fteqw/engine/gl/gl_draw.c

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/*
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"
#ifdef GLQUAKE
#include "glquake.h"
#include "shader.h"
#include "gl_draw.h"
#include <stdlib.h> // is this needed for atoi?
#include <stdio.h> // is this needed for atoi?
//#define GL_USE8BITTEX
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static void GL_Upload32 (const char *name, unsigned *data, int width, int height, unsigned int flags);
static void GL_Upload32_BGRA (const char *name, unsigned *data, int width, int height, unsigned int flags);
static void GL_Upload24BGR_Flip (const char *name, qbyte *framedata, int inwidth, int inheight, unsigned int flags);
static void GL_Upload8 (const char *name, qbyte *data, int width, int height, unsigned int flags, unsigned int alpha);
static void GL_Upload8Pal32 (qbyte *data, qbyte *pal, int width, int height, unsigned int flags);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static void GL_Upload32_Int (const char *name, unsigned *data, int width, int height, unsigned int flags, GLenum glcolormode);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_UploadFmt(texid_t tex, const char *name, enum uploadfmt fmt, void *data, void *palette, int width, int height, unsigned int flags)
{
GL_MTBind(0, GL_TEXTURE_2D, tex);
switch(fmt)
{
case TF_INVALID:
break;
case TF_RGBX32:
flags |= IF_NOALPHA;
case TF_RGBA32:
GL_Upload32(name, data, width, height, flags);
break;
case TF_BGRX32:
flags |= IF_NOALPHA;
case TF_BGRA32:
GL_Upload32_BGRA(name, data, width, height, flags);
break;
// case TF_BGRA24:
// GL_Upload24BGR(name, data, width, height, flags);
// break;
case TF_BGR24_FLIP:
GL_Upload24BGR_Flip(name, data, width, height, flags);
break;
case TF_SOLID8:
GL_Upload8(name, data, width, height, flags, 0);
break;
case TF_TRANS8:
GL_Upload8(name, data, width, height, flags, 1);
break;
case TF_8PAL24:
GL_Upload8Pal24(data, palette, width, height, flags);
break;
case TF_8PAL32:
GL_Upload8Pal32(data, palette, width, height, flags);
break;
//render target formats, data is not supported. this means we can just use the 32bit upload.
case TF_DEPTH16:
GL_Upload32_Int(name, NULL, width, height, flags|IF_NOMIPMAP, GL_DEPTH_COMPONENT16_ARB);
break;
case TF_DEPTH24:
GL_Upload32_Int(name, NULL, width, height, flags|IF_NOMIPMAP, GL_DEPTH_COMPONENT24_ARB);
break;
case TF_DEPTH32:
GL_Upload32_Int(name, NULL, width, height, flags|IF_NOMIPMAP, GL_DEPTH_COMPONENT32_ARB);
break;
case TF_RGBA16F:
GL_Upload32_Int(name, NULL, width, height, flags|IF_NOMIPMAP, GL_RGBA16F_ARB);
break;
case TF_RGBA32F:
GL_Upload32_Int(name, NULL, width, height, flags|IF_NOMIPMAP, GL_RGBA32F_ARB);
break;
default:
Sys_Error("Unsupported image format type\n");
break;
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTextureFmt (const char *name, int width, int height, enum uploadfmt fmt, void *data, unsigned int flags)
{
extern cvar_t r_shadow_bumpscale_basetexture, r_shadow_bumpscale_bumpmap;
switch(fmt)
{
case TF_INVALID:
return r_nulltex;
case TF_RGBX32:
flags |= IF_NOALPHA;
case TF_RGBA32:
return GL_LoadTexture32(name, width, height, data, flags);
case TF_TRANS8:
return GL_LoadTexture(name, width, height, data, flags, 1);
case TF_TRANS8_FULLBRIGHT:
return GL_LoadTextureFB(name, width, height, data, flags);
case TF_SOLID8:
return GL_LoadTexture(name, width, height, data, flags, 0);
case TF_H2_T7G1:
return GL_LoadTexture(name, width, height, data, flags, 2);
case TF_H2_TRANS8_0:
return GL_LoadTexture(name, width, height, data, flags, 3);
case TF_H2_T4A4:
return GL_LoadTexture(name, width, height, data, flags, 4);
case TF_HEIGHT8PAL:
return GL_LoadTexture8Bump(name, width, height, data, flags, r_shadow_bumpscale_basetexture.value);
case TF_HEIGHT8:
return GL_LoadTexture8Bump(name, width, height, data, flags, r_shadow_bumpscale_bumpmap.value);
default:
Sys_Error("Unsupported image format type\n");
return r_nulltex;
}
}
qbyte *uploadmemorybuffer;
int sizeofuploadmemorybuffer;
qbyte *uploadmemorybufferintermediate;
int sizeofuploadmemorybufferintermediate;
extern qbyte gammatable[256];
#ifdef GL_USE8BITTEX
unsigned char *d_15to8table;
qboolean inited15to8;
#endif
int maxtexsize; //max_size for 2d images.
extern cvar_t gl_max_size;
extern cvar_t gl_picmip;
extern cvar_t gl_lerpimages;
extern cvar_t gl_picmip2d;
extern cvar_t gl_compress;
extern cvar_t gl_smoothcrosshair;
extern cvar_t gl_texturemode, gl_texture_anisotropic_filtering;
extern cvar_t gl_savecompressedtex;
int gl_anisotropy_factor;
mpic_t *conback;
#include "hash.h"
hashtable_t gltexturetable;
bucket_t *gltexturetablebuckets[256];
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
int gl_filter_max_2d = GL_LINEAR;
int gl_mipcap_min = 0;
int gl_mipcap_max = 1000;
typedef struct gltexture_s
{
texcom_t com;
texid_t texnum;
char identifier[MAX_QPATH];
int bpp;
unsigned int flags;
struct gltexture_s *next;
} gltexture_t;
static gltexture_t *gltextures;
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static gltexture_t *GL_AllocNewGLTexture(const char *ident, int w, int h, unsigned int flags)
{
gltexture_t *glt;
glt = BZ_Malloc(sizeof(*glt) + sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
glt->texnum.ref = &glt->com;
Q_strncpyz (glt->identifier, ident, sizeof(glt->identifier));
glt->flags = flags;
glt->com.width = w;
glt->com.height = h;
glt->bpp = 0;
glt->com.regsequence = r_regsequence;
qglGenTextures(1, &glt->texnum.num);
if (*glt->identifier)
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
return glt;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_AllocNewTexture(const char *name, int w, int h, unsigned int flags)
{
gltexture_t *glt = GL_AllocNewGLTexture(name, w, h, flags);
return glt->texnum;
}
void GL_DestroyTexture(texid_t tex)
{
gltexture_t **link;
if (!tex.ref)
return;
for (link = &gltextures; *link; link = &(*link)->next)
{
if (*link == (gltexture_t*)tex.ref)
{
Hash_RemoveData(&gltexturetable, (*link)->identifier, *link);
*link = (*link)->next;
qglDeleteTextures(1, &tex.num);
BZ_Free(tex.ref);
return;
}
}
}
//=============================================================================
/* Support Routines */
typedef struct
{
char *name;
char *altname;
int minimize, maximize;
} glmode_t;
glmode_t modes[] = {
{"GL_NEAREST", "n", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", "l", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", "nn", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", "ln", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", "nl", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", "ll", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
void GL_Texture_Anisotropic_Filtering_Callback (struct cvar_s *var, char *oldvalue)
{
gltexture_t *glt;
int anfactor;
if (qrenderer != QR_OPENGL)
return;
gl_anisotropy_factor = 0;
if (gl_config.ext_texture_filter_anisotropic < 2)
return;
anfactor = bound(1, var->value, gl_config.ext_texture_filter_anisotropic);
/* change all the existing max anisotropy settings */
for (glt = gltextures; glt ; glt = glt->next) //redo anisotropic filtering when map is changed
{
if (!(glt->flags & IF_NOMIPMAP))
{
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, anfactor);
}
}
if (anfactor >= 2)
gl_anisotropy_factor = anfactor;
else
gl_anisotropy_factor = 0;
}
void GL_Mipcap_Callback (struct cvar_s *var, char *oldvalue)
{
gltexture_t *glt;
char *s = var->string;
if (gl_config.gles)
return;
s = COM_Parse(s);
gl_mipcap_min = *com_token?atoi(com_token):0;
if (gl_mipcap_min > 3) /*cap it to 3, so no 16*16 textures get bugged*/
gl_mipcap_min = 3;
s = COM_Parse(s);
gl_mipcap_max = *com_token?atoi(com_token):1000;
if (gl_mipcap_max < gl_mipcap_min)
gl_mipcap_max = gl_mipcap_min;
for (glt=gltextures ; glt ; glt=glt->next)
{
if (!(glt->flags & IF_NOMIPMAP))
if (glt->flags & IF_MIPCAP)
{
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_BASE_LEVEL, gl_mipcap_min);
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAX_LEVEL, gl_mipcap_max);
}
}
}
void GL_Texturemode_Apply(GLenum targ, unsigned int flags)
{
int mag;
if (flags & IF_UIPIC)
{
qglTexParameteri(targ, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
if (flags & IF_NEAREST)
qglTexParameteri(targ, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else if (flags & IF_LINEAR)
qglTexParameteri(targ, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
else
qglTexParameteri(targ, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
else
{
if (flags & IF_NEAREST)
mag = GL_NEAREST;
else if (flags & IF_LINEAR)
mag = GL_LINEAR;
else
mag = gl_filter_max;
if (flags & IF_NOMIPMAP)
qglTexParameteri(targ, GL_TEXTURE_MIN_FILTER, mag);
else
qglTexParameteri(targ, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameteri(targ, GL_TEXTURE_MAG_FILTER, mag);
}
}
/*
===============
Draw_TextureMode_f
===============
*/
void GL_Texturemode_Callback (struct cvar_s *var, char *oldvalue)
{
int i;
gltexture_t *glt;
int targ;
if (qrenderer != QR_OPENGL)
return;
for (i=0 ; i< sizeof(modes)/sizeof(modes[0]) ; i++)
{
if (!Q_strcasecmp (modes[i].name, var->string ) )
break;
if (!Q_strcasecmp (modes[i].altname, var->string ) )
break;
}
if (i == sizeof(modes)/sizeof(modes[0]))
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
Con_Printf ("bad gl_texturemode name - %s\n", var->string);
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->flags & IF_UIPIC))
{
if (glt->flags & IF_CUBEMAP)
targ = GL_TEXTURE_CUBE_MAP_ARB;
else
targ = GL_TEXTURE_2D;
GL_MTBind(0, targ, glt->texnum);
GL_Texturemode_Apply(targ, glt->flags);
}
}
}
void GL_Texturemode2d_Callback (struct cvar_s *var, char *oldvalue)
{
int i;
gltexture_t *glt;
if (qrenderer != QR_OPENGL)
return;
for (i=0 ; i< sizeof(modes)/sizeof(modes[0]) ; i++)
{
if (!Q_strcasecmp (modes[i].name, var->string ) )
break;
if (!Q_strcasecmp (modes[i].altname, var->string ) )
break;
}
if (i == sizeof(modes)/sizeof(modes[0]))
{
Con_Printf ("bad gl_texturemode name\n");
return;
}
// gl_filter_min = modes[i].minimize;
gl_filter_max_2d = modes[i].maximize;
// change all the existing mipmap texture objects
for (glt=gltextures ; glt ; glt=glt->next)
{
if (glt->flags & IF_UIPIC)
{
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Texturemode_Apply(GL_TEXTURE_2D, glt->flags);
}
}
}
void GLDraw_ImageList_f(void)
{
int count = 0;
unsigned int mem = 0;
gltexture_t *glt;
for (glt=gltextures ; glt ; glt=glt->next)
{
count++;
mem += glt->com.width * glt->com.height * 4;
Con_Printf("%s (%i*%i, seq=%i)\n", glt->identifier, glt->com.width, glt->com.height, glt->com.regsequence);
}
Con_Printf("%i images, %i bytes\n", count, mem);
}
void GLDraw_FlushOldTextures(void)
{
gltexture_t **link = &gltextures, *t;
while (*link)
{
t = *link;
if (t->com.regsequence != r_regsequence)
{
//make sure the hash table can't still find it...
Hash_RemoveData(&gltexturetable, t->identifier, t);
qglDeleteTextures(1, &t->texnum.num);
(*link)->next = t->next;
BZ_Free(t);
}
else
link = &(*link)->next;
}
}
/*
===============
Draw_Init
===============
*/
void GLDraw_Init (void)
{
char ver[40];
if (gltextures)
gltextures = NULL;
memset(gltexturetablebuckets, 0, sizeof(gltexturetablebuckets));
Hash_InitTable(&gltexturetable, sizeof(gltexturetablebuckets)/sizeof(gltexturetablebuckets[0]), gltexturetablebuckets);
maxtexsize = 256;
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if (gl_max_size.value > maxtexsize)
{
sprintf(ver, "%i", maxtexsize);
Cvar_ForceSet (&gl_max_size, ver);
}
if (uploadmemorybuffer)
BZ_Free(uploadmemorybuffer);
if (uploadmemorybufferintermediate)
BZ_Free(uploadmemorybufferintermediate);
//required to hold the image after scaling has occured
sizeofuploadmemorybuffer = 0;
sizeofuploadmemorybufferintermediate = 0;
TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
uploadmemorybuffer = NULL;
uploadmemorybufferintermediate = NULL;
R2D_Init();
TRACE(("dbg: GLDraw_ReInit: GL_BeginRendering\n"));
GL_BeginRendering ();
TRACE(("dbg: GLDraw_ReInit: SCR_DrawLoading\n"));
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglDisable(GL_SCISSOR_TEST);
GL_Set2D(false);
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglClearColor(0, 0, 0, 1);
qglClear(GL_COLOR_BUFFER_BIT);
{
mpic_t *pic = R2D_SafeCachePic ("gfx/loading.lmp");
if (pic)
R2D_ScalePic ( ((int)vid.width - pic->width)/2,
((int)vid.height - 48 - pic->height)/2, pic->width, pic->height, pic);
}
TRACE(("dbg: GLDraw_ReInit: GL_EndRendering\n"));
GL_EndRendering ();
VID_SwapBuffers();
GL_SetupSceneProcessingTextures();
//
// get the other pics we need
//
TRACE(("dbg: GLDraw_ReInit: R2D_SafePicFromWad\n"));
draw_disc = R2D_SafePicFromWad ("disc");
#ifdef GL_USE8BITTEX
inited15to8 = false;
#endif
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
qglClearColor (1,0,0,1);
TRACE(("dbg: GLDraw_ReInit: PPL_LoadSpecularFragmentProgram\n"));
GL_InitSceneProcessingShaders();
Cmd_AddCommandD ("r_imagelist", GLDraw_ImageList_f, "Debug command. Reveals current list of loaded images.");
}
void GLDraw_DeInit (void)
{
Cmd_RemoveCommand ("r_imagelist");
R2D_Shutdown();
GL_GAliasFlushSkinCache();
draw_disc = NULL;
if (uploadmemorybuffer)
BZ_Free(uploadmemorybuffer); //free the mem
if (uploadmemorybufferintermediate)
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;
#ifdef RTLIGHTS
Sh_Shutdown();
#endif
Shader_Shutdown();
while(gltextures)
{
gltexture_t *glt;
glt = gltextures;
gltextures = gltextures->next;
BZ_Free(glt);
}
}
//=============================================================================
/*
================
GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (qboolean flipped)
{
extern cvar_t gl_screenangle;
float rad, ang;
float tmp[16], tmp2[16];
float w = vid.width, h = vid.height;
qboolean fbo = !!r_refdef.rt_destcolour;
if (fbo)
{
R2D_RT_GetTexture(r_refdef.rt_destcolour, &vid.fbpwidth, &vid.fbpheight);
vid.fbvwidth = vid.fbpwidth;
vid.fbvheight = vid.fbpheight;
}
else
{
vid.fbvwidth = vid.width;
vid.fbvheight = vid.height;
vid.fbpwidth = vid.pixelwidth;
vid.fbpheight = vid.pixelheight;
}
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang && !fbo)
{ /*more expensive maths*/
rad = (ang * M_PI) / 180;
w = fabs(cos(rad)) * (vid.width) + fabs(sin(rad)) * (vid.height);
h = fabs(sin(rad)) * (vid.width) + fabs(cos(rad)) * (vid.height);
Matrix4x4_CM_Orthographic(r_refdef.m_projection, w/-2.0f, w/2.0f, h/2.0f, h/-2.0f, -99999, 99999);
Matrix4x4_Identity(tmp);
Matrix4_Multiply(Matrix4x4_CM_NewTranslation((vid.width/-2.0f), (vid.height/-2.0f), 0), tmp, tmp2);
Matrix4_Multiply(Matrix4x4_CM_NewRotation(-ang, 0, 0, 1), tmp2, r_refdef.m_view);
}
else
{
w = vid.fbvwidth;
h = vid.fbvheight;
if (flipped)
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, w, 0, h, -99999, 99999);
else
Matrix4x4_CM_Orthographic(r_refdef.m_projection, 0, w, h, 0, -99999, 99999);
Matrix4x4_Identity(r_refdef.m_view);
}
//current physical position on the current render target.
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
r_refdef.pxrect.x = 0;
r_refdef.pxrect.y = 0;
r_refdef.pxrect.width = vid.fbpwidth;
r_refdef.pxrect.height = vid.fbpheight;
r_refdef.pxrect.maxheight = vid.fbpheight;
r_refdef.time = realtime;
/*flush that gl state*/
GL_ViewportUpdate();
if (qglLoadMatrixf)
{
qglMatrixMode(GL_PROJECTION);
qglLoadMatrixf(r_refdef.m_projection);
qglMatrixMode(GL_MODELVIEW);
qglLoadMatrixf(r_refdef.m_view);
}
GL_SetShaderState2D(true);
}
//====================================================================
/*
================
GL_FindTexture
================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_FindTexture (const char *identifier, unsigned int flags)
{
gltexture_t *glt;
glt = Hash_Get(&gltexturetable, identifier);
while(glt)
{
if ((glt->flags ^ flags) & IF_CLAMP)
{
glt = Hash_GetNext(&gltexturetable, identifier, glt);
continue;
}
return glt->texnum;
}
return r_nulltex;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
gltexture_t *GL_MatchTexture (const char *identifier, unsigned int flags, int bits, int width, int height)
{
gltexture_t *glt;
glt = Hash_Get(&gltexturetable, identifier);
while(glt)
{
if (glt->bpp == bits && width == glt->com.width && height == glt->com.height && !((glt->flags ^ flags) & IF_CLAMP))
return glt;
glt = Hash_GetNext(&gltexturetable, identifier, glt);
}
return NULL;
}
static void Image_Resample32LerpLine (const qbyte *in, qbyte *out, int inwidth, int outwidth)
{
int j, xi, oldx = 0, f, fstep, endx, lerp;
fstep = (int) (inwidth*65536.0f/outwidth);
endx = (inwidth-1);
for (j = 0,f = 0;j < outwidth;j++, f += fstep)
{
xi = f >> 16;
if (xi != oldx)
{
in += (xi - oldx) * 4;
oldx = xi;
}
if (xi < endx)
{
lerp = f & 0xFFFF;
*out++ = (qbyte) ((((in[4] - in[0]) * lerp) >> 16) + in[0]);
*out++ = (qbyte) ((((in[5] - in[1]) * lerp) >> 16) + in[1]);
*out++ = (qbyte) ((((in[6] - in[2]) * lerp) >> 16) + in[2]);
*out++ = (qbyte) ((((in[7] - in[3]) * lerp) >> 16) + in[3]);
}
else // last pixel of the line has no pixel to lerp to
{
*out++ = in[0];
*out++ = in[1];
*out++ = in[2];
*out++ = in[3];
}
}
}
//yes, this is lordhavok's code.
//superblur away!
#define LERPBYTE(i) r = row1[i];out[i] = (qbyte) ((((row2[i] - r) * lerp) >> 16) + r)
static void Image_Resample32Lerp(const void *indata, int inwidth, int inheight, void *outdata, int outwidth, int outheight)
{
int i, j, r, yi, oldy, f, fstep, lerp, endy = (inheight-1), inwidth4 = inwidth*4, outwidth4 = outwidth*4;
qbyte *out;
const qbyte *inrow;
qbyte *tmem, *row1, *row2;
tmem = row1 = BZ_Malloc(2*(outwidth*4));
row2 = row1 + (outwidth * 4);
out = outdata;
fstep = (int) (inheight*65536.0f/outheight);
inrow = indata;
oldy = 0;
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
Image_Resample32LerpLine (inrow + inwidth4, row2, inwidth, outwidth);
for (i = 0, f = 0;i < outheight;i++,f += fstep)
{
yi = f >> 16;
if (yi < endy)
{
lerp = f & 0xFFFF;
if (yi != oldy)
{
inrow = (qbyte *)indata + inwidth4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth4);
else
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
Image_Resample32LerpLine (inrow + inwidth4, row2, inwidth, outwidth);
oldy = yi;
}
j = outwidth - 4;
while(j >= 0)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
LERPBYTE( 4);
LERPBYTE( 5);
LERPBYTE( 6);
LERPBYTE( 7);
LERPBYTE( 8);
LERPBYTE( 9);
LERPBYTE(10);
LERPBYTE(11);
LERPBYTE(12);
LERPBYTE(13);
LERPBYTE(14);
LERPBYTE(15);
out += 16;
row1 += 16;
row2 += 16;
j -= 4;
}
if (j & 2)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
LERPBYTE( 4);
LERPBYTE( 5);
LERPBYTE( 6);
LERPBYTE( 7);
out += 8;
row1 += 8;
row2 += 8;
}
if (j & 1)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
out += 4;
row1 += 4;
row2 += 4;
}
row1 -= outwidth4;
row2 -= outwidth4;
}
else
{
if (yi != oldy)
{
inrow = (qbyte *)indata + inwidth4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth4);
else
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
oldy = yi;
}
memcpy(out, row1, outwidth4);
}
}
BZ_Free(tmem);
}
/*
================
GL_ResampleTexture
================
*/
static void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight)
{
int i, j;
unsigned *inrow;
unsigned frac, fracstep;
if (gl_lerpimages.ival)
{
Image_Resample32Lerp(in, inwidth, inheight, out, outwidth, outheight);
return;
}
fracstep = inwidth*0x10000/outwidth;
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = outwidth*fracstep;
j=outwidth-1;
while ((j+1)&3)
{
out[j] = inrow[frac>>16];
frac -= fracstep;
j--;
}
for ( ; j>=0 ; j-=4)
{
out[j+3] = inrow[frac>>16];
frac -= fracstep;
out[j+2] = inrow[frac>>16];
frac -= fracstep;
out[j+1] = inrow[frac>>16];
frac -= fracstep;
out[j+0] = inrow[frac>>16];
frac -= fracstep;
}
}
}
/*
================
GL_Resample8BitTexture -- JACK
================
*/
static 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
================
*/
static void GL_MipMap (qbyte *in, int width, int height)
{
int i, j;
qbyte *out;
qbyte *inrow;
//with npot
int rowwidth = width*4; //rowwidth is the byte width of the input
inrow = in;
width >>= 1; //ensure its truncated, so don't merge with the *8
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, inrow+=rowwidth*2)
{
for (in = inrow, j=0 ; j<width ; j++, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+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;
vfsfile_t *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)
f = FS_OpenVFS("glquake/15to8.pal");
else
f = NULL;
if (f)
{
VFS_READ(f, d_15to8table, 1<<15);
VFS_CLOSE(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)
{
FS_WriteFile("glquake/15to8.pal", d_15to8table, 1<<15, FS_GAME);
}
}
}
/*
================
GL_MipMap8Bit
Mipping for 8 bit textures
================
*/
static 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_flags)
{
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_config.arb_texture_compression || !gl_compress.value)
return false;
GETVAR(&nummips)
GETVAR(out_width)
GETVAR(out_height)
GETVAR(out_flags)
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;
}
GL_Texturemode_Apply(GL_TEXTURE_2D, *out_flags);
return true;
}
void GL_RoundDimensions(int *scaled_width, int *scaled_height, unsigned int flags)
{
------------------------------------------------------------------------ r4169 | acceptthis | 2013-01-17 08:55:12 +0000 (Thu, 17 Jan 2013) | 31 lines removed MAX_VISEDICTS limit. PEXT2_REPLACEMENTDELTAS tweaked, now has 4 million entity limit. still not enabled by default. TE_BEAM now maps to a separate TEQW_BEAM to avoid conflicts with QW. added android multitouch emulation for windows/rawinput (in_simulatemultitouch). split topcolor/bottomcolor from scoreboard, for dp's colormap|1024 feature. now using utf-8 for windows consoles. qcc warnings/errors now give clickable console links for quick+easy editing. disabled menutint when the currently active item changes contrast or gamma (for OneManClan). Added support for drawfont/drawfontscale. tweaked the qcvm a little to reduce the number of pointers. .doll file loading. still experimental and will likely crash. requires csqc active, even if its a dummy progs. this will be fixed in time. Still other things that need cleaning up. windows: gl_font "?" shows the standard windows font-selection dialog, and can be used to select windows fonts. not all work. and you probably don't want to use windings. fixed splitscreen support when playing mvds. added mini-scoreboards to splitscreen. editor/debugger now shows asm if there's no linenumber info. also, pressing f1 for help shows the shortcuts. Added support for .framegroups files for psk(psa) and iqm formats. True support for ezquake's colour codes. Mutually exclusive with background colours. path command output slightly more readable. added support for digest_hex (MD4, SHA1, CRC16). skingroups now colourmap correctly. Fix terrain colour hints, and litdata from the wrong bsp. fix ftp dual-homed issue. support epsv command, and enable ipv6 (eprt still not supported). remove d3d11 compilation from the makefile. the required headers are not provided by mingw, and are not available to the build bot, so don't bother. fix v *= v.x and similar opcodes. fteqcc: fixed support for áéíóú type chars in names. utf-8 files now properly supported (even with the utf-8 bom/identifier). utf-16 also supported. fteqcc: fixed '#if 1 == 3 && 4' parsing. fteqcc: -Werror acts on the warning, rather than as a separate error. Line numbers are thus more readable. fteqcc: copyright message now includes compile date instead. fteqccgui: the treeview control is now coloured depending on whether there were warnings/errors in the last compile. fteqccgui: the output window is now focused and scrolls down as compilation progresses. pr_dumpplatform command dumps out some pragmas to convert more serious warnings to errors. This is to avoid the infamous 'fteqcc sucks cos my code sucks' issue. rewrote prespawn/modelist/soundlist code. server tracks progress now. ------------------------------------------------------------------------ git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4167 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-03-12 22:29:40 +00:00
if (r_config.texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
{
TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
}
else
{
int width = *scaled_width;
int height = *scaled_height;
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
;
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
;
/*round npot textures down if we're running on an embedded system*/
if (gl_config.gles)
{
if (*scaled_width != width)
*scaled_width >>= 1;
if (*scaled_height != height)
*scaled_height >>= 1;
}
}
if (flags & IF_NOMIPMAP)
{
*scaled_width >>= gl_picmip2d.ival;
*scaled_height >>= gl_picmip2d.ival;
}
else
{
TRACE(("dbg: GL_RoundDimensions: %f\n", gl_picmip.value));
*scaled_width >>= gl_picmip.ival;
*scaled_height >>= gl_picmip.ival;
}
TRACE(("dbg: GL_RoundDimensions: %f\n", gl_max_size.value));
if (maxtexsize)
{
if (*scaled_width > maxtexsize)
*scaled_width = maxtexsize;
if (*scaled_height > maxtexsize)
*scaled_height = maxtexsize;
}
if (!(flags & IF_UIPIC))
{
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 < 1)
*scaled_width = 1;
if (*scaled_height < 1)
*scaled_height = 1;
}
void GL_8888to565(int targ, unsigned char *in, unsigned short *out, unsigned int mip, unsigned int w, unsigned int h)
{
unsigned int p = w*h;
unsigned short tmp;
void *iout = out;
while(p-->0)
{
tmp = ((*in++>>3) << 11);
tmp |= ((*in++>>2) << 5);
tmp |= ((*in++>>3) << 0);
in++;
*out++ = tmp;
}
qglTexImage2D (targ, mip, GL_RGB, w, h, 0, GL_RGB, GL_UNSIGNED_SHORT_5_6_5, iout);
}
void GL_8888to4444(int targ, unsigned char *in, unsigned short *out, unsigned int mip, unsigned int w, unsigned int h)
{
unsigned int p = w*h;
unsigned short tmp;
void *iout = out;
while(p-->0)
{
tmp = ((*in++>>4) << 12);
tmp |= ((*in++>>4) << 8);
tmp |= ((*in++>>4) << 4);
tmp |= ((*in++>>4) << 0);
*out++ = tmp;
}
qglTexImage2D (targ, mip, GL_RGBA, w, h, 0, GL_RGBA, GL_UNSIGNED_SHORT_4_4_4_4, iout);
}
/*
===============
GL_Upload32
===============
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
static void GL_Upload32_Int (const char *name, unsigned *data, int width, int height, unsigned int flags, GLenum glcolormode)
{
int miplevel=0;
int samples;
unsigned *scaled;
int scaled_width, scaled_height;
int type;
int targ, targface;
TRACE(("dbg: GL_Upload32: %s %i %i\n", name, width, height));
scaled_width = width;
scaled_height = height;
if (data)
{
GL_RoundDimensions(&scaled_width, &scaled_height, flags);
if (!(flags & IF_NOALPHA))
{ //make sure it does actually have those alpha pixels (q3 compat)
int i;
flags |= IF_NOALPHA;
for (i = 3; i < width*height*4; i+=4)
{
if (((unsigned char*)data)[i] < 255)
{
flags &= ~IF_NOALPHA;
break;
}
}
}
}
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
targface = targ = GL_TEXTURE_2D;
break;
case 1:
targface = targ = GL_TEXTURE_3D;
break;
default:
targface = GL_TEXTURE_CUBE_MAP_POSITIVE_X_ARB + (((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT) - 2);
targ = GL_TEXTURE_CUBE_MAP_ARB;
break;
}
TRACE(("dbg: GL_Upload32: %i %i\n", scaled_width, scaled_height));
if (!data)
scaled = NULL;
else
{
if (scaled_width * scaled_height*4 > sizeofuploadmemorybuffer)
{
sizeofuploadmemorybuffer = scaled_width * scaled_height * 4;
uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer);
}
scaled = (unsigned *)uploadmemorybuffer;
}
if (glcolormode == GL_DEPTH_COMPONENT || glcolormode == GL_DEPTH_COMPONENT16_ARB || glcolormode == GL_DEPTH_COMPONENT24_ARB || glcolormode == GL_DEPTH_COMPONENT32_ARB)
{
samples = glcolormode;
glcolormode = GL_DEPTH_COMPONENT;
type = GL_UNSIGNED_BYTE;
}
else if (gl_config.gles)
{
glcolormode = GL_RGBA; /*our input is RGBA or RGBX, with the internal format restriction, we must therefore always have an alpha value*/
type = GL_UNSIGNED_BYTE;
if (flags & IF_NOALPHA)
{
/*no alpha there, yay*/
type = GL_UNSIGNED_SHORT_5_6_5;
glcolormode = GL_RGB;
}
else
{
/*we need an alpha channel, sorry for any banding*/
type = GL_UNSIGNED_SHORT_4_4_4_4;
glcolormode = GL_RGBA;
}
/*GLES requires that the internal format match the format*/
samples = glcolormode;
}
else
{
samples = (flags&IF_NOALPHA) ? GL_RGB : GL_RGBA;
type = GL_UNSIGNED_BYTE;
}
if (gl_config.arb_texture_compression && gl_compress.value && name && !(flags&IF_NOMIPMAP))
samples = (flags&IF_NOALPHA) ? GL_COMPRESSED_RGB_ARB : GL_COMPRESSED_RGBA_ARB;
if (flags&IF_CLAMP)
{
qglTexParameteri(targ, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri(targ, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
if (targ != GL_TEXTURE_2D)
qglTexParameteri(targ, GL_TEXTURE_WRAP_R, GL_CLAMP_TO_EDGE);
}
else
{
qglTexParameteri(targ, GL_TEXTURE_WRAP_S, GL_REPEAT);
qglTexParameteri(targ, GL_TEXTURE_WRAP_T, GL_REPEAT);
if (targ != GL_TEXTURE_2D)
qglTexParameteri(targ, GL_TEXTURE_WRAP_R, GL_REPEAT);
}
if (targ == GL_TEXTURE_3D)
{
int r,d;
if (scaled_height * scaled_height != scaled_width)
return;
qglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
if (flags & IF_NEAREST)
qglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
qglTexParameteri(GL_TEXTURE_3D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
for (d = 0; d < scaled_height; d++)
{
/*each 'layer' is sequential, which means we need to de-interlace the layers*/
for (r = 0; r < scaled_height; r++)
{
memcpy(scaled + (r + d*scaled_height) * scaled_height, data + (r*scaled_height + d) * scaled_height, scaled_height*sizeof(*data));
}
}
qglTexImage3D (GL_TEXTURE_3D, 0, samples, scaled_height, scaled_height, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, scaled);
return;
}
if (gl_config.sgis_generate_mipmap && !(flags&IF_NOMIPMAP))
{
TRACE(("dbg: GL_Upload32: GL_SGIS_generate_mipmap\n"));
qglTexParameteri(targ, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
GL_Texturemode_Apply(targ, flags);
if (!data)
qglTexImage2D (targface, 0, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, data);
else if (scaled_width == width && scaled_height == height)
{
if (((flags&IF_NOMIPMAP)||gl_config.sgis_generate_mipmap) && !(flags & IF_PREMULTIPLYALPHA)) //gotta love this with NPOT textures... :)
{
TRACE(("dbg: GL_Upload32: non-mipmapped/unscaled\n"));
if (type == GL_UNSIGNED_SHORT_5_6_5)
GL_8888to565(targface, (unsigned char *)data, (unsigned short*)scaled, 0, scaled_width, scaled_height);
else if (type == GL_UNSIGNED_SHORT_4_4_4_4)
GL_8888to4444(targface, (unsigned char *)data, (unsigned short*)scaled, 0, scaled_width, scaled_height);
else
qglTexImage2D (targface, 0, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height*4);
}
else
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
if (flags & IF_PREMULTIPLYALPHA)
{
//works for rgba or bgra
int i;
unsigned char *premul = (unsigned char*)scaled;
for (i = 0; i < scaled_width*scaled_height; i++, premul+=4)
{
premul[0] = (premul[0] * premul[3])>>8;
premul[1] = (premul[1] * premul[3])>>8;
premul[2] = (premul[2] * premul[3])>>8;
}
}
if (scaled_width * scaled_height*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = scaled_width * scaled_height * 4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
if (scaled_width*scaled_height*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = scaled_width*scaled_height*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
TRACE(("dbg: GL_Upload32: rescaled\n"));
if (type == GL_UNSIGNED_SHORT_5_6_5)
GL_8888to565(targface, (unsigned char *)scaled, (unsigned short*)uploadmemorybufferintermediate, 0, scaled_width, scaled_height);
else if (type == GL_UNSIGNED_SHORT_4_4_4_4)
GL_8888to4444(targface, (unsigned char *)scaled, (unsigned short*)uploadmemorybufferintermediate, 0, scaled_width, scaled_height);
else
qglTexImage2D (targface, 0, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, scaled);
if (!(flags&IF_NOMIPMAP) && !gl_config.sgis_generate_mipmap)
{
miplevel = 0;
TRACE(("dbg: GL_Upload32: mips\n"));
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++;
if (type == GL_UNSIGNED_SHORT_5_6_5)
GL_8888to565(targface, (unsigned char *)scaled, (unsigned short*)uploadmemorybufferintermediate, miplevel, scaled_width, scaled_height);
else if (type == GL_UNSIGNED_SHORT_4_4_4_4)
GL_8888to4444(targface, (unsigned char *)scaled, (unsigned short*)uploadmemorybufferintermediate, miplevel, scaled_width, scaled_height);
else
qglTexImage2D (targface, miplevel, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, scaled);
}
}
if (targ == GL_TEXTURE_2D && gl_config.arb_texture_compression && gl_compress.value && gl_savecompressedtex.value && name && !(flags&IF_NOMIPMAP))
{
vfsfile_t *out;
int miplevels;
GLint compressed;
GLint compressed_size;
GLint internalformat;
unsigned char *img;
char outname[MAX_OSPATH];
int i;
miplevels = miplevel+1;
qglGetTexLevelParameteriv(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?
{
Q_snprintfz(outname, sizeof(outname), "tex/%s.tex", name);
FS_CreatePath(outname, FS_GAME);
out = FS_OpenVFS(outname, "wb", FS_GAME);
if (out)
{
i = LittleLong(miplevels);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(width);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(height);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(flags);
VFS_WRITE(out, &i, sizeof(i));
for (miplevel = 0; miplevel < miplevels; miplevel++)
{
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_ARB, &compressed);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_INTERNAL_FORMAT, &internalformat);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &compressed_size);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &width);
qglGetTexLevelParameteriv(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);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(height);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(compressed_size);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(internalformat);
VFS_WRITE(out, &i, sizeof(i));
VFS_WRITE(out, img, compressed_size);
BZ_Free(img);
}
VFS_CLOSE(out);
}
}
}
done:
if (gl_anisotropy_factor)
qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropy_factor); // without this, you could loose anisotropy on mapchange
if (gl_config.sgis_generate_mipmap && !(flags&IF_NOMIPMAP))
qglTexParameteri(targ, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
/*apply this flag after, so that we can safely change the base (to avoid drivers just not uploading lower mips)*/
if (!gl_config.gles && (flags & IF_MIPCAP))
{
qglTexParameteri(targ, GL_TEXTURE_BASE_LEVEL, gl_mipcap_min);
qglTexParameteri(targ, GL_TEXTURE_MAX_LEVEL, gl_mipcap_max);
}
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_Upload32 (const char *name, unsigned *data, int width, int height, unsigned int flags)
{
GL_Upload32_Int(name, data, width, height, flags, GL_RGBA);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_Upload32_BGRA (const char *name, unsigned *data, int width, int height, unsigned int flags)
{
GL_Upload32_Int(name, data, width, height, flags, GL_BGRA_EXT);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_Upload24BGR (const char *name, qbyte *framedata, int inwidth, int inheight, unsigned int flags)
{
int outwidth, outheight;
int y, x;
int v;
unsigned int f, fstep;
qbyte *src, *dest;
//change from bgr bottomup to rgba topdown
outwidth = inwidth;
outheight = inheight;
GL_RoundDimensions(&outwidth, &outheight, flags);
if (outwidth*outheight*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = outwidth*outheight*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
dest = uploadmemorybufferintermediate;
for (y=0 ; y<outheight ; y++)
{
v = (y*(float)inheight/outheight);
src = framedata + v*(inwidth*3);
{
f = 0;
fstep = ((inwidth)*0x10000)/outwidth;
for (x=outwidth ; x&3 ; x--) //do the odd ones first. (bigger condition)
{
*dest++ = src[(f>>16)*3+2];
*dest++ = src[(f>>16)*3+1];
*dest++ = src[(f>>16)*3+0];
*dest++ = 255;
f += fstep;
}
for ( ; x ; x-=4) //loop through the remaining chunks.
{
dest[0] = src[(f>>16)*3+2];
dest[1] = src[(f>>16)*3+1];
dest[2] = src[(f>>16)*3+0];
dest[3] = 255;
f += fstep;
dest[4] = src[(f>>16)*3+2];
dest[5] = src[(f>>16)*3+1];
dest[6] = src[(f>>16)*3+0];
dest[7] = 255;
f += fstep;
dest[8] = src[(f>>16)*3+2];
dest[9] = src[(f>>16)*3+1];
dest[10] = src[(f>>16)*3+0];
dest[11] = 255;
f += fstep;
dest[12] = src[(f>>16)*3+2];
dest[13] = src[(f>>16)*3+1];
dest[14] = src[(f>>16)*3+0];
dest[15] = 255;
f += fstep;
dest += 16;
}
}
}
GL_Upload32 (name, (unsigned int*)uploadmemorybufferintermediate, outwidth, outheight, flags);
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_Upload24BGR_Flip (const char *name, qbyte *framedata, int inwidth, int inheight, unsigned int flags)
{
int outwidth, outheight;
int y, x;
int v;
unsigned int f, fstep;
qbyte *src, *dest;
//change from bgr bottomup to rgba topdown
outwidth = inwidth;
outheight = inheight;
GL_RoundDimensions(&outwidth, &outheight, flags);
if (outwidth*outheight*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = outwidth*outheight*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
dest = uploadmemorybufferintermediate;
for (y=1 ; y<=outheight ; y++)
{
v = ((outheight - y)*(float)inheight/outheight);
src = framedata + v*(inwidth*3);
{
f = 0;
fstep = ((inwidth)*0x10000)/outwidth;
for (x=outwidth ; x&3 ; x--) //do the odd ones first. (bigger condition)
{
*dest++ = src[(f>>16)*3+2];
*dest++ = src[(f>>16)*3+1];
*dest++ = src[(f>>16)*3+0];
*dest++ = 255;
f += fstep;
}
for ( ; x ; x-=4) //loop through the remaining chunks.
{
dest[0] = src[(f>>16)*3+2];
dest[1] = src[(f>>16)*3+1];
dest[2] = src[(f>>16)*3+0];
dest[3] = 255;
f += fstep;
dest[4] = src[(f>>16)*3+2];
dest[5] = src[(f>>16)*3+1];
dest[6] = src[(f>>16)*3+0];
dest[7] = 255;
f += fstep;
dest[8] = src[(f>>16)*3+2];
dest[9] = src[(f>>16)*3+1];
dest[10] = src[(f>>16)*3+0];
dest[11] = 255;
f += fstep;
dest[12] = src[(f>>16)*3+2];
dest[13] = src[(f>>16)*3+1];
dest[14] = src[(f>>16)*3+0];
dest[15] = 255;
f += fstep;
dest += 16;
}
}
}
GL_Upload32 (name, (unsigned int*)uploadmemorybufferintermediate, outwidth, outheight, flags);
}
void GL_Upload8Grey (unsigned char*data, int width, int height, unsigned int flags)
{
int samples;
unsigned char *scaled;
int scaled_width, scaled_height;
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, flags);
if (scaled_width * scaled_height*4 > sizeofuploadmemorybuffer)
{
sizeofuploadmemorybuffer = scaled_width * scaled_height * 4;
uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer);
}
scaled = uploadmemorybuffer;
samples = 1;//alpha ? gl_alpha_format : gl_solid_format;
if (scaled_width == width && scaled_height == height)
{
if (flags&IF_NOMIPMAP)
{
qglTexImage2D (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);
qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
if (!(flags&IF_NOMIPMAP))
{
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++;
qglTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
}
}
done: ;
GL_Texturemode_Apply(GL_TEXTURE_2D, flags);
}
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
static unsigned int * genNormalMap(qbyte *pixels, int w, int h, float scale)
{
int i, j, wr, hr;
unsigned char r, g, b;
unsigned *nmap;
float sqlen, reciplen, nx, ny, nz;
const float oneOver255 = 1.0f/255.0f;
float c, cx, cy, dcx, dcy;
if (w*h*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = w*h*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
nmap = (unsigned *)uploadmemorybufferintermediate;
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 ((pixels[i*wr + j] << 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, unsigned int flags, float bumpscale)
{
unsigned char *scaled;
int scaled_width, scaled_height;
qbyte *nmap;
TRACE(("dbg: GL_UploadBump entered: %i %i\n", width, height));
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, flags);
if (scaled_width*scaled_height*4 > sizeofuploadmemorybuffer)
{
sizeofuploadmemorybuffer = scaled_width*scaled_height*4;
uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer);
}
scaled = uploadmemorybuffer;
//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);
}
nmap = (qbyte *)genNormalMap(scaled,scaled_width,scaled_height,bumpscale);
qglTexImage2D (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 (!(flags & IF_NOMIPMAP))
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap(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++;
qglTexImage2D (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 (!(flags & IF_NOMIPMAP))
{
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
if (0 & IF_NEAREST)
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
if (0 & IF_NEAREST)
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
// if (gl_texturefilteranisotropic)
// glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_texureanisotropylevel);
TRACE(("dbg: GL_UploadBump: escaped %i %i\n", width, height));
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
void GL_Upload8_EXT (qbyte *data, int width, int height, unsigned int flags, qboolean alpha)
{
int i, s;
qboolean noalpha;
int samples;
unsigned char *scaled;
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;
}
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, flags);
if (scaled_width*scaled_height*4 > sizeofuploadmemorybuffer)
{
sizeofuploadmemorybuffer = scaled_width*scaled_height*4;
uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer);
}
scaled = uploadmemorybuffer;
samples = 1; // alpha ? gl_alpha_format : gl_solid_format;
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);
if (flags & IF_NEAREST)
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
if (flags & IF_NEAREST)
qglTexParameteri(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
else
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
}
#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
};
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
void GL_Upload8 (const char *name, qbyte *data, int width, int height, unsigned int flags, unsigned int alpha)
{
unsigned *trans;
int i, s;
qboolean noalpha;
int p;
if (width*height*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = width*height*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
trans = (unsigned *)uploadmemorybufferintermediate;
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (alpha && !(flags & IF_NOALPHA))
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
{
noalpha = false;
trans[i] = 0;
}
else
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;
}
//2:H2_T7G1
//3:H2_TRANS8_0
//4:H2_T4A4
}
else
{
for (i=(s&~3)-4 ; i>=0 ; i-=4)
{
trans[i] = d_8to24rgbtable[data[i]]|0xff000000;
trans[i+1] = d_8to24rgbtable[data[i+1]]|0xff000000;
trans[i+2] = d_8to24rgbtable[data[i+2]]|0xff000000;
trans[i+3] = d_8to24rgbtable[data[i+3]]|0xff000000;
}
for (i=s&~3 ; i<s ; i++) //wow, funky
{
trans[i] = d_8to24rgbtable[data[i]]|0xff000000;
}
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
if (GLVID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
GL_Upload8_EXT (data, width, height, flags, alpha);
return;
}
#endif
#endif
GL_Upload32 (name, trans, width, height, flags);
}
void GL_Upload8FB (qbyte *data, int width, int height, unsigned flags)
{
unsigned *trans;
int i, s;
int p;
s = width*height;
if (s*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = s*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
trans = (unsigned *)uploadmemorybufferintermediate;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
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, flags);
}
void GL_Upload8Pal24 (qbyte *data, qbyte *pal, int width, int height, unsigned int flags)
{
qbyte *trans;
int i, s;
qboolean noalpha;
int p;
extern qbyte gammatable[256];
extern qboolean gammaworks;
s = width*height;
if (s*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = s*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
trans = uploadmemorybufferintermediate;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (gammaworks)
{
if (!(flags & IF_NOALPHA))
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[(i<<2)+0] = pal[p*3+0];
trans[(i<<2)+1] = pal[p*3+1];
trans[(i<<2)+2] = pal[p*3+2];
trans[(i<<2)+3] = (p==255)?0:255;
}
if (noalpha)
flags |= IF_NOALPHA;
}
else
{
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = pal[data[i]*3+0];
trans[(i<<2)+1] = pal[data[i]*3+1];
trans[(i<<2)+2] = pal[data[i]*3+2];
trans[(i<<2)+3] = 255;
}
}
}
else
{
if (!(flags & IF_NOALPHA))
{
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 (noalpha)
flags |= IF_NOALPHA;
}
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, flags);
}
static void GL_Upload8Pal32 (qbyte *data, qbyte *pal, int width, int height, unsigned int flags)
{
qbyte *trans;
int i, s;
extern qbyte gammatable[256];
s = width*height;
if (s*4 > sizeofuploadmemorybufferintermediate)
{
sizeofuploadmemorybufferintermediate = s*4;
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
}
trans = uploadmemorybufferintermediate;
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = gammatable[pal[data[i]*4+0]];
trans[(i<<2)+1] = gammatable[pal[data[i]*4+1]];
trans[(i<<2)+2] = gammatable[pal[data[i]*4+2]];
trans[(i<<2)+3] = gammatable[pal[data[i]*4+3]];
}
GL_Upload32 (NULL, (unsigned*)trans, width, height, flags);
}
/*
================
GL_LoadTexture
================
*/
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTexture (const char *identifier, int width, int height, qbyte *data, unsigned int flags, unsigned int transtype)
{
gltexture_t *glt = NULL;
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 8, width, height);
if (glt && !(flags & IF_REPLACE))
return glt->texnum;
}
if (!glt)
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
TRACE(("dbg: GL_LoadTexture: new %s\n", identifier));
glt->bpp = 8;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload8 ("8bit", data, width, height, flags, transtype);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTextureFB (const char *identifier, int width, int height, qbyte *data, unsigned int flags)
{
int i;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 8, width, height);
if (glt)
return glt->texnum;
}
for (i = 0; i < width*height; i++)
if (data[i] > 255-vid.fullbright)
break;
if (i == width*height)
return r_nulltex; //none found, don't bother uploading.
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 8;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload8FB (data, width, height, flags);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTexture8Pal24 (const char *identifier, int width, int height, qbyte *data, qbyte *palette24, unsigned int flags)
{
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 24, width, height);
if (glt)
return glt->texnum;
}
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 24;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload8Pal24 (data, palette24, width, height, flags);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTexture8Pal32 (const char *identifier, int width, int height, qbyte *data, qbyte *palette32, unsigned int flags)
{
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 32, width, height);
if (glt)
return glt->texnum;
}
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 32;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload8Pal32 (data, palette32, width, height, flags);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTexture32 (const char *identifier, int width, int height, void *data, unsigned int flags)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt = NULL;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 32, width, height);
if (glt && !(flags & IF_REPLACE))
return glt->texnum;
}
if (!glt)
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 32;
glt->flags = flags;
switch((flags & IF_TEXTYPE) >> IF_TEXTYPESHIFT)
{
case 0:
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
break;
case 1:
GL_MTBind(0, GL_TEXTURE_3D, glt->texnum);
break;
default:
GL_MTBind(0, GL_TEXTURE_CUBE_MAP_ARB, glt->texnum);
break;
}
GL_Upload32 (identifier, data, width, height, flags);
return glt->texnum;
}
texid_t GL_LoadTexture32_BGRA (char *identifier, int width, int height, unsigned *data, unsigned int flags)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 32, width, height);
if (glt)
return glt->texnum;
}
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 32;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload32_BGRA (identifier, data, width, height, flags);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadCompressed(const char *name)
{
unsigned char *file;
gltexture_t *glt;
char inname[MAX_OSPATH];
if (!gl_config.arb_texture_compression || !gl_compress.ival)
return r_nulltex;
// see if the texture is already present
if (name[0])
{
texid_t num = GL_FindTexture(name, 0);
if (TEXVALID(num))
return num;
}
else
return r_nulltex;
snprintf(inname, sizeof(inname)-1, "tex/%s.tex", name);
file = COM_LoadFile(inname, 5);
if (!file)
return r_nulltex;
glt = GL_AllocNewGLTexture(name, 0, 0, 0);
glt->bpp = 32;
glt->flags = 0;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
if (!GL_UploadCompressed(file, &glt->com.width, &glt->com.height, (unsigned int *)&glt->flags))
return r_nulltex;
return glt->texnum;
}
texid_t GL_LoadTexture8Grey (char *identifier, int width, int height, unsigned char *data, unsigned int flags)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 8, width, height);
if (glt)
return glt->texnum;
}
flags |= IF_NOALPHA;
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 8;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_Upload8Grey (data, width, height, flags);
return glt->texnum;
}
rewrote ban code, merging bans+nonbans+cuffs+mute+cripple+deaf+lagged+vip. added timeouts. new penalties have no dedicated command. use the addip command for it. maplist command now generates links. implemented skin objects for q3. added a csqc builtin for it. also supports compositing skins. playing demos inside zips/pk3s/paks should now work. bumped default rate cvar. added cl_transfer to attempt to connect to a new server without disconnecting first. rewrote fog command. alpha and mindist arguments are now supported. fog change also happens over a short time period. added new args to the showpic console command. can now create clickable items for touchscreen/absmouse users. fixed menus to properly support right-aligned text. this finally fixes variable-width fonts. rewrote console tab completion suggestions display. now clickable links. strings obtained from qc are now marked as const. this has required quite a few added consts all over the place. probably crappy attempt at adding joypad support to the sdl port. no idea if it works. changed key bind event code. buttons now track which event they should trigger when released, instead of being the same one the whole time. this allows +forward etc clickable buttons on screen. Also simplified modifier keys - they no longer trigger random events when pressing the modifier key itself. Right modifiers can now be bound separately from left modifiers. Right will use left's binding if not otherwise bound. Bind assumes left if there's no prefix. multiplayer->setup->network menu no longer crashes. added rgb colours to the translation view (but not to the colour-changing keys). added modelviewer command to view models. added menu_mods menu to switch mods in a more friendly way. will be shown by default if multiple manifests exist in the binarydir. clamped classic tracer density. scrag particles no longer look quite so buggy. added ifdefs to facilitate a potential winrt port. the engine should now have no extra dependencies, but still needs system code+audio drivers to be written. if it can't set a renderer, it'll now try to use *every* renderer until it finds one that works. added experimental mapcluster server mode (that console command). New maps will be started up as required. rewrote skeletal blending code a bit. added cylinder geomtypes. fix cfg_save writing to the wrong path bug. VFS_CLOSE now returns a boolean. false means there was some sort of fatal error (either crc when reading was bad, or the write got corrupted or something). Typically ignorable, depends how robust you want to be. win32 tls code now supports running as a server. added connect tls://address support, as well as equivalent sv_addport support. exposed basic model loading api to plugins. d3d11 backend now optionally supports tessellation hlsl. no suitable hlsl provided by default. !!tess to enable. attempted to add gamma ramp support for d3d11. added support for shader blobs to speed up load times. r_shaderblobs 1 to enable. almost vital for d3d11. added vid_srgb cvar. shadowless lights are no longer disabled if shadows are not supported. attempt to add support for touchscreens in win7/8. Wrote gimmicky lua support, using lua instead of ssqc. define VM_LUA to enable. updated saved game code. can again load saved games from vanilla-like engines. changed scale clamping. 0.0001 should no longer appear as 1. changed default mintic from 0.03 to 0.013 to match vanilla qw. I don't know why it was at 0.03. probably a typo. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4623 fc73d0e0-1445-4013-8a0c-d673dee63da5
2014-03-30 08:55:06 +00:00
texid_t GL_LoadTexture8Bump (const char *identifier, int width, int height, unsigned char *data, unsigned int flags, float bumpscale)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, flags, 8, width, height);
if (glt)
{
TRACE(("dbg: GL_LoadTexture8Bump: duplicated %s\n", identifier));
return glt->texnum;
}
}
TRACE(("dbg: GL_LoadTexture8Bump: new %s\n", identifier));
glt = GL_AllocNewGLTexture(identifier, width, height, flags);
glt->bpp = 8;
glt->flags = flags;
GL_MTBind(0, GL_TEXTURE_2D, glt->texnum);
GL_UploadBump (data, width, height, flags, bumpscale);
return glt->texnum;
}
/*
================
GL_LoadPicTexture
================
*/
texid_t GL_LoadPicTexture (qpic_t *pic)
{
return GL_LoadTexture ("", pic->width, pic->height, pic->data, IF_NOMIPMAP, 1);
}
#endif