255 = 1.0f/255.0f; float c, cx, cy, dcx, dcy; wr = w; hr = h; for (i=0; i Added support for big endian. } } return &nmap[0]; } //PENTA void GL_UploadBump(qbyte *data, int width, int height, qboolean mipmap) { int s; unsigned char *scaled = uploadmemorybuffer; int scaled_width, scaled_height; qbyte *nmap; s = width*height; //Resize to power of 2 and maximum texture size for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (gl_max_size.value) { if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; } if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); //To resize or not to resize if (scaled_width == width && scaled_height == height) { memcpy (scaled, data, width*height); scaled_width = width; scaled_height = height; } else { //Just picks pixels so grayscale is equivalent with 8 bit. GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); } // if (is_overriden) // nmap = (qbyte *)genNormalMap(scaled,scaled_width,scaled_height,10.0f); // else nmap = (qbyte *)genNormalMap(scaled,scaled_width,scaled_height,4.0f); glTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA , scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nmap); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); //glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMapNormal(nmap,scaled_width,scaled_height); //GL_MipMapGray((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, GL_RGBA, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, nmap); //glTexImage2D (GL_TEXTURE_2D, miplevel, GL_RGBA, scaled_width, scaled_height, 0, GL_RGBA, // GL_UNSIGNED_BYTE, genNormalMap(scaled,scaled_width,scaled_height,4.0f)); } } if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } // if (gl_texturefilteranisotropic) // glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_texureanisotropylevel); } #ifdef GL_USE8BITTEX #ifdef GL_EXT_paletted_texture void GL_Upload8_EXT (qbyte *data, int width, int height, qboolean mipmap, qboolean alpha) { int i, s; qboolean noalpha; int samples; unsigned char *scaled = uploadmemorybuffer; int scaled_width, scaled_height; GLDraw_Init15to8(); s = width*height; // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; i>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (gl_max_size.value) { if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; } if (scaled_width * scaled_height > sizeofuploadmemorybufferintermediate/4) Sys_Error ("GL_LoadTexture: too big"); samples = 1; // alpha ? gl_alpha_format : gl_solid_format; texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height); } else GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap8Bit ((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); } } done: ; if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } #endif #endif /* =============== GL_Upload8 =============== */ int ColorIndex[16] = { 0, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 199, 207, 223, 231 }; unsigned ColorPercent[16] = { 25, 51, 76, 102, 114, 127, 140, 153, 165, 178, 191, 204, 216, 229, 237, 247 }; void GL_Upload8 (qbyte *data, int width, int height, qboolean mipmap, qboolean alpha) { unsigned *trans = (unsigned *)uploadmemorybufferintermediate; int i, s; qboolean noalpha; int p; if (width*height > sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8: image too big (%i*%i)", width, height); s = width*height; // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; i>4]] & 0x00ffffff; trans[i] |= ( int )ColorPercent[p&15] << 24; //trans[i] = 0x7fff0000; } break; } } else { if (s&3) Sys_Error ("GL_Upload8: s&3"); for (i=0 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8FB: image too big (%i*%i)", width, height); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise noalpha = true; for (i=0 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8Pal24: image too big (%i*%i)", width, height); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; itexnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8 (data, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTextureFB (char *identifier, int width, int height, qbyte *data, qboolean mipmap, qboolean alpha) { int i; gltexture_t *glt; // see if the texture is allready present if (identifier[0]) { glt = GL_MatchTexture(identifier, 8, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; for (i = 0; i < width*height; i++) if (data[i] > 255-vid.fullbright) break; if (i == width*height) return 0; //none found, don't bother uploading. strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8FB (data, width, height, mipmap); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, qboolean mipmap, qboolean alpha) { gltexture_t *glt; // see if the texture is allready present if (identifier[0]) { glt = GL_MatchTexture(identifier, 24, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 24; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8Pal24 (data, palette24, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture32 (char *identifier, int width, int height, unsigned *data, qboolean mipmap, qboolean alpha) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is allready present if (identifier[0]) { glt = GL_MatchTexture(identifier, 32, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 32; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_Upload32 (identifier, data, width, height, mipmap, alpha); } texture_extension_number++; return texture_extension_number-1; } int GL_LoadCompressed(char *name) { qbyte *COM_LoadFile (char *path, int usehunk); unsigned char *file; gltexture_t *glt; char inname[MAX_OSPATH]; if (!gl_compressable || !gl_compress.value) return 0; // see if the texture is allready present if (name[0]) { int num = GL_FindTexture(name); if (num != -1) return num; } else return 0; _snprintf(inname, sizeof(inname)-1, "tex/%s.tex", name); file = COM_LoadFile(inname, 5); if (!file) return 0; glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, name); glt->texnum = texture_extension_number; glt->bpp = 32; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); if (!GL_UploadCompressed (file, &glt->width, &glt->height, (unsigned int *)&glt->mipmap)) return 0; texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Grey (char *identifier, int width, int height, unsigned char *data, qboolean mipmap) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is allready present if (identifier[0]) { glt = GL_MatchTexture(identifier, 8, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_Upload8Grey (data, width, height, mipmap); } texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Bump (char *identifier, int width, int height, unsigned char *data, qboolean mipmap) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is allready present if (identifier[0]) { glt = GL_MatchTexture(identifier, 8, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add2(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_UploadBump (data, width, height, mipmap); } texture_extension_number++; return texture_extension_number-1; } /* ================ GL_LoadPicTexture ================ */ int GL_LoadPicTexture (qpic_t *pic) { return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true); } /****************************************/ void GL_SelectTexture (GLenum target) { if (!gl_mtexable) return; qglSelectTextureSGIS(target); }