/* 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 RGLQUAKE #include "glquake.h" #include "shader.h" #include // is this needed for atoi? #include // is this needed for atoi? //#define GL_USE8BITTEX int gl_anisotropy_factor = 1; int glx, gly, glwidth, glheight; mesh_t draw_mesh; vec3_t draw_mesh_xyz[4]; vec2_t draw_mesh_st[4]; byte_vec4_t draw_mesh_colors[4]; qbyte *uploadmemorybuffer; int sizeofuploadmemorybuffer; qbyte *uploadmemorybufferintermediate; int sizeofuploadmemorybufferintermediate; index_t r_quad_indexes[6] = {0, 1, 2, 0, 2, 3}; extern qbyte gammatable[256]; unsigned char *d_15to8table; qboolean inited15to8; extern cvar_t crosshair, crosshairimage, crosshairalpha, cl_crossx, cl_crossy, crosshaircolor, crosshairsize; static int filmtexture; extern cvar_t gl_nobind; extern cvar_t gl_max_size; extern cvar_t gl_picmip; extern cvar_t gl_lerpimages; extern cvar_t gl_picmip2d; extern cvar_t r_drawdisk; extern cvar_t gl_compress; extern cvar_t gl_smoothfont, gl_fontedgeclamp; extern cvar_t gl_texturemode; extern cvar_t cl_noblink; extern cvar_t gl_savecompressedtex; extern cvar_t gl_load24bit; #ifdef Q3SHADERS shader_t *shader_console; #endif extern cvar_t con_ocranaleds; extern cvar_t gl_blend2d; extern cvar_t scr_conalpha; qbyte *draw_chars; // 8*8 graphic characters mpic_t *draw_disc; mpic_t *draw_backtile; int translate_texture; int char_texture, char_tex2, default_char_texture; int missing_texture; //texture used when one is missing. int cs_texture; // crosshair texture extern int detailtexture; float custom_char_instep, default_char_instep; //to avoid blending issues float char_instep; static unsigned cs_data[16*16]; static int externalhair; typedef struct { int texnum; float sl, tl, sh, th; } glpic_t; qbyte conback_buffer[sizeof(mpic_t) + sizeof(glpic_t)]; qbyte custconback_buffer[sizeof(mpic_t) + sizeof(glpic_t)]; mpic_t *default_conback = (mpic_t *)&conback_buffer, *conback, *custom_conback = (mpic_t *)&custconback_buffer; #include "hash.h" hashtable_t gltexturetable; bucket_t *gltexturetablebuckets[256]; int gl_lightmap_format = 4; int gl_solid_format = 3; int gl_alpha_format = 4; int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; int gl_filter_max = GL_LINEAR; int gl_anisotropy_factor_max = 0; int texels; typedef struct gltexture_s { int texnum; char identifier[64]; int width, height, bpp; qboolean mipmap; struct gltexture_s *next; } gltexture_t; static gltexture_t *gltextures; /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers ============================================================================= */ #define MAX_SCRAPS 4 #define BLOCK_WIDTH 256 #define BLOCK_HEIGHT 256 int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH]; qbyte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4]; qboolean scrap_dirty; int scrap_texnum; // returns a texture number and the position inside it int Scrap_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; int texnum; for (texnum=0 ; texnum= best) break; if (scrap_allocated[texnum][i+j] > best2) best2 = scrap_allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; for (i=0 ; iname)) return &pic->pic; return NULL; } qboolean Draw_RealPicFromWad (mpic_t *out, char *name) { qpic_t *in; glpic_t *gl; int texnum; char name2[256]; in = W_SafeGetLumpName (name); gl = (glpic_t *)out->data; if (in) { out->width = in->width; out->height = in->height; } else { //default the size. out->width = 24; //hmm...? out->height = 24; } //standard names substitution texnum = Mod_LoadReplacementTexture(name, "wad", false, true, false); if (!in && !texnum) //try a q2 texture { sprintf(name2, "pics/%s", name); texnum = Mod_LoadHiResTexture(name2, NULL, false, true, false); qglDisable(GL_ALPHA_TEST); qglEnable(GL_BLEND); //make sure. } if (texnum) { if (!in) { out->width = image_width; out->height = image_height; } gl->texnum = texnum; gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return true; } //all the others require an actual infile rather than a replacement image else if (!in) { return false; } // load little ones into the scrap else if (in->width < 64 && in->height < 64) { int x, y; int i, j, k; int texnum; texnum = Scrap_AllocBlock (in->width, in->height, &x, &y); scrap_dirty = true; k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; j++, k++) scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = in->data[k]; texnum += scrap_texnum; gl->texnum = texnum; gl->sl = (x+0.01)/(float)BLOCK_WIDTH; gl->sh = (x+in->width-0.01)/(float)BLOCK_WIDTH; gl->tl = (y+0.01)/(float)BLOCK_WIDTH; gl->th = (y+in->height-0.01)/(float)BLOCK_WIDTH; pic_count++; pic_texels += in->width*in->height; } else { gl->texnum = GL_LoadPicTexture (in); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; } return true; } char *failedpic; //easier this way mpic_t *GLDraw_SafePicFromWad (char *name) { int i; glcachepic_t *pic; for (pic=glmenu_cachepics, i=0 ; iname)) return &pic->pic; if (glmenu_numcachepics == MAX_CACHED_PICS) { Con_Printf ("menu_numcachepics == MAX_CACHED_PICS\n"); failedpic = name; return NULL; } glmenu_numcachepics++; strcpy(pic->name, name); if (!Draw_RealPicFromWad(&pic->pic, name)) { glmenu_numcachepics--; failedpic = name; return NULL; } return &pic->pic; } mpic_t *GLDraw_SafeCachePic (char *path) { int height = 0; qbyte *data; glcachepic_t *pic; int i; qpic_t *qpic; glpic_t *gl; for (pic=glmenu_cachepics, i=0 ; iname)) return &pic->pic; if (glmenu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); // // load the pic from disk // { char *mem; char alternatename[MAX_QPATH]; snprintf(alternatename, sizeof(alternatename), "pics/%s.pcx", path); data = COM_LoadMallocFile (alternatename); if (data) { strcpy(pic->name, path); if ((mem = ReadPCXFile(data, com_filesize, &pic->pic.width, &height))) { pic->pic.height = height; gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, "pics", false, true, false))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, false); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(data); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(data); } } { char *mem; char alternatename[MAX_QPATH]; snprintf(alternatename, MAX_QPATH-1, "%s", path); data = COM_LoadMallocFile (alternatename); if (data) { strcpy(pic->name, path); mem = NULL; if (!mem) mem = ReadTargaFile((qbyte *)data, com_filesize, &pic->pic.width, &height, 0); #ifdef AVAIL_PNGLIB if (!mem); mem = ReadPNGFile((qbyte *)data, com_filesize, &pic->pic.width, &height, alternatename); #endif #ifdef AVAIL_JPEGLIB if (!mem) mem = ReadJPEGFile((qbyte *)data, com_filesize, &pic->pic.width, &height); #endif if (!mem) mem = ReadPCXFile((qbyte *)data, com_filesize, &pic->pic.width, &height); pic->pic.height = height; if (mem) { gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, NULL, false, true, false))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, true); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(data); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(data); } } #ifdef AVAIL_JPEGLIB { char *mem; char alternatename[MAX_QPATH]; snprintf(alternatename, MAX_QPATH-1,"%s.jpg", path); data = COM_LoadMallocFile (alternatename); if (data) { strcpy(pic->name, path); if ((mem = ReadJPEGFile(data, com_filesize, &pic->pic.width, &height))) { pic->pic.height = height; gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, NULL, false, true, false))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, false); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(data); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(data); } } #endif /* { char *mem; char alternatename[MAX_QPATH]; _snprintf(alternatename, MAX_QPATH-1,"%s.tga", path); dat = (qpic_t *)COM_LoadMallocFile (alternatename); if (dat) { strcpy(pic->name, path); if (mem = ReadTargaFile ((qbyte *)dat, com_filesize, &pic->pic.width, &pic->pic.height, false)) { gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, false, true))) gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)dat, false, true); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; BZ_Free(dat); BZ_Free(mem); glmenu_numcachepics++; return &pic->pic; } BZ_Free(dat); } } */ qpic = (qpic_t *)COM_LoadTempFile (path); if (!qpic) { char alternatename[MAX_QPATH]; sprintf(alternatename, "gfx/%s.lmp", path); qpic = (qpic_t *)COM_LoadTempFile (alternatename); if (!qpic) return GLDraw_SafePicFromWad(path); } SwapPic (qpic); if (((8+qpic->width*qpic->height+3)&(~3)) != ((com_filesize+3)&(~3))) //round up to the nearest 4. { //the filesize didn't match what we were expecting, so it can't be a lmp. reject it. char alternatename[MAX_QPATH]; sprintf(alternatename, "gfx/%s.lmp", path); qpic = (qpic_t *)COM_LoadTempFile (alternatename); if (!qpic) return GLDraw_SafePicFromWad(path); SwapPic (qpic); } { glmenu_numcachepics++; Q_strncpyz (pic->name, path, sizeof(pic->name)); } pic->pic.width = qpic->width; pic->pic.height = qpic->height; gl = (glpic_t *)pic->pic.data; if (!(gl->texnum = Mod_LoadReplacementTexture(path, NULL, false, true, false))) gl->texnum = GL_LoadPicTexture (qpic); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return &pic->pic; } mpic_t *GLDraw_CachePic (char *path) { mpic_t *pic = GLDraw_SafeCachePic (path); if (!pic) Sys_Error ("GLDraw_CachePic: failed to load %s", path); return pic; } void GLDraw_CharToConback (int num, qbyte *dest) { int row, col; qbyte *source; int drawline; int x; row = num>>4; col = num&15; source = draw_chars + (row<<10) + (col<<3); drawline = 8; while (drawline--) { for (x=0 ; x<8 ; x++) if (source[x] != 255) dest[x] = 0x60 + source[x]; source += 128; dest += 320; } } typedef struct { char *name; 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 GLDraw_Anisotropy_f (void) { gltexture_t *glt; char *arg; int param; if (!gl_config.ext_texture_filter_anisotropic) { Con_Printf("Anisotropic Filtering: NOT SUPPORTED\n"); return; } qglGetIntegerv(GL_MAX_TEXTURE_MAX_ANISOTROPY_EXT, &gl_anisotropy_factor_max); arg = Cmd_Argv(1); param = atoi(arg); if (Cmd_Argc() == 1) { //insert code that detects if user has forced AF through drivers //because it has no effect if it is forced if (gl_anisotropy_factor == 1) { Con_Printf("Anisotropic Filtering: 1 (OFF) (Maximum: %dx)\n",gl_anisotropy_factor_max); } else { Con_Printf("Anisotropic Filtering: %dx (Maximum: %dx)\n",gl_anisotropy_factor,gl_anisotropy_factor_max); } return; } if (param == 0) // Nvidia says GL Error when this is 0, ATI doesn't. 1 = off anyway. param = 1; if ((fmod(param,2.0f) != 0.0f) && (param != 1)) // anisotropic filtering works in factors of 2 param = param+1; if (param > gl_anisotropy_factor_max) param = gl_anisotropy_factor_max; gl_anisotropy_factor = param; if (param == 1) Con_Printf("Anisotropic Filtering: %d (OFF) (Maximum: %dx)\n",gl_anisotropy_factor,gl_anisotropy_factor_max); else Con_Printf("Anisotropic Filtering: %dx (Maximum: %dx)\n",gl_anisotropy_factor,gl_anisotropy_factor_max); /* change all the existing max anisotropy settings */ for (glt = gltextures; glt ; glt = glt->next) //redo anisotropic filtering when map is changed { if (glt->mipmap) { //qglBindTexture (GL_TEXTURE_2D, glt->texnum); GL_Bind (glt->texnum); qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,gl_anisotropy_factor); } } } /* =============== Draw_TextureMode_f =============== */ void GL_Texturemode_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 = modes[i].maximize; // change all the existing mipmap texture objects for (glt=gltextures ; glt ; glt=glt->next) { if (glt->mipmap) { GL_Bind (glt->texnum); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } } #ifdef Q3SHADERS #define FOG_TEXTURE_WIDTH 32 #define FOG_TEXTURE_HEIGHT 32 extern int r_fogtexture; void GL_InitFogTexture (void) { qbyte data[FOG_TEXTURE_WIDTH*FOG_TEXTURE_HEIGHT]; int x, y; float tw = 1.0f / ((float)FOG_TEXTURE_WIDTH - 1.0f); float th = 1.0f / ((float)FOG_TEXTURE_HEIGHT - 1.0f); float tx, ty, t; if (r_fogtexture) return; // // fog texture // for ( y = 0, ty = 0.0f; y < FOG_TEXTURE_HEIGHT; y++, ty += th ) { for ( x = 0, tx = 0.0f; x < FOG_TEXTURE_WIDTH; x++, tx += tw ) { t = (float)(sqrt( tx ) * 255.0); data[x+y*FOG_TEXTURE_WIDTH] = (qbyte)(min( t, 255.0f )); } } r_fogtexture = texture_extension_number++; GL_Bind(r_fogtexture); qglTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, FOG_TEXTURE_WIDTH, FOG_TEXTURE_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data); qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE); qglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE); } #endif /* =============== Draw_Init =============== */ void GLDraw_ReInit (void) { int i; qpic_t *cb; qbyte *dest; int x; char ver[40]; glpic_t *gl; qpic_t *bigfont; int start; qbyte *ncdata; qbyte *tinyfont; extern int solidskytexture; extern int alphaskytexture; extern int skyboxtex[6]; extern int *lightmap_textures; int maxtexsize; gltexture_t *glt; TRACE(("dbg: GLDraw_ReInit: Closing old\n")); while(gltextures) { glt = gltextures; gltextures = gltextures->next; BZ_Free(glt); } memset(gltexturetablebuckets, 0, sizeof(gltexturetablebuckets)); Hash_InitTable(&gltexturetable, sizeof(gltexturetablebuckets)/sizeof(gltexturetablebuckets[0]), gltexturetablebuckets); texture_extension_number=1; solidskytexture=0; alphaskytexture=0; skyboxtex[0] = 0; skyboxtex[1] = 0; skyboxtex[2] = 0; skyboxtex[3] = 0; skyboxtex[4] = 0; skyboxtex[5] = 0; lightmap_textures=NULL; filmtexture=0; glmenu_numcachepics=0; #ifdef Q3SHADERS r_fogtexture=0; #endif GL_FlushBackEnd(); // GL_FlushSkinCache(); TRACE(("dbg: GLDraw_ReInit: GL_GAliasFlushSkinCache\n")); GL_GAliasFlushSkinCache(); memset(scrap_allocated, 0, sizeof(scrap_allocated)); qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize); if (gl_max_size.value > maxtexsize) { sprintf(ver, "%i", maxtexsize); Cvar_ForceSet (&gl_max_size, ver); } if (maxtexsize < 2048) //this needs to be able to hold the image in unscaled form. sizeofuploadmemorybufferintermediate = 2048*2048*4; //make sure we can load 2048*2048 images whatever happens. else sizeofuploadmemorybufferintermediate = maxtexsize*maxtexsize*4; //gl supports huge images, so so shall we. //required to hold the image after scaling has occured sizeofuploadmemorybuffer = maxtexsize*maxtexsize*4; TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n")); uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer); uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate); // load the console background and the charset // by hand, because we need to write the version // string into the background before turning // it into a texture draw_chars = W_SafeGetLumpName ("conchars"); if (draw_chars) { // add ocrana leds if (con_ocranaleds.value) { if (con_ocranaleds.value != 2 || QCRC_Block(draw_chars, 128*128) == 798) AddOcranaLEDsIndexed (draw_chars, 128, 128); } for (i=0 ; i<128*128 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color } // now turn them into textures image_width = 0; image_height = 0; TRACE(("dbg: GLDraw_ReInit: looking for conchars\n")); if (!(char_texture=Mod_LoadReplacementTexture("gfx/conchars.lmp", NULL, false, true, false))) //no high res { if (!draw_chars) //or low res. { if (!(char_texture=Mod_LoadHiResTexture("pics/conchars.pcx", NULL, false, true, false))) //try low res q2 path if (!(char_texture=Mod_LoadHiResTexture("gfx/2d/bigchars.tga", NULL, false, true, false))) //try low res q2 path { //gulp... so it's come to this has it? rework the hexen2 conchars into the q1 system. char *tempchars = COM_LoadMallocFile("gfx/menu/conchars.lmp"); char *in, *out; if (tempchars) { draw_chars = BZ_Malloc(8*8*256*8); out = draw_chars; for (i = 0; i < 8*8; i+=1) { if ((i/8)&1) { in = tempchars + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128; for (x = 0; x < 16*8; x++) *out++ = *in++; } else { in = tempchars + (i/8)*16*8*8+(i&7)*32*8; for (x = 0; x < 16*8; x++) *out++ = *in++; } } for (i = 0; i < 8*8; i+=1) { if ((i/8)&1) { in = tempchars+128*128 + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128; for (x = 0; x < 16*8; x++) *out++ = *in++; } else { in = tempchars+128*128 + (i/8)*16*8*8+(i&7)*32*8; for (x = 0; x < 16*8; x++) *out++ = *in++; } } Z_Free(tempchars); // add ocrana leds if (con_ocranaleds.value && con_ocranaleds.value != 2) AddOcranaLEDsIndexed (draw_chars, 128, 128); for (i=0 ; i<128*128 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); Z_Free(draw_chars); draw_chars = NULL; } else { extern qbyte default_conchar[11356]; int width, height; int i; qbyte *image; image = ReadTargaFile(default_conchar, sizeof(default_conchar), &width, &height, false); for (i = 0; i < width*height; i++) { image[i*4+3] = image[i*4]; image[i*4+0] = 255; image[i*4+1] = 255; image[i*4+2] = 255; } char_texture = GL_LoadTexture32("charset", width, height, (void*)image, false, true); } } } else char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); } default_char_texture=char_texture; //half a pixel if (image_width) custom_char_instep = default_char_instep = 0.5f/((image_width+image_height)/2); //you're an idiot if you use non-square conchars else custom_char_instep = default_char_instep = 0.5f/(128); TRACE(("dbg: GLDraw_ReInit: loaded charset\n")); TRACE(("dbg: GLDraw_ReInit: GL_BeginRendering\n")); GL_BeginRendering (&glx, &gly, &glwidth, &glheight); TRACE(("dbg: GLDraw_ReInit: SCR_DrawLoading\n")); GL_Set2D(); qglClear(GL_COLOR_BUFFER_BIT); { mpic_t *pic = Draw_SafeCachePic ("gfx/loading.lmp"); if (pic) Draw_Pic ( (vid.width - pic->width)/2, (vid.height - 48 - pic->height)/2, pic); } TRACE(("dbg: GLDraw_ReInit: GL_EndRendering\n")); GL_EndRendering (); GL_DoSwap(); #ifdef Q3SHADERS Shader_Init(); #endif //now emit the conchars picture as if from a wad. strcpy(glmenu_cachepics[glmenu_numcachepics].name, "conchars"); glmenu_cachepics[glmenu_numcachepics].pic.width = 128; glmenu_cachepics[glmenu_numcachepics].pic.height = 128; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = char_texture; gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; TRACE(("dbg: GLDraw_ReInit: W_SafeGetLumpName\n")); tinyfont = W_SafeGetLumpName ("tinyfont"); if (tinyfont) { for (i=0 ; i<128*32 ; i++) if (tinyfont[i] == 0) tinyfont[i] = 255; // proper transparent color strcpy(glmenu_cachepics[glmenu_numcachepics].name, "tinyfont"); glmenu_cachepics[glmenu_numcachepics].pic.width = 128; glmenu_cachepics[glmenu_numcachepics].pic.height = 32; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = GL_LoadTexture ("tinyfont", 128, 32, tinyfont, false, true); gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; } TRACE(("dbg: GLDraw_ReInit: gfx/menu/bigfont\n")); bigfont = (qpic_t *)COM_LoadMallocFile ("gfx/menu/bigfont.lmp"); if (bigfont) { char *data; data = bigfont->data; for (i=0 ; iwidth*bigfont->height ; i++) if (data[i] == 0) data[i] = 255; // proper transparent color strcpy(glmenu_cachepics[glmenu_numcachepics].name, "gfx/menu/bigfont.lmp"); glmenu_cachepics[glmenu_numcachepics].pic.width = bigfont->width; glmenu_cachepics[glmenu_numcachepics].pic.height = bigfont->height; gl = (glpic_t *)&glmenu_cachepics[glmenu_numcachepics].pic.data; gl->texnum = GL_LoadTexture ("gfx/menu/bigfont.lmp", bigfont->width, bigfont->height, data, false, true); gl->sl = 0; gl->tl = 0; gl->sh = 1; gl->th = 1; glmenu_numcachepics++; } TRACE(("dbg: GLDraw_ReInit: gfx/conchars2.lmp\n")); if (!(char_tex2=Mod_LoadReplacementTexture("gfx/conchars2.lmp", NULL, false, true, false))) { if (!draw_chars) char_tex2 = char_texture; else char_tex2 = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); } cs_texture = texture_extension_number++; missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false); GL_SetupSceneProcessingTextures(); start = Hunk_LowMark (); conback = default_conback; TRACE(("dbg: GLDraw_ReInit: COM_FDepthFile(\"gfx/conback.lmp\", false)\n")); if (COM_FDepthFile("gfx/conback.lmp", false) <= COM_FDepthFile("gfx/menu/conback.lmp", false)) cb = (qpic_t *)COM_LoadHunkFile ("gfx/conback.lmp"); else cb = (qpic_t *)COM_LoadHunkFile ("gfx/menu/conback.lmp"); if (cb) { TRACE(("dbg: GLDraw_ReInit: conback opened\n")); SwapPic (cb); if (draw_chars) { sprintf (ver, "%i", build_number()); dest = cb->data + 320 + 320*186 - 11 - 8*strlen(ver); for (x=0 ; xwidth = vid.conwidth; conback->height = vid.conheight; // scale console to vid size dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback"); TRACE(("dbg: GLDraw_ReInit: conback loading\n"); for (y=0 ; ydata + cb->width * (y*cb->height/vid.conheight); if (vid.conwidth == cb->width) memcpy (dest, src, vid.conwidth); else { f = 0; fstep = cb->width*0x10000/vid.conwidth; for (x=0 ; x>16]; f += fstep; dest[x+1] = src[f>>16]; f += fstep; dest[x+2] = src[f>>16]; f += fstep; dest[x+3] = src[f>>16]; f += fstep; } } } #else conback->width = cb->width; conback->height = cb->height; ncdata = cb->data; #endif } else { ncdata = NULL; } TRACE(("dbg: GLDraw_ReInit: conback loaded\n")); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl = (glpic_t *)conback->data; if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/conback.lmp", NULL, false, true, false))) { if (!ncdata) //no fallback { if (!(gl->texnum=Mod_LoadHiResTexture("pics/conback.pcx", NULL, false, true, false))) if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/menu/conback.lmp", NULL, false, true, false))) if (!(gl->texnum=Mod_LoadReplacementTexture("textures/sfx/logo512.jpg", NULL, false, false, false))) { int data = 0; gl->texnum = GL_LoadTexture32("gfx/conback.lmp", 1, 1, (unsigned int *)&data, false, false); } } else { gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false); } } gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; conback->width = vid.conwidth; conback->height = vid.conheight; memcpy(custconback_buffer, conback_buffer, sizeof(custconback_buffer)); custom_conback->width = vid.conwidth; custom_conback->height = vid.conheight; gl = (glpic_t *)custom_conback->data; gl->texnum = 0; gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; custom_conback->width = vid.conwidth; custom_conback->height = vid.conheight; // free loaded console Hunk_FreeToLowMark (start); // save a texture slot for translated picture translate_texture = texture_extension_number++; // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; // // get the other pics we need // TRACE(("dbg: GLDraw_ReInit: Draw_SafePicFromWad\n")); draw_disc = Draw_SafePicFromWad ("disc"); draw_backtile = Draw_SafePicFromWad ("backtile"); if (!draw_backtile) draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp"); detailtexture = Mod_LoadHiResTexture("textures/detail", NULL, true, false, false); inited15to8 = false; qglClearColor (1,0,0,0); TRACE(("dbg: GLDraw_ReInit: PPL_LoadSpecularFragmentProgram\n")); PPL_CreateShaderObjects(); #ifdef PLUGINS Plug_DrawReloadImages(); #endif } void GLDraw_Init (void) { memset(scrap_allocated, 0, sizeof(scrap_allocated)); Cmd_AddRemCommand ("gl_texture_anisotropic_filtering", &GLDraw_Anisotropy_f); GLDraw_ReInit(); R_BackendInit(); draw_mesh.numindexes = 6; draw_mesh.indexes = r_quad_indexes; draw_mesh.trneighbors = NULL; draw_mesh.numvertexes = 4; draw_mesh.xyz_array = draw_mesh_xyz; draw_mesh.normals_array = NULL; draw_mesh.st_array = draw_mesh_st; draw_mesh.lmst_array = NULL; } void GLDraw_DeInit (void) { Cmd_RemoveCommand ("gl_texture_anisotropic_filtering"); 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 Q3SHADERS Shader_Shutdown(); #endif } void GL_DrawAliasMesh (mesh_t *mesh, int texnum); void GL_DrawMesh(mesh_t *msh, int texturenum) { GL_DrawAliasMesh(msh, texturenum); } /* ================ Draw_Character Draws one 8*8 graphics character with 0 being transparent. It can be clipped to the top of the screen to allow the console to be smoothly scrolled off. ================ */ void GLDraw_Character (int x, int y, unsigned int num) { int row, col; float frow, fcol, size; if (y <= -8) return; // totally off screen num &= 255; if (num == 32) return; // space num &= 255; row = num>>4; col = num&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = fcol; draw_mesh_st[0][1] = frow; draw_mesh_xyz[1][0] = x+8; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = fcol+size; draw_mesh_st[1][1] = frow; draw_mesh_xyz[2][0] = x+8; draw_mesh_xyz[2][1] = y+8; draw_mesh_st[2][0] = fcol+size; draw_mesh_st[2][1] = frow+size; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+8; draw_mesh_st[3][0] = fcol; draw_mesh_st[3][1] = frow+size; qglEnable(GL_BLEND); qglDisable(GL_ALPHA_TEST); if (num&CON_2NDCHARSETTEXT) GL_DrawMesh(&draw_mesh, char_tex2); else GL_DrawMesh(&draw_mesh, char_texture); /*#else if (num&CON_2NDCHARSETTEXT) GL_Bind (char_tex2); else GL_Bind (char_texture); num &= 255; row = num>>4; col = num&15; frow = row*0.0625+char_instep; fcol = col*0.0625+char_instep; size = 0.0625-char_instep*2; qglEnable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglBegin (GL_QUADS); qglTexCoord2f (fcol, frow); qglVertex2f (x, y); qglTexCoord2f (fcol + size, frow); qglVertex2f (x+8, y); qglTexCoord2f (fcol + size, frow + size); qglVertex2f (x+8, y+8); qglTexCoord2f (fcol, frow + size); qglVertex2f (x, y+8); qglEnd (); #endif*/ } void GLDraw_FillRGB (int x, int y, int w, int h, float r, float g, float b); void GLDraw_ColouredCharacter (int x, int y, unsigned int num) { unsigned int col; // draw background if (num & CON_NONCLEARBG) { col = (num & CON_BGMASK) >> CON_BGSHIFT; GLDraw_FillRGB(x, y, 8, 8, consolecolours[col].fr, consolecolours[col].fg, consolecolours[col].fb); } if (num & CON_BLINKTEXT) { if (!cl_noblink.value) if ((int)(realtime*3) & 1) return; } // render character with foreground color col = (num & CON_FGMASK) >> CON_FGSHIFT; qglColor4f(consolecolours[col].fr, consolecolours[col].fg, consolecolours[col].fb, (num & CON_HALFALPHA)?0.5:1); Draw_Character(x, y, num); } /* ================ Draw_String ================ */ void GLDraw_String (int x, int y, const qbyte *str) { float xstart = x; while (*str) { if (*str == '\n') { x = xstart; y += 8; str++; continue; } Draw_Character (x, y, *str); str++; x += 8; } } /* ================ Draw_Alt_String ================ */ void GLDraw_Alt_String (int x, int y, const qbyte *str) { while (*str) { Draw_Character (x, y, (*str) | 0x80); str++; x += 8; } } #include "crosshairs.dat" vec3_t chcolor; int chmodified; void GLCrosshairimage_Callback(struct cvar_s *var, char *oldvalue) { if (*(var->string)) externalhair = Mod_LoadHiResTexture (var->string, "crosshairs", false, true, true); } void GLCrosshair_Callback(struct cvar_s *var, char *oldvalue) { unsigned int c, c2; if (!var->value) return; c = (unsigned int)(chcolor[0] * 255) | // red ((unsigned int)(chcolor[1] * 255) << 8) | // green ((unsigned int)(chcolor[2] * 255) << 16) | // blue 0xff000000; // alpha c2 = c; #define Pix(x,y,c) { \ if (y+8<0)c=0; \ if (y+8>=16)c=0; \ if (x+8<0)c=0; \ if (x+8>=16)c=0; \ \ cs_data[(y+8)*16+(x+8)] = c; \ } memset(cs_data, 0, sizeof(cs_data)); switch((int)var->value) { default: #include "crosshairs.dat" } #undef Pix GL_Bind (cs_texture); GL_Upload32(NULL, cs_data, 16, 16, 0, true); } void GLCrosshaircolor_Callback(struct cvar_s *var, char *oldvalue) { SCR_StringToRGB(var->string, chcolor, 255); chcolor[0] = bound(0, chcolor[0], 1); chcolor[1] = bound(0, chcolor[1], 1); chcolor[2] = bound(0, chcolor[2], 1); GLCrosshair_Callback(&crosshair, ""); } void GLDraw_Crosshair(void) { int x, y; int sc; float x1, x2, y1, y2; float size, chc; int usecolor = 0; if (crosshair.value == 1 && !*crosshairimage.string) { for (sc = 0; sc < cl.splitclients; sc++) { SCR_CrosshairPosition(sc, &x, &y); GLDraw_Character (x-4, y-4, '+'); } return; } GL_TexEnv(GL_MODULATE); if (*crosshairimage.string) { usecolor = 1; GL_Bind (externalhair); chc = 0; qglEnable (GL_BLEND); qglDisable(GL_ALPHA_TEST); } else if (crosshair.value) { GL_Bind (cs_texture); chc = 1/16.0; // force crosshair refresh with animated crosshairs if (crosshair.value >= FIRSTANIMATEDCROSHAIR) GLCrosshair_Callback(&crosshair, ""); if (crosshairsize.value <= 16) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } if (crosshairalpha.value<1) { qglEnable (GL_BLEND); qglDisable(GL_ALPHA_TEST); } else { qglDisable (GL_BLEND); qglEnable(GL_ALPHA_TEST); } } else return; if (usecolor) qglColor4f(chcolor[0], chcolor[1], chcolor[2], crosshairalpha.value); else qglColor4f(1, 1, 1, crosshairalpha.value); size = crosshairsize.value; chc = size * chc; for (sc = 0; sc < cl.splitclients; sc++) { SCR_CrosshairPosition(sc, &x, &y); x1 = x - size - chc; x2 = x + size - chc; y1 = y - size - chc; y2 = y + size - chc; qglBegin (GL_QUADS); qglTexCoord2f (0, 0); qglVertex2f (x1, y1); qglTexCoord2f (1, 0); qglVertex2f (x2, y1); qglTexCoord2f (1, 1); qglVertex2f (x2, y2); qglTexCoord2f (0, 1); qglVertex2f (x1, y2); qglEnd (); } // GL_TexEnv ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); // GL_TexEnv ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); qglColor4f(1, 1, 1, 1); } /* ================ Draw_DebugChar Draws a single character directly to the upper right corner of the screen. This is for debugging lockups by drawing different chars in different parts of the code. ================ */ void GLDraw_DebugChar (qbyte num) { } /* ============= Draw_Pic ============= */ void GLDraw_Pic (int x, int y, mpic_t *pic) { glpic_t *gl; if (!pic) return; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = gl->sl; draw_mesh_st[0][1] = gl->tl; draw_mesh_xyz[1][0] = x+pic->width; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = gl->sh; draw_mesh_st[1][1] = gl->tl; draw_mesh_xyz[2][0] = x+pic->width; draw_mesh_xyz[2][1] = y+pic->height; draw_mesh_st[2][0] = gl->sh; draw_mesh_st[2][1] = gl->th; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+pic->height; draw_mesh_st[3][0] = gl->sl; draw_mesh_st[3][1] = gl->th; if (gl_blend2d.value) { qglDisable(GL_ALPHA_TEST); qglEnable(GL_BLEND); } else { qglEnable(GL_ALPHA_TEST); qglDisable(GL_BLEND); } GL_DrawMesh(&draw_mesh, gl->texnum); } #ifdef Q3SHADERS void GLDraw_ShaderPic (int x, int y, int width, int height, shader_t *pic, float r, float g, float b, float a) { meshbuffer_t mb; if (!pic) return; R_IBrokeTheArrays(); mb.entity = &r_worldentity; mb.shader = pic; mb.fog = NULL; mb.mesh = &draw_mesh; mb.infokey = 0; mb.dlightbits = 0; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = 0; draw_mesh_st[0][1] = 0; draw_mesh_xyz[1][0] = x+width; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = 1; draw_mesh_st[1][1] = 0; draw_mesh_xyz[2][0] = x+width; draw_mesh_xyz[2][1] = y+height; draw_mesh_st[2][0] = 1; draw_mesh_st[2][1] = 1; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+height; draw_mesh_st[3][0] = 0; draw_mesh_st[3][1] = 1; draw_mesh_colors[0][0] = r*255; draw_mesh_colors[0][1] = g*255; draw_mesh_colors[0][2] = b*255; draw_mesh_colors[0][3] = a*255; ((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0]; draw_mesh.colors_array = draw_mesh_colors; R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED); R_RenderMeshBuffer ( &mb, false ); draw_mesh.colors_array = NULL; qglEnable(GL_BLEND); } void GLDraw_ShaderImage (int x, int y, int w, int h, float s1, float t1, float s2, float t2, shader_t *pic) { meshbuffer_t mb; if (!pic) return; R_IBrokeTheArrays(); mb.entity = &r_worldentity; mb.shader = pic; mb.fog = NULL; mb.mesh = &draw_mesh; mb.infokey = -1; mb.dlightbits = 0; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = s1; draw_mesh_st[0][1] = t1; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = s2; draw_mesh_st[1][1] = t1; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = s2; draw_mesh_st[2][1] = t2; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = s1; draw_mesh_st[3][1] = t2; /* draw_mesh_colors[0][0] = r*255; draw_mesh_colors[0][1] = g*255; draw_mesh_colors[0][2] = b*255; draw_mesh_colors[0][3] = a*255; ((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0]; */ /* draw_mesh_colors[0][0] = 255; draw_mesh_colors[0][1] = 255; draw_mesh_colors[0][2] = 255; draw_mesh_colors[0][3] = 255; */ draw_mesh.colors_array = draw_mesh_colors; draw_mesh.numvertexes = 4; draw_mesh.numindexes = 6; R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED); R_RenderMeshBuffer ( &mb, false ); draw_mesh.colors_array = NULL; qglEnable(GL_BLEND); } #endif void GLDraw_ScalePic (int x, int y, int width, int height, mpic_t *pic) { glpic_t *gl; if (!pic) return; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; // qglColor4f (1,1,1,1); GL_Bind (gl->texnum); qglBegin (GL_QUADS); qglTexCoord2f (gl->sl, gl->tl); qglVertex2f (x, y); qglTexCoord2f (gl->sh, gl->tl); qglVertex2f (x+width, y); qglTexCoord2f (gl->sh, gl->th); qglVertex2f (x+width, y+height); qglTexCoord2f (gl->sl, gl->th); qglVertex2f (x, y+height); qglEnd (); } /* ============= Draw_AlphaPic ============= */ void GLDraw_AlphaPic (int x, int y, mpic_t *pic, float alpha) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; qglDisable(GL_ALPHA_TEST); qglEnable (GL_BLEND); // qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglCullFace(GL_FRONT); qglColor4f (1,1,1,alpha); GL_Bind (gl->texnum); qglBegin (GL_QUADS); qglTexCoord2f (gl->sl, gl->tl); qglVertex2f (x, y); qglTexCoord2f (gl->sh, gl->tl); qglVertex2f (x+pic->width, y); qglTexCoord2f (gl->sh, gl->th); qglVertex2f (x+pic->width, y+pic->height); qglTexCoord2f (gl->sl, gl->th); qglVertex2f (x, y+pic->height); qglEnd (); qglColor4f (1,1,1,1); qglEnable(GL_ALPHA_TEST); qglDisable (GL_BLEND); } void GLDraw_SubPic(int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height) { glpic_t *gl; float newsl, newtl, newsh, newth; float oldglwidth, oldglheight; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; oldglwidth = gl->sh - gl->sl; oldglheight = gl->th - gl->tl; newsl = gl->sl + (srcx*oldglwidth)/pic->width; newsh = newsl + (width*oldglwidth)/pic->width; newtl = gl->tl + (srcy*oldglheight)/pic->height; newth = newtl + (height*oldglheight)/pic->height; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = newsl; draw_mesh_st[0][1] = newtl; draw_mesh_xyz[1][0] = x+width; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = newsh; draw_mesh_st[1][1] = newtl; draw_mesh_xyz[2][0] = x+width; draw_mesh_xyz[2][1] = y+height; draw_mesh_st[2][0] = newsh; draw_mesh_st[2][1] = newth; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+height; draw_mesh_st[3][0] = newsl; draw_mesh_st[3][1] = newth; GL_DrawMesh(&draw_mesh, gl->texnum); } /* ============= Draw_TransPic ============= */ void GLDraw_TransPic (int x, int y, mpic_t *pic) { if (!pic) return; if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 || (unsigned)(y + pic->height) > vid.height) { Con_DPrintf("Draw_TransPic: bad coordinates\n"); return; // Sys_Error ("Draw_TransPic: bad coordinates"); } GLDraw_Pic (x, y, pic); } /* ============= Draw_TransPicTranslate Only used for the player color selection menu ============= */ void GLDraw_TransPicTranslate (int x, int y, int width, int height, qbyte *pic, qbyte *translation) { int v, u, c; unsigned trans[64*64], *dest; qbyte *src; int p; GL_Bind (translate_texture); c = width * height; dest = trans; for (v=0 ; v<64 ; v++, dest += 64) { src = &pic[ ((v*height)>>6) *width]; for (u=0 ; u<64 ; u++) { p = src[(u*width)>>6]; if (p == 255) dest[u] = p; else dest[u] = d_8to24rgbtable[translation[p]]; } } qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); qglColor3f (1,1,1); qglBegin (GL_QUADS); qglTexCoord2f (0, 0); qglVertex2f (x, y); qglTexCoord2f (1, 0); qglVertex2f (x+width, y); qglTexCoord2f (1, 1); qglVertex2f (x+width, y+height); qglTexCoord2f (0, 1); qglVertex2f (x, y+height); qglEnd (); } /* ================ Draw_ConsoleBackground ================ */ void GLDraw_ConsoleBackground (int lines) { // char ver[80]; // int x, i; float a; extern qboolean scr_con_forcedraw; conback->width = vid.conwidth; conback->height = vid.conheight; if (scr_con_forcedraw) { a = 1; // console background is necessary } else { if (scr_conalpha.value <= 0) return; a = scr_conalpha.value; } if (scr_chatmode == 2) { conback->height>>=1; conback->width>>=1; } #ifdef Q3SHADERS { if (shader_console) { currententity = &r_worldentity; GLDraw_ShaderPic(0, lines - conback->height, vid.width, vid.height, shader_console, 1, 1, 1, a); qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); return; } } #endif if (a >= 1) { qglColor3f (1,1,1); GLDraw_Pic(0, lines-conback->height, conback); } else { GLDraw_AlphaPic (0, lines - conback->height, conback, a); } } void GLDraw_EditorBackground (int lines) { int y; y = (vid.height * 3) >> 2; if (lines > y) GLDraw_Pic(0, lines-vid.height, conback); else GLDraw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); } /* ============= Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ void GLDraw_TileClear (int x, int y, int w, int h) { qglColor3f (1,1,1); if (!draw_backtile) { qglDisable(GL_TEXTURE_2D); qglBegin (GL_QUADS); qglTexCoord2f (x/64.0, y/64.0); qglVertex2f (x, y); qglTexCoord2f ( (x+w)/64.0, y/64.0); qglVertex2f (x+w, y); qglTexCoord2f ( (x+w)/64.0, (y+h)/64.0); qglVertex2f (x+w, y+h); qglTexCoord2f ( x/64.0, (y+h)/64.0 ); qglVertex2f (x, y+h); qglEnd (); qglEnable(GL_TEXTURE_2D); } else { GL_Bind (*(int *)draw_backtile->data); qglBegin (GL_QUADS); qglTexCoord2f (x/64.0, y/64.0); qglVertex2f (x, y); qglTexCoord2f ( (x+w)/64.0, y/64.0); qglVertex2f (x+w, y); qglTexCoord2f ( (x+w)/64.0, (y+h)/64.0); qglVertex2f (x+w, y+h); qglTexCoord2f ( x/64.0, (y+h)/64.0 ); qglVertex2f (x, y+h); qglEnd (); } } void GLDraw_FillRGB (int x, int y, int w, int h, float r, float g, float b) { qglDisable (GL_TEXTURE_2D); qglColor3f (r, g, b); qglBegin (GL_QUADS); qglVertex2f (x,y); qglVertex2f (x+w, y); qglVertex2f (x+w, y+h); qglVertex2f (x, y+h); qglEnd (); qglColor3f (1,1,1); qglEnable (GL_TEXTURE_2D); } /* ============= Draw_Fill Fills a box of pixels with a single color ============= */ void GLDraw_Fill (int x, int y, int w, int h, int c) { extern qboolean gammaworks; if (gammaworks) { GLDraw_FillRGB (x, y, w, h, host_basepal[c*3]/255.0, host_basepal[c*3+1]/255.0, host_basepal[c*3+2]/255.0); } else { GLDraw_FillRGB (x, y, w, h, gammatable[host_basepal[c*3]]/255.0, gammatable[host_basepal[c*3+1]]/255.0, gammatable[host_basepal[c*3+2]]/255.0); } } //============================================================================= /* ================ Draw_FadeScreen ================ */ vec3_t fadecolor; int faderender; void GLR_Menutint_Callback (struct cvar_s *var, char *oldvalue) { // parse r_menutint and clear defaults faderender = GL_DST_COLOR; if (var->string[0]) SCR_StringToRGB(var->string, fadecolor, 1); else faderender = 0; // bounds check and inverse check if (faderender) { if (fadecolor[0] < 0) { faderender = GL_ONE_MINUS_DST_COLOR; fadecolor[0] = -(fadecolor[0]); } if (fadecolor[1] < 0) { faderender = GL_ONE_MINUS_DST_COLOR; fadecolor[1] = -(fadecolor[1]); } if (fadecolor[2] < 0) { faderender = GL_ONE_MINUS_DST_COLOR; fadecolor[2] = -(fadecolor[2]); } } } void GLDraw_FadeScreen (void) { extern cvar_t gl_menutint_shader; extern int scenepp_texture, scenepp_mt_program, scenepp_mt_parm_colorf, scenepp_mt_parm_inverti; if (!faderender) return; if (scenepp_mt_program && gl_menutint_shader.value) { float vwidth = 1, vheight = 1; float vs, vt; // get the powers of 2 for the size of the texture that will hold the scene while (vwidth < glwidth) vwidth *= 2; while (vheight < glheight) vheight *= 2; // get the maxtexcoords while we're at it (cache this or just use largest?) vs = glwidth / vwidth; vt = glheight / vheight; // 2d mode, but upside down to quake's normal 2d drawing // this makes grabbing the sreen a lot easier qglViewport (glx, gly, glwidth, glheight); qglMatrixMode(GL_PROJECTION); // Push the matrices to go into 2d mode, that matches opengl's mode qglPushMatrix(); qglLoadIdentity (); // TODO: use actual window width and height qglOrtho (0, glwidth, 0, glheight, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglPushMatrix(); qglLoadIdentity (); GL_Bind(scenepp_texture); qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); if (qglGetError()) Con_Printf(S_ERROR "GL Error after qglCopyTexImage2D\n"); GLSlang_UseProgram(scenepp_mt_program); qglUniform3fvARB(scenepp_mt_parm_colorf, 1, fadecolor); if (faderender == GL_ONE_MINUS_DST_COLOR) qglUniform1iARB(scenepp_mt_parm_inverti, 1); else qglUniform1iARB(scenepp_mt_parm_inverti, 0); if (qglGetError()) Con_Printf(S_ERROR "GL Error after GLSlang_UseProgram\n"); qglEnable(GL_TEXTURE_2D); GL_Bind(scenepp_texture); qglBegin(GL_QUADS); qglTexCoord2f (0, 0); qglVertex2f(0, 0); qglTexCoord2f (vs, 0); qglVertex2f(glwidth, 0); qglTexCoord2f (vs, vt); qglVertex2f(glwidth, glheight); qglTexCoord2f (0, vt); qglVertex2f(0, glheight); qglEnd(); GLSlang_UseProgram(0); // After all the post processing, pop the matrices qglMatrixMode(GL_PROJECTION); qglPopMatrix(); qglMatrixMode(GL_MODELVIEW); qglPopMatrix(); if (qglGetError()) Con_Printf(S_ERROR "GL Error after drawing with shaderobjects\n"); } else { // shaderless way qglEnable (GL_BLEND); qglBlendFunc(faderender, GL_ZERO); qglDisable(GL_ALPHA_TEST); qglDisable (GL_TEXTURE_2D); qglColor4f (fadecolor[0], fadecolor[1], fadecolor[2], 1); qglBegin (GL_QUADS); qglVertex2f (0,0); qglVertex2f (vid.width, 0); qglVertex2f (vid.width, vid.height); qglVertex2f (0, vid.height); qglEnd (); qglColor4f (1,1,1,1); qglEnable (GL_TEXTURE_2D); qglDisable (GL_BLEND); qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); qglEnable(GL_ALPHA_TEST); } Sbar_Changed(); } void GLDraw_ImageColours(float r, float g, float b, float a) { draw_mesh_colors[0][0] = r*255; draw_mesh_colors[0][1] = g*255; draw_mesh_colors[0][2] = b*255; draw_mesh_colors[0][3] = a*255; ((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0]; ((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0]; qglColor4f(r, g, b, a); } void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic) { glpic_t *gl; if (!pic) return; if (w == 0 && h == 0) { w = 64; h = 64; } if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; /* s2 = s2 newsl = gl->sl + (srcx*oldglwidth)/pic->width; newsh = newsl + (width*oldglwidth)/pic->width; newtl = gl->tl + (srcy*oldglheight)/pic->height; newth = newtl + (height*oldglheight)/pic->height; */ s2 = s1 + (s2-s1)*gl->sh; s1 += gl->sl; t2 = t1 + (t2-t1)*gl->th; t1 += gl->tl; draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = s1; draw_mesh_st[0][1] = t1; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = s2; draw_mesh_st[1][1] = t1; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = s2; draw_mesh_st[2][1] = t2; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = s1; draw_mesh_st[3][1] = t2; if (gl_blend2d.value) { qglDisable(GL_ALPHA_TEST); qglEnable(GL_BLEND); } else { qglEnable(GL_ALPHA_TEST); qglDisable(GL_BLEND); } GL_DrawMesh(&draw_mesh, gl->texnum); } //============================================================================= /* ================ Draw_BeginDisc Draws the little blue disc in the corner of the screen. Call before beginning any disc IO. ================ */ void GLDraw_BeginDisc (void) { if (!draw_disc || !r_drawdisk.value) return; qglDrawBuffer (GL_FRONT); Draw_Pic (vid.width - draw_disc->width, 0, draw_disc); qglDrawBuffer (GL_BACK); } /* ================ Draw_EndDisc Erases the disc icon. Call after completing any disc IO ================ */ void GLDraw_EndDisc (void) { } // conback/font callbacks void GL_Smoothfont_Callback(struct cvar_s *var, char *oldvalue) { GL_Bind(char_texture); if (var->value) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); } } void GL_Fontedgeclamp_Callback(struct cvar_s *var, char *oldvalue) { if (var->value) char_instep = custom_char_instep; else char_instep = 0; } void GL_Font_Callback(struct cvar_s *var, char *oldvalue) { if (!*var->string || (!(char_texture=Mod_LoadHiResTexture(var->string, "fonts", false, true, true)) && !(char_texture=Mod_LoadHiResTexture(var->string, "charsets", false, true, true)))) { char_texture = default_char_texture; custom_char_instep = default_char_instep; } else custom_char_instep = 0.5f/((image_width+image_height)/2); GL_Smoothfont_Callback(&gl_smoothfont, ""); GL_Fontedgeclamp_Callback(&gl_fontedgeclamp, ""); } void GL_Conback_Callback(struct cvar_s *var, char *oldvalue) { int newtex = 0; #ifdef Q3SHADERS if (*var->string && (shader_console = R_RegisterCustom(var->string, NULL))) { conback = default_conback; } else #endif if (!*var->string || !(newtex=Mod_LoadHiResTexture(var->string, "conbacks", false, true, true))) { conback = default_conback; } else { conback = custom_conback; ((glpic_t *)conback->data)->texnum = newtex; } } /* ================ GL_Set2D Setup as if the screen was 320*200 ================ */ void GL_Set2D (void) { GL_SetShaderState2D(true); qglViewport (glx, gly, glwidth, glheight); qglMatrixMode(GL_PROJECTION); qglLoadIdentity (); qglOrtho (0, vid.width, vid.height, 0, -99999, 99999); qglMatrixMode(GL_MODELVIEW); qglLoadIdentity (); qglDisable (GL_DEPTH_TEST); qglDisable (GL_CULL_FACE); if (gl_blend2d.value) { qglEnable (GL_BLEND); qglDisable (GL_ALPHA_TEST); } else { qglDisable (GL_BLEND); qglEnable (GL_ALPHA_TEST); } // qglDisable (GL_ALPHA_TEST); qglColor4f (1,1,1,1); r_refdef.time = realtime; } void MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette) //bottom up { if (!filmtexture) { filmtexture=texture_extension_number; texture_extension_number++; } GL_Set2D (); GL_Bind(filmtexture); GL_Upload8Pal24(framedata, palette, inwidth, inheight, false, false); //we may need to rescale the image // glTexImage2D (GL_TEXTURE_2D, 0, 3, roqfilm->width, roqfilm->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, framedata); // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); // glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglBegin(GL_QUADS); qglTexCoord2f(0, 0); qglVertex2f(0, 0); qglTexCoord2f(0, 1); qglVertex2f(0, vid.height); qglTexCoord2f(1, 1); qglVertex2f(vid.width, vid.height); qglTexCoord2f(1, 0); qglVertex2f(vid.width, 0); qglEnd(); qglEnable(GL_ALPHA_TEST); SCR_SetUpToDrawConsole(); if (scr_con_current) SCR_DrawConsole (false); M_Draw(0); } void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight)//top down { if (!filmtexture) { filmtexture=texture_extension_number; texture_extension_number++; } GL_Set2D (); GL_Bind(filmtexture); GL_Upload32("", (unsigned *)framedata, inwidth, inheight, false, false); //we may need to rescale the image qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglBegin(GL_QUADS); qglTexCoord2f(0, 0); qglVertex2f(0, 0); qglTexCoord2f(0, 1); qglVertex2f(0, vid.height); qglTexCoord2f(1, 1); qglVertex2f(vid.width, vid.height); qglTexCoord2f(1, 0); qglVertex2f(vid.width, 0); qglEnd(); qglEnable(GL_ALPHA_TEST); SCR_SetUpToDrawConsole(); if (scr_con_current) SCR_DrawConsole (false); } int filmnwidth = 640; int filmnheight = 640; void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight) { //we need these as we resize it as we convert to rgba int y, x; int v; unsigned int f, fstep; qbyte *src, *dest; dest = uploadmemorybufferintermediate; //change from bgr bottomup to rgba topdown for (filmnwidth = 1; filmnwidth < inwidth; filmnwidth*=2) ; for (filmnheight = 1; filmnheight < inheight; filmnheight*=2) ; if (filmnwidth > 512) filmnwidth = 512; if (filmnheight > 512) filmnheight = 512; if (inwidth*inheight > sizeofuploadmemorybufferintermediate/4) Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight); for (y=1 ; y<=filmnheight ; y++) { v = ((filmnheight - y)*(float)inheight/filmnheight); src = framedata + v*(inwidth*3); { f = 0; fstep = ((inwidth)*0x10000)/filmnwidth; for (x=filmnwidth ; 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; } } } if (!filmtexture) { filmtexture=texture_extension_number; texture_extension_number++; } GL_Set2D (); GL_Bind(filmtexture); GL_Upload32("", (unsigned *)uploadmemorybufferintermediate, filmnwidth, filmnheight, false, false); //we may need to rescale the image qglDisable(GL_BLEND); qglDisable(GL_ALPHA_TEST); qglBegin(GL_QUADS); qglTexCoord2f(0, 0); qglVertex2f(0, 0); qglTexCoord2f(0, 1); qglVertex2f(0, vid.height); qglTexCoord2f(1, 1); qglVertex2f(vid.width, vid.height); qglTexCoord2f(1, 0); qglVertex2f(vid.width, 0); qglEnd(); qglEnable(GL_ALPHA_TEST); SCR_SetUpToDrawConsole(); if (scr_con_current) SCR_DrawConsole (false); } //==================================================================== /* ================ GL_FindTexture ================ */ int GL_FindTexture (char *identifier) { gltexture_t *glt; glt = Hash_Get(&gltexturetable, identifier); if (glt) return glt->texnum; /* for (glt=gltextures ; glt ; glt=glt->next) { if (!strcmp (identifier, glt->identifier)) return glt->texnum; } */ return -1; } gltexture_t *GL_MatchTexture (char *identifier, int bits, int width, int height) { gltexture_t *glt; glt = Hash_Get(&gltexturetable, identifier); while(glt) { if (glt->bpp == bits && width == glt->width && height == glt->height) return glt; glt = Hash_GetNext(&gltexturetable, identifier, glt); } /* for (glt=gltextures ; glt ; glt=glt->next) { if (glt->bpp == bits && width == glt->width && height == glt->height) { if (!strcmp (identifier, glt->identifier)) { return glt; } } } */ return NULL; } 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 ================ */ 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.value) { Image_Resample32Lerp(in, inwidth, inheight, out, outwidth, outheight); return; } fracstep = inwidth*0x10000/outwidth; for (i=0 ; i>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 ================ */ 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> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } /* ================ GL_MipMap Operates in place, quartering the size of the texture ================ */ void GL_MipMap (qbyte *in, int width, int height) { int i, j; qbyte *out; width <<=2; height >>= 1; out = in; for (i=0 ; i>2; out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2; out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2; out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2; } } } #ifdef GL_USE8BITTEX #ifdef GL_EXT_paletted_texture void GLDraw_Init15to8(void) { int i, r, g, b, v, k; int r1, g1, b1; qbyte *pal; float dist, bestdist; 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 ================ */ 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>=5; g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5; b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5; out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)]; } } #endif #endif qboolean GL_UploadCompressed (qbyte *file, int *out_width, int *out_height, unsigned int *out_mipmap) { int miplevel; int width; int height; int compressed_size; int internalformat; int nummips; #define GETVAR(var) memcpy(var, file, sizeof(*var));file+=sizeof(*var); if (!gl_config.arb_texture_compression || !gl_compress.value) return false; GETVAR(&nummips) GETVAR(out_width) GETVAR(out_height) GETVAR(out_mipmap) for (miplevel = 0; miplevel < nummips; miplevel++) { GETVAR(&width); GETVAR(&height); GETVAR(&compressed_size); GETVAR(&internalformat); width = LittleLong(width); height = LittleLong(height); compressed_size = LittleLong(compressed_size); internalformat = LittleLong(internalformat); qglCompressedTexImage2DARB(GL_TEXTURE_2D, miplevel, internalformat, width, height, 0, compressed_size, file); file += compressed_size; } if (*out_mipmap) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } return true; } void GL_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap) { if (gl_config.arb_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) ; } if (mipmap) { TRACE(("dbg: GL_RoundDimensions: %f\n", gl_picmip.value)); *scaled_width >>= (int)gl_picmip.value; *scaled_height >>= (int)gl_picmip.value; } else { *scaled_width >>= (int)gl_picmip2d.value; *scaled_height >>= (int)gl_picmip2d.value; } TRACE(("dbg: GL_RoundDimensions: %f\n", gl_max_size.value)); if (gl_max_size.value) { if (*scaled_width > gl_max_size.value) *scaled_width = gl_max_size.value; if (*scaled_height > gl_max_size.value) *scaled_height = gl_max_size.value; } if (*scaled_width < 1) *scaled_width = 1; if (*scaled_height < 1) *scaled_height = 1; } /* =============== GL_Upload32 =============== */ void GL_Upload32 (char *name, unsigned *data, int width, int height, qboolean mipmap, qboolean alpha) { int miplevel=0; int samples; unsigned *scaled = (unsigned *)uploadmemorybuffer; int scaled_width, scaled_height; TRACE(("dbg: GL_Upload32: %s %i %i\n", name, width, height)); scaled_width = width; scaled_height = height; GL_RoundDimensions(&scaled_width, &scaled_height, mipmap); TRACE(("dbg: GL_Upload32: %i %i\n", scaled_width, scaled_height)); if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); samples = alpha ? gl_alpha_format : gl_solid_format; if (gl_config.arb_texture_compression && gl_compress.value && name&&mipmap) samples = alpha ? GL_COMPRESSED_RGBA_ARB : GL_COMPRESSED_RGB_ARB; texels += scaled_width * scaled_height; if (gl_config.sgis_generate_mipmap&&mipmap) { TRACE(("dbg: GL_Upload32: GL_SGIS_generate_mipmap\n")); qglTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE); } if (scaled_width == width && scaled_height == height) { if (!mipmap||gl_config.sgis_generate_mipmap) //gotta love this with NPOT textures... :) { TRACE(("dbg: GL_Upload32: non-mipmapped/unscaled\n")); qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height*4); } else GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height); TRACE(("dbg: GL_Upload32: recaled\n")); qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); if (mipmap && !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++; qglTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } } if (gl_config.arb_texture_compression && gl_compress.value && gl_savecompressedtex.value && name&&mipmap) { 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? { sprintf(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(mipmap); 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_config.sgis_generate_mipmap&&mipmap) qglTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE); if (gl_config.ext_texture_filter_anisotropic) { qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT,gl_anisotropy_factor); // without this, you could loose anisotropy on mapchange } if (mipmap) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } void GL_Upload24BGR (char *name, qbyte *framedata, int inwidth, int inheight, qboolean mipmap, qboolean alpha) { int outwidth, outheight; int y, x; int v; unsigned int f, fstep; qbyte *src, *dest; dest = uploadmemorybufferintermediate; //change from bgr bottomup to rgba topdown for (outwidth = 1; outwidth < inwidth; outwidth*=2) ; for (outheight = 1; outheight < inheight; outheight*=2) ; if (outwidth > 512) outwidth = 512; if (outheight > 512) outheight = 512; if (outwidth*outheight > sizeofuploadmemorybufferintermediate/4) Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight); for (y=0 ; y>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, mipmap, alpha); } void GL_Upload24BGR_Flip (char *name, qbyte *framedata, int inwidth, int inheight, qboolean mipmap, qboolean alpha) { int outwidth, outheight; int y, x; int v; unsigned int f, fstep; qbyte *src, *dest; dest = uploadmemorybufferintermediate; //change from bgr bottomup to rgba topdown for (outwidth = 1; outwidth < inwidth; outwidth*=2) ; for (outheight = 1; outheight < inheight; outheight*=2) ; if (outwidth > 512) outwidth = 512; if (outheight > 512) outheight = 512; if (outwidth*outheight > sizeofuploadmemorybufferintermediate/4) Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight); 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, mipmap, alpha); } void GL_Upload8Grey (unsigned char*data, int width, int height, qboolean mipmap) { int samples; unsigned char *scaled = uploadmemorybuffer; int scaled_width, scaled_height; scaled_width = width; scaled_height = height; GL_RoundDimensions(&scaled_width, &scaled_height, mipmap); if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); samples = 1;//alpha ? gl_alpha_format : gl_solid_format; texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { 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 (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap ((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; qglTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled); } } done: ; if (mipmap) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } void GL_MipMapNormal (qbyte *in, int width, int height) { int i, j; qbyte *out; float inv255 = 1.0f/255.0f; float inv127 = 1.0f/127.0f; float x,y,z,l,mag00,mag01,mag10,mag11; width <<=2; height >>= 1; out = in; for (i=0 ; i 1.0) { out[3] = 255; } else { out[3] = (qbyte)(255.0*l); } } } } //PENTA //sizeofuploadmemorybufferintermediate is guarenteed to be bigger or equal to the normal uploadbuffer size unsigned int * genNormalMap(qbyte *pixels, int w, int h, float scale) { int i, j, wr, hr; unsigned char r, g, b; unsigned *nmap = (unsigned *)uploadmemorybufferintermediate; float sqlen, reciplen, nx, ny, nz; const float oneOver255 = 1.0f/255.0f; float c, cx, cy, dcx, dcy; wr = w; hr = h; for (i=0; i Added support for big endian. } } return &nmap[0]; } //PENTA void GL_UploadBump(qbyte *data, int width, int height, qboolean mipmap, float bumpscale) { unsigned char *scaled = uploadmemorybuffer; 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, mipmap); if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4) Sys_Error ("GL_LoadTexture: too big"); //To resize or not to resize if (scaled_width == width && scaled_height == height) { memcpy (scaled, data, width*height); scaled_width = width; scaled_height = height; } else { //Just picks pixels so grayscale is equivalent with 8 bit. GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); } 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 (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMapNormal(nmap,scaled_width,scaled_height); //GL_MipMapGray((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; 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 (mipmap) { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } // 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, qboolean mipmap, qboolean alpha) { int i, s; qboolean noalpha; int samples; unsigned char *scaled = uploadmemorybuffer; int scaled_width, scaled_height; GLDraw_Init15to8(); s = width*height; // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error ("GL_LoadTexture: too big"); samples = 1; // alpha ? gl_alpha_format : gl_solid_format; texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height); } else GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap8Bit ((qbyte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); } } done: ; if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } #endif #endif /* =============== GL_Upload8 =============== */ int ColorIndex[16] = { 0, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 199, 207, 223, 231 }; unsigned ColorPercent[16] = { 25, 51, 76, 102, 114, 127, 140, 153, 165, 178, 191, 204, 216, 229, 237, 247 }; void GL_Upload8 (char *name, qbyte *data, int width, int height, qboolean mipmap, qboolean alpha) { unsigned *trans = (unsigned *)uploadmemorybufferintermediate; int i, s; qboolean noalpha; int p; if (width*height > sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8: image too big (%i*%i)", width, height); s = width*height; // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; i>4]] & 0x00ffffff; trans[i] |= ( int )ColorPercent[p&15] << 24; //trans[i] = 0x7fff0000; } break; } } else { for (i=(s&~3)-4 ; i>=0 ; i-=4) { trans[i] = d_8to24rgbtable[data[i]]; trans[i+1] = d_8to24rgbtable[data[i+1]]; trans[i+2] = d_8to24rgbtable[data[i+2]]; trans[i+3] = d_8to24rgbtable[data[i+3]]; } for (i=s&~3 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8FB: image too big (%i*%i)", width, height); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise noalpha = true; for (i=0 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8Pal24: image too big (%i*%i)", width, height); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (gammaworks) { if (alpha) { noalpha = true; for (i=0 ; i sizeofuploadmemorybufferintermediate/4) Sys_Error("GL_Upload8Pal32: image too big (%i*%i)", width, height); if (s&3) Sys_Error ("GL_Upload8: s&3"); for (i=0 ; itexnum; } } TRACE(("dbg: GL_LoadTexture: new %s\n", identifier)); glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8 ("8bit", data, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTextureFB (char *identifier, int width, int height, qbyte *data, qboolean mipmap, qboolean alpha) { int i; gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 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 0; //none found, don't bother uploading. glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8FB (data, width, height, mipmap); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, qboolean mipmap, qboolean alpha) { gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 24, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 24; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8Pal24 (data, palette24, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, qboolean mipmap, qboolean alpha) { gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 32, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 32; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); GL_Upload8Pal32 (data, palette32, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture32 (char *identifier, int width, int height, unsigned *data, qboolean mipmap, qboolean alpha) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 32, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 32; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_Upload32 (identifier, data, width, height, mipmap, alpha); } texture_extension_number++; return texture_extension_number-1; } int GL_LoadCompressed(char *name) { qbyte *COM_LoadFile (char *path, int usehunk); unsigned char *file; gltexture_t *glt; char inname[MAX_OSPATH]; if (!gl_config.arb_texture_compression || !gl_compress.value) return 0; // see if the texture is already present if (name[0]) { int num = GL_FindTexture(name); if (num != -1) return num; } else return 0; snprintf(inname, sizeof(inname)-1, "tex/%s.tex", name); file = COM_LoadFile(inname, 5); if (!file) return 0; glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, name); glt->texnum = texture_extension_number; glt->bpp = 32; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); GL_Bind(texture_extension_number ); if (!GL_UploadCompressed (file, &glt->width, &glt->height, (unsigned int *)&glt->mipmap)) return 0; texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Grey (char *identifier, int width, int height, unsigned char *data, qboolean mipmap) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 8, width, height); if (glt) return glt->texnum; } glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_Upload8Grey (data, width, height, mipmap); } texture_extension_number++; return texture_extension_number-1; } int GL_LoadTexture8Bump (char *identifier, int width, int height, unsigned char *data, qboolean mipmap, float bumpscale) { // qboolean noalpha; // int p, s; gltexture_t *glt; // see if the texture is already present if (identifier[0]) { glt = GL_MatchTexture(identifier, 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 = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t)); glt->next = gltextures; gltextures = glt; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->bpp = 8; glt->mipmap = mipmap; Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1)); // if (!isDedicated) { GL_Bind(texture_extension_number ); GL_UploadBump (data, width, height, mipmap, bumpscale); } texture_extension_number++; return texture_extension_number-1; } /* ================ GL_LoadPicTexture ================ */ int GL_LoadPicTexture (qpic_t *pic) { return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true); } /****************************************/ #endif