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Simplify RE_StretchRaw() with RE_UploadCinematic() and RB_InstantQuad2().
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parent
11e83b2ee3
commit
027af8e6cc
2 changed files with 17 additions and 92 deletions
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@ -843,8 +843,9 @@ Used for cinematics.
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void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
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int i, j;
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int start, end;
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shaderProgram_t *sp = &tr.textureColorShader;
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vec4_t color;
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vec4_t quadVerts[4];
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vec2_t texCoords[4];
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if ( !tr.registered ) {
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return;
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@ -868,24 +869,7 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
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}
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GL_Bind( tr.scratchImage[client] );
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// if the scratchImage isn't in the format we want, specify it as a new texture
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if ( cols != tr.scratchImage[client]->width || rows != tr.scratchImage[client]->height ) {
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tr.scratchImage[client]->width = tr.scratchImage[client]->uploadWidth = cols;
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tr.scratchImage[client]->height = tr.scratchImage[client]->uploadHeight = rows;
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qglTexImage2D( GL_TEXTURE_2D, 0, GL_RGB8, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE );
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} else {
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if (dirty) {
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// otherwise, just subimage upload it so that drivers can tell we are going to be changing
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// it and don't try and do a texture compression
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qglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_RGBA, GL_UNSIGNED_BYTE, data );
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}
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}
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RE_UploadCinematic (w, h, cols, rows, data, client, dirty);
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if ( r_speeds->integer ) {
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end = ri.Milliseconds();
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@ -907,84 +891,24 @@ void RE_StretchRaw (int x, int y, int w, int h, int cols, int rows, const byte *
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RB_SetGL2D();
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
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VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
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VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
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VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
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tess.xyz[tess.numVertexes][0] = x;
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tess.xyz[tess.numVertexes][1] = y;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
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tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
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tess.texCoords[tess.numVertexes][1][0] = 0;
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tess.texCoords[tess.numVertexes][1][1] = 1;
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tess.numVertexes++;
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VectorSet2(texCoords[0], 0.5f / cols, 0.5f / rows);
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VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows);
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VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
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VectorSet2(texCoords[3], 0.5f / cols, (rows - 0.5f) / rows);
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tess.xyz[tess.numVertexes][0] = x + w;
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tess.xyz[tess.numVertexes][1] = y;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
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tess.texCoords[tess.numVertexes][0][1] = 0.5f / rows;
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tess.texCoords[tess.numVertexes][1][0] = 0;
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tess.texCoords[tess.numVertexes][1][1] = 1;
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tess.numVertexes++;
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VectorSet4(color, 1.0f, 1.0f, 1.0f, 1.0f);
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tess.xyz[tess.numVertexes][0] = x + w;
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tess.xyz[tess.numVertexes][1] = y + h;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = (cols - 0.5f) / cols;
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tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
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tess.texCoords[tess.numVertexes][1][0] = 0;
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tess.texCoords[tess.numVertexes][1][1] = 1;
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tess.numVertexes++;
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GLSL_BindProgram(&tr.textureColorShader);
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tess.xyz[tess.numVertexes][0] = x;
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tess.xyz[tess.numVertexes][1] = y + h;
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tess.xyz[tess.numVertexes][2] = 0;
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tess.xyz[tess.numVertexes][3] = 1;
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tess.texCoords[tess.numVertexes][0][0] = 0.5f / cols;
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tess.texCoords[tess.numVertexes][0][1] = (rows - 0.5f) / rows;
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tess.texCoords[tess.numVertexes][1][0] = 0;
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tess.texCoords[tess.numVertexes][1][1] = 1;
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tess.numVertexes++;
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GLSL_SetUniformMatrix16(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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GLSL_SetUniformVec4(&tr.textureColorShader, TEXTURECOLOR_UNIFORM_COLOR, color);
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 1;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 0;
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tess.indexes[tess.numIndexes++] = 2;
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tess.indexes[tess.numIndexes++] = 3;
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tess.minIndex = 0;
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tess.maxIndex = 3;
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// FIXME: A lot of this can probably be removed for speed, and refactored into a more convenient function
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RB_UpdateVBOs(ATTR_POSITION | ATTR_TEXCOORD);
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sp = &tr.textureColorShader;
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GLSL_VertexAttribsState(ATTR_POSITION | ATTR_TEXCOORD);
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GLSL_BindProgram(sp);
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GLSL_SetUniformMatrix16(sp, TEXTURECOLOR_UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
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VectorSet4(color, 1, 1, 1, 1);
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GLSL_SetUniformVec4(sp, TEXTURECOLOR_UNIFORM_COLOR, color);
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R_DrawElementsVBO(tess.numIndexes, tess.firstIndex, tess.minIndex, tess.maxIndex);
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//R_BindNullVBO();
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//R_BindNullIBO();
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tess.numIndexes = 0;
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tess.numVertexes = 0;
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tess.firstIndex = 0;
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tess.minIndex = 0;
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tess.maxIndex = 0;
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RB_InstantQuad2(quadVerts, texCoords);
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}
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void RE_UploadCinematic (int w, int h, int cols, int rows, const byte *data, int client, qboolean dirty) {
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@ -42,6 +42,7 @@ void Matrix16View(vec3_t axes[3], vec3_t origin, matrix_t out);
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void Matrix16SimpleInverse( const matrix_t in, matrix_t out);
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#define VectorCopy2(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1])
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#define VectorSet2(v,x,y) ((v)[0]=(x),(v)[1]=(y));
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#define VectorCopy4(a,b) ((b)[0]=(a)[0],(b)[1]=(a)[1],(b)[2]=(a)[2],(b)[3]=(a)[3])
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#define VectorSet4(v,x,y,z,w) ((v)[0]=(x),(v)[1]=(y),(v)[2]=(z),(v)[3]=(w))
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