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fteqw/engine/client/r_2d.c
Spoike dd8628eb2a tweak particle system a little for more compat.
added a couple extra effects to r_particledesc high
try and solve the trailparticles madness once and for all by autodetecting which set of arguments is used.
fix some annoyances with menuqc.
rebuild fs cache when doing vid_restart, to avoid insane reload times.
add profiling support.
qcc: be more permissive with {a,b,} in array definitions.
tweaked logfrag builtin to not loose frags quite so easily. should be more robust now. Whether tools agree or not is a different matter... but there's always the possibility that it'll just work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4644 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-04-24 01:53:01 +00:00

1390 lines
32 KiB
C

#include "quakedef.h"
#ifndef SERVERONLY
#include "shader.h"
#include "gl_draw.h"
qboolean r2d_canhwgamma; //says the video code has successfully activated hardware gamma
texid_t missing_texture;
texid_t missing_texture_gloss;
texid_t missing_texture_normal;
texid_t translate_texture;
shader_t *translate_shader;
texid_t ch_int_texture;
vec3_t ch_color;
shader_t *shader_crosshair;
static mpic_t *conback;
static mpic_t *draw_backtile;
static shader_t *shader_draw_fill, *shader_draw_fill_trans;
mpic_t *draw_disc;
shader_t *shader_contrastup;
shader_t *shader_contrastdown;
shader_t *shader_brightness;
shader_t *shader_gammacb;
shader_t *shader_polyblend;
shader_t *shader_menutint;
static mesh_t draw_mesh;
static vecV_t draw_mesh_xyz[4];
vec2_t draw_mesh_st[4];
static avec4_t draw_mesh_colors[4];
index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
unsigned int r2d_be_flags;
static struct
{
texid_t id;
int width;
int height;
uploadfmt_t fmt;
} *rendertargets;
static unsigned int numrendertargets;
extern cvar_t scr_conalpha;
extern cvar_t gl_conback;
extern cvar_t gl_font;
extern cvar_t gl_screenangle;
extern cvar_t vid_conautoscale;
extern cvar_t vid_conheight;
extern cvar_t vid_conwidth;
extern cvar_t con_textsize;
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue);
void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue);
extern cvar_t crosshair;
extern cvar_t crosshaircolor;
extern cvar_t crosshairsize;
extern cvar_t crosshairimage;
extern cvar_t crosshairalpha;
void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue);
void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue);
void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue);
//We need this for minor things though, so we'll just use the slow accurate method.
//this is unlikly to be called too often.
qbyte GetPaletteIndex(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
void R2D_Shutdown(void)
{
Cvar_Unhook(&gl_font);
Cvar_Unhook(&vid_conautoscale);
Cvar_Unhook(&gl_screenangle);
Cvar_Unhook(&vid_conheight);
Cvar_Unhook(&vid_conwidth);
Cvar_Unhook(&crosshair);
Cvar_Unhook(&crosshairimage);
Cvar_Unhook(&crosshaircolor);
BZ_Free(cl_stris);
cl_stris = NULL;
BZ_Free(cl_strisvertv);
cl_strisvertv = NULL;
BZ_Free(cl_strisvertc);
cl_strisvertc = NULL;
BZ_Free(cl_strisvertt);
cl_strisvertt = NULL;
BZ_Free(cl_strisidx);
cl_strisidx = NULL;
cl_numstrisidx = 0;
cl_maxstrisidx = 0;
cl_numstrisvert = 0;
cl_maxstrisvert = 0;
cl_numstris = 0;
cl_maxstris = 0;
while (numrendertargets>0)
R_DestroyTexture(rendertargets[--numrendertargets].id);
free(rendertargets);
rendertargets = NULL;
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;
}
/*
Iniitalise the 2d rendering functions (including font).
Image loading code must be ready for use at this point.
*/
void R2D_Init(void)
{
unsigned int nonorm[4*4];
unsigned int nogloss[4*4];
int i;
unsigned int glossval;
unsigned int normval;
extern cvar_t gl_specular_fallback;
conback = NULL;
Shader_Init();
BE_Init();
draw_mesh.istrifan = true;
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
draw_mesh.xyz_array = draw_mesh_xyz;
draw_mesh.st_array = draw_mesh_st;
draw_mesh.colors4f_array[0] = draw_mesh_colors;
draw_mesh.indexes = r_quad_indexes;
Font_Init();
#ifdef warningmsg
#pragma warningmsg("Fixme: move conwidth handling into here")
#endif
glossval = min(gl_specular_fallback.value*255, 255);
glossval *= 0x10101;
glossval |= 0xff000000;
glossval = LittleLong(glossval);
normval = 0xffff8080;
normval = LittleLong(normval);
for (i = 0; i < 4*4; i++)
{
nogloss[i] = glossval;
nonorm[i] = normval;
}
missing_texture = R_LoadHiResTexture("no_texture", NULL, IF_NEAREST);
if (!TEXVALID(missing_texture))
missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0);
missing_texture_gloss = R_LoadTexture("no_texture_gloss", 4, 4, TF_RGBA32, (unsigned char*)nogloss, IF_NOGAMMA);
missing_texture_normal = R_LoadTexture("no_texture_normal", 4, 4, TF_RGBA32, (unsigned char*)nonorm, IF_NOGAMMA);
translate_texture = r_nulltex;
ch_int_texture = r_nulltex;
draw_backtile = R_RegisterShader("gfx/backtile.lmp", SUF_NONE,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"affine\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n");
if (!TEXVALID(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP);
if (!TEXVALID(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP);
shader_draw_fill = R_RegisterShader("fill_opaque", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen exactvertex\n"
"alphagen vertex\n"
"}\n"
"}\n");
shader_draw_fill_trans = R_RegisterShader("fill_trans", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n");
shader_contrastup = R_RegisterShader("contrastupshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_contrastdown = R_RegisterShader("contrastdownshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_brightness = R_RegisterShader("brightnessshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"nodepthtest\n"
"map $whiteimage\n"
"blendfunc gl_one gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_gammacb = R_RegisterShader("gammacbshader", SUF_NONE,
"{\n"
"program defaultgammacb\n"
"affine\n"
"cull back\n"
"{\n"
"map $currentrender\n"
"nodepthtest\n"
"}\n"
"}\n"
);
shader_polyblend = R_RegisterShader("polyblendshader", SUF_NONE,
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_menutint = R_RegisterShader("menutint", SUF_NONE,
"{\n"
"affine\n"
"if $glsl && gl_menutint_shader != 0\n"
"program menutint\n"
"{\n"
"map $currentrender\n"
"}\n"
"else\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen const $r_menutint\n"
"}\n"
"endif\n"
"}\n"
);
shader_crosshair = R_RegisterShader("crosshairshader", SUF_NONE,
"{\n"
"if $nofixed\n"
"program default2d\n"
"endif\n"
"affine\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
Cvar_Hook(&gl_font, R2D_Font_Callback);
Cvar_Hook(&vid_conautoscale, R2D_Conautoscale_Callback);
Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback);
Cvar_Hook(&vid_conheight, R2D_Conheight_Callback);
Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback);
Cvar_Hook(&crosshair, R2D_Crosshair_Callback);
Cvar_Hook(&crosshairimage, R2D_CrosshairImage_Callback);
Cvar_Hook(&crosshaircolor, R2D_CrosshairColor_Callback);
Cvar_ForceCallback(&gl_conback);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&gl_font);
Cvar_ForceCallback(&crosshair);
Cvar_ForceCallback(&crosshaircolor);
#ifdef PLUGINS
Plug_DrawReloadImages();
#endif
R2D_Font_Changed();
}
mpic_t *R2D_SafeCachePic (const char *path)
{
shader_t *s;
if (!qrenderer)
return NULL;
s = R_RegisterPic(path);
if (s->flags & SHADER_NOIMAGE)
return NULL;
return s;
}
mpic_t *R2D_SafePicFromWad (const char *name)
{
char newnamewad[32];
char newnamegfx[32];
shader_t *s;
snprintf(newnamewad, sizeof(newnamewad), "wad/%s", name);
snprintf(newnamegfx, sizeof(newnamegfx), "gfx/%s", name);
s = R_RegisterPic(newnamewad);
if (!(s->flags & SHADER_NOIMAGE))
return s;
s = R_RegisterPic(newnamegfx);
if (!(s->flags & SHADER_NOIMAGE))
return s;
return NULL;
}
void R2D_ImageColours(float r, float g, float b, float a)
{
draw_mesh_colors[0][0] = r;
draw_mesh_colors[0][1] = g;
draw_mesh_colors[0][2] = b;
draw_mesh_colors[0][3] = a;
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
}
void R2D_ImagePaletteColour(unsigned int i, float a)
{
draw_mesh_colors[0][0] = host_basepal[i*3+0]/255.0;
draw_mesh_colors[0][1] = host_basepal[i*3+1]/255.0;
draw_mesh_colors[0][2] = host_basepal[i*3+2]/255.0;
draw_mesh_colors[0][3] = a;
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
}
//awkward and weird to use
void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
{
if (!pic)
return;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = s1;
draw_mesh_st[0][1] = t1;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = s2;
draw_mesh_st[1][1] = t1;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = s2;
draw_mesh_st[2][1] = t2;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
}
/*draws a block of the current colour on the screen*/
void R2D_FillBlock(float x, float y, float w, float h)
{
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
if (draw_mesh_colors[0][3] != 1)
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
else
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
}
void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic)
{
R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
}
void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight)
{
float newsl, newtl, newsh, newth;
newsl = (srcx)/(float)srcwidth;
newsh = newsl + (width)/(float)srcwidth;
newtl = (srcy)/(float)srcheight;
newth = newtl + (height)/(float)srcheight;
R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
}
/* this is an ugly special case drawing func that's only used for the player color selection menu */
void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, unsigned int *palette)
{
int v, u;
unsigned trans[64*64], *dest;
qbyte *src;
dest = trans;
for (v=0 ; v<64 ; v++, dest += 64)
{
src = &pic[ ((v*height)>>6) *width];
for (u=0 ; u<64 ; u++)
dest[u] = palette[src[(u*width)>>6]];
}
if (!TEXVALID(translate_texture))
{
translate_texture = R_AllocNewTexture("***translatedpic***", 64, 64, 0);
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 */
R_Upload(translate_texture, NULL, TF_RGBA32, trans, NULL, 64, 64, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
R2D_ScalePic(x, y, width, height, translate_shader);
}
/*
================
Draw_ConsoleBackground
================
*/
void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
{
float a;
int w, h;
w = vid.width;
h = vid.height;
if (forceopaque)
{
a = 1; // console background is necessary
}
else
{
if (!scr_conalpha.value)
return;
a = scr_conalpha.value;
}
if (scr_chatmode == 2)
{
h>>=1;
w>>=1;
}
if (!conback)
{
R2D_ImageColours(0, 0, 0, a);
R2D_FillBlock(0, lastline-(int)vid.height, w, h);
R2D_ImageColours(1, 1, 1, 1);
}
else if (a >= 1)
{
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
}
else
{
R2D_ImageColours(1, 1, 1, a);
R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
R2D_ImageColours(1, 1, 1, 1);
}
}
void R2D_EditorBackground (void)
{
R2D_ImageColours(0, 0, 0, 1);
R2D_FillBlock(0, 0, vid.width, vid.height);
// R2D_ScalePic(0, 0, vid.width, vid.height, conback);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R2D_TileClear (float x, float y, float w, float h)
{
float newsl, newsh, newtl, newth;
newsl = (x)/(float)64;
newsh = newsl + (w)/(float)64;
newtl = (y)/(float)64;
newth = newtl + (h)/(float)64;
R2D_ImageColours(1,1,1,1);
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = newsl;
draw_mesh_st[0][1] = newtl;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = newsh;
draw_mesh_st[1][1] = newtl;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = newsh;
draw_mesh_st[2][1] = newth;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
}
void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
{
if (qrenderer == QR_NONE || !strcmp(var->string, "none"))
{
conback = NULL;
return;
}
if (*var->string)
conback = R_RegisterPic(var->string);
if (!conback || conback->flags & SHADER_NOIMAGE)
{
conback = R_RegisterCustom("console", SUF_2D, NULL, NULL);
if (!conback || conback->flags & SHADER_NOIMAGE)
{
if (M_GameType() == MGT_HEXEN2)
conback = R_RegisterPic("gfx/menu/conback.lmp");
else if (M_GameType() == MGT_QUAKE2)
conback = R_RegisterPic("pics/conback.pcx");
else
conback = R_RegisterPic("gfx/conback.lmp");
}
}
}
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
#include <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;
qboolean MyRegGetStringValue(HKEY base, char *keyname, char *valuename, void *data, int datalen);
qboolean MyRegGetStringValueMultiSz(HKEY base, char *keyname, char *valuename, void *data, int datalen);
void R2D_Font_AddFontLink(char *buffer, int buffersize, char *fontname)
{
char link[1024];
char *res, *comma, *othercomma, *nl;
if (fontname)
if (MyRegGetStringValueMultiSz(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\FontLink\\SystemLink":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\FontLink\\SystemLink", fontname, link, sizeof(link)))
{
res = nl = link;
while (*nl)
{
nl += strlen(nl);
nl++;
comma = strchr(res, ',');
if (comma)
{
*comma++ = 0;
othercomma = strchr(comma, ',');
if (othercomma)
*othercomma = 0;
}
else
comma = "";
if (!R2D_Font_WasAdded(buffer, res))
{
Q_strncatz(buffer, ",", buffersize);
Q_strncatz(buffer, res, buffersize);
R2D_Font_AddFontLink(buffer, buffersize, comma);
}
res = nl;
}
}
}
#endif
void R2D_Font_Changed(void)
{
if (!con_textsize.modified)
return;
con_textsize.modified = false;
if (font_console == font_default)
font_console = NULL;
if (font_console)
Font_Free(font_console);
font_console = NULL;
if (font_default)
Font_Free(font_default);
font_default = NULL;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
#if defined(MENU_DAT) || defined(CSQC_DAT)
PR_ResetFonts(0);
#endif
if (qrenderer == QR_NONE)
return;
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT)
if (!strcmp(gl_font.string, "?"))
{
BOOL (APIENTRY *pChooseFontA)(LPCHOOSEFONTA) = NULL;
dllfunction_t funcs[] =
{
{(void*)&pChooseFontA, "ChooseFontA"},
{NULL}
};
qboolean MyRegGetStringValue(HKEY base, char *keyname, char *valuename, void *data, int datalen);
LOGFONT lf = {0};
CHOOSEFONTA cf = {sizeof(cf)};
extern HWND mainwindow;
font_default = Font_LoadFont(8, "");
if (con_textsize.ival != 8 && con_textsize.ival >= 1)
font_console = Font_LoadFont(con_textsize.ival, "");
if (!font_console)
font_console = font_default;
cf.hwndOwner = mainwindow;
cf.iPointSize = (8 * vid.rotpixelheight)/vid.height;
cf.Flags = CF_FORCEFONTEXIST | CF_TTONLY;
cf.lpLogFont = &lf;
Sys_LoadLibrary("Comdlg32.dll", funcs);
if (pChooseFontA && pChooseFontA(&cf))
{
char fname[MAX_OSPATH*8];
char *keyname;
*fname = 0;
//FIXME: should enumerate and split & and ignore sizes and () crap.
if (!*fname)
{
keyname = va("%s%s%s (TrueType)", lf.lfFaceName, lf.lfWeight>=FW_BOLD?" Bold":"", lf.lfItalic?" Italic":"");
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
if (!*fname)
{
keyname = va("%s (OpenType)", lf.lfFaceName);
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
*fname = 0;
}
R2D_Font_AddFontLink(fname, sizeof(fname), lf.lfFaceName);
Cvar_Set(&gl_font, fname);
}
return;
}
#endif
font_default = Font_LoadFont(8, gl_font.string);
if (!font_default && *gl_font.string)
font_default = Font_LoadFont(8, "");
if (con_textsize.ival != 8 && con_textsize.ival >= 1)
{
font_console = Font_LoadFont(con_textsize.ival, gl_font.string);
if (!font_console)
font_console = Font_LoadFont(con_textsize.ival, "");
}
if (!font_console)
font_console = font_default;
}
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
{
con_textsize.modified = true;
}
// console size manipulation callbacks
void R2D_Console_Resize(void)
{
extern cvar_t gl_font;
extern cvar_t vid_conwidth, vid_conheight;
int cwidth, cheight;
float xratio;
float yratio=0;
float ang, rad;
extern cvar_t gl_screenangle;
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang)
{
rad = (ang * M_PI) / 180;
vid.rotpixelwidth = fabs(cos(rad)) * (vid.pixelwidth) + fabs(sin(rad)) * (vid.pixelheight);
vid.rotpixelheight = fabs(sin(rad)) * (vid.pixelwidth) + fabs(cos(rad)) * (vid.pixelheight);
}
else
{
vid.rotpixelwidth = vid.pixelwidth;
vid.rotpixelheight = vid.pixelheight;
}
cwidth = vid_conwidth.value;
cheight = vid_conheight.value;
xratio = vid_conautoscale.value;
if (xratio > 0)
{
char *s = strchr(vid_conautoscale.string, ' ');
if (s)
yratio = atof(s + 1);
if (yratio <= 0)
yratio = xratio;
xratio = 1 / xratio;
yratio = 1 / yratio;
//autoscale overrides conwidth/height (without actually changing them)
cwidth = vid.rotpixelwidth;
cheight = vid.rotpixelheight;
}
else
{
xratio = 1;
yratio = 1;
}
if (!cwidth && !cheight)
cheight = 480;
if (cheight && !cwidth && vid.rotpixelheight)
cwidth = (cheight*vid.rotpixelwidth)/vid.rotpixelheight;
if (cwidth && !cheight && vid.rotpixelwidth)
cheight = (cwidth*vid.rotpixelheight)/vid.rotpixelwidth;
if (!cwidth)
cwidth = vid.rotpixelwidth;
if (!cheight)
cheight = vid.rotpixelheight;
cwidth*=xratio;
cheight*=yratio;
if (cwidth < 320)
cwidth = 320;
if (cheight < 200)
cheight = 200;
vid.width = cwidth;
vid.height = cheight;
Cvar_ForceCallback(&gl_font);
#ifdef PLUGINS
Plug_ResChanged();
#endif
}
void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value > 1536) //anything higher is unreadable.
{
Cvar_ForceSet(var, "1536");
return;
}
if (var->value < 200 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "200");
return;
}
R2D_Console_Resize();
}
void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
{
//let let the user be too crazy
if (var->value > 2048) //anything higher is unreadable.
{
Cvar_ForceSet(var, "2048");
return;
}
if (var->value < 320 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "320");
return;
}
R2D_Console_Resize();
}
void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
/*
============
R_PolyBlend
============
*/
//bright flashes and stuff, game only, doesn't touch sbar
void R2D_PolyBlend (void)
{
if (!sw_blend[3])
return;
if (r_refdef.flags & RDF_NOWORLDMODEL)
return;
R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]);
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader_polyblend);
R2D_ImageColours (1, 1, 1, 1);
}
//for lack of hardware gamma
void R2D_BrightenScreen (void)
{
float f;
RSpeedMark();
if (fabs(v_contrast.value - 1.0) < 0.05 && fabs(v_brightness.value - 0) < 0.05 && fabs(v_gamma.value - 1) < 0.05)
return;
//don't go crazy with brightness. that makes it unusable and is thus unsafe - and worse, lots of people assume its based around 1 (like gamma and contrast are). cap to 0.5
if (v_brightness.value > 0.5)
v_brightness.value = 0.5;
if (r2d_canhwgamma)
return;
TRACE(("R2D_BrightenScreen: brightening\n"));
if (v_gamma.value != 1 && shader_gammacb->prog)
{
//this should really be done properly, with render-to-texture
R2D_ImageColours (v_gamma.value, v_contrast.value, v_brightness.value, 1);
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, shader_gammacb);
}
else
{
f = v_contrast.value;
f = min (f, 3);
while (f > 1)
{
if (f >= 2)
{
R2D_ImageColours (1, 1, 1, 1);
f *= 0.5;
}
else
{
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
f = 1;
}
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastup);
}
if (f < 1)
{
R2D_ImageColours (f, f, f, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastdown);
}
if (v_brightness.value)
{
R2D_ImageColours (v_brightness.value, v_brightness.value, v_brightness.value, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brightness);
}
}
R2D_ImageColours (1, 1, 1, 1);
/*make sure the hud is redrawn after if needed*/
Sbar_Changed();
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
//for menus
void R2D_FadeScreen (void)
{
R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint);
Sbar_Changed();
}
//crosshairs
#define CS_HEIGHT 8
#define CS_WIDTH 8
unsigned char crosshair_pixels[] =
{
// 2 + (spaced)
0x08,
0x00,
0x08,
0x55,
0x08,
0x00,
0x08,
0x00,
// 3 +
0x00,
0x08,
0x08,
0x36,
0x08,
0x08,
0x00,
0x00,
// 4 X
0x00,
0x22,
0x14,
0x00,
0x14,
0x22,
0x00,
0x00,
// 5 X (spaced)
0x41,
0x00,
0x14,
0x00,
0x14,
0x00,
0x41,
0x00,
// 6 diamond (unconnected)
0x00,
0x14,
0x22,
0x00,
0x22,
0x14,
0x00,
0x00,
// 7 diamond
0x00,
0x08,
0x14,
0x22,
0x14,
0x08,
0x00,
0x00,
// 8 four points
0x00,
0x08,
0x00,
0x22,
0x00,
0x08,
0x00,
0x00,
// 9 three points
0x00,
0x00,
0x08,
0x00,
0x22,
0x00,
0x00,
0x00,
// 10
0x08,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x08,
0x00,
// 11
0x49,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x49,
0x00,
// 12 horizontal line
0x00,
0x00,
0x00,
0x77,
0x00,
0x00,
0x00,
0x00,
// 13 vertical line
0x08,
0x08,
0x08,
0x00,
0x08,
0x08,
0x08,
0x00,
// 14 larger +
0x08,
0x08,
0x08,
0x77,
0x08,
0x08,
0x08,
0x00,
// 15 angle
0x00,
0x00,
0x00,
0x70,
0x08,
0x08,
0x08,
0x00,
// 16 dot
0x00,
0x00,
0x00,
0x08,
0x00,
0x00,
0x00,
0x00,
// 17 weird angle thing
0x00,
0x00,
0x00,
0x38,
0x48,
0x08,
0x10,
0x00,
// 18 circle w/ dot
0x00,
0x00,
0x00,
0x6b,
0x41,
0x63,
0x3e,
0x08,
// 19 tripoint
0x08,
0x08,
0x08,
0x00,
0x14,
0x22,
0x41,
0x00,
};
void R2D_Crosshair_Update(void)
{
int crossdata[CS_WIDTH*CS_HEIGHT];
int c;
int w, h;
unsigned char *x;
c = crosshair.ival;
if (!crosshairimage.string)
return;
else if (crosshairimage.string[0] && c == 1)
{
shader_crosshair->defaulttextures.base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures.base))
return;
}
else if (c <= 1)
return;
c -= 2;
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
if (!TEXVALID(ch_int_texture))
ch_int_texture = R_AllocNewTexture("***crosshair***", CS_WIDTH, CS_HEIGHT, 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;
}
}
R_Upload(ch_int_texture, NULL, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
}
void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, ch_color, 255);
ch_color[0] = bound(0, ch_color[0], 1);
ch_color[1] = bound(0, ch_color[1], 1);
ch_color[2] = bound(0, ch_color[2], 1);
}
void R2D_DrawCrosshair(void)
{
int x, y;
int sc;
float sx, sy, sizex, sizey;
float size;
if (crosshair.ival < 1)
return;
// old style
if (crosshair.ival == 1 && !crosshairimage.string[0])
{
// adjust console crosshair scale to match default
size = crosshairsize.value;
if (size == 0)
size = 8;
else if (size < 0)
size = -size;
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
Font_BeginScaledString(font_default, sx, sy, size, size, &sx, &sy);
sx -= Font_CharScaleWidth('+' | 0xe000 | CON_WHITEMASK)/2;
sy -= Font_CharScaleHeight()/2;
Font_ForceColour(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
Font_DrawScaleChar(sx, sy, '+' | 0xe000 | CON_WHITEMASK);
Font_InvalidateColour();
Font_EndString(font_default);
}
return;
}
size = crosshairsize.value;
if (size < 0)
{
size = -size;
sizex = size;
sizey = size;
}
else
{
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
sizey = (size*vid.rotpixelheight) / (float)vid.height;
}
sizex = (int)sizex;
sizex = ((sizex)*(int)vid.width) / (float)vid.rotpixelwidth;
sizey = (int)sizey;
sizey = ((sizey)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
//translate to pixel coord, for rounding
x = ((sx-sizex+(sizex/CS_WIDTH))*vid.rotpixelwidth) / (float)vid.width;
y = ((sy-sizey+(sizey/CS_HEIGHT))*vid.rotpixelheight) / (float)vid.height;
//translate to screen coords
sx = ((x)*(int)vid.width) / (float)vid.rotpixelwidth;
sy = ((y)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_Image(sx, sy, sizex*2, sizey*2, 0, 0, 1, 1, shader_crosshair);
}
R2D_ImageColours(1, 1, 1, 1);
}
//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(unsigned int id, int width, int height, uploadfmt_t rtfmt)
{
id--; //0 is invalid.
if (id < 0 || id > 255) //sanity limit
return r_nulltex;
//extend the array if needed. these should be fairly light.
if (id >= numrendertargets)
{
rendertargets = realloc(rendertargets, (id+1) * sizeof(*rendertargets));
while(numrendertargets <= id)
{
rendertargets[numrendertargets].id = r_nulltex;
rendertargets[numrendertargets].width = 0;
rendertargets[numrendertargets].height = 0;
rendertargets[numrendertargets].fmt = TF_INVALID;
numrendertargets++;
}
}
if (!TEXVALID(rendertargets[id].id))
rendertargets[id].id = R_AllocNewTexture(va("", id+1), 0, 0, IF_NOMIPMAP);
if (rtfmt)
{
switch(rtfmt)
{
case 1: rtfmt = TF_RGBA32; break;
case 2: rtfmt = TF_RGBA16F; break;
case 3: rtfmt = TF_RGBA32F; break;
case 4: rtfmt = TF_DEPTH16; break;
case 5: rtfmt = TF_DEPTH24; break;
case 6: rtfmt = TF_DEPTH32; break;
default:rtfmt = TF_INVALID; break;
}
// if (rendertargets[id].fmt != rtfmt || rendertargets[id].width != width || rendertargets[id].height != height)
{
rendertargets[id].fmt = rtfmt;
rendertargets[id].width = width;
rendertargets[id].height = height;
R_Upload(rendertargets[id].id, "", rtfmt, NULL, NULL, width, height, IF_NOMIPMAP);
}
}
return rendertargets[id].id;
}
texid_t R2D_RT_GetTexture(unsigned int id, unsigned int *width, unsigned int *height)
{
if (!id)
{
*width = 0;
*height = 0;
return r_nulltex;
}
id--;
if (id >= numrendertargets)
{
Con_Printf("Render target %u is not configured\n", id);
R2D_RT_Configure(id, 0, 0, TF_INVALID);
if (id >= numrendertargets)
{
*width = 0;
*height = 0;
return r_nulltex;
}
}
*width = rendertargets[id].width;
*height = rendertargets[id].height;
return rendertargets[id].id;
}
texid_t R2D_RT_DetachTexture(unsigned int id)
{
texid_t r;
id--;
if (id >= numrendertargets)
return r_nulltex;
r = rendertargets[id].id;
rendertargets[id].id = r_nulltex;
rendertargets[id].fmt = TF_INVALID;
rendertargets[id].width = 0;
rendertargets[id].height = 0;
return r;
}
#endif