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fteqw/engine/client/r_2d.c
Spoike 685404250f added cmake file.
reduced input latency.
reworked how internal texture formats work,.
added support for LIGHTING_E5BGR9 bspx lump for HDR lighting.
updated support for srgb, no longer looks quite so weird. works on glx
vid_srgb 3 attempts to use half-float swapchains, where possible.
gl: use glTextureStorage where available.
d3d11: gave up on using dxgi for fullscreen, was just too buggy.
glx: updated gl context creation on linux.
server: fix svc_updatefrags not being passed though (fixes frikbot scores)
fs: spanned pk3s now work (fragmented files/directory will fail to open, so this needs a custom tool to be fully useful).
fixed restart_ents command (restarts the map, but preserving the players as they are)
tw: removed 'QWSKINS' featureset from tw config

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5217 fc73d0e0-1445-4013-8a0c-d673dee63da5
2018-03-04 14:41:16 +00:00

1715 lines
39 KiB
C

#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;
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;
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;
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;
}
}
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;
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;
}
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"
"}\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"
"{\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 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(&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();
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)
{
void Shader_Default2D(const char *shortname, shader_t *s, const void *genargs);
shader_t *s;
if (!qrenderer)
return NULL;
s = R_RegisterCustom (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, TF_BGRA32, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, IF_NOMIPMAP);
atlas.tex = r_nulltex;
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 (!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;
//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
//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] = host_basepal[i*3+0]/255.0;
draw_active_colour[1] = host_basepal[i*3+1]/255.0;
draw_active_colour[2] = 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, TF_BGRA32, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, 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 || 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 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;
}
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || 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;
}
for (i = 0; i < 4; i++)
{
Vector2Copy(points[i], draw_mesh_xyz[draw_mesh.numvertexes+i]);
Vector2Copy(texcoords[i], draw_mesh_st[draw_mesh.numvertexes+i]);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+i]);
}
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 || 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)
{
R2D_Flush();
R2D_Flush = NULL;
}
VectorSet(draw_mesh_xyz[0], x1, y1, 0);
Vector2Set(draw_mesh_st[0], 0, 0);
Vector4Copy(draw_active_colour, draw_mesh_colors[0]);
VectorSet(draw_mesh_xyz[1], x2, y2, 0);
Vector2Set(draw_mesh_st[1], 1, 0);
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, 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);
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);
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", NULL);
else
#endif
if (M_GameType() == MGT_QUAKE2)
conback = R_RegisterPic("pics/conback.pcx", NULL);
else
conback = R_RegisterPic("gfx/conback.lmp", NULL);
}
}
}
#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;
}
}
}
#endif
void R2D_Font_Changed(void)
{
float tsize;
if (!con_textsize.modified)
return;
con_textsize.modified = false;
if (con_textsize.value < 0)
tsize = (-con_textsize.value * vid.height) / vid.pixelheight;
else
tsize = con_textsize.value;
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;
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
if (!strcmp(gl_font.string, "?"))
{
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, "");
if (tsize != 8)
font_console = Font_LoadFont(tsize, "");
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;
}
#endif
font_default = Font_LoadFont(8, gl_font.string);
if (!font_default && *gl_font.string)
font_default = Font_LoadFont(8, "");
if (tsize != 8)
{
font_console = Font_LoadFont(tsize, gl_font.string);
if (!font_console)
font_console = Font_LoadFont(tsize, "");
}
if (!font_console)
font_console = font_default;
}
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)
{
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;
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
}
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)
{
if (!r_refdef.playerview->screentint[3])
return;
if (r_refdef.flags & RDF_NOWORLDMODEL)
return;
R2D_ImageColours (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_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) && 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_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();
}
//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);
}
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)
{
tid->flags = (tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR));
Image_Upload(tid, rtfmt, NULL, NULL, width, height, 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