fteqw/engine/client/r_2d.c
Spoike fb214142a3 tcpconnect fixes
lots of hexen2 fixes
fixed clipped decals again, still not using any...
fixed zips over 2g
rewrote bloom to use glsl. should be slightly more usable now.
lots more hexen2 fixes

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3957 fc73d0e0-1445-4013-8a0c-d673dee63da5
2012-01-17 07:57:46 +00:00

1069 lines
23 KiB
C

#include "quakedef.h"
#ifndef SERVERONLY
#include "shader.h"
#include "gl_draw.h"
texid_t missing_texture;
texid_t translate_texture;
shader_t *translate_shader;
texid_t ch_int_texture;
vec3_t ch_color;
shader_t *shader_crosshair;
static mpic_t *conback;
static mpic_t *draw_backtile;
static shader_t *shader_draw_fill, *shader_draw_fill_trans;
mpic_t *draw_disc;
shader_t *shader_brighten;
shader_t *shader_polyblend;
shader_t *shader_menutint;
static mesh_t draw_mesh;
static vecV_t draw_mesh_xyz[4];
vec2_t draw_mesh_st[4];
static avec4_t draw_mesh_colors[4];
index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
unsigned int r2d_be_flags;
extern cvar_t scr_conalpha;
extern cvar_t gl_conback;
extern cvar_t gl_font;
extern cvar_t gl_contrast;
extern cvar_t gl_screenangle;
extern cvar_t vid_conautoscale;
extern cvar_t vid_conheight;
extern cvar_t vid_conwidth;
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue);
void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue);
void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue);
extern cvar_t crosshair;
extern cvar_t crosshaircolor;
extern cvar_t crosshairsize;
extern cvar_t crosshairimage;
extern cvar_t crosshairalpha;
void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue);
void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue);
void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue);
//We need this for minor things though, so we'll just use the slow accurate method.
//this is unlikly to be called too often.
qbyte GetPaletteIndex(int red, int green, int blue)
{
//slow, horrible method.
{
int i, best=15;
int bestdif=256*256*256, curdif;
extern qbyte *host_basepal;
qbyte *pa;
#define _abs(x) ((x)*(x))
pa = host_basepal;
for (i = 0; i < 256; i++, pa+=3)
{
curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
if (curdif < bestdif)
{
if (curdif<1)
return i;
bestdif = curdif;
best = i;
}
}
return best;
}
}
/*
Iniitalise the 2d rendering functions (including font).
Image loading code must be ready for use at this point.
*/
void R2D_Init(void)
{
conback = NULL;
Shader_Init();
BE_Init();
draw_mesh.istrifan = true;
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
draw_mesh.xyz_array = draw_mesh_xyz;
draw_mesh.st_array = draw_mesh_st;
draw_mesh.colors4f_array = draw_mesh_colors;
draw_mesh.indexes = r_quad_indexes;
Font_Init();
#ifdef warningmsg
#pragma warningmsg("Fixme: move conwidth handling into here")
#endif
missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0);
translate_texture = r_nulltex;
ch_int_texture = r_nulltex;
draw_backtile = R_RegisterShader("gfx/backtile.lmp",
"{\n"
"if $nofixed\n"
"[\n"
"program default2d\n"
"]\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"}\n"
"}\n");
if (!TEXVALID(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/backtile", NULL, IF_NOPICMIP|IF_NOMIPMAP);
if (!TEXVALID(draw_backtile->defaulttextures.base))
draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_NOPICMIP|IF_NOMIPMAP);
shader_draw_fill = R_RegisterShader("fill_opaque",
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"}\n"
"}\n");
shader_draw_fill_trans = R_RegisterShader("fill_trans",
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"blendfunc blend\n"
"}\n"
"}\n");
shader_brighten = R_RegisterShader("constrastshader",
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_one\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_polyblend = R_RegisterShader("polyblendshader",
"{\n"
"program defaultfill\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
shader_menutint = R_RegisterShader("menutint_glsl",
"{\n"
"if $glsl && gl_menutint_shader != 0\n"
"[\n"
"glslprogram\n"
"{\n"
"#ifdef VERTEX_SHADER\n"
"\
attribute vec2 v_texcoord;\
varying vec2 texcoord;\
uniform vec3 rendertexturescale;\
void main(void)\
{\
texcoord.x = v_texcoord.x*rendertexturescale.x;\
texcoord.y = (1.0-v_texcoord.y)*rendertexturescale.y;\
gl_Position = ftetransform();\
}\
\n"
"#endif\n"
"#ifdef FRAGMENT_SHADER\n"
"\
varying vec2 texcoord;\
uniform vec3 colorparam;\
uniform sampler2D s_t0;\
uniform int invert;\
const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
void main(void)\
{\
vec3 texcolor = texture2D(s_t0, texcoord).rgb;\
float luminance = dot(lumfactors, texcolor);\
texcolor = vec3(luminance, luminance, luminance);\
texcolor *= colorparam;\
texcolor = (invert > 0) ? (invertvec - texcolor) : texcolor;\
gl_FragColor = vec4(texcolor, 1.0);\
}\n"
"#endif\n"
"}\n"
"param cvari r_menutint_inverse invert\n"
"param cvar3f r_menutint colorparam\n"
"param rendertexturescale rendertexturescale\n"
"{\n"
"map $currentrender\n"
"}\n"
"][\n"
"{\n"
"map $whiteimage\n"
"blendfunc gl_dst_color gl_zero\n"
"rgbgen const $r_menutint\n"
"}\n"
"]\n"
"}\n"
);
shader_crosshair = R_RegisterShader("crosshairshader",
"{\n"
"if $nofixed\n"
"[\n"
"program default2d\n"
"]\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"rgbgen vertex\n"
"alphagen vertex\n"
"}\n"
"}\n"
);
Cvar_Hook(&gl_font, R2D_Font_Callback);
Cvar_Hook(&vid_conautoscale, R2D_Conautoscale_Callback);
Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback);
Cvar_Hook(&vid_conheight, R2D_Conheight_Callback);
Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback);
Cvar_Hook(&crosshair, R2D_Crosshair_Callback);
Cvar_Hook(&crosshairimage, R2D_CrosshairImage_Callback);
Cvar_Hook(&crosshaircolor, R2D_CrosshairColor_Callback);
Cvar_ForceCallback(&gl_conback);
Cvar_ForceCallback(&vid_conautoscale);
Cvar_ForceCallback(&gl_font);
Cvar_ForceCallback(&crosshair);
Cvar_ForceCallback(&crosshaircolor);
#ifdef PLUGINS
Plug_DrawReloadImages();
#endif
}
mpic_t *R2D_SafeCachePic (char *path)
{
shader_t *s;
if (!qrenderer)
return NULL;
s = R_RegisterPic(path);
if (s->flags & SHADER_NOIMAGE)
return NULL;
return s;
}
char *failedpic; //easier this way
mpic_t *R2D_SafePicFromWad (char *name)
{
char newnamewad[32];
char newnamegfx[32];
shader_t *s;
snprintf(newnamewad, sizeof(newnamewad), "wad/%s.lmp", name);
snprintf(newnamegfx, sizeof(newnamegfx), "gfx/%s.lmp", name);
s = R_RegisterPic(newnamewad);
if (!(s->flags & SHADER_NOIMAGE))
return s;
s = R_RegisterPic(newnamegfx);
if (!(s->flags & SHADER_NOIMAGE))
return s;
failedpic = name;
return NULL;
}
void R2D_ImageColours(float r, float g, float b, float a)
{
draw_mesh_colors[0][0] = r;
draw_mesh_colors[0][1] = g;
draw_mesh_colors[0][2] = b;
draw_mesh_colors[0][3] = a;
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
}
void R2D_ImagePaletteColour(unsigned int i, float a)
{
draw_mesh_colors[0][0] = host_basepal[i*3+0]/255.0;
draw_mesh_colors[0][1] = host_basepal[i*3+1]/255.0;
draw_mesh_colors[0][2] = host_basepal[i*3+2]/255.0;
draw_mesh_colors[0][3] = a;
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
}
//awkward and weird to use
void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
{
if (!pic)
return;
/*
if (w == 0 && h == 0)
{
w = pic->width;
h = pic->height;
}
*/
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = s1;
draw_mesh_st[0][1] = t1;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = s2;
draw_mesh_st[1][1] = t1;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = s2;
draw_mesh_st[2][1] = t2;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
}
/*draws a block of the current colour on the screen*/
void R2D_FillBlock(int x, int y, int w, int h)
{
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
if (draw_mesh_colors[0][3] != 1)
BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
else
BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
}
void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic)
{
R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
}
void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight)
{
float newsl, newtl, newsh, newth;
newsl = (srcx)/(float)srcwidth;
newsh = newsl + (width)/(float)srcwidth;
newtl = (srcy)/(float)srcheight;
newth = newtl + (height)/(float)srcheight;
R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
}
/* this is an ugly special case drawing func that's only used for the player color selection menu */
void R2D_TransPicTranslate (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;
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] = 0x0;
else
dest[u] = d_8to24rgbtable[translation[p]];
}
}
if (!TEXVALID(translate_texture))
{
translate_texture = R_AllocNewTexture("***translatedpic***", 64, 64);
translate_shader = R_RegisterShader("translatedpic", "{\n"
"if $nofixed\n"
"[\n"
"program default2d\n"
"]\n"
"nomipmaps\n"
"{\n"
"map $diffuse\n"
"blendfunc blend\n"
"}\n"
"}\n");
translate_shader->defaulttextures.base = translate_texture;
}
/* could avoid reuploading already translated textures but this func really isn't used enough anyway */
R_Upload(translate_texture, NULL, TF_RGBA32, trans, NULL, 64, 64, IF_NOMIPMAP|IF_NOGAMMA);
R2D_ScalePic(x, y, width, height, translate_shader);
}
/*
================
Draw_ConsoleBackground
================
*/
void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
{
float a;
int w, h;
if (!conback)
return;
w = vid.width;
h = vid.height;
if (forceopaque)
{
a = 1; // console background is necessary
}
else
{
if (!scr_conalpha.value)
return;
a = scr_conalpha.value;
}
if (scr_chatmode == 2)
{
h>>=1;
w>>=1;
}
if (a >= 1)
{
R2D_ImageColours(1, 1, 1, 1);
R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
}
else
{
R2D_ImageColours(1, 1, 1, a);
R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
R2D_ImageColours(1, 1, 1, 1);
}
}
void R2D_EditorBackground (void)
{
R2D_ScalePic(0, 0, vid.width, vid.height, conback);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R2D_TileClear (int x, int y, int w, int h)
{
float newsl, newsh, newtl, newth;
newsl = (x)/(float)64;
newsh = newsl + (w)/(float)64;
newtl = (y)/(float)64;
newth = newtl + (h)/(float)64;
R2D_ImageColours(1,1,1,1);
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = newsl;
draw_mesh_st[0][1] = newtl;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = newsh;
draw_mesh_st[1][1] = newtl;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = newsh;
draw_mesh_st[2][1] = newth;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
}
void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
{
if (qrenderer == QR_NONE)
{
conback = NULL;
return;
}
if (*var->string)
conback = R_RegisterPic(var->string);
if (!conback || conback->flags & SHADER_NOIMAGE)
{
conback = R_RegisterCustom("console", NULL, NULL);
if (!conback || conback->flags & SHADER_NOIMAGE)
{
if (M_GameType() == MGT_HEXEN2)
conback = R_RegisterPic("gfx/menu/conback.lmp");
else if (M_GameType() == MGT_QUAKE2)
conback = R_RegisterPic("pics/conback.pcx");
else
conback = R_RegisterPic("gfx/conback.lmp");
}
}
}
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
{
if (font_conchar)
Font_Free(font_conchar);
if (qrenderer == QR_NONE)
{
font_conchar = NULL;
return;
}
font_conchar = Font_LoadFont(8*vid.rotpixelheight/vid.height, var->string);
if (!font_conchar && *var->string)
font_conchar = Font_LoadFont(8*vid.rotpixelheight/vid.height, "");
}
// console size manipulation callbacks
void R2D_Console_Resize(void)
{
extern cvar_t gl_font;
extern cvar_t vid_conwidth, vid_conheight;
int cwidth, cheight;
float xratio;
float yratio=0;
float ang, rad;
extern cvar_t gl_screenangle;
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
ang = (int)ang * 90;
if (ang)
{
rad = (ang * M_PI) / 180;
vid.rotpixelwidth = fabs(cos(rad)) * (vid.pixelwidth) + fabs(sin(rad)) * (vid.pixelheight);
vid.rotpixelheight = fabs(sin(rad)) * (vid.pixelwidth) + fabs(cos(rad)) * (vid.pixelheight);
}
else
{
vid.rotpixelwidth = vid.pixelwidth;
vid.rotpixelheight = vid.pixelheight;
}
cwidth = vid_conwidth.value;
cheight = vid_conheight.value;
xratio = vid_conautoscale.value;
if (xratio > 0)
{
char *s = strchr(vid_conautoscale.string, ' ');
if (s)
yratio = atof(s + 1);
if (yratio <= 0)
yratio = xratio;
xratio = 1 / xratio;
yratio = 1 / yratio;
//autoscale overrides conwidth/height (without actually changing them)
cwidth = vid.rotpixelwidth;
cheight = vid.rotpixelheight;
}
else
{
xratio = 1;
yratio = 1;
}
if (!cwidth)
cwidth = vid.rotpixelwidth;
if (!cheight)
cheight = vid.rotpixelheight;
cwidth*=xratio;
cheight*=yratio;
if (cwidth < 320)
cwidth = 320;
if (cheight < 200)
cheight = 200;
vid.width = cwidth;
vid.height = cheight;
vid.recalc_refdef = true;
if (font_tiny)
Font_Free(font_tiny);
font_tiny = NULL;
if (font_conchar)
Font_Free(font_conchar);
font_conchar = NULL;
Cvar_ForceCallback(&gl_font);
#ifdef PLUGINS
Plug_ResChanged();
#endif
}
void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value > 1536) //anything higher is unreadable.
{
Cvar_ForceSet(var, "1536");
return;
}
if (var->value < 200 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "200");
return;
}
R2D_Console_Resize();
}
void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
{
//let let the user be too crazy
if (var->value > 2048) //anything higher is unreadable.
{
Cvar_ForceSet(var, "2048");
return;
}
if (var->value < 320 && var->value) //lower would be wrong
{
Cvar_ForceSet(var, "320");
return;
}
R2D_Console_Resize();
}
void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Console_Resize();
}
/*
============
R_PolyBlend
============
*/
//bright flashes and stuff, game only, doesn't touch sbar
void R2D_PolyBlend (void)
{
if (!sw_blend[3])
return;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]);
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader_polyblend);
R2D_ImageColours (1, 1, 1, 1);
}
//for lack of hardware gamma
void R2D_BrightenScreen (void)
{
float f;
RSpeedMark();
if (gl_contrast.value <= 1.0)
return;
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
return;
f = gl_contrast.value;
f = min (f, 3);
while (f > 1)
{
if (f >= 2)
R2D_ImageColours (1, 1, 1, 1);
else
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brighten);
f *= 0.5;
}
R2D_ImageColours (1, 1, 1, 1);
/*make sure the hud is drawn if needed*/
Sbar_Changed();
RSpeedEnd(RSPEED_PALETTEFLASHES);
}
//for menus
void R2D_FadeScreen (void)
{
R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint);
Sbar_Changed();
}
//crosshairs
#define CS_HEIGHT 8
#define CS_WIDTH 8
unsigned char crosshair_pixels[] =
{
// 2 + (spaced)
0x08,
0x00,
0x08,
0x55,
0x08,
0x00,
0x08,
0x00,
// 3 +
0x00,
0x08,
0x08,
0x36,
0x08,
0x08,
0x00,
0x00,
// 4 X
0x00,
0x22,
0x14,
0x00,
0x14,
0x22,
0x00,
0x00,
// 5 X (spaced)
0x41,
0x00,
0x14,
0x00,
0x14,
0x00,
0x41,
0x00,
// 6 diamond (unconnected)
0x00,
0x14,
0x22,
0x00,
0x22,
0x14,
0x00,
0x00,
// 7 diamond
0x00,
0x08,
0x14,
0x22,
0x14,
0x08,
0x00,
0x00,
// 8 four points
0x00,
0x08,
0x00,
0x22,
0x00,
0x08,
0x00,
0x00,
// 9 three points
0x00,
0x00,
0x08,
0x00,
0x22,
0x00,
0x00,
0x00,
// 10
0x08,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x08,
0x00,
// 11
0x49,
0x2a,
0x00,
0x63,
0x00,
0x2a,
0x49,
0x00,
// 12 horizontal line
0x00,
0x00,
0x00,
0x77,
0x00,
0x00,
0x00,
0x00,
// 13 vertical line
0x08,
0x08,
0x08,
0x00,
0x08,
0x08,
0x08,
0x00,
// 14 larger +
0x08,
0x08,
0x08,
0x77,
0x08,
0x08,
0x08,
0x00,
// 15 angle
0x00,
0x00,
0x00,
0x70,
0x08,
0x08,
0x08,
0x00,
// 16 dot
0x00,
0x00,
0x00,
0x08,
0x00,
0x00,
0x00,
0x00,
// 17 weird angle thing
0x00,
0x00,
0x00,
0x38,
0x48,
0x08,
0x10,
0x00,
// 18 circle w/ dot
0x00,
0x00,
0x00,
0x6b,
0x41,
0x63,
0x3e,
0x08,
// 19 tripoint
0x08,
0x08,
0x08,
0x00,
0x14,
0x22,
0x41,
0x00,
};
void R2D_Crosshair_Update(void)
{
int crossdata[CS_WIDTH*CS_HEIGHT];
int c;
int w, h;
unsigned char *x;
c = crosshair.ival;
if (!crosshairimage.string)
return;
else if (crosshairimage.string[0] && c == 1)
{
shader_crosshair->defaulttextures.base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_NOMIPMAP|IF_NOGAMMA);
if (TEXVALID(shader_crosshair->defaulttextures.base))
return;
}
else if (c <= 1)
return;
c -= 2;
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
if (!TEXVALID(ch_int_texture))
ch_int_texture = R_AllocNewTexture("***crosshair***", CS_WIDTH, CS_HEIGHT);
shader_crosshair->defaulttextures.base = ch_int_texture;
Q_memset(crossdata, 0, sizeof(crossdata));
x = crosshair_pixels + (CS_HEIGHT * c);
for (h = 0; h < CS_HEIGHT; h++)
{
int pix = x[h];
for (w = 0; w < CS_WIDTH; w++)
{
if (pix & 0x1)
crossdata[CS_WIDTH * h + w] = 0xffffffff;
pix >>= 1;
}
}
R_Upload(ch_int_texture, NULL, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, IF_NOMIPMAP|IF_NOGAMMA);
}
void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
{
R2D_Crosshair_Update();
}
void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, ch_color, 255);
ch_color[0] = bound(0, ch_color[0], 1);
ch_color[1] = bound(0, ch_color[1], 1);
ch_color[2] = bound(0, ch_color[2], 1);
}
void R2D_DrawCrosshair(void)
{
int x, y;
int sc;
float sx, sy, sizex, sizey;
float size, chc;
if (crosshair.ival < 1)
return;
// old style
if (crosshair.ival == 1 && !crosshairimage.string[0])
{
// adjust console crosshair scale to match default
size = crosshairsize.value / 8;
if (size == 0)
size = 8;
else if (size < 0)
size = -size;
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(sc, &x, &y);
Font_BeginScaledString(font_conchar, x, y, &sx, &sy);
sizex = Font_CharWidth('+' | 0xe000 | CON_WHITEMASK) * size;
sizey = Font_CharHeight() * size;
sx -= sizex/2;
sy -= sizey/2;
Font_ForceColour(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
Font_DrawScaleChar(sx, sy, sizex, sizey, '+' | 0xe000 | CON_WHITEMASK);
Font_InvalidateColour();
Font_EndString(font_conchar);
}
return;
}
size = crosshairsize.value;
if (size < 0)
{
size = -size;
sizex = size;
sizey = size;
chc = 0;
}
else
{
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
sizey = (size*vid.rotpixelheight) / (float)vid.height;
chc = size / 16.0;
}
sizex = (int)sizex;
sizex = ((sizex)*(int)vid.width) / (float)vid.rotpixelwidth;
sizey = (int)sizey;
sizey = ((sizey)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(sc, &x, &y);
//translate to pixel coord, for rounding
x = ((x-sizex-chc)*vid.rotpixelwidth) / (float)vid.width;
y = ((y-sizey-chc)*vid.rotpixelheight) / (float)vid.height;
//translate to screen coords
sx = ((x)*(int)vid.width) / (float)vid.rotpixelwidth;
sy = ((y)*(int)vid.height) / (float)vid.rotpixelheight;
R2D_Image(sx, sy, sizex*2, sizey*2, 0, 0, 1, 1, shader_crosshair);
}
R2D_ImageColours(1, 1, 1, 1);
}
#endif