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fteqw/engine/client/r_2d.c
Spoike 4c2066601a Support connecting subnodes to servers over tcp (instead of depending on fork).
Fixed up the -netquake / -spasm / -fitz args slightly, should actually be usable now.
sv_mintic 0 is now treated as 0.013 when using nqplayerphysics, to try to make it smoother for nq clients.
Preparing for astc's volume formats. Mostly for completeness, I was bored. Disabled for now because nothing supports them anyway.
Fix broken mousewheel in SDL2 builds.
Fix configs not getting loaded following initial downloads in the web port/etc.
Make the near-cloud layer of q1 scrolling sky fully opaque by default (like vanilla).
Sky fog now ignores depth, treating it as an infinite distance.
Fix turbs not responding to fog.
r_fullbright no longer needs vid_reload to take effect (and more efficient now).
Tweaked the audio code to use an format enum instead of byte width, just with the same values still, primarily to clean up loaders that deal with S32 vs F32, or U8 vs S8.
Added a cvar to control whether to use threads for the qcgc. Still disabled by default but no longer requires engine recompiles to enable!



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5683 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-29 10:43:22 +00:00

1910 lines
47 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;
uploadfmt_t fmt;
int lastid;
unsigned int *data;
shader_t *shader;
texid_t tex;
apic_t *pics;
} atlas;
extern cvar_t scr_conalpha;
extern cvar_t gl_conback;
extern cvar_t gl_font, con_textfont;
extern cvar_t r_font_postprocess_outline;
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(&con_textfont);
Cvar_Unhook(&gl_font);
Cvar_Unhook(&r_font_postprocess_outline);
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));
#ifdef PLUGINS
Plug_FreeAllImages();
#endif
}
/*
Iniitalise the 2d rendering functions (including font).
Image loading code must be ready for use at this point.
*/
void R2D_Init(void)
{
unsigned int nonorm[4*4];
unsigned int nogloss[4*4];
int i, 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(&con_textfont, R2D_Font_Callback);
Cvar_Hook(&gl_font, R2D_Font_Callback);
Cvar_Hook(&r_font_postprocess_outline, 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)
{
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, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, IF_NOMIPMAP);
atlas.tex = r_nulltex;
atlas.fmt = sh_config.texfmt[PTI_BGRA8]?PTI_BGRA8:PTI_RGBA8;
atlas.shader = NULL;
atlas.dirty = false;
if (atlas.data) //clear atlas data instead of reallocating it.
memset(atlas.data, 0, sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
}
if (!atlas.tex)
atlas.tex = Image_CreateTexture(va("fte_atlas%i", atlasid), NULL, IF_NOMIPMAP|IF_NOMIPMAP);
if (!atlas.shader)
{
atlas.shader = R_RegisterShader(va("fte_atlas%i", atlasid), SUF_NONE,
"{\n"
"affine\n"
"program default2d\n"
"{\n"
"map $diffuse\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc gl_one gl_one_minus_src_alpha\n"
"}\n"
"}\n"
);
atlas.shader->defaulttextures->base = atlas.tex;
}
if (!atlas.data)
atlas.data = Z_Malloc(sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
out = atlas.data;
out += apic->x;
out += apic->y * atlas.allocation.width;
apic->atlas = atlas.shader;
if (atlas.fmt == PTI_BGRA8)
{
//pad above. extra casts because 64bit msvc is RETARDED.
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
for (y = 0; y < apic->height; y++)
{
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
indata += x;
out += atlas.allocation.width;
}
//pad below
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
}
else
{
//pad above. extra casts because 64bit msvc is RETARDED.
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
for (y = 0; y < apic->height; y++)
{
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
indata += x;
out += atlas.allocation.width;
}
//pad below
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
for (x = 0; x < apic->width; x++)
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
}
//pinch inwards, for linear sampling
apic->sl = (apic->x+0.5)/(float)atlas.allocation.width;
apic->sh = (apic->width-1.0)/(float)atlas.allocation.width;
apic->tl = (apic->y+0.5)/(float)atlas.allocation.height;
apic->th = (apic->height-1.0)/(float)atlas.allocation.height;
atlas.dirty = true;
apic->next = atlas.pics;
atlas.pics = apic;
}
else if (1)
{
apic->atlas = R_RegisterPic(va("gfx/%s", name), "wad");
apic->sl = 0;
apic->sh = 1;
apic->tl = 0;
apic->th = 1;
apic->next = atlas.pics;
atlas.pics = apic;
}
else
{
Z_Free(apic);
return NULL;
}
return apic;
}
void R2D_ImageColours(float r, float g, float b, float a)
{
draw_active_colour[0] = r;
draw_active_colour[1] = g;
draw_active_colour[2] = b;
draw_active_colour[3] = a;
Font_InvalidateColour(draw_active_colour);
}
void R2D_ImagePaletteColour(unsigned int i, float a)
{
draw_active_colour[0] = SRGBf(host_basepal[i*3+0]/255.0);
draw_active_colour[1] = SRGBf(host_basepal[i*3+1]/255.0);
draw_active_colour[2] = SRGBf(host_basepal[i*3+2]/255.0);
draw_active_colour[3] = a;
Font_InvalidateColour(draw_active_colour);
}
//awkward and weird to use
void R2D_ImageAtlas(float x, float y, float w, float h, float s1, float t1, float s2, float t2, apic_t *pic)
{
float newsl, newsh, newtl, newth;
if (!pic)
return;
if (atlas.dirty)
{
Image_Upload(atlas.tex, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, IF_NOMIPMAP);
atlas.dirty = false;
}
newsl = pic->sl + s1 * pic->sh;
newsh = newsl + (s2-s1) * pic->sh;
newtl = pic->tl + t1 * pic->th;
newth = newtl + (t2-t1) * pic->th;
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, pic->atlas);
}
void R2D_ImageFlush(void)
{
BE_DrawMesh_Single(draw_active_shader, &draw_mesh, NULL, draw_active_flags);
R2D_Flush = NULL;
draw_active_shader = NULL;
}
//awkward and weird to use
void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
{
int i;
if (!pic)
return;
//don't draw pics if they have an image which is still loading.
for (i = 0; i < pic->numpasses; i++)
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
{
if (R2D_Flush)
R2D_Flush();
draw_active_shader = pic;
draw_active_flags = r2d_be_flags;
R2D_Flush = R2D_ImageFlush;
draw_mesh.numindexes = 0;
draw_mesh.numvertexes = 0;
}
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+0], s1, t1);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+1], s2, t1);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+2], s2, t2);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+3], s1, t2);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
draw_mesh.numvertexes += 4;
draw_mesh.numindexes += 6;
}
void R2D_Image2dQuad(vec2_t const*points, vec2_t const*texcoords, vec4_t const*rgba, mpic_t *pic)
{
int i;
if (!pic)
return;
//don't draw pics if they have an image which is still loading.
for (i = 0; i < pic->numpasses; i++)
{
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
return;
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
return;
}
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
{
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]);
if (rgba)
Vector4Copy(rgba[i], draw_mesh_colors[draw_mesh.numvertexes+i]);
else
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 || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
{
if (R2D_Flush)
R2D_Flush();
draw_active_shader = pic;
draw_active_flags = r2d_be_flags;
R2D_Flush = R2D_ImageFlush;
draw_mesh.numindexes = 0;
draw_mesh.numvertexes = 0;
}
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
draw_mesh.numvertexes += 4;
draw_mesh.numindexes += 6;
}
void R2D_Line(float x1, float y1, float x2, float y2, shader_t *shader)
{
if (R2D_Flush)
{
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 (R_GetShaderSizes(conback, NULL, NULL, false) <= 0)
{
R2D_ImageColours(0, 0, 0, a);
R2D_FillBlock(0, lastline-(int)vid.height, w, h);
R2D_ImageColours(1, 1, 1, 1);
}
else if (a >= 1)
{
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
}
else
{
R2D_ImageColours(1, 1, 1, a);
R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
R2D_ImageColours(1, 1, 1, 1);
}
}
void R2D_EditorBackground (void)
{
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(0, 0, vid.width, vid.height);
// R2D_ScalePic(0, 0, vid.width, vid.height, conback);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R2D_TileClear (float x, float y, float w, float h)
{
float newsl, newsh, newtl, newth;
newsl = (x)/(float)64;
newsh = newsl + (w)/(float)64;
newtl = (y)/(float)64;
newth = newtl + (h)/(float)64;
R2D_ImageColours(1,1,1,1);
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, draw_backtile);
}
void QDECL R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
{
if (qrenderer == QR_NONE || !strcmp(var->string, "none"))
{
conback = NULL;
return;
}
if (*var->string)
conback = R_RegisterPic(var->string, NULL);
#ifdef HAVE_LEGACY
else if (Cvar_FindVar("scr_conalphafactor"))
{ //dp bullshit
conback = R_RegisterShader("gfx/conback", SUF_2D,
"{\n"
"nomipmaps\n"
"{\n"
"map gfx/conback\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalphafactor\n"
"tcmod scroll $scr_conscroll_x $scr_conscroll_y\n"
"blendfunc blend\n"
"}\n"
"{\n"
"map gfx/conback2\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalpha2factor\n"
"tcmod scroll $scr_conscroll2_x $scr_conscroll2_y\n"
"blendfunc blend\n"
"}\n"
"{\n"
"map gfx/conback3\n"
"rgbgen const $scr_conbrightness\n"
"alphagen const $scr_conalpha3factor\n"
"tcmod scroll $scr_conscroll3_x $scr_conscroll3_y\n"
"blendfunc blend\n"
"}\n"
"}\n");
}
#endif
if (!R_GetShaderSizes(conback, NULL, NULL, true))
{
conback = R_RegisterCustom("console", SUF_2D, NULL, NULL); //quake3
if (!R_GetShaderSizes(conback, NULL, NULL, true))
{
#ifdef HEXEN2
if (M_GameType() == MGT_HEXEN2)
conback = R_RegisterPic("gfx/menu/conback.lmp", NULL);
else
#endif
if (M_GameType() == MGT_QUAKE2)
conback = R_RegisterPic("pics/conback.pcx", NULL);
else
conback = R_RegisterPic("gfx/conback.lmp", NULL);
}
}
}
#ifdef AVAIL_FREETYPE
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
#include <windows.h>
qboolean R2D_Font_WasAdded(char *buffer, char *fontfilename)
{
char *match;
if (!fontfilename)
return true;
match = strstr(buffer, fontfilename);
if (!match)
return false;
if (!(match == buffer || match[-1] == ','))
return false;
match += strlen(fontfilename);
if (*match && *match != ',')
return false;
return true;
}
extern qboolean WinNT;
void R2D_Font_AddFontLink(char *buffer, int buffersize, char *fontname)
{
char link[1024];
char *res, *comma, *othercomma, *nl;
if (fontname)
if (MyRegGetStringValueMultiSz(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\FontLink\\SystemLink":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\FontLink\\SystemLink", fontname, link, sizeof(link)))
{
res = nl = link;
while (*nl)
{
nl += strlen(nl);
nl++;
comma = strchr(res, ',');
if (comma)
{
*comma++ = 0;
othercomma = strchr(comma, ',');
if (othercomma)
*othercomma = 0;
}
else
comma = "";
if (!R2D_Font_WasAdded(buffer, res))
{
Q_strncatz(buffer, ",", buffersize);
Q_strncatz(buffer, res, buffersize);
R2D_Font_AddFontLink(buffer, buffersize, comma);
}
res = nl;
}
}
}
#else
int R2D_Font_ListSystemFonts(const char *fname, qofs_t fsize, time_t modtime, void *ctx, searchpathfuncs_t *spath)
{
char tmp[MAX_QPATH];
COM_StripExtension(fname, tmp, sizeof(tmp));
Con_Printf("^[/gl_font %s^]\n", tmp);
return true;
}
#endif
#endif
void R2D_Font_Changed(void)
{
float tsize;
const char *con_font_name = con_textfont.string;
if (!con_textsize.modified)
return;
if (!*con_font_name)
con_font_name = gl_font.string;
con_textsize.modified = false;
if (con_textsize.value < 0)
tsize = (-con_textsize.value * vid.height) / vid.pixelheight; //size defined in physical pixels
else
tsize = con_textsize.value; //size defined in virtual pixels.
if (!tsize)
tsize = 8;
if (font_console == font_default)
font_console = NULL;
if (font_console)
Font_Free(font_console);
font_console = NULL;
if (font_default)
Font_Free(font_default);
font_default = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
#if defined(MENU_DAT) || defined(CSQC_DAT)
PR_ReloadFonts(true);
#endif
if (qrenderer == QR_NONE)
return;
if (!strcmp(gl_font.string, "?"))
{
#ifndef AVAIL_FREETYPE
Cvar_Set(&gl_font, "");
#elif defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
BOOL (APIENTRY *pChooseFontW)(LPCHOOSEFONTW) = NULL;
dllfunction_t funcs[] =
{
{(void*)&pChooseFontW, "ChooseFontW"},
{NULL}
};
LOGFONTW lf = {0};
CHOOSEFONTW cf = {sizeof(cf)};
extern HWND mainwindow;
font_default = Font_LoadFont("", 8, 1, r_font_postprocess_outline.ival);
if (tsize != 8)
font_console = Font_LoadFont("", tsize, 1, r_font_postprocess_outline.ival);
if (!font_console)
font_console = font_default;
cf.hwndOwner = mainwindow;
cf.iPointSize = (8 * vid.rotpixelheight)/vid.height;
cf.Flags = CF_FORCEFONTEXIST | CF_TTONLY;
cf.lpLogFont = &lf;
Sys_LoadLibrary("comdlg32.dll", funcs);
if (pChooseFontW && pChooseFontW(&cf))
{
char fname[MAX_OSPATH*8];
char lfFaceName[MAX_OSPATH];
char *keyname;
narrowen(lfFaceName, sizeof(lfFaceName), lf.lfFaceName);
*fname = 0;
//FIXME: should enumerate and split & and ignore sizes and () crap.
if (!*fname)
{
keyname = va("%s%s%s (TrueType)", lfFaceName, lf.lfWeight>=FW_BOLD?" Bold":"", lf.lfItalic?" Italic":"");
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
if (!*fname)
{
keyname = va("%s (OpenType)", lfFaceName);
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
R2D_Font_AddFontLink(fname, sizeof(fname), lfFaceName);
Cvar_Set(&gl_font, fname);
}
return;
#else
Sys_EnumerateFiles("/usr/share/fonts/truetype/", "*/*.ttf", R2D_Font_ListSystemFonts, NULL, NULL);
COM_EnumerateFiles("*.ttf", R2D_Font_ListSystemFonts, NULL);
Cvar_Set(&gl_font, "");
#endif
}
font_default = Font_LoadFont(gl_font.string, 8, 1, r_font_postprocess_outline.ival);
if (!font_default && *gl_font.string)
font_default = Font_LoadFont("", 8, 1, r_font_postprocess_outline.ival);
if (tsize != 8 || strcmp(gl_font.string, con_font_name))
{
font_console = Font_LoadFont(con_font_name, tsize, 1, r_font_postprocess_outline.ival);
if (!font_console)
font_console = Font_LoadFont("", tsize, 1, r_font_postprocess_outline.ival);
}
if (!font_console)
font_console = font_default;
//these are here instead of R2D_Console_Resize because this is guarenteed to happen in a sane place, while R2D_Console_Resize can happen during waits.
#ifdef MENU_NATIVECODE
if (mn_entry)
mn_entry->Init(MI_RESOLUTION, vid.width, vid.height, vid.rotpixelwidth, vid.rotpixelheight);
#endif
#ifdef PLUGINS
Plug_ResChanged();
#endif
}
static void QDECL R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
{
con_textsize.modified = true;
}
// console size manipulation callbacks
void R2D_Console_Resize(void)
{
extern cvar_t gl_font;
extern cvar_t vid_conwidth, vid_conheight;
int cwidth, cheight;
float xratio;
float yratio=0;
float ang, rad;
extern cvar_t gl_screenangle;
int fbwidth = vid.pixelwidth;
int fbheight = vid.pixelheight;
if (vid.framebuffer)
{
fbwidth = vid.framebuffer->width;
fbheight = vid.framebuffer->height;
}
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang)
{
rad = (ang * M_PI) / 180;
vid.rotpixelwidth = fabs(cos(rad)) * (fbwidth) + fabs(sin(rad)) * (fbheight);
vid.rotpixelheight = fabs(sin(rad)) * (fbwidth) + fabs(cos(rad)) * (fbheight);
}
else
{
vid.rotpixelwidth = fbwidth;
vid.rotpixelheight = fbheight;
}
cwidth = vid_conwidth.value;
cheight = vid_conheight.value;
xratio = vid_conautoscale.value;
if (xratio > 0)
{
char *s = strchr(vid_conautoscale.string, ' ');
if (s)
yratio = atof(s + 1);
if (yratio <= 0)
yratio = xratio;
xratio = 1 / xratio;
yratio = 1 / yratio;
//autoscale overrides conwidth/height (without actually changing them)
cwidth = vid.rotpixelwidth;
cheight = vid.rotpixelheight;
}
else
{
xratio = 1;
yratio = 1;
}
if (!cwidth && !cheight)
{
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);
}
static void QDECL R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value > 1536) //anything higher is unreadable.
{
Cvar_ForceSet(var, "1536");
return;
}
if (var->value < 200 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "200");
return;
}
R2D_Console_Resize();
}
static void QDECL R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
{
//let let the user be too crazy
if (var->value > 2048) //anything higher is unreadable.
{
Cvar_ForceSet(var, "2048");
return;
}
if (var->value < 320 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "320");
return;
}
R2D_Console_Resize();
}
static void QDECL R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
static void QDECL R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
/*
============
R_PolyBlend
============
*/
//bright flashes and stuff, game only, doesn't touch sbar
void R2D_PolyBlend (void)
{
float bordersize = gl_cshiftborder.value;
if (r_refdef.flags & RDF_NOWORLDMODEL)
return;
if (r_refdef.playerview->bordertint[3])
{
vec2_t points[4];
vec2_t tcoords[4];
vec4_t colours[4];
int i;
if (!bordersize)
bordersize = 64;
bordersize = min(bordersize, min(r_refdef.vrect.width, r_refdef.vrect.height)/2);
for (i = 0; i < 4; i++)
{
Vector4Copy(r_refdef.playerview->bordertint, colours[0]);
Vector4Copy(r_refdef.playerview->bordertint, colours[1]);
Vector4Copy(r_refdef.playerview->bordertint, colours[2]);
Vector4Copy(r_refdef.playerview->bordertint, colours[3]);
switch(i)
{
case 0: //top
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[3], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
colours[2][3] = colours[3][3] = 0;
break;
case 1: //bottom
Vector2Set(points[0], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
colours[0][3] = colours[1][3] = 0;
break;
case 2: //left
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
Vector2Set(points[1], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[2], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
colours[1][3] = colours[2][3] = 0;
break;
case 3: //right
Vector2Set(points[0], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
Vector2Set(points[3], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
colours[0][3] = colours[3][3] = 0;
break;
}
Vector2Set(tcoords[0], points[0][0]/64, points[0][1]/64);
Vector2Set(tcoords[1], points[1][0]/64, points[1][1]/64);
Vector2Set(tcoords[2], points[2][0]/64, points[2][1]/64);
Vector2Set(tcoords[3], points[3][0]/64, points[3][1]/64);
R2D_Image2dQuad((const vec2_t*)points, (const vec2_t*)tcoords, (const vec4_t*)colours, shader_polyblend);
}
}
if (r_refdef.playerview->screentint[3])
{
R2D_ImageColours (SRGBA(r_refdef.playerview->screentint[0], r_refdef.playerview->screentint[1], r_refdef.playerview->screentint[2], r_refdef.playerview->screentint[3]));
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader_polyblend);
R2D_ImageColours (1, 1, 1, 1);
}
}
//for lack of hardware gamma
void R2D_BrightenScreen (void)
{
float f;
RSpeedMark();
if (fabs(v_contrast.value - 1.0) < 0.05 && fabs(v_contrastboost.value - 1.0) < 0.05 && fabs(v_brightness.value - 0) < 0.05 && fabs(v_gamma.value - 1) < 0.05)
return;
//don't go crazy with brightness. that makes it unusable and is thus unsafe - and worse, lots of people assume its based around 1 (like gamma and contrast are). cap to 0.5
if (v_brightness.value > 0.5)
v_brightness.value = 0.5;
if (v_contrast.value < 0.5)
v_contrast.value = 0.5;
if (r2d_canhwgamma || vid_hardwaregamma.ival == 4)
return;
TRACE(("R2D_BrightenScreen: brightening\n"));
if ((v_gamma.value != 1 || v_contrast.value > 3 || v_contrastboost.value != 1) && shader_gammacb->prog)
{
//this should really be done properly, with render-to-texture
R2D_ImageColours (v_gammainverted.ival?v_gamma.value:(1/v_gamma.value), v_contrast.value, v_brightness.value, v_contrastboost.value);
R2D_Image(0, 0, vid.width, vid.height, 0, 0, 1, 1, shader_gammacb);
}
else
{
f = v_contrast.value;
f = min (f, 3);
while (f > 1)
{
if (f >= 2)
{
R2D_ImageColours (1, 1, 1, 1);
f *= 0.5;
}
else
{
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
f = 1;
}
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastup);
}
if (f < 1)
{
R2D_ImageColours (f, f, f, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastdown);
}
if (v_brightness.value)
{
R2D_ImageColours (v_brightness.value, v_brightness.value, v_brightness.value, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brightness);
}
}
R2D_ImageColours (1, 1, 1, 1);
/*make sure the hud is redrawn after if needed*/
Sbar_Changed();
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
//for menus
void R2D_FadeScreen (void)
{
R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint);
Sbar_Changed();
}
qboolean R2D_DrawLevelshot(void)
{
extern char levelshotname[];
extern cvar_t scr_loadingscreen_aspect;
if (*levelshotname)
{
shader_t *pic = R2D_SafeCachePic (levelshotname);
int w,h;
if (!R_GetShaderSizes(pic, &w, &h, true))
{
#ifdef Q3CLIENT
pic = R2D_SafeCachePic("menu/art/unkownmap");
if (!R_GetShaderSizes(pic, &w, &h, true))
#endif
w = h = 1;
}
switch(scr_loadingscreen_aspect.ival)
{
case 0: //use the source image's aspect
break;
case 1: //q3 assumed 4:3 resolutions, with power-of-two images. lame, but lets retain the aspect
w = 640;
h = 480;
break;
case 2: //just ignore aspect entirely and stretch the thing in hideous ways
w = vid.width;
h = vid.height;
break;
}
R2D_Letterbox(0, 0, vid.width, vid.height, pic, w, h);
//q3's noise.
pic = R2D_SafeCachePic("levelShotDetail");
if (R_GetShaderSizes(pic, &w, &h, true))
R2D_Image(0, 0, vid.width, vid.height, 0, 0, vid.width/256, vid.height/256, pic);
return true;
}
return false;
}
//crosshairs
#define CS_HEIGHT 8
#define CS_WIDTH 8
unsigned char crosshair_pixels[] =
{
// 2 + (spaced)
0x08,
0x00,
0x08,
0x55,
0x08,
0x00,
0x08,
0x00,
// 3 +
0x00,
0x08,
0x08,
0x36,
0x08,
0x08,
0x00,
0x00,
// 4 X
0x00,
0x22,
0x14,
0x00,
0x14,
0x22,
0x00,
0x00,
// 5 X (spaced)
0x41,
0x00,
0x14,
0x00,
0x14,
0x00,
0x41,
0x00,
// 6 diamond (unconnected)
0x00,
0x14,
0x22,
0x00,
0x22,
0x14,
0x00,
0x00,
// 7 diamond
0x00,
0x08,
0x14,
0x22,
0x14,
0x08,
0x00,
0x00,
// 8 four points
0x00,
0x08,
0x00,
0x22,
0x00,
0x08,
0x00,
0x00,
// 9 three points
0x00,
0x00,
0x08,
0x00,
0x22,
0x00,
0x00,
0x00,
// 10
0x08,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x08,
0x00,
// 11
0x49,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x49,
0x00,
// 12 horizontal line
0x00,
0x00,
0x00,
0x77,
0x00,
0x00,
0x00,
0x00,
// 13 vertical line
0x08,
0x08,
0x08,
0x00,
0x08,
0x08,
0x08,
0x00,
// 14 larger +
0x08,
0x08,
0x08,
0x77,
0x08,
0x08,
0x08,
0x00,
// 15 angle
0x00,
0x00,
0x00,
0x70,
0x08,
0x08,
0x08,
0x00,
// 16 dot
0x00,
0x00,
0x00,
0x08,
0x00,
0x00,
0x00,
0x00,
// 17 weird angle thing
0x00,
0x00,
0x00,
0x38,
0x48,
0x08,
0x10,
0x00,
// 18 circle w/ dot
0x00,
0x00,
0x00,
0x6b,
0x41,
0x63,
0x3e,
0x08,
// 19 tripoint
0x08,
0x08,
0x08,
0x00,
0x14,
0x22,
0x41,
0x00,
};
void R2D_Crosshair_Update(void)
{
int crossdata[CS_WIDTH*CS_HEIGHT];
int c;
int w, h;
unsigned char *x;
c = crosshair.ival;
if (!crosshairimage.string)
return;
else if (crosshairimage.string[0] && c == 1)
{
shader_crosshair->defaulttextures->base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures->base))
return;
}
else if (c <= 1)
return;
c -= 2;
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
if (!TEXVALID(ch_int_texture))
ch_int_texture = Image_CreateTexture("***crosshair***", NULL, IF_UIPIC|IF_NOMIPMAP);
shader_crosshair->defaulttextures->base = ch_int_texture;
Q_memset(crossdata, 0, sizeof(crossdata));
x = crosshair_pixels + (CS_HEIGHT * c);
for (h = 0; h < CS_HEIGHT; h++)
{
int pix = x[h];
for (w = 0; w < CS_WIDTH; w++)
{
if (pix & 0x1)
crossdata[CS_WIDTH * h + w] = 0xffffffff;
pix >>= 1;
}
}
Image_Upload(ch_int_texture, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
}
static void QDECL R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
static void QDECL R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
static void QDECL R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, ch_color, 255);
ch_color[0] = bound(0, ch_color[0], 1);
ch_color[1] = bound(0, ch_color[1], 1);
ch_color[2] = bound(0, ch_color[2], 1);
}
void R2D_DrawCrosshair(void)
{
int x, y;
int sc;
float sx, sy, sizex, sizey;
float size;
if (crosshair.ival < 1)
return;
// old style
if (crosshair.ival == 1 && !crosshairimage.string[0])
{
// adjust console crosshair scale to match default
size = crosshairsize.value;
if (size == 0)
size = 8;
else if (size < 0)
size = -size;
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
Font_BeginScaledString(font_default, sx, sy, size, size, &sx, &sy);
sx -= Font_CharScaleWidth(CON_WHITEMASK, '+' | 0xe000)/2;
sy -= Font_CharScaleHeight()/2;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
Font_DrawScaleChar(sx, sy, CON_WHITEMASK, '+' | 0xe000);
Font_EndString(font_default);
}
R2D_ImageColours(1,1,1,1);
return;
}
size = crosshairsize.value;
if (size < 0)
{
size = -size;
sizex = size;
sizey = size;
}
else
{
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
sizey = (size*vid.rotpixelheight) / (float)vid.height;
}
sizex = (int)sizex;
sizex = ((sizex)*(int)vid.width) / (float)vid.rotpixelwidth;
sizey = (int)sizey;
sizey = ((sizey)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
//translate to pixel coord, for rounding
x = ((sx-sizex+(sizex/CS_WIDTH))*vid.rotpixelwidth) / (float)vid.width;
y = ((sy-sizey+(sizey/CS_HEIGHT))*vid.rotpixelheight) / (float)vid.height;
//translate to screen coords
sx = ((x)*(int)vid.width) / (float)vid.rotpixelwidth;
sy = ((y)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_Image(sx, sy, sizex*2, sizey*2, 0, 0, 1, 1, shader_crosshair);
}
R2D_ImageColours(1, 1, 1, 1);
}
static texid_t internalrt;
//resize a texture for a render target and specify the format of it.
//pass TF_INVALID and sizes=0 to get without configuring (shaders that hardcode an $rt1 etc).
texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt, unsigned int imageflags)
{
texid_t tid;
if (!strcmp(id, "-"))
{
internalrt = tid = Image_CreateTexture("", NULL, imageflags);
}
else
{
tid = Image_FindTexture(id, NULL, imageflags);
if (!TEXVALID(tid))
tid = Image_CreateTexture(id, NULL, imageflags);
}
if (rtfmt)
{
if (tid->flags != ((tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR))))
{
tid->flags = ((tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR)));
tid->width = -1;
}
Image_Upload(tid, rtfmt, NULL, NULL, width, height, 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