mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-23 04:11:53 +00:00
5721e754a6
Fix a number of gles2 bugs. Fix infoblobs. they should be much more reliable now. Added callbacks so csqc can know when serverinfo|playerinfo changes (at least for processing blob changes anyway). Fix 'pkg addsource' not saving (and remsource). git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5475 fc73d0e0-1445-4013-8a0c-d673dee63da5
1863 lines
45 KiB
C
1863 lines
45 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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#define WIN32_BLOATED
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#include "glquake.h"
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qboolean r2d_canhwgamma; //says the video code has successfully activated hardware gamma
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texid_t missing_texture;
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texid_t missing_texture_gloss;
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texid_t missing_texture_normal;
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texid_t translate_texture;
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shader_t *translate_shader;
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texid_t ch_int_texture;
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vec3_t ch_color;
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shader_t *shader_crosshair;
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static mpic_t *conback;
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static mpic_t *draw_backtile;
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shader_t *shader_draw_fill, *shader_draw_fill_trans;
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mpic_t *draw_disc;
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shader_t *shader_contrastup;
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shader_t *shader_contrastdown;
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shader_t *shader_brightness;
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shader_t *shader_gammacb;
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shader_t *shader_polyblend;
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shader_t *shader_menutint;
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#define DRAW_QUADS 128
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static int draw_active_flags;
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static shader_t *draw_active_shader;
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static avec4_t draw_active_colour;
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static mesh_t draw_mesh;
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static vecV_t draw_mesh_xyz[DRAW_QUADS];
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vec2_t draw_mesh_st[DRAW_QUADS];
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static avec4_t draw_mesh_colors[DRAW_QUADS];
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index_t r_quad_indexes[DRAW_QUADS*6];
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unsigned int r2d_be_flags;
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struct
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{
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lmalloc_t allocation;
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qboolean dirty;
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uploadfmt_t fmt;
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int lastid;
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unsigned int *data;
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shader_t *shader;
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texid_t tex;
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apic_t *pics;
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} atlas;
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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_screenangle;
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extern cvar_t vid_conautoscale;
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extern cvar_t vid_conheight;
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extern cvar_t vid_conwidth;
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extern cvar_t con_textsize;
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static void QDECL R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue);
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extern cvar_t crosshair;
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extern cvar_t crosshaircolor;
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extern cvar_t crosshairsize;
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extern cvar_t crosshairimage;
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extern cvar_t crosshairalpha;
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static void QDECL R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue);
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static void QDECL R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue);
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void (*R2D_Flush)(void);
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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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qbyte GetPaletteIndexNoFB(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 - vid.fullbright; 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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void R2D_Shutdown(void)
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{
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Cvar_Unhook(&gl_font);
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Cvar_Unhook(&vid_conautoscale);
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Cvar_Unhook(&gl_screenangle);
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Cvar_Unhook(&vid_conheight);
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Cvar_Unhook(&vid_conwidth);
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Cvar_Unhook(&crosshair);
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Cvar_Unhook(&crosshairimage);
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Cvar_Unhook(&crosshaircolor);
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BZ_Free(cl_stris);
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cl_stris = NULL;
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BZ_Free(cl_strisvertv);
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cl_strisvertv = NULL;
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BZ_Free(cl_strisvertc);
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cl_strisvertc = NULL;
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BZ_Free(cl_strisvertt);
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cl_strisvertt = NULL;
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BZ_Free(cl_strisidx);
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cl_strisidx = NULL;
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cl_numstrisidx = 0;
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cl_maxstrisidx = 0;
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cl_numstrisvert = 0;
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cl_maxstrisvert = 0;
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cl_numstris = 0;
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cl_maxstris = 0;
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Con_FlushBackgrounds();
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if (font_console == font_default)
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font_console = NULL;
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if (font_console)
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Font_Free(font_console);
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font_console = NULL;
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if (font_default)
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Font_Free(font_default);
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font_default = NULL;
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if (font_tiny)
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Font_Free(font_tiny);
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font_tiny = NULL;
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#ifndef NOBUILTINMENUS
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M_ReloadMenus();
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#endif
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#if defined(MENU_DAT) || defined(CSQC_DAT)
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PR_ReloadFonts(false);
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#endif
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while(atlas.pics)
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{
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apic_t *a = atlas.pics;
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atlas.pics = a->next;
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Z_Free(a);
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}
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Z_Free(atlas.data);
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memset(&atlas, 0, sizeof(atlas));
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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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unsigned int nonorm[4*4];
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unsigned int nogloss[4*4];
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int i, j;
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unsigned int glossval;
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unsigned int normval;
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extern cvar_t gl_specular_fallback, gl_specular_fallbackexp, gl_texturemode;
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conback = NULL;
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Cvar_ForceCallback(&gl_texturemode);
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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[0] = draw_mesh_colors;
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draw_mesh.indexes = r_quad_indexes;
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for (i = 0, j = 0; i < countof(r_quad_indexes); i += 6, j += 4)
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{
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r_quad_indexes[i+0] = j+0;
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r_quad_indexes[i+1] = j+1;
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r_quad_indexes[i+2] = j+2;
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r_quad_indexes[i+3] = j+2;
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r_quad_indexes[i+4] = j+3;
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r_quad_indexes[i+5] = j+0;
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}
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glossval = min(gl_specular_fallback.value*255, 255);
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glossval *= 0x10101;
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glossval |= 0x01000000 * bound(0, (int)(gl_specular_fallbackexp.value*255), 255);
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glossval = LittleLong(glossval);
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normval = 0xffff8080;
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normval = LittleLong(normval);
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for (i = 0; i < 4*4; i++)
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{
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nogloss[i] = glossval;
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nonorm[i] = normval;
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}
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missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)(r_notexture_mip+1), IF_NOALPHA|IF_NOGAMMA|IF_NOPURGE, 0);
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missing_texture_gloss = R_LoadTexture("no_texture_gloss", 4, 4, TF_RGBA32, (unsigned char*)nogloss, IF_NOGAMMA|IF_NOPURGE);
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missing_texture_normal = R_LoadTexture("no_texture_normal", 4, 4, TF_RGBA32, (unsigned char*)nonorm, IF_NOGAMMA|IF_NOPURGE);
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translate_texture = r_nulltex;
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ch_int_texture = r_nulltex;
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Shader_Init();
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BE_Init();
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Font_Init();
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draw_backtile = R_RegisterShader("gfx/backtile.lmp", SUF_NONE,
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"{\n"
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"if $nofixed\n"
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"program default2d\n"
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"endif\n"
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"affine\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"}\n"
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"}\n");
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TEXDOWAIT(draw_backtile->defaulttextures->base);
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if (!TEXLOADED(draw_backtile->defaulttextures->base))
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draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
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if (!TEXLOADED(draw_backtile->defaulttextures->base))
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draw_backtile->defaulttextures->base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
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if (!TEXLOADED(draw_backtile->defaulttextures->base))
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draw_backtile->defaulttextures->base = R_LoadHiResTexture("pics/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP|IF_NOWORKER);
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shader_draw_fill = R_RegisterShader("fill_opaque", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen exactvertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n");
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shader_draw_fill_trans = R_RegisterShader("fill_trans", SUF_NONE,
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"{\n"
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"program defaultfill\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_contrastup = R_RegisterShader("contrastupshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\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_contrastdown = R_RegisterShader("contrastdownshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_zero\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_brightness = R_RegisterShader("brightnessshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\n"
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"map $whiteimage\n"
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"blendfunc gl_one 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_gammacb = R_RegisterShader("gammacbshader", SUF_NONE,
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"{\n"
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"program defaultgammacb\n"
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"affine\n"
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"{\n"
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"map $currentrender\n"
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"nodepthtest\n"
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"}\n"
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"}\n"
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);
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shader_polyblend = R_RegisterShader("polyblendshader", SUF_NONE,
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"{\n"
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"program defaultfill\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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shader_menutint = R_RegisterShader("menutint", SUF_NONE,
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"{\n"
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"affine\n"
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#ifdef FTE_TARGET_WEB
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//currentrender is problematic here, so avoid using it.
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"program default2d\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_zero\n"
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"rgbgen srgb $r_menutint\n"
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"}\n"
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#else
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"if gl_menutint_shader != 0\n"
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"program menutint\n"
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"endif\n"
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"if $haveprogram\n"
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"{\n"
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"map $currentrender\n"
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"}\n"
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"else\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_zero\n"
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"rgbgen srgb $r_menutint\n"
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"}\n"
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"endif\n"
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#endif
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"}\n"
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);
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shader_crosshair = R_RegisterShader("crosshairshader", SUF_NONE,
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"{\n"
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"if $nofixed\n"
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"program default2d\n"
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"endif\n"
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"affine\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc blend\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_Hook(&vid_conautoscale, R2D_Conautoscale_Callback);
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Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback);
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Cvar_Hook(&vid_conheight, R2D_Conheight_Callback);
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Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback);
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Cvar_Hook(&crosshair, R2D_Crosshair_Callback);
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Cvar_Hook(&crosshairimage, R2D_CrosshairImage_Callback);
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Cvar_Hook(&crosshaircolor, R2D_CrosshairColor_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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Cvar_ForceCallback(&crosshair);
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Cvar_ForceCallback(&crosshaircolor);
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#ifdef PLUGINS
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Plug_DrawReloadImages();
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#endif
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R2D_Font_Changed();
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R_NetgraphInit();
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atlas.lastid = -1;
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atlas.shader = NULL;
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atlas.data = NULL;
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atlas.dirty = false;
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Mod_LightmapAllocInit(&atlas.allocation, false, min(512, sh_config.texture2d_maxsize), min(512, sh_config.texture2d_maxsize), 0);
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}
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mpic_t *R2D_SafeCachePic (const char *path)
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{
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shader_t *s;
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if (!qrenderer)
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return NULL;
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s = R_RegisterPic(path, NULL);
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return s;
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}
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mpic_t *R2D_SafePicFromWad (const char *name)
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{
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shader_t *s;
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if (!qrenderer)
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return NULL;
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s = R_RegisterCustom (va("gfx/%s", name), SUF_2D, Shader_Default2D, "wad");
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return s;
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}
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apic_t *R2D_LoadAtlasedPic(const char *name)
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{
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apic_t *apic = Z_Malloc(sizeof(*apic));
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qpic_t *qp;
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int x,y;
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qbyte *indata = NULL;
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int atlasid;
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if (!gl_load24bit.ival)
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{
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size_t lumpsize;
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qbyte lumptype;
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qp = W_GetLumpName(name, &lumpsize, &lumptype);
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if (qp && lumptype == TYP_QPIC && lumpsize == 8+qp->width*qp->height)
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{
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apic->width = qp->width;
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apic->height = qp->height;
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indata = qp->data;
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}
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}
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if (!indata || apic->width > atlas.allocation.width || apic->height > atlas.allocation.height)
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atlasid = -1; //can happen on voodoo cards
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else
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Mod_LightmapAllocBlock(&atlas.allocation, apic->width+2, apic->height+2, &apic->x, &apic->y, &atlasid);
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if (atlasid >= 0)
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{
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unsigned int *out;
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apic->x += 1;
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apic->y += 1;
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//FIXME: extend the atlas height instead, and keep going with a single atlas?
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if (atlasid != atlas.lastid)
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{
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atlas.lastid = atlasid;
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|
if (atlas.dirty)
|
|
Image_Upload(atlas.tex, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, IF_NOMIPMAP);
|
|
atlas.tex = r_nulltex;
|
|
atlas.fmt = sh_config.texfmt[PTI_BGRA8]?PTI_BGRA8:PTI_RGBA8;
|
|
atlas.shader = NULL;
|
|
atlas.dirty = false;
|
|
if (atlas.data) //clear atlas data instead of reallocating it.
|
|
memset(atlas.data, 0, sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
|
|
}
|
|
|
|
if (!atlas.tex)
|
|
atlas.tex = Image_CreateTexture(va("fte_atlas%i", atlasid), NULL, IF_NOMIPMAP);
|
|
if (!atlas.shader)
|
|
{
|
|
atlas.shader = R_RegisterShader(va("fte_atlas%i", atlasid), SUF_NONE,
|
|
"{\n"
|
|
"affine\n"
|
|
"program default2d\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"blendfunc gl_one gl_one_minus_src_alpha\n"
|
|
"}\n"
|
|
"}\n"
|
|
);
|
|
atlas.shader->defaulttextures->base = atlas.tex;
|
|
}
|
|
|
|
if (!atlas.data)
|
|
atlas.data = Z_Malloc(sizeof(*atlas.data) * atlas.allocation.width * atlas.allocation.height);
|
|
|
|
out = atlas.data;
|
|
out += apic->x;
|
|
out += apic->y * atlas.allocation.width;
|
|
apic->atlas = atlas.shader;
|
|
|
|
if (atlas.fmt == PTI_BGRA8)
|
|
{
|
|
//pad above. extra casts because 64bit msvc is RETARDED.
|
|
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
|
|
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
|
|
for (y = 0; y < apic->height; y++)
|
|
{
|
|
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
|
|
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
|
|
indata += x;
|
|
out += atlas.allocation.width;
|
|
}
|
|
//pad below
|
|
out[-1] = (indata[0] == 255)?0:d_8to24bgrtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x] = (indata[x] == 255)?0:d_8to24bgrtable[indata[x]];
|
|
out[x] = (indata[x-1] == 255)?0:d_8to24bgrtable[indata[x-1]]; //pad right
|
|
}
|
|
else
|
|
{
|
|
//pad above. extra casts because 64bit msvc is RETARDED.
|
|
out[-1 - (qintptr_t)atlas.allocation.width] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x-(qintptr_t)atlas.allocation.width] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
|
|
out[x - (qintptr_t)atlas.allocation.width] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
|
|
for (y = 0; y < apic->height; y++)
|
|
{
|
|
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
|
|
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
|
|
indata += x;
|
|
out += atlas.allocation.width;
|
|
}
|
|
//pad below
|
|
out[-1] = (indata[0] == 255)?0:d_8to24rgbtable[indata[0]]; //pad left
|
|
for (x = 0; x < apic->width; x++)
|
|
out[x] = (indata[x] == 255)?0:d_8to24rgbtable[indata[x]];
|
|
out[x] = (indata[x-1] == 255)?0:d_8to24rgbtable[indata[x-1]]; //pad right
|
|
}
|
|
|
|
//pinch inwards, for linear sampling
|
|
apic->sl = (apic->x+0.5)/(float)atlas.allocation.width;
|
|
apic->sh = (apic->width-1.0)/(float)atlas.allocation.width;
|
|
|
|
apic->tl = (apic->y+0.5)/(float)atlas.allocation.height;
|
|
apic->th = (apic->height-1.0)/(float)atlas.allocation.height;
|
|
|
|
atlas.dirty = true;
|
|
|
|
apic->next = atlas.pics;
|
|
atlas.pics = apic;
|
|
}
|
|
else if (1)
|
|
{
|
|
apic->atlas = R_RegisterPic(va("gfx/%s", name), "wad");
|
|
apic->sl = 0;
|
|
apic->sh = 1;
|
|
apic->tl = 0;
|
|
apic->th = 1;
|
|
|
|
apic->next = atlas.pics;
|
|
atlas.pics = apic;
|
|
}
|
|
else
|
|
{
|
|
Z_Free(apic);
|
|
return NULL;
|
|
}
|
|
return apic;
|
|
}
|
|
|
|
void R2D_ImageColours(float r, float g, float b, float a)
|
|
{
|
|
draw_active_colour[0] = r;
|
|
draw_active_colour[1] = g;
|
|
draw_active_colour[2] = b;
|
|
draw_active_colour[3] = a;
|
|
|
|
Font_InvalidateColour(draw_active_colour);
|
|
}
|
|
void R2D_ImagePaletteColour(unsigned int i, float a)
|
|
{
|
|
draw_active_colour[0] = SRGBf(host_basepal[i*3+0]/255.0);
|
|
draw_active_colour[1] = SRGBf(host_basepal[i*3+1]/255.0);
|
|
draw_active_colour[2] = SRGBf(host_basepal[i*3+2]/255.0);
|
|
draw_active_colour[3] = a;
|
|
|
|
Font_InvalidateColour(draw_active_colour);
|
|
}
|
|
|
|
//awkward and weird to use
|
|
void R2D_ImageAtlas(float x, float y, float w, float h, float s1, float t1, float s2, float t2, apic_t *pic)
|
|
{
|
|
float newsl, newsh, newtl, newth;
|
|
if (!pic)
|
|
return;
|
|
if (atlas.dirty)
|
|
{
|
|
Image_Upload(atlas.tex, atlas.fmt, atlas.data, NULL, atlas.allocation.width, atlas.allocation.height, IF_NOMIPMAP);
|
|
atlas.dirty = false;
|
|
}
|
|
|
|
newsl = pic->sl + s1 * pic->sh;
|
|
newsh = newsl + (s2-s1) * pic->sh;
|
|
|
|
newtl = pic->tl + t1 * pic->th;
|
|
newth = newtl + (t2-t1) * pic->th;
|
|
|
|
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, pic->atlas);
|
|
}
|
|
|
|
void R2D_ImageFlush(void)
|
|
{
|
|
BE_DrawMesh_Single(draw_active_shader, &draw_mesh, NULL, draw_active_flags);
|
|
|
|
R2D_Flush = NULL;
|
|
draw_active_shader = NULL;
|
|
}
|
|
//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)
|
|
{
|
|
int i;
|
|
if (!pic)
|
|
return;
|
|
|
|
//don't draw pics if they have an image which is still loading.
|
|
for (i = 0; i < pic->numpasses; i++)
|
|
{
|
|
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
|
|
return;
|
|
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
|
|
return;
|
|
}
|
|
|
|
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
|
|
{
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
draw_active_shader = pic;
|
|
draw_active_flags = r2d_be_flags;
|
|
R2D_Flush = R2D_ImageFlush;
|
|
|
|
draw_mesh.numindexes = 0;
|
|
draw_mesh.numvertexes = 0;
|
|
}
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
|
|
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+0], s1, t1);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
|
|
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+1], s2, t1);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
|
|
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+2], s2, t2);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
|
|
Vector2Set(draw_mesh_st[draw_mesh.numvertexes+3], s1, t2);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
|
|
|
|
draw_mesh.numvertexes += 4;
|
|
draw_mesh.numindexes += 6;
|
|
}
|
|
void R2D_Image2dQuad(vec2_t const*points, vec2_t const*texcoords, vec4_t const*rgba, mpic_t *pic)
|
|
{
|
|
int i;
|
|
if (!pic)
|
|
return;
|
|
|
|
//don't draw pics if they have an image which is still loading.
|
|
for (i = 0; i < pic->numpasses; i++)
|
|
{
|
|
if (pic->passes[i].texgen == T_GEN_SINGLEMAP && pic->passes[i].anim_frames[0] && pic->passes[i].anim_frames[0]->status == TEX_LOADING)
|
|
return;
|
|
if (pic->passes[i].texgen == T_GEN_DIFFUSE && pic->defaulttextures->base && pic->defaulttextures->base->status == TEX_LOADING)
|
|
return;
|
|
}
|
|
|
|
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
|
|
{
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
draw_active_shader = pic;
|
|
draw_active_flags = r2d_be_flags;
|
|
R2D_Flush = R2D_ImageFlush;
|
|
|
|
draw_mesh.numindexes = 0;
|
|
draw_mesh.numvertexes = 0;
|
|
}
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
Vector2Copy(points[i], draw_mesh_xyz[draw_mesh.numvertexes+i]);
|
|
Vector2Copy(texcoords[i], draw_mesh_st[draw_mesh.numvertexes+i]);
|
|
if (rgba)
|
|
Vector4Copy(rgba[i], draw_mesh_colors[draw_mesh.numvertexes+i]);
|
|
else
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+i]);
|
|
}
|
|
|
|
draw_mesh.numvertexes += 4;
|
|
draw_mesh.numindexes += 6;
|
|
}
|
|
|
|
/*draws a block of the current colour on the screen*/
|
|
void R2D_FillBlock(float x, float y, float w, float h)
|
|
{
|
|
mpic_t *pic;
|
|
if (draw_active_colour[3] != 1)
|
|
pic = shader_draw_fill_trans;
|
|
else
|
|
pic = shader_draw_fill;
|
|
if (draw_active_shader != pic || draw_active_flags != r2d_be_flags || R2D_Flush != R2D_ImageFlush || draw_mesh.numvertexes+4 > DRAW_QUADS)
|
|
{
|
|
if (R2D_Flush)
|
|
R2D_Flush();
|
|
|
|
draw_active_shader = pic;
|
|
draw_active_flags = r2d_be_flags;
|
|
R2D_Flush = R2D_ImageFlush;
|
|
|
|
draw_mesh.numindexes = 0;
|
|
draw_mesh.numvertexes = 0;
|
|
}
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+0], x, y);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+0]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+1], x+w, y);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+1]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+2], x+w, y+h);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+2]);
|
|
|
|
Vector2Set(draw_mesh_xyz[draw_mesh.numvertexes+3], x, y+h);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[draw_mesh.numvertexes+3]);
|
|
|
|
draw_mesh.numvertexes += 4;
|
|
draw_mesh.numindexes += 6;
|
|
}
|
|
|
|
void R2D_Line(float x1, float y1, float x2, float y2, shader_t *shader)
|
|
{
|
|
if (R2D_Flush)
|
|
{
|
|
R2D_Flush();
|
|
R2D_Flush = NULL;
|
|
}
|
|
|
|
VectorSet(draw_mesh_xyz[0], x1, y1, 0);
|
|
Vector2Set(draw_mesh_st[0], 0, 0);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[0]);
|
|
|
|
VectorSet(draw_mesh_xyz[1], x2, y2, 0);
|
|
Vector2Set(draw_mesh_st[1], 1, 0);
|
|
Vector4Copy(draw_active_colour, draw_mesh_colors[1]);
|
|
|
|
if (!shader)
|
|
{
|
|
if (draw_active_colour[3] != 1)
|
|
shader = shader_draw_fill_trans;
|
|
else
|
|
shader = shader_draw_fill;
|
|
}
|
|
|
|
draw_mesh.numvertexes = 2;
|
|
draw_mesh.numindexes = 2;
|
|
BE_DrawMesh_Single(shader, &draw_mesh, NULL, BEF_LINES);
|
|
}
|
|
|
|
void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic)
|
|
{
|
|
R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
|
|
}
|
|
|
|
void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float 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);
|
|
}
|
|
|
|
void R2D_Letterbox(float sx, float sy, float sw, float sh, mpic_t *pic, float pw, float ph)
|
|
{
|
|
float ratiox = (float)pw / sw;
|
|
float ratioy = (float)ph / sh;
|
|
|
|
if (pw<=0 || ph<=0)
|
|
{ //no size info...
|
|
R2D_ImageColours(0, 0, 0, 1);
|
|
R2D_FillBlock(sx, sy, sw, sh);
|
|
R2D_ScalePic(sx, sy, 0, 0, pic); //in case its a videoshader with audio
|
|
}
|
|
else if (ratiox > ratioy)
|
|
{ //x ratio is greatest
|
|
float h = (sw * ph) / pw;
|
|
float p = sh - h;
|
|
|
|
//letterbox
|
|
R2D_ImageColours(0, 0, 0, 1);
|
|
R2D_FillBlock(sx, sy, sw, p/2);
|
|
R2D_FillBlock(sx, sy + h + (p/2), sw, p/2);
|
|
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
R2D_ScalePic(sx, sy + p/2, sw, h, pic);
|
|
}
|
|
else
|
|
{ //y ratio is greatest
|
|
float w = (sh * pw) / ph;
|
|
float p = sw - w;
|
|
|
|
//sidethingies
|
|
R2D_ImageColours(0, 0, 0, 1);
|
|
R2D_FillBlock(sx, sy, (p/2), sh);
|
|
R2D_FillBlock(sx + w + (p/2), sy, p/2, sh);
|
|
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
R2D_ScalePic(sx + p/2, sy, w, sh, pic);
|
|
}
|
|
}
|
|
|
|
/* this is an ugly special case drawing func that's only used for the player color selection menu */
|
|
void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, unsigned int *palette)
|
|
{
|
|
int v, u;
|
|
unsigned trans[64*64], *dest;
|
|
qbyte *src;
|
|
|
|
dest = trans;
|
|
for (v=0 ; v<64 ; v++, dest += 64)
|
|
{
|
|
src = &pic[ ((v*height)>>6) *width];
|
|
for (u=0 ; u<64 ; u++)
|
|
dest[u] = palette[src[(u*width)>>6]];
|
|
}
|
|
|
|
if (!TEXVALID(translate_texture))
|
|
{
|
|
translate_texture = Image_CreateTexture("***translatedpic***", NULL, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
|
|
translate_shader = R_RegisterShader("translatedpic", SUF_2D,
|
|
"{\n"
|
|
"if $nofixed\n"
|
|
"program default2d\n"
|
|
"endif\n"
|
|
"nomipmaps\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"rgbgen vertex\n"
|
|
"alphagen vertex\n"
|
|
"}\n"
|
|
"}\n");
|
|
translate_shader->defaulttextures->base = translate_texture;
|
|
}
|
|
/* could avoid reuploading already translated textures but this func really isn't used enough anyway */
|
|
Image_Upload(translate_texture, TF_RGBA32, trans, NULL, 64, 64, IF_UIPIC|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;
|
|
|
|
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 (R_GetShaderSizes(conback, NULL, NULL, false) <= 0)
|
|
{
|
|
R2D_ImageColours(0, 0, 0, a);
|
|
R2D_FillBlock(0, lastline-(int)vid.height, w, h);
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
}
|
|
else 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_ImageColours(0, 0, 0, 1);
|
|
R2D_FillBlock(0, 0, vid.width, vid.height);
|
|
// 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 (float x, float y, float w, float 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);
|
|
|
|
R2D_Image(x, y, w, h, newsl, newtl, newsh, newth, draw_backtile);
|
|
}
|
|
|
|
void QDECL R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (qrenderer == QR_NONE || !strcmp(var->string, "none"))
|
|
{
|
|
conback = NULL;
|
|
return;
|
|
}
|
|
|
|
if (*var->string)
|
|
conback = R_RegisterPic(var->string, NULL);
|
|
if (!R_GetShaderSizes(conback, NULL, NULL, true))
|
|
{
|
|
conback = R_RegisterCustom("console", SUF_2D, NULL, NULL); //quake3
|
|
if (!R_GetShaderSizes(conback, NULL, NULL, true))
|
|
{
|
|
#ifdef HEXEN2
|
|
if (M_GameType() == MGT_HEXEN2)
|
|
conback = R_RegisterPic("gfx/menu/conback.lmp", NULL);
|
|
else
|
|
#endif
|
|
if (M_GameType() == MGT_QUAKE2)
|
|
conback = R_RegisterPic("pics/conback.pcx", NULL);
|
|
else
|
|
conback = R_RegisterPic("gfx/conback.lmp", NULL);
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef AVAIL_FREETYPE
|
|
#if defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
|
|
#include <windows.h>
|
|
qboolean R2D_Font_WasAdded(char *buffer, char *fontfilename)
|
|
{
|
|
char *match;
|
|
if (!fontfilename)
|
|
return true;
|
|
match = strstr(buffer, fontfilename);
|
|
if (!match)
|
|
return false;
|
|
if (!(match == buffer || match[-1] == ','))
|
|
return false;
|
|
match += strlen(fontfilename);
|
|
if (*match && *match != ',')
|
|
return false;
|
|
return true;
|
|
}
|
|
extern qboolean WinNT;
|
|
void R2D_Font_AddFontLink(char *buffer, int buffersize, char *fontname)
|
|
{
|
|
char link[1024];
|
|
char *res, *comma, *othercomma, *nl;
|
|
if (fontname)
|
|
if (MyRegGetStringValueMultiSz(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\FontLink\\SystemLink":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\FontLink\\SystemLink", fontname, link, sizeof(link)))
|
|
{
|
|
res = nl = link;
|
|
while (*nl)
|
|
{
|
|
nl += strlen(nl);
|
|
nl++;
|
|
comma = strchr(res, ',');
|
|
if (comma)
|
|
{
|
|
*comma++ = 0;
|
|
othercomma = strchr(comma, ',');
|
|
if (othercomma)
|
|
*othercomma = 0;
|
|
}
|
|
else
|
|
comma = "";
|
|
if (!R2D_Font_WasAdded(buffer, res))
|
|
{
|
|
Q_strncatz(buffer, ",", buffersize);
|
|
Q_strncatz(buffer, res, buffersize);
|
|
R2D_Font_AddFontLink(buffer, buffersize, comma);
|
|
}
|
|
res = nl;
|
|
}
|
|
}
|
|
}
|
|
#else
|
|
int R2D_Font_ListSystemFonts(const char *fname, qofs_t fsize, time_t modtime, void *ctx, searchpathfuncs_t *spath)
|
|
{
|
|
char tmp[MAX_QPATH];
|
|
COM_StripExtension(fname, tmp, sizeof(tmp));
|
|
Con_Printf("^[/gl_font %s^]\n", tmp);
|
|
return true;
|
|
}
|
|
#endif
|
|
#endif
|
|
void R2D_Font_Changed(void)
|
|
{
|
|
float tsize;
|
|
if (!con_textsize.modified)
|
|
return;
|
|
con_textsize.modified = false;
|
|
|
|
if (con_textsize.value < 0)
|
|
tsize = (-con_textsize.value * vid.height) / vid.pixelheight;
|
|
else
|
|
tsize = con_textsize.value;
|
|
if (!tsize)
|
|
tsize = 8;
|
|
|
|
if (font_console == font_default)
|
|
font_console = NULL;
|
|
if (font_console)
|
|
Font_Free(font_console);
|
|
font_console = NULL;
|
|
if (font_default)
|
|
Font_Free(font_default);
|
|
font_default = NULL;
|
|
|
|
if (font_tiny)
|
|
Font_Free(font_tiny);
|
|
font_tiny = NULL;
|
|
|
|
#if defined(MENU_DAT) || defined(CSQC_DAT)
|
|
PR_ReloadFonts(true);
|
|
#endif
|
|
|
|
if (qrenderer == QR_NONE)
|
|
return;
|
|
|
|
if (!strcmp(gl_font.string, "?"))
|
|
{
|
|
#ifndef AVAIL_FREETYPE
|
|
Cvar_Set(&gl_font, "");
|
|
#elif defined(_WIN32) && !defined(FTE_SDL) && !defined(WINRT) && !defined(_XBOX)
|
|
BOOL (APIENTRY *pChooseFontW)(LPCHOOSEFONTW) = NULL;
|
|
dllfunction_t funcs[] =
|
|
{
|
|
{(void*)&pChooseFontW, "ChooseFontW"},
|
|
{NULL}
|
|
};
|
|
LOGFONTW lf = {0};
|
|
CHOOSEFONTW cf = {sizeof(cf)};
|
|
extern HWND mainwindow;
|
|
font_default = Font_LoadFont("", 8);
|
|
if (tsize != 8)
|
|
font_console = Font_LoadFont("", tsize);
|
|
if (!font_console)
|
|
font_console = font_default;
|
|
|
|
cf.hwndOwner = mainwindow;
|
|
cf.iPointSize = (8 * vid.rotpixelheight)/vid.height;
|
|
cf.Flags = CF_FORCEFONTEXIST | CF_TTONLY;
|
|
cf.lpLogFont = &lf;
|
|
|
|
Sys_LoadLibrary("comdlg32.dll", funcs);
|
|
|
|
if (pChooseFontW && pChooseFontW(&cf))
|
|
{
|
|
char fname[MAX_OSPATH*8];
|
|
char lfFaceName[MAX_OSPATH];
|
|
char *keyname;
|
|
narrowen(lfFaceName, sizeof(lfFaceName), lf.lfFaceName);
|
|
*fname = 0;
|
|
//FIXME: should enumerate and split & and ignore sizes and () crap.
|
|
if (!*fname)
|
|
{
|
|
keyname = va("%s%s%s (TrueType)", lfFaceName, lf.lfWeight>=FW_BOLD?" Bold":"", lf.lfItalic?" Italic":"");
|
|
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
|
|
*fname = 0;
|
|
}
|
|
if (!*fname)
|
|
{
|
|
keyname = va("%s (OpenType)", lfFaceName);
|
|
if (!MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
|
|
*fname = 0;
|
|
}
|
|
|
|
R2D_Font_AddFontLink(fname, sizeof(fname), lfFaceName);
|
|
Cvar_Set(&gl_font, fname);
|
|
}
|
|
return;
|
|
#else
|
|
Sys_EnumerateFiles("/usr/share/fonts/truetype/", "*/*.ttf", R2D_Font_ListSystemFonts, NULL, NULL);
|
|
COM_EnumerateFiles("*.ttf", R2D_Font_ListSystemFonts, NULL);
|
|
Cvar_Set(&gl_font, "");
|
|
#endif
|
|
}
|
|
|
|
font_default = Font_LoadFont(gl_font.string, 8);
|
|
if (!font_default && *gl_font.string)
|
|
font_default = Font_LoadFont("", 8);
|
|
|
|
if (tsize != 8)
|
|
{
|
|
font_console = Font_LoadFont(gl_font.string, tsize);
|
|
if (!font_console)
|
|
font_console = Font_LoadFont("", tsize);
|
|
}
|
|
if (!font_console)
|
|
font_console = font_default;
|
|
|
|
//these are here instead of R2D_Console_Resize because this is guarenteed to happen in a sane place, while R2D_Console_Resize can happen during waits.
|
|
#ifdef MENU_NATIVECODE
|
|
if (mn_entry)
|
|
mn_entry->Init(MI_RESOLUTION, vid.width, vid.height, vid.rotpixelwidth, vid.rotpixelheight);
|
|
#endif
|
|
#ifdef PLUGINS
|
|
Plug_ResChanged();
|
|
#endif
|
|
}
|
|
|
|
static void QDECL R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
con_textsize.modified = true;
|
|
}
|
|
|
|
// 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;
|
|
|
|
int fbwidth = vid.pixelwidth;
|
|
int fbheight = vid.pixelheight;
|
|
|
|
if (vid.framebuffer)
|
|
{
|
|
fbwidth = vid.framebuffer->width;
|
|
fbheight = vid.framebuffer->height;
|
|
}
|
|
|
|
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)) * (fbwidth) + fabs(sin(rad)) * (fbheight);
|
|
vid.rotpixelheight = fabs(sin(rad)) * (fbwidth) + fabs(cos(rad)) * (fbheight);
|
|
}
|
|
else
|
|
{
|
|
vid.rotpixelwidth = fbwidth;
|
|
vid.rotpixelheight = fbheight;
|
|
}
|
|
|
|
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 && !cheight)
|
|
{
|
|
if (vid.dpi_y)
|
|
cheight = (480 * 96) / vid.dpi_y;
|
|
else
|
|
cheight = 480;
|
|
}
|
|
if (cheight && !cwidth && vid.rotpixelheight)
|
|
cwidth = (cheight*vid.rotpixelwidth)/vid.rotpixelheight;
|
|
if (cwidth && !cheight && vid.rotpixelwidth)
|
|
cheight = (cwidth*vid.rotpixelheight)/vid.rotpixelwidth;
|
|
|
|
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;
|
|
|
|
Cvar_ForceCallback(&gl_font);
|
|
}
|
|
|
|
static void QDECL 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();
|
|
}
|
|
|
|
static void QDECL 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();
|
|
}
|
|
|
|
static void QDECL R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Console_Resize();
|
|
}
|
|
|
|
static void QDECL 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)
|
|
{
|
|
float bordersize = gl_cshiftborder.value;
|
|
|
|
if (r_refdef.flags & RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
|
|
if (r_refdef.playerview->bordertint[3])
|
|
{
|
|
vec2_t points[4];
|
|
vec2_t tcoords[4];
|
|
vec4_t colours[4];
|
|
int i;
|
|
if (!bordersize)
|
|
bordersize = 64;
|
|
bordersize = min(bordersize, min(r_refdef.vrect.width, r_refdef.vrect.height)/2);
|
|
|
|
for (i = 0; i < 4; i++)
|
|
{
|
|
Vector4Copy(r_refdef.playerview->bordertint, colours[0]);
|
|
Vector4Copy(r_refdef.playerview->bordertint, colours[1]);
|
|
Vector4Copy(r_refdef.playerview->bordertint, colours[2]);
|
|
Vector4Copy(r_refdef.playerview->bordertint, colours[3]);
|
|
switch(i)
|
|
{
|
|
case 0: //top
|
|
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
|
|
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
|
|
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
|
|
Vector2Set(points[3], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
|
|
|
|
colours[2][3] = colours[3][3] = 0;
|
|
break;
|
|
case 1: //bottom
|
|
Vector2Set(points[0], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
|
|
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
|
|
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
|
|
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
|
|
|
|
colours[0][3] = colours[1][3] = 0;
|
|
break;
|
|
case 2: //left
|
|
Vector2Set(points[0], r_refdef.vrect.x, r_refdef.vrect.y);
|
|
Vector2Set(points[1], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+bordersize);
|
|
Vector2Set(points[2], r_refdef.vrect.x+bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
|
|
Vector2Set(points[3], r_refdef.vrect.x, r_refdef.vrect.y+r_refdef.vrect.height);
|
|
|
|
colours[1][3] = colours[2][3] = 0;
|
|
break;
|
|
case 3: //right
|
|
Vector2Set(points[0], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+bordersize);
|
|
Vector2Set(points[1], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y);
|
|
Vector2Set(points[2], r_refdef.vrect.x+r_refdef.vrect.width, r_refdef.vrect.y+r_refdef.vrect.height);
|
|
Vector2Set(points[3], r_refdef.vrect.x+r_refdef.vrect.width-bordersize, r_refdef.vrect.y+r_refdef.vrect.height-bordersize);
|
|
colours[0][3] = colours[3][3] = 0;
|
|
break;
|
|
}
|
|
|
|
Vector2Set(tcoords[0], points[0][0]/64, points[0][1]/64);
|
|
Vector2Set(tcoords[1], points[1][0]/64, points[1][1]/64);
|
|
Vector2Set(tcoords[2], points[2][0]/64, points[2][1]/64);
|
|
Vector2Set(tcoords[3], points[3][0]/64, points[3][1]/64);
|
|
|
|
R2D_Image2dQuad((const vec2_t*)points, (const vec2_t*)tcoords, (const vec4_t*)colours, shader_polyblend);
|
|
}
|
|
}
|
|
|
|
if (r_refdef.playerview->screentint[3])
|
|
{
|
|
R2D_ImageColours (SRGBA(r_refdef.playerview->screentint[0], r_refdef.playerview->screentint[1], r_refdef.playerview->screentint[2], r_refdef.playerview->screentint[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 (fabs(v_contrast.value - 1.0) < 0.05 && fabs(v_contrastboost.value - 1.0) < 0.05 && fabs(v_brightness.value - 0) < 0.05 && fabs(v_gamma.value - 1) < 0.05)
|
|
return;
|
|
|
|
//don't go crazy with brightness. that makes it unusable and is thus unsafe - and worse, lots of people assume its based around 1 (like gamma and contrast are). cap to 0.5
|
|
if (v_brightness.value > 0.5)
|
|
v_brightness.value = 0.5;
|
|
if (v_contrast.value < 0.5)
|
|
v_contrast.value = 0.5;
|
|
|
|
if (r2d_canhwgamma || vid_hardwaregamma.ival == 4)
|
|
return;
|
|
|
|
TRACE(("R2D_BrightenScreen: brightening\n"));
|
|
if ((v_gamma.value != 1 || v_contrast.value > 3 || v_contrastboost.value != 1) && shader_gammacb->prog)
|
|
{
|
|
//this should really be done properly, with render-to-texture
|
|
R2D_ImageColours (v_gammainverted.ival?v_gamma.value:(1/v_gamma.value), v_contrast.value, v_brightness.value, v_contrastboost.value);
|
|
R2D_Image(0, 0, vid.width, vid.height, 0, 0, 1, 1, shader_gammacb);
|
|
}
|
|
else
|
|
{
|
|
f = v_contrast.value;
|
|
f = min (f, 3);
|
|
|
|
while (f > 1)
|
|
{
|
|
if (f >= 2)
|
|
{
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
f *= 0.5;
|
|
}
|
|
else
|
|
{
|
|
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
|
|
f = 1;
|
|
}
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastup);
|
|
}
|
|
if (f < 1)
|
|
{
|
|
R2D_ImageColours (f, f, f, 1);
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastdown);
|
|
}
|
|
|
|
if (v_brightness.value)
|
|
{
|
|
R2D_ImageColours (v_brightness.value, v_brightness.value, v_brightness.value, 1);
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brightness);
|
|
}
|
|
}
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
|
|
/*make sure the hud is redrawn after 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();
|
|
}
|
|
|
|
qboolean R2D_DrawLevelshot(void)
|
|
{
|
|
extern char levelshotname[];
|
|
extern cvar_t scr_loadingscreen_aspect;
|
|
if (*levelshotname)
|
|
{
|
|
shader_t *pic = R2D_SafeCachePic (levelshotname);
|
|
int w,h;
|
|
if (!R_GetShaderSizes(pic, &w, &h, true))
|
|
{
|
|
#ifdef Q3CLIENT
|
|
pic = R2D_SafeCachePic("menu/art/unkownmap");
|
|
if (!R_GetShaderSizes(pic, &w, &h, true))
|
|
#endif
|
|
w = h = 1;
|
|
}
|
|
switch(scr_loadingscreen_aspect.ival)
|
|
{
|
|
case 0: //use the source image's aspect
|
|
break;
|
|
case 1: //q3 assumed 4:3 resolutions, with power-of-two images. lame, but lets retain the aspect
|
|
w = 640;
|
|
h = 480;
|
|
break;
|
|
case 2: //just ignore aspect entirely and stretch the thing in hideous ways
|
|
w = vid.width;
|
|
h = vid.height;
|
|
break;
|
|
}
|
|
R2D_Letterbox(0, 0, vid.width, vid.height, pic, w, h);
|
|
|
|
//q3's noise.
|
|
pic = R2D_SafeCachePic("levelShotDetail");
|
|
if (R_GetShaderSizes(pic, &w, &h, true))
|
|
R2D_Image(0, 0, vid.width, vid.height, 0, 0, vid.width/256, vid.height/256, pic);
|
|
return true;
|
|
}
|
|
return false;
|
|
}
|
|
|
|
//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_UIPIC|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 = Image_CreateTexture("***crosshair***", NULL, IF_UIPIC|IF_NOMIPMAP);
|
|
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;
|
|
}
|
|
}
|
|
|
|
Image_Upload(ch_int_texture, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
|
|
|
|
}
|
|
|
|
static void QDECL R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Crosshair_Update();
|
|
}
|
|
|
|
static void QDECL R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Crosshair_Update();
|
|
}
|
|
|
|
static void QDECL 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;
|
|
|
|
if (crosshair.ival < 1)
|
|
return;
|
|
|
|
// old style
|
|
if (crosshair.ival == 1 && !crosshairimage.string[0])
|
|
{
|
|
// adjust console crosshair scale to match default
|
|
size = crosshairsize.value;
|
|
if (size == 0)
|
|
size = 8;
|
|
else if (size < 0)
|
|
size = -size;
|
|
for (sc = 0; sc < cl.splitclients; sc++)
|
|
{
|
|
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
|
|
Font_BeginScaledString(font_default, sx, sy, size, size, &sx, &sy);
|
|
sx -= Font_CharScaleWidth(CON_WHITEMASK, '+' | 0xe000)/2;
|
|
sy -= Font_CharScaleHeight()/2;
|
|
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
|
|
Font_DrawScaleChar(sx, sy, CON_WHITEMASK, '+' | 0xe000);
|
|
Font_EndString(font_default);
|
|
}
|
|
R2D_ImageColours(1,1,1,1);
|
|
return;
|
|
}
|
|
|
|
size = crosshairsize.value;
|
|
|
|
if (size < 0)
|
|
{
|
|
size = -size;
|
|
sizex = size;
|
|
sizey = size;
|
|
}
|
|
else
|
|
{
|
|
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
|
|
sizey = (size*vid.rotpixelheight) / (float)vid.height;
|
|
}
|
|
|
|
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(&cl.playerview[sc], &sx, &sy);
|
|
|
|
//translate to pixel coord, for rounding
|
|
x = ((sx-sizex+(sizex/CS_WIDTH))*vid.rotpixelwidth) / (float)vid.width;
|
|
y = ((sy-sizey+(sizey/CS_HEIGHT))*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);
|
|
}
|
|
|
|
static texid_t internalrt;
|
|
//resize a texture for a render target and specify the format of it.
|
|
//pass TF_INVALID and sizes=0 to get without configuring (shaders that hardcode an $rt1 etc).
|
|
texid_t R2D_RT_Configure(const char *id, int width, int height, uploadfmt_t rtfmt, unsigned int imageflags)
|
|
{
|
|
texid_t tid;
|
|
if (!strcmp(id, "-"))
|
|
{
|
|
internalrt = tid = Image_CreateTexture("", NULL, imageflags);
|
|
}
|
|
else
|
|
{
|
|
tid = Image_FindTexture(id, NULL, imageflags);
|
|
if (!TEXVALID(tid))
|
|
tid = Image_CreateTexture(id, NULL, imageflags);
|
|
}
|
|
|
|
if (rtfmt)
|
|
{
|
|
tid->flags = (tid->flags & ~(IF_NEAREST|IF_LINEAR)) | (imageflags & (IF_NEAREST|IF_LINEAR));
|
|
Image_Upload(tid, rtfmt, NULL, NULL, width, height, imageflags);
|
|
tid->width = width;
|
|
tid->height = height;
|
|
}
|
|
return tid;
|
|
}
|
|
texid_t R2D_RT_GetTexture(const char *id, unsigned int *width, unsigned int *height)
|
|
{
|
|
texid_t tid;
|
|
if (!strcmp(id, "-"))
|
|
{
|
|
tid = internalrt;
|
|
// internalrt = r_nulltex;
|
|
}
|
|
else
|
|
tid = Image_FindTexture(id, NULL, RT_IMAGEFLAGS);
|
|
|
|
if (tid)
|
|
{
|
|
*width = tid->width;
|
|
*height = tid->height;
|
|
}
|
|
else
|
|
{
|
|
*width = 0;
|
|
*height = 0;
|
|
}
|
|
return tid;
|
|
}
|
|
|
|
#endif
|
|
|