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fteqw/engine/gl/gl_draw.c
Spoike 8aa0eee611 Initial checkin of OpenGL renderer
git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@6 fc73d0e0-1445-4013-8a0c-d673dee63da5
2004-08-22 22:29:09 +00:00

3005 lines
68 KiB
C

/*
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<MAX_SCRAPS ; texnum++)
{
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (scrap_allocated[texnum][i+j] >= 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 ; i<w ; i++)
scrap_allocated[texnum][*x + i] = best + h;
return texnum;
}
Sys_Error ("Scrap_AllocBlock: full");
return 0;
}
int scrap_uploads;
void Scrap_Upload (void)
{
scrap_uploads++;
GL_Bind(scrap_texnum);
GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
scrap_dirty = false;
}
//=============================================================================
/* Support Routines */
typedef struct glcachepic_s
{
char name[MAX_QPATH];
qpic_t pic;
qbyte padding[32]; // for appended glpic
} glcachepic_t;
#define MAX_CACHED_PICS 512 //a temporary solution
glcachepic_t glmenu_cachepics[MAX_CACHED_PICS];
int glmenu_numcachepics;
qbyte menuplyr_pixels[4096];
int pic_texels;
int pic_count;
qboolean Draw_RealPicFromWad (qpic_t *out, char *name)
{
qpic_t *in;
glpic_t *gl;
int texnum;
char name2[256];
in = W_SafeGetLumpName (name);
gl = (glpic_t *)out->data;
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 ; i<in->height ; i++)
for (j=0 ; j<in->width ; 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 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (name, pic->name))
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 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (path, pic->name))
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 ; i<bigfont->width*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 ; x<strlen(ver) ; x++)
GLDraw_CharToConback (ver[x], dest+(x<<3));
}
#if 0
conback->width = vid.conwidth;
conback->height = vid.conheight;
// scale console to vid size
dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback");
for (y=0 ; y<vid.conheight ; y++, dest += vid.conwidth)
{
src = cb->data + 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<vid.conwidth ; x+=4)
{
dest[x] = src[f>>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<strlen(ver) ; i++)
Draw_Character (x + i * 8, y, ver[i] | 0x80);
}
*/
}
void GLDraw_EditorBackground (int lines)
{
int y;
y = (vid.height * 3) >> 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<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j+=4)
{
out[j] = inrow[frac>>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<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j+=4)
{
out[j] = inrow[frac>>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<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>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<height ; i++, in+=width)
for (j=0 ; j<width ; j+=2, out+=1, in+=2)
{
at1 = (qbyte *) &d_8to24rgbtable[in[0]];
at2 = (qbyte *) &d_8to24rgbtable[in[1]];
at3 = (qbyte *) &d_8to24rgbtable[in[width+0]];
at4 = (qbyte *) &d_8to24rgbtable[in[width+1]];
r = (at1[0]+at2[0]+at3[0]+at4[0]); r>>=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<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
mag00 = inv255 * in[3];
mag01 = inv255 * in[7];
mag10 = inv255 * in[width+3];
mag11 = inv255 * in[width+7];
x = mag00*(inv127*in[0]-1.0)+
mag01*(inv127*in[4]-1.0)+
mag10*(inv127*in[width+0]-1.0)+
mag11*(inv127*in[width+4]-1.0);
y = mag00*(inv127*in[1]-1.0)+
mag01*(inv127*in[5]-1.0)+
mag10*(inv127*in[width+1]-1.0)+
mag11*(inv127*in[width+5]-1.0);
z = mag00*(inv127*in[2]-1.0)+
mag01*(inv127*in[6]-1.0)+
mag10*(inv127*in[width+2]-1.0)+
mag11*(inv127*in[width+6]-1.0);
l = sqrt(x*x+y*y+z*z);
if (l == 0.0) {
x = 0.0;
y = 0.0;
z = 1.0;
} else {
//normalize it.
l=1/l;
x *=l;
y *=l;
z *=l;
}
out[0] = (unsigned char)128 + 127*x;
out[1] = (unsigned char)128 + 127*y;
out[2] = (unsigned char)128 + 127*z;
l = l/4.0;
if (l > 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<h; i++) {
for (j=0; j<w; j++) {
/* Expand [0,255] texel values to the [0,1] range. */
c = pixels[i*wr + j] * oneOver255;
/* Expand the texel to its right. */
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
/* Expand the texel one up. */
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
dcx = scale * (c - cx);
dcy = scale * (c - cy);
/* Normalize the vector. */
sqlen = dcx*dcx + dcy*dcy + 1;
reciplen = 1.0f/(float)sqrt(sqlen);
nx = dcx*reciplen;
ny = -dcy*reciplen;
nz = reciplen;
/* Repack the normalized vector into an RGB unsigned qbyte
vector in the normal map image. */
r = (qbyte) (128 + 127*nx);
g = (qbyte) (128 + 127*ny);
b = (qbyte) (128 + 127*nz);
/* The highest resolution mipmap level always has a
unit length magnitude. */
nmap[i*w+j] = LittleLong ((255 << 24)|(b << 16)|(g << 8)|(r)); // <AWE> 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<s ; i++)
{
if (data[i] == 255)
noalpha = false;
}
if (alpha && noalpha)
alpha = false;
}
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 > 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<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[i] = d_8to24rgbtable[p];
}
switch( alpha )
{
default:
if (alpha && noalpha)
alpha = false;
break;
case 2:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case 3:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
case 4:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24rgbtable[ColorIndex[p>>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<s ; i+=4)
{
trans[i] = d_8to24rgbtable[data[i]];
trans[i+1] = d_8to24rgbtable[data[i+1]];
trans[i+2] = d_8to24rgbtable[data[i+2]];
trans[i+3] = d_8to24rgbtable[data[i+3]];
}
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
if (GLVID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
GL_Upload8_EXT (data, width, height, mipmap, alpha);
return;
}
#endif
#endif
GL_Upload32 (NULL, trans, width, height, mipmap, alpha);
}
void GL_Upload8FB (qbyte *data, int width, int height, qboolean mipmap)
{
unsigned *trans = (unsigned *)uploadmemorybufferintermediate;
int i, s;
qboolean noalpha;
int p;
s = width*height;
if (s > 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<s ; i++)
{
p = data[i];
if (p <= 255-vid.fullbright)
trans[i] = 0;
else
trans[i] = d_8to24rgbtable[p];
}
GL_Upload32 (NULL, trans, width, height, mipmap, true);
}
void GL_Upload8Pal24 (qbyte *data, qbyte *pal, int width, int height, qboolean mipmap, qboolean alpha)
{
qbyte *trans = uploadmemorybufferintermediate;
int i, s;
qboolean noalpha;
int p;
extern qbyte gammatable[256];
s = width*height;
if (s > 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 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[(i<<2)+0] = gammatable[pal[p*3+0]];
trans[(i<<2)+1] = gammatable[pal[p*3+1]];
trans[(i<<2)+2] = gammatable[pal[p*3+2]];
trans[(i<<2)+3] = (p==255)?0:255;
}
if (alpha && noalpha)
alpha = false;
}
else
{
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = gammatable[pal[data[i]*3+0]];
trans[(i<<2)+1] = gammatable[pal[data[i]*3+1]];
trans[(i<<2)+2] = gammatable[pal[data[i]*3+2]];
trans[(i<<2)+3] = 255;
}
}
GL_Upload32 (NULL, (unsigned*)trans, width, height, mipmap, alpha);
}
/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, qbyte *data, qboolean mipmap, qboolean alpha)
{
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));
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);
}