fcba94f554
D3D should be functional now. Maybe not pretty, maybe not complete, maybe not correct, but at least playable, at least with classic particles. Some download fixes. Some q3vm 64bit fixes. Removed some dead cvars. git-svn-id: https://svn.code.sf.net/p/fteqw/code/branches/wip@3614 fc73d0e0-1445-4013-8a0c-d673dee63da5
432 lines
9.4 KiB
C
432 lines
9.4 KiB
C
#include "quakedef.h"
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#ifndef SERVERONLY
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#include "shader.h"
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#include "gl_draw.h"
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texid_t missing_texture;
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static mpic_t *conback;
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static mpic_t *draw_backtile;
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static mpic_t *draw_fill, *draw_fill_trans;
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mpic_t *draw_disc;
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shader_t *shader_brighten;
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shader_t *shader_polyblend;
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static mesh_t draw_mesh;
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static vecV_t draw_mesh_xyz[4];
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static vec2_t draw_mesh_st[4];
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static avec4_t draw_mesh_colors[4];
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index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
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extern cvar_t scr_conalpha;
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extern cvar_t gl_conback;
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extern cvar_t gl_font;
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extern cvar_t gl_contrast;
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extern cvar_t vid_conautoscale;
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void R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
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//We need this for minor things though, so we'll just use the slow accurate method.
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//this is unlikly to be called too often.
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qbyte GetPaletteIndex(int red, int green, int blue)
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{
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//slow, horrible method.
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{
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int i, best=15;
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int bestdif=256*256*256, curdif;
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extern qbyte *host_basepal;
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qbyte *pa;
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#define _abs(x) ((x)*(x))
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pa = host_basepal;
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for (i = 0; i < 256; i++, pa+=3)
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{
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curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
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if (curdif < bestdif)
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{
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if (curdif<1)
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return i;
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bestdif = curdif;
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best = i;
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}
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}
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return best;
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}
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}
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/*
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Iniitalise the 2d rendering functions (including font).
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Image loading code must be ready for use at this point.
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*/
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void R2D_Init(void)
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{
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conback = NULL;
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Shader_Init();
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BE_Init();
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draw_mesh.istrifan = true;
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draw_mesh.numvertexes = 4;
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draw_mesh.numindexes = 6;
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draw_mesh.xyz_array = draw_mesh_xyz;
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draw_mesh.st_array = draw_mesh_st;
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draw_mesh.colors4f_array = draw_mesh_colors;
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draw_mesh.indexes = r_quad_indexes;
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Font_Init();
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#pragma message("Fixme: move conwidth handling into here")
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missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0);
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draw_backtile = Draw_SafePicFromWad ("backtile");
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if (!draw_backtile)
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draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp");
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draw_fill = R_RegisterShader("fill_opaque",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen vertex\n"
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"}\n"
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"}\n");
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draw_fill_trans = R_RegisterShader("fill_trans",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"blendfunc blend\n"
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"}\n"
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"}\n");
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shader_brighten = R_RegisterShader("constrastshader",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_polyblend = R_RegisterShader("polyblendshader",
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"{\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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Cvar_Hook(&gl_font, R2D_Font_Callback);
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Cvar_ForceCallback(&gl_conback);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&gl_font);
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}
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mpic_t *R2D_SafeCachePic (char *path)
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{
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shader_t *s = R_RegisterPic(path);
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if (s->width)
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return s;
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return NULL;
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}
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char *failedpic; //easier this way
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mpic_t *R2D_SafePicFromWad (char *name)
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{
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char newname[32];
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shader_t *s;
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snprintf(newname, sizeof(newname), "gfx/%s.lmp", name);
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s = R_RegisterPic(newname);
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if (s->width)
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return s;
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failedpic = name;
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return NULL;
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}
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void R2D_ImageColours(float r, float g, float b, float a)
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{
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draw_mesh_colors[0][0] = r;
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draw_mesh_colors[0][1] = g;
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draw_mesh_colors[0][2] = b;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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void R2D_ImagePaletteColour(unsigned int i, float a)
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{
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draw_mesh_colors[0][0] = host_basepal[i*3+0]/255;
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draw_mesh_colors[0][1] = host_basepal[i*3+1]/255;
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draw_mesh_colors[0][2] = host_basepal[i*3+2]/255;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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//awkward and weird to use
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void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
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{
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if (!pic)
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return;
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/*
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if (w == 0 && h == 0)
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{
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w = pic->width;
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h = pic->height;
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}
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*/
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_st[0][0] = s1;
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draw_mesh_st[0][1] = t1;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_st[1][0] = s2;
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draw_mesh_st[1][1] = t1;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_st[2][0] = s2;
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draw_mesh_st[2][1] = t2;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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draw_mesh_st[3][0] = s1;
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draw_mesh_st[3][1] = t2;
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BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures);
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}
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/*draws a block of the current colour on the screen*/
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void R2D_FillBlock(int x, int y, int w, int h)
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{
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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if (draw_mesh_colors[0][3] != 1)
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BE_DrawMesh_Single(draw_fill_trans, &draw_mesh, NULL, &draw_fill_trans->defaulttextures);
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else
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BE_DrawMesh_Single(draw_fill, &draw_mesh, NULL, &draw_fill->defaulttextures);
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}
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void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic)
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{
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R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
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}
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void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight)
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{
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float newsl, newtl, newsh, newth;
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newsl = (srcx)/(float)srcwidth;
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newsh = newsl + (width)/(float)srcwidth;
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newtl = (srcy)/(float)srcheight;
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newth = newtl + (height)/(float)srcheight;
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R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
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}
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/*
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================
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Draw_ConsoleBackground
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================
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*/
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void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
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{
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float a;
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int w, h;
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if (!conback)
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return;
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w = vid.width;
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h = vid.height;
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if (forceopaque)
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{
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a = 1; // console background is necessary
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}
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else
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{
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if (!scr_conalpha.value)
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return;
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a = scr_conalpha.value;
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}
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if (scr_chatmode == 2)
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{
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h>>=1;
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w>>=1;
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}
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if (a >= 1)
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{
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R2D_ImageColours(1, 1, 1, 1);
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R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
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}
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else
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{
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R2D_ImageColours(1, 1, 1, a);
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R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
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R2D_ImageColours(1, 1, 1, 1);
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}
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}
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void R2D_EditorBackground (void)
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{
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R2D_ScalePic(0, 0, vid.width, vid.height, conback);
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}
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/*
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=============
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Draw_TileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void R2D_TileClear (int x, int y, int w, int h)
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{
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float newsl, newsh, newtl, newth;
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newsl = (x)/(float)64;
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newsh = newsl + (w)/(float)64;
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newtl = (y)/(float)64;
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newth = newtl + (h)/(float)64;
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R2D_ImageColours(1,1,1,1);
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_st[0][0] = newsl;
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draw_mesh_st[0][1] = newtl;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_st[1][0] = newsh;
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draw_mesh_st[1][1] = newtl;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_st[2][0] = newsh;
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draw_mesh_st[2][1] = newth;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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draw_mesh_st[3][0] = newsl;
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draw_mesh_st[3][1] = newth;
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BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, NULL);
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}
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void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
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{
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if (qrenderer == QR_NONE)
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{
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conback = NULL;
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return;
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}
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if (*var->string)
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conback = R_RegisterPic(var->string);
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if (!conback || !conback->width)
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{
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conback = R_RegisterCustom("console", NULL, NULL);
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if (!conback)
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{
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if (M_GameType() == MGT_HEXEN2)
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conback = R_RegisterPic("gfx/menu/conback.lmp");
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else if (M_GameType() == MGT_QUAKE2)
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conback = R_RegisterPic("pics/conback.pcx");
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else
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conback = R_RegisterPic("gfx/conback.lmp");
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}
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}
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}
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void R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
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{
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if (font_conchar)
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Font_Free(font_conchar);
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if (qrenderer == QR_NONE)
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{
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font_conchar = NULL;
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return;
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}
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font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, var->string);
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if (!font_conchar && *var->string)
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font_conchar = Font_LoadFont(8*vid.pixelheight/vid.height, "");
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}
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/*
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============
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R_PolyBlend
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============
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*/
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//bright flashes and stuff
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void R2D_PolyBlend (void)
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{
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if (!sw_blend[3])
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return;
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if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
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return;
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R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]);
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R2D_ScalePic(0, 0, vid.width, vid.height, shader_polyblend);
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R2D_ImageColours (1, 1, 1, 1);
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}
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//for lack of hardware gamma
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void R2D_BrightenScreen (void)
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{
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float f;
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RSpeedMark();
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if (gl_contrast.value <= 1.0)
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return;
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if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
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return;
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f = gl_contrast.value;
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f = min (f, 3);
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while (f > 1)
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{
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if (f >= 2)
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R2D_ImageColours (1, 1, 1, 1);
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else
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R2D_ImageColours (f - 1, f - 1, f - 1, 1);
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R2D_ScalePic(0, 0, vid.width, vid.height, shader_brighten);
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f *= 0.5;
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}
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R2D_ImageColours (1, 1, 1, 1);
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RSpeedEnd(RSPEED_PALETTEFLASHES);
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}
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#endif
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