fteqw/engine/gl/gl_draw.c
2009-07-18 11:06:28 +00:00

4372 lines
100 KiB
C

/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// draw.c -- this is the only file outside the refresh that touches the
// vid buffer
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#include "shader.h"
#include <stdlib.h> // is this needed for atoi?
#include <stdio.h> // is this needed for atoi?
//#define GL_USE8BITTEX
int glx, gly, glwidth, glheight;
mesh_t draw_mesh;
vec3_t draw_mesh_xyz[4];
vec2_t draw_mesh_st[4];
byte_vec4_t draw_mesh_colors[4];
qbyte *uploadmemorybuffer;
int sizeofuploadmemorybuffer;
qbyte *uploadmemorybufferintermediate;
int sizeofuploadmemorybufferintermediate;
index_t r_quad_indexes[6] = {0, 1, 2, 0, 2, 3};
extern qbyte gammatable[256];
#ifdef AVAIL_FREETYPE
struct font_s *conchar_font;
#endif
unsigned char *d_15to8table;
qboolean inited15to8;
extern cvar_t crosshair, crosshairimage, crosshairalpha, cl_crossx, cl_crossy, crosshaircolor, crosshairsize;
static int filmtexture;
extern cvar_t gl_nobind;
extern cvar_t gl_max_size;
extern cvar_t gl_picmip;
extern cvar_t gl_lerpimages;
extern cvar_t gl_picmip2d;
extern cvar_t r_drawdisk;
extern cvar_t gl_compress;
extern cvar_t gl_smoothfont, gl_smoothcrosshair, gl_fontinwardstep;
extern cvar_t gl_texturemode, gl_texture_anisotropic_filtering;
extern cvar_t cl_noblink;
extern cvar_t gl_savecompressedtex;
extern cvar_t gl_load24bit;
#ifdef Q3SHADERS
shader_t *shader_console;
#endif
extern cvar_t con_ocranaleds;
extern cvar_t gl_blend2d;
extern cvar_t scr_conalpha;
qbyte *draw_chars; // 8*8 graphic characters
mpic_t *draw_disc;
mpic_t *draw_backtile;
int translate_texture;
int char_texture, char_tex2, default_char_texture, char_texturetiny;
int missing_texture; //texture used when one is missing.
int cs_texture; // crosshair texture
extern int detailtexture;
float custom_char_instep, default_char_instep; //to avoid blending issues
float char_instep;
static unsigned cs_data[16*16];
static int externalhair;
int gl_anisotropy_factor;
qbyte conback_buffer[sizeof(mpic_t)];
qbyte custconback_buffer[sizeof(mpic_t)];
mpic_t *default_conback = (mpic_t *)&conback_buffer, *conback, *custom_conback = (mpic_t *)&custconback_buffer;
#include "hash.h"
hashtable_t gltexturetable;
bucket_t *gltexturetablebuckets[256];
int gl_lightmap_format = 4;
int gl_solid_format = 3;
int gl_alpha_format = 4;
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
int gl_filter_max_2d = GL_LINEAR;
int texels;
typedef struct gltexture_s
{
int texnum;
char identifier[64];
int width, height, bpp;
qboolean mipmap;
struct gltexture_s *next;
} gltexture_t;
static gltexture_t *gltextures;
/*
=============================================================================
scrap allocation
Allocate all the little status bar obejcts into a single texture
to crutch up stupid hardware / drivers
=============================================================================
*/
#define MAX_SCRAPS 4
#define BLOCK_WIDTH 256
#define BLOCK_HEIGHT 256
int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
qbyte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT];
qboolean scrap_dirty;
int scrap_usedcount;
int scrap_texnum[MAX_SCRAPS];
// returns a texture number and the position inside it
int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int texnum;
for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
{
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (scrap_allocated[texnum][i+j] >= best)
break;
if (scrap_allocated[texnum][i+j] > best2)
best2 = scrap_allocated[texnum][i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
scrap_allocated[texnum][*x + i] = best + h;
if (scrap_usedcount < texnum+1)
scrap_usedcount = texnum+1;
return texnum;
}
return -1;
}
int scrap_uploads;
void Scrap_Upload (void)
{
int i;
scrap_uploads++;
for (i = 0; i < scrap_usedcount; i++)
{
GL_Bind(scrap_texnum[i]);
GL_Upload8 ("scrap", scrap_texels[i], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
}
scrap_dirty = false;
}
//=============================================================================
/* Support Routines */
typedef struct glcachepic_s
{
char name[MAX_QPATH];
mpic_t pic;
qbyte padding[32]; // for appended glpic
} glcachepic_t;
#define MAX_CACHED_PICS 512 //a temporary solution
glcachepic_t glmenu_cachepics[MAX_CACHED_PICS];
int glmenu_numcachepics;
int pic_texels;
int pic_count;
mpic_t *GLDraw_IsCached(char *name)
{
glcachepic_t *pic;
int i;
for (pic=glmenu_cachepics, i=0 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (name, pic->name))
return &pic->pic;
return NULL;
}
qboolean Draw_RealPicFromWad (mpic_t *out, char *name)
{
qpic_t *in;
glpic_t *gl;
int texnum;
char name2[256];
if (!strncmp(name, "gfx/", 4))
in = W_SafeGetLumpName (name+4);
else
in = W_SafeGetLumpName (name);
gl = &out->d.gl;
if (in)
{
out->width = in->width;
out->height = in->height;
}
else
{ //default the size.
out->width = 24; //hmm...?
out->height = 24;
}
//standard names substitution
texnum = Mod_LoadReplacementTexture(name, "wad", false, true, false);
if (!in && !texnum) //try a q2 texture
{
sprintf(name2, "pics/%s", name);
texnum = Mod_LoadHiResTexture(name2, NULL, false, true, false);
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_BLEND); //make sure.
}
if (texnum)
{
if (!in)
{
out->width = image_width;
out->height = image_height;
}
gl->texnum = texnum;
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
return true;
}
//all the others require an actual infile rather than a replacement image
else if (!in)
{
return false;
}
// load little ones into the scrap
else if (in->width < 64 && in->height < 64)
{
int x, y;
int i, j, k;
int texnum;
texnum = Scrap_AllocBlock (in->width, in->height, &x, &y);
if (texnum >= 0)
{
scrap_dirty = true;
k = 0;
for (i=0 ; i<in->height ; i++)
for (j=0 ; j<in->width ; j++, k++)
scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = in->data[k];
texnum = scrap_texnum[texnum];
gl->texnum = texnum;
gl->sl = (x+0.25)/(float)BLOCK_WIDTH;
gl->sh = (x+in->width-0.25)/(float)BLOCK_WIDTH;
gl->tl = (y+0.25)/(float)BLOCK_WIDTH;
gl->th = (y+in->height-0.25)/(float)BLOCK_WIDTH;
pic_count++;
pic_texels += in->width*in->height;
}
else
{
gl->texnum = GL_LoadPicTexture (in);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
}
}
else
{
gl->texnum = GL_LoadPicTexture (in);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
}
return true;
}
char *failedpic; //easier this way
mpic_t *GLDraw_SafePicFromWad (char *name)
{
int i;
glcachepic_t *pic;
for (pic=glmenu_cachepics, i=0 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (name, pic->name))
return &pic->pic;
if (glmenu_numcachepics == MAX_CACHED_PICS)
{
Con_Printf ("menu_numcachepics == MAX_CACHED_PICS\n");
failedpic = name;
return NULL;
}
glmenu_numcachepics++;
strcpy(pic->name, name);
if (!Draw_RealPicFromWad(&pic->pic, name))
{
glmenu_numcachepics--;
failedpic = name;
return NULL;
}
return &pic->pic;
}
mpic_t *GLDraw_SafeCachePic (char *path)
{
//this is EVIL! WRITE IT!
int height = 0;
qbyte *data;
glcachepic_t *pic;
int i;
qpic_t *qpic;
glpic_t *gl;
for (pic=glmenu_cachepics, i=0 ; i<glmenu_numcachepics ; pic++, i++)
if (!strcmp (path, pic->name))
return &pic->pic;
if (glmenu_numcachepics == MAX_CACHED_PICS)
Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
//
// load the pic from disk
//
{
char *mem;
char alternatename[MAX_QPATH];
snprintf(alternatename, sizeof(alternatename), "pics/%s.pcx", path);
FS_LoadFile(alternatename, (void**)&data);
if (data)
{
strcpy(pic->name, path);
if ((mem = ReadPCXFile(data, com_filesize, &pic->pic.width, &height)))
{
pic->pic.height = height;
gl = &pic->pic.d.gl;
if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, "pics", false, true, false)))
gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, false);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
BZ_Free(data);
BZ_Free(mem);
glmenu_numcachepics++;
return &pic->pic;
}
FS_FreeFile(data);
}
}
{
char *mem;
char alternatename[MAX_QPATH];
snprintf(alternatename, MAX_QPATH-1, "%s", path);
FS_LoadFile(alternatename, &data);
if (data)
{
strcpy(pic->name, path);
mem = NULL;
if (!mem)
mem = ReadTargaFile((qbyte *)data, com_filesize, &pic->pic.width, &height, 0);
#ifdef AVAIL_PNGLIB
if (!mem)
mem = ReadPNGFile((qbyte *)data, com_filesize, &pic->pic.width, &height, alternatename);
#endif
#ifdef AVAIL_JPEGLIB
if (!mem)
mem = ReadJPEGFile((qbyte *)data, com_filesize, &pic->pic.width, &height);
#endif
if (!mem)
mem = ReadPCXFile((qbyte *)data, com_filesize, &pic->pic.width, &height);
pic->pic.height = height;
if (mem)
{
gl = &pic->pic.d.gl;
if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, NULL, false, true, false)))
gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, true);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
BZ_Free(data);
BZ_Free(mem);
glmenu_numcachepics++;
return &pic->pic;
}
FS_FreeFile(data);
}
}
#ifdef AVAIL_JPEGLIB
{
char *mem;
char alternatename[MAX_QPATH];
snprintf(alternatename, MAX_QPATH-1,"%s.jpg", path);
FS_LoadFile(alternatename, (void**)&data);
if (data)
{
strcpy(pic->name, path);
if ((mem = ReadJPEGFile(data, com_filesize, &pic->pic.width, &height)))
{
pic->pic.height = height;
gl = &pic->pic.d.gl;
if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, NULL, false, true, false)))
gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)mem, false, false);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
BZ_Free(data);
BZ_Free(mem);
glmenu_numcachepics++;
return &pic->pic;
}
FS_FreeFile(data);
}
}
#endif
/*
{
char *mem;
char alternatename[MAX_QPATH];
_snprintf(alternatename, MAX_QPATH-1,"%s.tga", path);
dat = (qpic_t *)COM_LoadMallocFile (alternatename);
if (dat)
{
strcpy(pic->name, path);
if (mem = ReadTargaFile ((qbyte *)dat, com_filesize, &pic->pic.width, &pic->pic.height, false))
{
gl = &pic->pic.d.gl;
if (!(gl->texnum = Mod_LoadReplacementTexture(alternatename, false, true)))
gl->texnum = GL_LoadTexture32(path, pic->pic.width, pic->pic.height, (unsigned *)dat, false, true);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
BZ_Free(dat);
BZ_Free(mem);
glmenu_numcachepics++;
return &pic->pic;
}
BZ_Free(dat);
}
}
*/
qpic = (qpic_t *)COM_LoadTempFile (path);
if (!qpic)
{
char alternatename[MAX_QPATH];
sprintf(alternatename, "gfx/%s.lmp", path);
qpic = (qpic_t *)COM_LoadTempFile (alternatename);
if (!qpic)
{
mpic_t *m;
m = GLDraw_SafePicFromWad(path);
return m;
}
}
SwapPic (qpic);
if (((8+qpic->width*qpic->height+3)&(~3)) != ((com_filesize+3)&(~3))) //round up to the nearest 4.
{ //the filesize didn't match what we were expecting, so it can't be a lmp. reject it.
char alternatename[MAX_QPATH];
sprintf(alternatename, "gfx/%s.lmp", path);
qpic = (qpic_t *)COM_LoadTempFile (alternatename);
if (!qpic)
return GLDraw_SafePicFromWad(path);
SwapPic (qpic);
}
{
glmenu_numcachepics++;
Q_strncpyz (pic->name, path, sizeof(pic->name));
}
pic->pic.width = qpic->width;
pic->pic.height = qpic->height;
gl = &pic->pic.d.gl;
if (!(gl->texnum = Mod_LoadReplacementTexture(path, NULL, false, true, false)))
gl->texnum = GL_LoadPicTexture (qpic);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
return &pic->pic;
}
mpic_t *GLDraw_CachePic (char *path)
{
mpic_t *pic = GLDraw_SafeCachePic (path);
if (!pic)
Sys_Error ("GLDraw_CachePic: failed to load %s", path);
return pic;
}
void GLDraw_CharToConback (int num, qbyte *dest)
{
int row, col;
qbyte *source;
int drawline;
int x;
row = num>>4;
col = num&15;
source = draw_chars + (row<<10) + (col<<3);
drawline = 8;
while (drawline--)
{
for (x=0 ; x<8 ; x++)
if (source[x] != 255)
dest[x] = 0x60 + source[x];
source += 128;
dest += 320;
}
}
typedef struct
{
char *name;
char *altname;
int minimize, maximize;
} glmode_t;
glmode_t modes[] = {
{"GL_NEAREST", "n", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", "l", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", "nn", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", "ln", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", "nl", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", "ll", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
void GL_Texture_Anisotropic_Filtering_Callback (struct cvar_s *var, char *oldvalue)
{
gltexture_t *glt;
int anfactor;
if (qrenderer != QR_OPENGL)
return;
gl_anisotropy_factor = 0;
if (gl_config.ext_texture_filter_anisotropic < 2)
return;
anfactor = bound(1, var->value, gl_config.ext_texture_filter_anisotropic);
/* change all the existing max anisotropy settings */
for (glt = gltextures; glt ; glt = glt->next) //redo anisotropic filtering when map is changed
{
if (glt->mipmap)
{
//qglBindTexture (GL_TEXTURE_2D, glt->texnum);
GL_Bind (glt->texnum);
qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, (float)anfactor);
}
}
if (anfactor >= 2)
gl_anisotropy_factor = anfactor;
else
gl_anisotropy_factor = 0;
}
/*
===============
Draw_TextureMode_f
===============
*/
void GL_Texturemode_Callback (struct cvar_s *var, char *oldvalue)
{
int i;
gltexture_t *glt;
if (qrenderer != QR_OPENGL)
return;
for (i=0 ; i< sizeof(modes)/sizeof(modes[0]) ; i++)
{
if (!Q_strcasecmp (modes[i].name, var->string ) )
break;
if (!Q_strcasecmp (modes[i].altname, var->string ) )
break;
}
if (i == sizeof(modes)/sizeof(modes[0]))
{
Con_Printf ("bad gl_texturemode name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for (glt=gltextures ; glt ; glt=glt->next)
{
if (glt->mipmap)
{
GL_Bind (glt->texnum);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
}
void GL_Texturemode2d_Callback (struct cvar_s *var, char *oldvalue)
{
int i;
gltexture_t *glt;
if (qrenderer != QR_OPENGL)
return;
for (i=0 ; i< sizeof(modes)/sizeof(modes[0]) ; i++)
{
if (!Q_strcasecmp (modes[i].name, var->string ) )
break;
if (!Q_strcasecmp (modes[i].altname, var->string ) )
break;
}
if (i == sizeof(modes)/sizeof(modes[0]))
{
Con_Printf ("bad gl_texturemode name\n");
return;
}
// gl_filter_min = modes[i].minimize;
gl_filter_max_2d = modes[i].maximize;
// change all the existing mipmap texture objects
for (glt=gltextures ; glt ; glt=glt->next)
{
if (!glt->mipmap)
{
//texture2d sampling modes do not affect conchars, use gl_smoothfont for that.
if (glt->texnum == char_texture || glt->texnum == default_char_texture || glt->texnum == char_tex2)
continue;
GL_Bind (glt->texnum);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
}
Scrap_Upload();
}
#ifdef Q3SHADERS
#define FOG_TEXTURE_WIDTH 32
#define FOG_TEXTURE_HEIGHT 32
extern int r_fogtexture;
void GL_InitFogTexture (void)
{
qbyte data[FOG_TEXTURE_WIDTH*FOG_TEXTURE_HEIGHT];
int x, y;
float tw = 1.0f / ((float)FOG_TEXTURE_WIDTH - 1.0f);
float th = 1.0f / ((float)FOG_TEXTURE_HEIGHT - 1.0f);
float tx, ty, t;
if (r_fogtexture)
return;
//
// fog texture
//
for ( y = 0, ty = 0.0f; y < FOG_TEXTURE_HEIGHT; y++, ty += th )
{
for ( x = 0, tx = 0.0f; x < FOG_TEXTURE_WIDTH; x++, tx += tw )
{
t = (float)(sqrt( tx ) * 255.0);
data[x+y*FOG_TEXTURE_WIDTH] = (qbyte)(min( t, 255.0f ));
}
}
r_fogtexture = GL_AllocNewTexture();
GL_Bind(r_fogtexture);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_ALPHA, FOG_TEXTURE_WIDTH, FOG_TEXTURE_HEIGHT, 0, GL_ALPHA, GL_UNSIGNED_BYTE, data);
qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
}
#endif
/*
===============
Draw_Init
===============
*/
void GLDraw_ReInit (void)
{
int i;
qpic_t *cb;
qbyte *dest;
int x;
char ver[40];
glpic_t *gl;
qpic_t *bigfont;
int start;
qbyte *ncdata;
qbyte *pal;
qbyte *tinyfont;
extern int skyboxtex[6];
extern int *lightmap_textures;
int maxtexsize;
gltexture_t *glt;
TRACE(("dbg: GLDraw_ReInit: Closing old\n"));
while(gltextures)
{
glt = gltextures;
gltextures = gltextures->next;
BZ_Free(glt);
}
memset(gltexturetablebuckets, 0, sizeof(gltexturetablebuckets));
Hash_InitTable(&gltexturetable, sizeof(gltexturetablebuckets)/sizeof(gltexturetablebuckets[0]), gltexturetablebuckets);
skyboxtex[0] = 0; skyboxtex[1] = 0; skyboxtex[2] = 0; skyboxtex[3] = 0; skyboxtex[4] = 0; skyboxtex[5] = 0;
lightmap_textures=NULL;
filmtexture=0;
glmenu_numcachepics=0;
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
draw_mesh.xyz_array = draw_mesh_xyz;
draw_mesh.st_array = draw_mesh_st;
draw_mesh.colors_array = NULL;
draw_mesh.indexes = r_quad_indexes;
#ifdef Q3SHADERS
r_fogtexture=0;
#endif
GL_FlushBackEnd();
// GL_FlushSkinCache();
TRACE(("dbg: GLDraw_ReInit: GL_GAliasFlushSkinCache\n"));
GL_GAliasFlushSkinCache();
memset(scrap_allocated, 0, sizeof(scrap_allocated));
memset(scrap_texels, 255, sizeof(scrap_texels));
qglGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxtexsize);
if (gl_max_size.value > maxtexsize)
{
sprintf(ver, "%i", maxtexsize);
Cvar_ForceSet (&gl_max_size, ver);
}
if (maxtexsize < 2048) //this needs to be able to hold the image in unscaled form.
sizeofuploadmemorybufferintermediate = 2048*2048*4; //make sure we can load 2048*2048 images whatever happens.
else
sizeofuploadmemorybufferintermediate = maxtexsize*maxtexsize*4; //gl supports huge images, so so shall we.
//required to hold the image after scaling has occured
sizeofuploadmemorybuffer = maxtexsize*maxtexsize*4;
TRACE(("dbg: GLDraw_ReInit: Allocating upload buffers\n"));
uploadmemorybuffer = BZ_Realloc(uploadmemorybuffer, sizeofuploadmemorybuffer);
uploadmemorybufferintermediate = BZ_Realloc(uploadmemorybufferintermediate, sizeofuploadmemorybufferintermediate);
// load the console background and the charset
// by hand, because we need to write the version
// string into the background before turning
// it into a texture
draw_chars = W_SafeGetLumpName ("conchars");
if (draw_chars)
{
// add ocrana leds
if (con_ocranaleds.value)
{
if (con_ocranaleds.value != 2 || QCRC_Block(draw_chars, 128*128) == 798)
AddOcranaLEDsIndexed (draw_chars, 128, 128);
}
for (i=0 ; i<128*128 ; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
}
// now turn them into textures
image_width = 0;
image_height = 0;
TRACE(("dbg: GLDraw_ReInit: looking for conchars\n"));
if (!(char_texture=Mod_LoadReplacementTexture("gfx/conchars.lmp", NULL, false, true, false))) //no high res
{
if (!draw_chars) //or low res.
{
if (!(char_texture=Mod_LoadHiResTexture("pics/conchars.pcx", NULL, false, true, false))) //try low res q2 path
if (!(char_texture=Mod_LoadHiResTexture("gfx/2d/bigchars.tga", NULL, false, true, false))) //try q3 path
{
//gulp... so it's come to this has it? rework the hexen2 conchars into the q1 system.
char *tempchars;
char *in, *out;
FS_LoadFile("gfx/menu/conchars.lmp", (void**)&tempchars);
if (tempchars)
{
draw_chars = BZ_Malloc(8*8*256*8);
out = draw_chars;
for (i = 0; i < 8*8; i+=1)
{
if ((i/8)&1)
{
in = tempchars + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128;
for (x = 0; x < 16*8; x++)
*out++ = *in++;
}
else
{
in = tempchars + (i/8)*16*8*8+(i&7)*32*8;
for (x = 0; x < 16*8; x++)
*out++ = *in++;
}
}
for (i = 0; i < 8*8; i+=1)
{
if ((i/8)&1)
{
in = tempchars+128*128 + ((i)/8)*16*8*8+(i&7)*32*8 - 256*4+128;
for (x = 0; x < 16*8; x++)
*out++ = *in++;
}
else
{
in = tempchars+128*128 + (i/8)*16*8*8+(i&7)*32*8;
for (x = 0; x < 16*8; x++)
*out++ = *in++;
}
}
FS_FreeFile(tempchars);
// add ocrana leds
if (con_ocranaleds.value && con_ocranaleds.value != 2)
AddOcranaLEDsIndexed (draw_chars, 128, 128);
for (i=0 ; i<128*128 ; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
Z_Free(draw_chars);
draw_chars = NULL;
}
else
{
extern qbyte default_conchar[11356];
int width, height;
int i;
qbyte *image;
image = ReadTargaFile(default_conchar, sizeof(default_conchar), &width, &height, false);
for (i = 0; i < width*height; i++)
{
image[i*4+3] = image[i*4];
image[i*4+0] = 255;
image[i*4+1] = 255;
image[i*4+2] = 255;
}
char_texture = GL_LoadTexture32("charset", width, height, (void*)image, false, true);
}
}
}
else
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
}
default_char_texture=char_texture;
//half a pixel
if (image_width)
custom_char_instep = default_char_instep = 0.5f/((image_width+image_height)/2); //you're an idiot if you use non-square conchars
else
custom_char_instep = default_char_instep = 0.5f/(128);
TRACE(("dbg: GLDraw_ReInit: loaded charset\n"));
TRACE(("dbg: GLDraw_ReInit: GL_BeginRendering\n"));
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
TRACE(("dbg: GLDraw_ReInit: SCR_DrawLoading\n"));
GL_Set2D();
qglClear(GL_COLOR_BUFFER_BIT);
{
mpic_t *pic = Draw_SafeCachePic ("gfx/loading.lmp");
if (pic)
Draw_Pic ( ((int)vid.width - pic->width)/2,
((int)vid.height - 48 - pic->height)/2, pic);
}
TRACE(("dbg: GLDraw_ReInit: GL_EndRendering\n"));
GL_EndRendering ();
GL_DoSwap();
#ifdef Q3SHADERS
Shader_Init();
#endif
//now emit the conchars picture as if from a wad.
strcpy(glmenu_cachepics[glmenu_numcachepics].name, "conchars");
glmenu_cachepics[glmenu_numcachepics].pic.width = 128;
glmenu_cachepics[glmenu_numcachepics].pic.height = 128;
gl = &glmenu_cachepics[glmenu_numcachepics].pic.d.gl;
gl->texnum = char_texture;
gl->sl = 0;
gl->tl = 0;
gl->sh = 1;
gl->th = 1;
glmenu_numcachepics++;
char_texturetiny = 0;
TRACE(("dbg: GLDraw_ReInit: W_SafeGetLumpName\n"));
tinyfont = W_SafeGetLumpName ("tinyfont");
if (tinyfont)
{
for (i=0 ; i<128*32 ; i++)
if (tinyfont[i] == 0)
tinyfont[i] = 255; // proper transparent color
strcpy(glmenu_cachepics[glmenu_numcachepics].name, "tinyfont");
glmenu_cachepics[glmenu_numcachepics].pic.width = 128;
glmenu_cachepics[glmenu_numcachepics].pic.height = 32;
gl = &glmenu_cachepics[glmenu_numcachepics].pic.d.gl;
char_texturetiny = gl->texnum = GL_LoadTexture ("tinyfont", 128, 32, tinyfont, false, true);
gl->sl = 0;
gl->tl = 0;
gl->sh = 1;
gl->th = 1;
glmenu_numcachepics++;
}
TRACE(("dbg: GLDraw_ReInit: gfx/menu/bigfont\n"));
FS_LoadFile("gfx/menu/bigfont.lmp", (void**)&bigfont);
if (bigfont)
{
char *data;
data = bigfont->data;
for (i=0 ; i<bigfont->width*bigfont->height ; i++)
if (data[i] == 0)
data[i] = 255; // proper transparent color
strcpy(glmenu_cachepics[glmenu_numcachepics].name, "gfx/menu/bigfont.lmp");
glmenu_cachepics[glmenu_numcachepics].pic.width = bigfont->width;
glmenu_cachepics[glmenu_numcachepics].pic.height = bigfont->height;
gl = &glmenu_cachepics[glmenu_numcachepics].pic.d.gl;
gl->texnum = GL_LoadTexture ("gfx/menu/bigfont.lmp", bigfont->width, bigfont->height, data, false, true);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
gl->sl = 0;
gl->tl = 0;
gl->sh = 1;
gl->th = 1;
glmenu_numcachepics++;
FS_FreeFile(bigfont);
}
TRACE(("dbg: GLDraw_ReInit: gfx/conchars2.lmp\n"));
if (!(char_tex2=Mod_LoadReplacementTexture("gfx/conchars2.lmp", NULL, false, true, false)))
{
if (!draw_chars)
char_tex2 = char_texture;
else
char_tex2 = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
}
cs_texture = GL_AllocNewTexture();
missing_texture = GL_LoadTexture("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], true, false);
GL_SetupSceneProcessingTextures();
start = Hunk_LowMark ();
conback = default_conback;
TRACE(("dbg: GLDraw_ReInit: COM_FDepthFile(\"gfx/conback.lmp\", false)\n"));
if (COM_FDepthFile("gfx/conback.lmp", false) <= COM_FDepthFile("gfx/menu/conback.lmp", false))
cb = (qpic_t *)COM_LoadHunkFile ("gfx/conback.lmp");
else
cb = (qpic_t *)COM_LoadHunkFile ("gfx/menu/conback.lmp");
if (cb)
{
TRACE(("dbg: GLDraw_ReInit: conback opened\n"));
SwapPic (cb);
if (draw_chars)
{
sprintf (ver, "%i", build_number());
dest = cb->data + 320 + 320*186 - 11 - 8*strlen(ver);
for (x=0 ; x<strlen(ver) ; x++)
GLDraw_CharToConback (ver[x], dest+(x<<3));
}
#if 0
conback->width = vid.conwidth;
conback->height = vid.conheight;
// scale console to vid size
dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback");
TRACE(("dbg: GLDraw_ReInit: conback loading\n");
for (y=0 ; y<vid.conheight ; y++, dest += vid.conwidth)
{
src = cb->data + cb->width * (y*cb->height/vid.conheight);
if (vid.conwidth == cb->width)
memcpy (dest, src, vid.conwidth);
else
{
f = 0;
fstep = cb->width*0x10000/vid.conwidth;
for (x=0 ; x<vid.conwidth ; x+=4)
{
dest[x] = src[f>>16];
f += fstep;
dest[x+1] = src[f>>16];
f += fstep;
dest[x+2] = src[f>>16];
f += fstep;
dest[x+3] = src[f>>16];
f += fstep;
}
}
}
pal = NULL;
#else
conback->width = cb->width;
conback->height = cb->height;
ncdata = cb->data;
if (com_filesize == cb->width*cb->height+10 + 256*3)
{
pal = ncdata + cb->width*cb->height + 2;
}
else
pal = NULL;
#endif
}
else
{
ncdata = NULL;
pal = 0;
}
TRACE(("dbg: GLDraw_ReInit: conback loaded\n"));
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl = &conback->d.gl;
if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/conback.lmp", NULL, false, true, false)))
{
if (!ncdata) //no fallback
{
if (!(gl->texnum=Mod_LoadHiResTexture("pics/conback.pcx", NULL, false, true, false)))
if (!(gl->texnum=Mod_LoadReplacementTexture("gfx/menu/conback.lmp", NULL, false, true, false)))
if (!(gl->texnum=Mod_LoadReplacementTexture("textures/sfx/logo512.jpg", NULL, false, false, false)))
{
int data = 0;
gl->texnum = GL_LoadTexture32("gfx/conback.lmp", 1, 1, (unsigned int *)&data, false, false);
}
}
else
{
if (pal)
gl->texnum = GL_LoadTexture8Pal24("conback", conback->width, conback->height, ncdata, pal, false, false);
else
gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false);
}
}
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
conback->width = vid.conwidth;
conback->height = vid.conheight;
memcpy(custconback_buffer, conback_buffer, sizeof(custconback_buffer));
custom_conback->width = vid.conwidth;
custom_conback->height = vid.conheight;
gl = &custom_conback->d.gl;
gl->texnum = 0;
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
custom_conback->width = vid.conwidth;
custom_conback->height = vid.conheight;
// free loaded console
Hunk_FreeToLowMark (start);
// save a texture slot for translated picture
translate_texture = GL_AllocNewTexture();
// save slots for scraps
for (i = 0; i < MAX_SCRAPS; i++)
scrap_texnum[i] = GL_AllocNewTexture();
//
// get the other pics we need
//
TRACE(("dbg: GLDraw_ReInit: Draw_SafePicFromWad\n"));
draw_disc = Draw_SafePicFromWad ("disc");
draw_backtile = Draw_SafePicFromWad ("backtile");
if (!draw_backtile)
draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp");
detailtexture = Mod_LoadHiResTexture("textures/detail", NULL, true, false, false);
inited15to8 = false;
qglClearColor (1,0,0,0);
TRACE(("dbg: GLDraw_ReInit: PPL_LoadSpecularFragmentProgram\n"));
PPL_CreateShaderObjects();
GL_Warp_Init();
#ifdef PLUGINS
Plug_DrawReloadImages();
#endif
}
void GLDraw_Init (void)
{
memset(scrap_allocated, 0, sizeof(scrap_allocated));
memset(scrap_texels, 255, sizeof(scrap_texels));
GLDraw_ReInit();
R_BackendInit();
draw_mesh.numindexes = 6;
draw_mesh.indexes = r_quad_indexes;
draw_mesh.trneighbors = NULL;
draw_mesh.numvertexes = 4;
draw_mesh.xyz_array = draw_mesh_xyz;
draw_mesh.normals_array = NULL;
draw_mesh.st_array = draw_mesh_st;
draw_mesh.lmst_array = NULL;
}
void GLDraw_DeInit (void)
{
Cmd_RemoveCommand ("gl_texture_anisotropic_filtering");
#ifdef AVAIL_FREETYPE
if (conchar_font)
Font_Free(conchar_font);
conchar_font = NULL;
Font_Shutdown();
#endif
draw_disc = NULL;
if (uploadmemorybuffer)
BZ_Free(uploadmemorybuffer); //free the mem
if (uploadmemorybufferintermediate)
BZ_Free(uploadmemorybufferintermediate);
uploadmemorybuffer = NULL; //make sure we know it's free
uploadmemorybufferintermediate = NULL;
sizeofuploadmemorybuffer = 0; //and give a nice safe sys_error if we try using it.
sizeofuploadmemorybufferintermediate = 0;
#ifdef Q3SHADERS
Shader_Shutdown();
#endif
}
void GL_DrawAliasMesh (mesh_t *mesh, int texnum);
void GL_DrawMesh(mesh_t *msh, int texturenum)
{
GL_DrawAliasMesh(msh, texturenum);
}
void GLDraw_TinyCharacter (int x, int y, unsigned int num)
{
int row, col;
float frow, fcol, sizex, sizey;
if (y <= -6)
return; // totally off screen
num &= 127;
if(num <= 32)
return;
else if(num >= 'a' && num <= 'z')
num -= 64;
else if(num > '_')
return;
else
num -= 32;
row = num>>4;
col = num&15;
sizex = 0.0625;
sizey = 0.25;
frow = row*sizey;
fcol = col*sizex;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = fcol;
draw_mesh_st[0][1] = frow;
draw_mesh_xyz[1][0] = x+8;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = fcol+sizex;
draw_mesh_st[1][1] = frow;
draw_mesh_xyz[2][0] = x+8;
draw_mesh_xyz[2][1] = y+8;
draw_mesh_st[2][0] = fcol+sizex;
draw_mesh_st[2][1] = frow+sizey;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+8;
draw_mesh_st[3][0] = fcol;
draw_mesh_st[3][1] = frow+sizey;
qglEnable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
GL_DrawMesh(&draw_mesh, char_texturetiny);
}
/*
================
Draw_Character
Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
================
*/
void GLDraw_Character (int x, int y, unsigned int num)
{
int row, col;
float frow, fcol, size;
if (y <= -8)
return; // totally off screen
num &= CON_CHARMASK;
if (num == 32)
return; // space
// if ((num&0xff00) != 0xe000 && num & ~0x7f)
// num = '?';
row = num>>4;
col = num&15;
frow = row*0.0625+char_instep;
fcol = col*0.0625+char_instep;
size = 0.0625-char_instep*2;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = fcol;
draw_mesh_st[0][1] = frow;
draw_mesh_xyz[1][0] = x+8;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = fcol+size;
draw_mesh_st[1][1] = frow;
draw_mesh_xyz[2][0] = x+8;
draw_mesh_xyz[2][1] = y+8;
draw_mesh_st[2][0] = fcol+size;
draw_mesh_st[2][1] = frow+size;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+8;
draw_mesh_st[3][0] = fcol;
draw_mesh_st[3][1] = frow+size;
qglEnable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
if (num&CON_2NDCHARSETTEXT)
GL_DrawMesh(&draw_mesh, char_tex2);
else
GL_DrawMesh(&draw_mesh, char_texture);
}
void GLDraw_FillRGB (int x, int y, int w, int h, float r, float g, float b);
void GLDraw_ColouredCharacter (int x, int y, unsigned int num)
{
unsigned int col;
// draw background
if (num & CON_NONCLEARBG)
{
col = (num & CON_BGMASK) >> CON_BGSHIFT;
GLDraw_FillRGB(x, y, 8, 8, consolecolours[col].fr, consolecolours[col].fg, consolecolours[col].fb);
}
if (num & CON_BLINKTEXT)
{
if (!cl_noblink.value)
if ((int)(realtime*3) & 1)
return;
}
// render character with foreground color
col = (num & CON_FGMASK) >> CON_FGSHIFT;
qglColor4f(consolecolours[col].fr, consolecolours[col].fg, consolecolours[col].fb, (num & CON_HALFALPHA)?0.5:1);
Draw_Character(x, y, num);
}
/*
================
Draw_String
================
*/
void GLDraw_String (int x, int y, const qbyte *str)
{
float xstart = x;
while (*str)
{
if (*str == '\n')
{
x = xstart;
y += 8;
str++;
continue;
}
Draw_Character (x, y, *str);
str++;
x += 8;
}
}
/*
================
Draw_Alt_String
================
*/
void GLDraw_Alt_String (int x, int y, const qbyte *str)
{
while (*str)
{
Draw_Character (x, y, (*str) | 0x80);
str++;
x += 8;
}
}
#include "crosshairs.dat"
vec3_t chcolor;
void GLCrosshairimage_Callback(struct cvar_s *var, char *oldvalue)
{
if (*(var->string))
externalhair = Mod_LoadHiResTexture (var->string, "crosshairs", false, true, true);
}
void GLCrosshair_Callback(struct cvar_s *var, char *oldvalue)
{
unsigned int c, c2;
if (!var->value)
return;
c = (unsigned int)(chcolor[0] * 255) | // red
((unsigned int)(chcolor[1] * 255) << 8) | // green
((unsigned int)(chcolor[2] * 255) << 16) | // blue
0xff000000; // alpha
c2 = c;
#define Pix(x,y,c) { \
if (y+8<0)c=0; \
if (y+8>=16)c=0; \
if (x+8<0)c=0; \
if (x+8>=16)c=0; \
\
cs_data[(y+8)*16+(x+8)] = c; \
}
memset(cs_data, 0, sizeof(cs_data));
switch((int)var->value)
{
default:
#include "crosshairs.dat"
}
#undef Pix
GL_Bind (cs_texture);
GL_Upload32(NULL, cs_data, 16, 16, 0, true);
}
void GLCrosshaircolor_Callback(struct cvar_s *var, char *oldvalue)
{
SCR_StringToRGB(var->string, chcolor, 255);
chcolor[0] = bound(0, chcolor[0], 1);
chcolor[1] = bound(0, chcolor[1], 1);
chcolor[2] = bound(0, chcolor[2], 1);
GLCrosshair_Callback(&crosshair, "");
}
void GLDraw_Crosshair(void)
{
int x, y;
int sc;
float x1, x2, y1, y2;
float size, chc;
qboolean usingimage = false;
if (crosshair.value == 1 && !*crosshairimage.string)
{
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(sc, &x, &y);
GLDraw_Character (x-4, y-4, '+');
}
return;
}
GL_TexEnv(GL_MODULATE);
if (*crosshairimage.string)
{
usingimage = true;
GL_Bind (externalhair);
chc = 0;
qglEnable (GL_BLEND);
qglDisable(GL_ALPHA_TEST);
}
else if (crosshair.value)
{
GL_Bind (cs_texture);
chc = 1/16.0;
// force crosshair refresh with animated crosshairs
if (crosshair.value >= FIRSTANIMATEDCROSHAIR)
GLCrosshair_Callback(&crosshair, "");
if (crosshairalpha.value<1)
{
qglEnable (GL_BLEND);
qglDisable(GL_ALPHA_TEST);
}
else
{
qglDisable (GL_BLEND);
qglEnable(GL_ALPHA_TEST);
}
}
else
return;
if (usingimage)
qglColor4f(chcolor[0], chcolor[1], chcolor[2], crosshairalpha.value);
else
qglColor4f(1, 1, 1, crosshairalpha.value);
size = crosshairsize.value;
chc = size * chc;
if (gl_smoothcrosshair.value && (size > 16 || usingimage))
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
for (sc = 0; sc < cl.splitclients; sc++)
{
SCR_CrosshairPosition(sc, &x, &y);
x1 = x - size - chc;
x2 = x + size - chc;
y1 = y - size - chc;
y2 = y + size - chc;
qglBegin (GL_QUADS);
qglTexCoord2f (0, 0);
qglVertex2f (x1, y1);
qglTexCoord2f (1, 0);
qglVertex2f (x2, y1);
qglTexCoord2f (1, 1);
qglVertex2f (x2, y2);
qglTexCoord2f (0, 1);
qglVertex2f (x1, y2);
qglEnd ();
}
// GL_TexEnv ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
// GL_TexEnv ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
qglColor4f(1, 1, 1, 1);
}
/*
================
Draw_DebugChar
Draws a single character directly to the upper right corner of the screen.
This is for debugging lockups by drawing different chars in different parts
of the code.
================
*/
void GLDraw_DebugChar (qbyte num)
{
}
/*
=============
Draw_Pic
=============
*/
void GLDraw_Pic (int x, int y, mpic_t *pic)
{
glpic_t *gl;
if (!pic)
return;
if (scrap_dirty)
Scrap_Upload ();
gl = &pic->d.gl;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = gl->sl;
draw_mesh_st[0][1] = gl->tl;
draw_mesh_xyz[1][0] = x+pic->width;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = gl->sh;
draw_mesh_st[1][1] = gl->tl;
draw_mesh_xyz[2][0] = x+pic->width;
draw_mesh_xyz[2][1] = y+pic->height;
draw_mesh_st[2][0] = gl->sh;
draw_mesh_st[2][1] = gl->th;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+pic->height;
draw_mesh_st[3][0] = gl->sl;
draw_mesh_st[3][1] = gl->th;
if (gl_blend2d.value)
{
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_BLEND);
}
else
{
qglEnable(GL_ALPHA_TEST);
qglDisable(GL_BLEND);
}
GL_DrawMesh(&draw_mesh, gl->texnum);
}
#ifdef Q3SHADERS
void GLDraw_ShaderPic (int x, int y, int width, int height, shader_t *pic, float r, float g, float b, float a)
{
meshbuffer_t mb;
if (!pic)
return;
R_IBrokeTheArrays();
mb.entity = &r_worldentity;
mb.shader = pic;
mb.fog = NULL;
mb.mesh = &draw_mesh;
mb.infokey = 0;
mb.dlightbits = 0;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = 0;
draw_mesh_st[0][1] = 0;
draw_mesh_xyz[1][0] = x+width;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = 1;
draw_mesh_st[1][1] = 0;
draw_mesh_xyz[2][0] = x+width;
draw_mesh_xyz[2][1] = y+height;
draw_mesh_st[2][0] = 1;
draw_mesh_st[2][1] = 1;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+height;
draw_mesh_st[3][0] = 0;
draw_mesh_st[3][1] = 1;
draw_mesh_colors[0][0] = r*255;
draw_mesh_colors[0][1] = g*255;
draw_mesh_colors[0][2] = b*255;
draw_mesh_colors[0][3] = a*255;
((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0];
draw_mesh.colors_array = draw_mesh_colors;
R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
draw_mesh.colors_array = NULL;
qglEnable(GL_BLEND);
}
void GLDraw_ShaderImage (int x, int y, int w, int h, float s1, float t1, float s2, float t2, shader_t *pic)
{
meshbuffer_t mb;
if (!pic)
return;
R_IBrokeTheArrays();
mb.entity = &r_worldentity;
mb.shader = pic;
mb.fog = NULL;
mb.mesh = &draw_mesh;
mb.infokey = -1;
mb.dlightbits = 0;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = s1;
draw_mesh_st[0][1] = t1;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = s2;
draw_mesh_st[1][1] = t1;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = s2;
draw_mesh_st[2][1] = t2;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
/* draw_mesh_colors[0][0] = r*255;
draw_mesh_colors[0][1] = g*255;
draw_mesh_colors[0][2] = b*255;
draw_mesh_colors[0][3] = a*255;
((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0];
*/
/*
draw_mesh_colors[0][0] = 255;
draw_mesh_colors[0][1] = 255;
draw_mesh_colors[0][2] = 255;
draw_mesh_colors[0][3] = 255;
*/
draw_mesh.colors_array = draw_mesh_colors;
draw_mesh.numvertexes = 4;
draw_mesh.numindexes = 6;
R_PushMesh(&draw_mesh, mb.shader->features | MF_COLORS | MF_NONBATCHED);
R_RenderMeshBuffer ( &mb, false );
draw_mesh.colors_array = NULL;
qglEnable(GL_BLEND);
}
#endif
void GLDraw_ScalePic (int x, int y, int width, int height, mpic_t *pic)
{
glpic_t *gl;
if (!pic)
return;
if (scrap_dirty)
Scrap_Upload ();
gl = &pic->d.gl;
// qglColor4f (1,1,1,1);
GL_Bind (gl->texnum);
qglBegin (GL_QUADS);
qglTexCoord2f (gl->sl, gl->tl);
qglVertex2f (x, y);
qglTexCoord2f (gl->sh, gl->tl);
qglVertex2f (x+width, y);
qglTexCoord2f (gl->sh, gl->th);
qglVertex2f (x+width, y+height);
qglTexCoord2f (gl->sl, gl->th);
qglVertex2f (x, y+height);
qglEnd ();
}
/*
=============
Draw_AlphaPic
=============
*/
void GLDraw_AlphaPic (int x, int y, mpic_t *pic, float alpha)
{
glpic_t *gl;
if (scrap_dirty)
Scrap_Upload ();
gl = &pic->d.gl;
qglDisable(GL_ALPHA_TEST);
qglEnable (GL_BLEND);
// qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglCullFace(GL_FRONT);
qglColor4f (1,1,1,alpha);
GL_Bind (gl->texnum);
qglBegin (GL_QUADS);
qglTexCoord2f (gl->sl, gl->tl);
qglVertex2f (x, y);
qglTexCoord2f (gl->sh, gl->tl);
qglVertex2f (x+pic->width, y);
qglTexCoord2f (gl->sh, gl->th);
qglVertex2f (x+pic->width, y+pic->height);
qglTexCoord2f (gl->sl, gl->th);
qglVertex2f (x, y+pic->height);
qglEnd ();
qglColor4f (1,1,1,1);
qglEnable(GL_ALPHA_TEST);
qglDisable (GL_BLEND);
}
void GLDraw_SubPic(int x, int y, mpic_t *pic, int srcx, int srcy, int width, int height)
{
glpic_t *gl;
float newsl, newtl, newsh, newth;
float oldglwidth, oldglheight;
if (scrap_dirty)
Scrap_Upload ();
gl = &pic->d.gl;
oldglwidth = gl->sh - gl->sl;
oldglheight = gl->th - gl->tl;
newsl = gl->sl + (srcx*oldglwidth)/pic->width;
newsh = newsl + (width*oldglwidth)/pic->width;
newtl = gl->tl + (srcy*oldglheight)/pic->height;
newth = newtl + (height*oldglheight)/pic->height;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = newsl;
draw_mesh_st[0][1] = newtl;
draw_mesh_xyz[1][0] = x+width;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = newsh;
draw_mesh_st[1][1] = newtl;
draw_mesh_xyz[2][0] = x+width;
draw_mesh_xyz[2][1] = y+height;
draw_mesh_st[2][0] = newsh;
draw_mesh_st[2][1] = newth;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+height;
draw_mesh_st[3][0] = newsl;
draw_mesh_st[3][1] = newth;
GL_DrawMesh(&draw_mesh, gl->texnum);
}
/*
=============
Draw_TransPic
=============
*/
void GLDraw_TransPic (int x, int y, mpic_t *pic)
{
if (!pic)
return;
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
(unsigned)(y + pic->height) > vid.height)
{
Con_DPrintf("Draw_TransPic: bad coordinates\n");
return;
// Sys_Error ("Draw_TransPic: bad coordinates");
}
GLDraw_Pic (x, y, pic);
}
/*
=============
Draw_TransPicTranslate
Only used for the player color selection menu
=============
*/
void GLDraw_TransPicTranslate (int x, int y, int width, int height, qbyte *pic, qbyte *translation)
{
int v, u, c;
unsigned trans[64*64], *dest;
qbyte *src;
int p;
GL_Bind (translate_texture);
c = width * height;
dest = trans;
for (v=0 ; v<64 ; v++, dest += 64)
{
src = &pic[ ((v*height)>>6) *width];
for (u=0 ; u<64 ; u++)
{
p = src[(u*width)>>6];
if (p == 255)
dest[u] = p;
else
dest[u] = d_8to24rgbtable[translation[p]];
}
}
qglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
qglColor3f (1,1,1);
qglBegin (GL_QUADS);
qglTexCoord2f (0, 0);
qglVertex2f (x, y);
qglTexCoord2f (1, 0);
qglVertex2f (x+width, y);
qglTexCoord2f (1, 1);
qglVertex2f (x+width, y+height);
qglTexCoord2f (0, 1);
qglVertex2f (x, y+height);
qglEnd ();
}
/*
================
Draw_ConsoleBackground
================
*/
void GLDraw_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
{
// char ver[80];
// int x, i;
float a;
conback->width = vid.conwidth;
conback->height = vid.conheight;
if (forceopaque)
{
a = 1; // console background is necessary
}
else
{
if (!scr_conalpha.value)
return;
a = scr_conalpha.value;
}
if (scr_chatmode == 2)
{
conback->height>>=1;
conback->width>>=1;
}
#ifdef Q3SHADERS
{
if (shader_console)
{
currententity = &r_worldentity;
GLDraw_ShaderPic(0, lastline - conback->height, vid.width, vid.height, shader_console, 1, 1, 1, a);
qglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
return;
}
}
#endif
if (a >= 1)
{
qglColor3f (1,1,1);
GLDraw_Pic(0, lastline-conback->height, conback);
}
else
{
GLDraw_AlphaPic (0, lastline - conback->height, conback, a);
}
}
void GLDraw_EditorBackground (int lines)
{
int y;
y = (vid.height * 3) >> 2;
if (lines > y)
GLDraw_Pic(0, lines-vid.height, conback);
else
GLDraw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void GLDraw_TileClear (int x, int y, int w, int h)
{
qglColor3f (1,1,1);
if (!draw_backtile)
{
qglDisable(GL_TEXTURE_2D);
qglBegin (GL_QUADS);
qglTexCoord2f (x/64.0, y/64.0);
qglVertex2f (x, y);
qglTexCoord2f ( (x+w)/64.0, y/64.0);
qglVertex2f (x+w, y);
qglTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
qglVertex2f (x+w, y+h);
qglTexCoord2f ( x/64.0, (y+h)/64.0 );
qglVertex2f (x, y+h);
qglEnd ();
qglEnable(GL_TEXTURE_2D);
}
else
{
GL_Bind (draw_backtile->d.gl.texnum);
qglBegin (GL_QUADS);
qglTexCoord2f (x/64.0, y/64.0);
qglVertex2f (x, y);
qglTexCoord2f ( (x+w)/64.0, y/64.0);
qglVertex2f (x+w, y);
qglTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
qglVertex2f (x+w, y+h);
qglTexCoord2f ( x/64.0, (y+h)/64.0 );
qglVertex2f (x, y+h);
qglEnd ();
}
}
void GLDraw_FillRGB (int x, int y, int w, int h, float r, float g, float b)
{
qglDisable (GL_TEXTURE_2D);
qglColor3f (r, g, b);
qglBegin (GL_QUADS);
qglVertex2f (x,y);
qglVertex2f (x+w, y);
qglVertex2f (x+w, y+h);
qglVertex2f (x, y+h);
qglEnd ();
qglColor3f (1,1,1);
qglEnable (GL_TEXTURE_2D);
}
/*
=============
Draw_Fill
Fills a box of pixels with a single color
=============
*/
void GLDraw_Fill (int x, int y, int w, int h, unsigned int c)
{
unsigned int r, g, b;
extern qboolean gammaworks;
r = host_basepal[c*3];
g = host_basepal[c*3+1];
b = host_basepal[c*3+2];
if (!gammaworks)
{
r = gammatable[r];
g = gammatable[r];
b = gammatable[r];
}
GLDraw_FillRGB (x, y, w, h,
r/255.0,
g/255.0,
b/255.0);
}
//=============================================================================
/*
================
Draw_FadeScreen
================
*/
vec3_t fadecolor;
int faderender;
void GLR_Menutint_Callback (struct cvar_s *var, char *oldvalue)
{
// parse r_menutint and clear defaults
faderender = GL_DST_COLOR;
if (var->string[0])
SCR_StringToRGB(var->string, fadecolor, 1);
else
faderender = 0;
// bounds check and inverse check
if (faderender)
{
if (fadecolor[0] < 0)
{
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[0] = -(fadecolor[0]);
}
if (fadecolor[1] < 0)
{
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[1] = -(fadecolor[1]);
}
if (fadecolor[2] < 0)
{
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[2] = -(fadecolor[2]);
}
}
}
void GLDraw_FadeScreen (void)
{
extern cvar_t gl_menutint_shader;
extern int scenepp_texture, scenepp_mt_program, scenepp_mt_parm_colorf, scenepp_mt_parm_inverti;
if (!faderender)
return;
if (scenepp_mt_program && gl_menutint_shader.value)
{
float vwidth = 1, vheight = 1;
float vs, vt;
// get the powers of 2 for the size of the texture that will hold the scene
while (vwidth < glwidth)
vwidth *= 2;
while (vheight < glheight)
vheight *= 2;
// get the maxtexcoords while we're at it (cache this or just use largest?)
vs = glwidth / vwidth;
vt = glheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (glx, gly, glwidth, glheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
GL_Bind(scenepp_texture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error after qglCopyTexImage2D\n");
GLSlang_UseProgram(scenepp_mt_program);
qglUniform3fvARB(scenepp_mt_parm_colorf, 1, fadecolor);
if (faderender == GL_ONE_MINUS_DST_COLOR)
qglUniform1iARB(scenepp_mt_parm_inverti, 1);
else
qglUniform1iARB(scenepp_mt_parm_inverti, 0);
if (qglGetError())
Con_Printf(CON_ERROR "GL Error after GLSlang_UseProgram\n");
qglEnable(GL_TEXTURE_2D);
GL_Bind(scenepp_texture);
qglBegin(GL_QUADS);
qglTexCoord2f (0, 0);
qglVertex2f(0, 0);
qglTexCoord2f (vs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f (vs, vt);
qglVertex2f(glwidth, glheight);
qglTexCoord2f (0, vt);
qglVertex2f(0, glheight);
qglEnd();
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
if (qglGetError())
Con_Printf(CON_ERROR "GL Error after drawing with shaderobjects\n");
}
else
{
// shaderless way
qglEnable (GL_BLEND);
qglBlendFunc(faderender, GL_ZERO);
qglDisable(GL_ALPHA_TEST);
qglDisable (GL_TEXTURE_2D);
qglColor4f (fadecolor[0], fadecolor[1], fadecolor[2], 1);
qglBegin (GL_QUADS);
qglVertex2f (0,0);
qglVertex2f (vid.width, 0);
qglVertex2f (vid.width, vid.height);
qglVertex2f (0, vid.height);
qglEnd ();
qglColor4f (1,1,1,1);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable(GL_ALPHA_TEST);
}
Sbar_Changed();
}
void GLDraw_ImageColours(float r, float g, float b, float a)
{
draw_mesh_colors[0][0] = r*255;
draw_mesh_colors[0][1] = g*255;
draw_mesh_colors[0][2] = b*255;
draw_mesh_colors[0][3] = a*255;
((int*)draw_mesh_colors)[1] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[2] = ((int*)draw_mesh_colors)[0];
((int*)draw_mesh_colors)[3] = ((int*)draw_mesh_colors)[0];
qglColor4f(r, g, b, a);
}
void GLDraw_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
{
glpic_t *gl;
if (!pic)
return;
if (w == 0 && h == 0)
{
w = pic->width;
h = pic->height;
}
if (scrap_dirty)
Scrap_Upload ();
gl = &pic->d.gl;
/*
s2 = s2
newsl = gl->sl + (srcx*oldglwidth)/pic->width;
newsh = newsl + (width*oldglwidth)/pic->width;
newtl = gl->tl + (srcy*oldglheight)/pic->height;
newth = newtl + (height*oldglheight)/pic->height;
*/
s2 = s1 + (s2-s1)*gl->sh;
s1 += gl->sl;
t2 = t1 + (t2-t1)*gl->th;
t1 += gl->tl;
draw_mesh_xyz[0][0] = x;
draw_mesh_xyz[0][1] = y;
draw_mesh_st[0][0] = s1;
draw_mesh_st[0][1] = t1;
draw_mesh_xyz[1][0] = x+w;
draw_mesh_xyz[1][1] = y;
draw_mesh_st[1][0] = s2;
draw_mesh_st[1][1] = t1;
draw_mesh_xyz[2][0] = x+w;
draw_mesh_xyz[2][1] = y+h;
draw_mesh_st[2][0] = s2;
draw_mesh_st[2][1] = t2;
draw_mesh_xyz[3][0] = x;
draw_mesh_xyz[3][1] = y+h;
draw_mesh_st[3][0] = s1;
draw_mesh_st[3][1] = t2;
if (gl_blend2d.value)
{
qglDisable(GL_ALPHA_TEST);
qglEnable(GL_BLEND);
}
else
{
qglEnable(GL_ALPHA_TEST);
qglDisable(GL_BLEND);
}
GL_DrawMesh(&draw_mesh, gl->texnum);
}
//=============================================================================
/*
================
Draw_BeginDisc
Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void GLDraw_BeginDisc (void)
{
if (!draw_disc || !r_drawdisk.value)
return;
qglDrawBuffer (GL_FRONT);
Draw_Pic (vid.width - draw_disc->width, 0, draw_disc);
qglDrawBuffer (GL_BACK);
}
/*
================
Draw_EndDisc
Erases the disc icon.
Call after completing any disc IO
================
*/
void GLDraw_EndDisc (void)
{
}
// conback/font callbacks
void GL_Smoothfont_Callback(struct cvar_s *var, char *oldvalue)
{
GL_Bind(char_texture);
if (var->value)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
}
void GL_Fontinwardstep_Callback(struct cvar_s *var, char *oldvalue)
{
if (var->value)
char_instep = custom_char_instep*bound(0, var->value, 1);
else
char_instep = 0;
}
void GL_Font_Callback(struct cvar_s *var, char *oldvalue)
{
mpic_t *pic;
int old_char_texture = char_texture;
//testfont = Font_LoadFont(testfontheight, var->string);
if (!*var->string
|| (!(char_texture=Mod_LoadHiResTexture(var->string, "fonts", false, true, true))
&& !(char_texture=Mod_LoadHiResTexture(var->string, "charsets", false, true, true))))
{
char_texture = default_char_texture;
custom_char_instep = default_char_instep;
}
else
custom_char_instep = 0.5f/((image_width+image_height)/2);
// update the conchars texture within the menu cache
if (old_char_texture != char_texture)
{
pic = GLDraw_IsCached("conchars");
if (pic)
{
glpic_t *gl = &pic->d.gl;
gl->texnum = char_texture;
}
else
Con_Printf(CON_ERROR "ERROR: Unable to update conchars texture!");
}
GL_Smoothfont_Callback(&gl_smoothfont, "");
GL_Fontinwardstep_Callback(&gl_fontinwardstep, "");
GLVID_Console_Resize();
}
void GL_Conback_Callback(struct cvar_s *var, char *oldvalue)
{
int newtex = 0;
#ifdef Q3SHADERS
if (*var->string && (shader_console = R_RegisterCustom(var->string, NULL, NULL)))
{
conback = default_conback;
}
else
#endif
if (!*var->string || !(newtex=Mod_LoadHiResTexture(var->string, "gfx", false, true, true)))
{
conback = default_conback;
}
else
{
conback = custom_conback;
conback->d.gl.texnum = newtex;
}
}
/*
================
GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
GL_SetShaderState2D(true);
qglViewport (glx, gly, glwidth, glheight);
qglMatrixMode(GL_PROJECTION);
qglLoadIdentity ();
qglOrtho (0, vid.width, vid.height, 0, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglLoadIdentity ();
qglDisable (GL_DEPTH_TEST);
qglDisable (GL_CULL_FACE);
if (gl_blend2d.value)
{
qglEnable (GL_BLEND);
qglDisable (GL_ALPHA_TEST);
}
else
{
qglDisable (GL_BLEND);
qglEnable (GL_ALPHA_TEST);
}
// qglDisable (GL_ALPHA_TEST);
qglColor4f (1,1,1,1);
r_refdef.time = realtime;
}
void MediaGL_ShowFrame8bit(qbyte *framedata, int inwidth, int inheight, qbyte *palette) //bottom up
{
if (!filmtexture)
{
filmtexture=GL_AllocNewTexture();
}
GL_Set2D ();
GL_Bind(filmtexture);
GL_Upload8Pal24(framedata, palette, inwidth, inheight, false, false); //we may need to rescale the image
// glTexImage2D (GL_TEXTURE_2D, 0, 3, roqfilm->width, roqfilm->height, 0, GL_RGBA, GL_UNSIGNED_BYTE, framedata);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
// glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(0, 1);
qglVertex2f(0, vid.height);
qglTexCoord2f(1, 1);
qglVertex2f(vid.width, vid.height);
qglTexCoord2f(1, 0);
qglVertex2f(vid.width, 0);
qglEnd();
qglEnable(GL_ALPHA_TEST);
SCR_SetUpToDrawConsole();
if (scr_con_current)
SCR_DrawConsole (false);
M_Draw(0);
}
void MediaGL_ShowFrameRGBA_32(qbyte *framedata, int inwidth, int inheight)//top down
{
if (!filmtexture)
{
filmtexture=GL_AllocNewTexture();
}
GL_Set2D ();
GL_Bind(filmtexture);
GL_Upload32("", (unsigned *)framedata, inwidth, inheight, false, false); //we may need to rescale the image
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(0, 1);
qglVertex2f(0, vid.height);
qglTexCoord2f(1, 1);
qglVertex2f(vid.width, vid.height);
qglTexCoord2f(1, 0);
qglVertex2f(vid.width, 0);
qglEnd();
qglEnable(GL_ALPHA_TEST);
SCR_SetUpToDrawConsole();
if (scr_con_current)
SCR_DrawConsole (false);
}
int filmnwidth = 640;
int filmnheight = 640;
void MediaGL_ShowFrameBGR_24_Flip(qbyte *framedata, int inwidth, int inheight)
{
//we need these as we resize it as we convert to rgba
int y, x;
int v;
unsigned int f, fstep;
qbyte *src, *dest;
dest = uploadmemorybufferintermediate;
//change from bgr bottomup to rgba topdown
for (filmnwidth = 1; filmnwidth < inwidth; filmnwidth*=2)
;
for (filmnheight = 1; filmnheight < inheight; filmnheight*=2)
;
if (filmnwidth > 512)
filmnwidth = 512;
if (filmnheight > 512)
filmnheight = 512;
if (inwidth*inheight > sizeofuploadmemorybufferintermediate/4)
Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight);
for (y=1 ; y<=filmnheight ; y++)
{
v = ((filmnheight - y)*(float)inheight/filmnheight);
src = framedata + v*(inwidth*3);
{
f = 0;
fstep = ((inwidth)*0x10000)/filmnwidth;
for (x=filmnwidth ; x&3 ; x--) //do the odd ones first. (bigger condition)
{
*dest++ = src[(f>>16)*3+2];
*dest++ = src[(f>>16)*3+1];
*dest++ = src[(f>>16)*3+0];
*dest++ = 255;
f += fstep;
}
for ( ; x ; x-=4) //loop through the remaining chunks.
{
dest[0] = src[(f>>16)*3+2];
dest[1] = src[(f>>16)*3+1];
dest[2] = src[(f>>16)*3+0];
dest[3] = 255;
f += fstep;
dest[4] = src[(f>>16)*3+2];
dest[5] = src[(f>>16)*3+1];
dest[6] = src[(f>>16)*3+0];
dest[7] = 255;
f += fstep;
dest[8] = src[(f>>16)*3+2];
dest[9] = src[(f>>16)*3+1];
dest[10] = src[(f>>16)*3+0];
dest[11] = 255;
f += fstep;
dest[12] = src[(f>>16)*3+2];
dest[13] = src[(f>>16)*3+1];
dest[14] = src[(f>>16)*3+0];
dest[15] = 255;
f += fstep;
dest += 16;
}
}
}
if (!filmtexture)
{
filmtexture=GL_AllocNewTexture();
}
GL_Set2D ();
GL_Bind(filmtexture);
GL_Upload32("", (unsigned *)uploadmemorybufferintermediate, filmnwidth, filmnheight, false, false); //we may need to rescale the image
qglDisable(GL_BLEND);
qglDisable(GL_ALPHA_TEST);
qglBegin(GL_QUADS);
qglTexCoord2f(0, 0);
qglVertex2f(0, 0);
qglTexCoord2f(0, 1);
qglVertex2f(0, vid.height);
qglTexCoord2f(1, 1);
qglVertex2f(vid.width, vid.height);
qglTexCoord2f(1, 0);
qglVertex2f(vid.width, 0);
qglEnd();
qglEnable(GL_ALPHA_TEST);
SCR_SetUpToDrawConsole();
if (scr_con_current)
SCR_DrawConsole (false);
}
//====================================================================
/*
================
GL_FindTexture
================
*/
int GL_FindTexture (char *identifier)
{
gltexture_t *glt;
glt = Hash_Get(&gltexturetable, identifier);
if (glt)
return glt->texnum;
/*
for (glt=gltextures ; glt ; glt=glt->next)
{
if (!strcmp (identifier, glt->identifier))
return glt->texnum;
}
*/
return -1;
}
gltexture_t *GL_MatchTexture (char *identifier, int bits, int width, int height)
{
gltexture_t *glt;
glt = Hash_Get(&gltexturetable, identifier);
while(glt)
{
if (glt->bpp == bits && width == glt->width && height == glt->height)
return glt;
glt = Hash_GetNext(&gltexturetable, identifier, glt);
}
/*
for (glt=gltextures ; glt ; glt=glt->next)
{
if (glt->bpp == bits && width == glt->width && height == glt->height)
{
if (!strcmp (identifier, glt->identifier))
{
return glt;
}
}
}
*/
return NULL;
}
static void Image_Resample32LerpLine (const qbyte *in, qbyte *out, int inwidth, int outwidth)
{
int j, xi, oldx = 0, f, fstep, endx, lerp;
fstep = (int) (inwidth*65536.0f/outwidth);
endx = (inwidth-1);
for (j = 0,f = 0;j < outwidth;j++, f += fstep)
{
xi = f >> 16;
if (xi != oldx)
{
in += (xi - oldx) * 4;
oldx = xi;
}
if (xi < endx)
{
lerp = f & 0xFFFF;
*out++ = (qbyte) ((((in[4] - in[0]) * lerp) >> 16) + in[0]);
*out++ = (qbyte) ((((in[5] - in[1]) * lerp) >> 16) + in[1]);
*out++ = (qbyte) ((((in[6] - in[2]) * lerp) >> 16) + in[2]);
*out++ = (qbyte) ((((in[7] - in[3]) * lerp) >> 16) + in[3]);
}
else // last pixel of the line has no pixel to lerp to
{
*out++ = in[0];
*out++ = in[1];
*out++ = in[2];
*out++ = in[3];
}
}
}
//yes, this is lordhavok's code.
//superblur away!
#define LERPBYTE(i) r = row1[i];out[i] = (qbyte) ((((row2[i] - r) * lerp) >> 16) + r)
static void Image_Resample32Lerp(const void *indata, int inwidth, int inheight, void *outdata, int outwidth, int outheight)
{
int i, j, r, yi, oldy, f, fstep, lerp, endy = (inheight-1), inwidth4 = inwidth*4, outwidth4 = outwidth*4;
qbyte *out;
const qbyte *inrow;
qbyte *tmem, *row1, *row2;
tmem = row1 = BZ_Malloc(2*(outwidth*4));
row2 = row1 + (outwidth * 4);
out = outdata;
fstep = (int) (inheight*65536.0f/outheight);
inrow = indata;
oldy = 0;
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
Image_Resample32LerpLine (inrow + inwidth4, row2, inwidth, outwidth);
for (i = 0, f = 0;i < outheight;i++,f += fstep)
{
yi = f >> 16;
if (yi < endy)
{
lerp = f & 0xFFFF;
if (yi != oldy)
{
inrow = (qbyte *)indata + inwidth4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth4);
else
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
Image_Resample32LerpLine (inrow + inwidth4, row2, inwidth, outwidth);
oldy = yi;
}
j = outwidth - 4;
while(j >= 0)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
LERPBYTE( 4);
LERPBYTE( 5);
LERPBYTE( 6);
LERPBYTE( 7);
LERPBYTE( 8);
LERPBYTE( 9);
LERPBYTE(10);
LERPBYTE(11);
LERPBYTE(12);
LERPBYTE(13);
LERPBYTE(14);
LERPBYTE(15);
out += 16;
row1 += 16;
row2 += 16;
j -= 4;
}
if (j & 2)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
LERPBYTE( 4);
LERPBYTE( 5);
LERPBYTE( 6);
LERPBYTE( 7);
out += 8;
row1 += 8;
row2 += 8;
}
if (j & 1)
{
LERPBYTE( 0);
LERPBYTE( 1);
LERPBYTE( 2);
LERPBYTE( 3);
out += 4;
row1 += 4;
row2 += 4;
}
row1 -= outwidth4;
row2 -= outwidth4;
}
else
{
if (yi != oldy)
{
inrow = (qbyte *)indata + inwidth4*yi;
if (yi == oldy+1)
memcpy(row1, row2, outwidth4);
else
Image_Resample32LerpLine (inrow, row1, inwidth, outwidth);
oldy = yi;
}
memcpy(out, row1, outwidth4);
}
}
BZ_Free(tmem);
}
/*
================
GL_ResampleTexture
================
*/
void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight)
{
int i, j;
unsigned *inrow;
unsigned frac, fracstep;
if (gl_lerpimages.value)
{
Image_Resample32Lerp(in, inwidth, inheight, out, outwidth, outheight);
return;
}
fracstep = inwidth*0x10000/outwidth;
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = outwidth*fracstep;
j=outwidth-1;
while ((j+1)&3)
{
out[j] = inrow[frac>>16];
frac -= fracstep;
j--;
}
for ( ; j>=0 ; j-=4)
{
out[j+3] = inrow[frac>>16];
frac -= fracstep;
out[j+2] = inrow[frac>>16];
frac -= fracstep;
out[j+1] = inrow[frac>>16];
frac -= fracstep;
out[j+0] = inrow[frac>>16];
frac -= fracstep;
}
}
}
/*
================
GL_Resample8BitTexture -- JACK
================
*/
void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out, int outwidth, int outheight)
{
int i, j;
unsigned char *inrow;
unsigned frac, fracstep;
fracstep = inwidth*0x10000/outwidth;
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(i*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j+=4)
{
out[j] = inrow[frac>>16];
frac += fracstep;
out[j+1] = inrow[frac>>16];
frac += fracstep;
out[j+2] = inrow[frac>>16];
frac += fracstep;
out[j+3] = inrow[frac>>16];
frac += fracstep;
}
}
}
/*
================
GL_MipMap
Operates in place, quartering the size of the texture
================
*/
void GL_MipMap (qbyte *in, int width, int height)
{
int i, j;
qbyte *out;
qbyte *inrow;
//with npot
int rowwidth = width*4; //rowwidth is the byte width of the input
inrow = in;
width >>= 1; //ensure its truncated, so don't merge with the *8
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, inrow+=rowwidth*2)
{
for (in = inrow, j=0 ; j<width ; j++, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[rowwidth+0] + in[rowwidth+4])>>2;
out[1] = (in[1] + in[5] + in[rowwidth+1] + in[rowwidth+5])>>2;
out[2] = (in[2] + in[6] + in[rowwidth+2] + in[rowwidth+6])>>2;
out[3] = (in[3] + in[7] + in[rowwidth+3] + in[rowwidth+7])>>2;
}
}
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
void GLDraw_Init15to8(void)
{
int i, r, g, b, v, k;
int r1, g1, b1;
qbyte *pal;
float dist, bestdist;
vfsfile_t *f;
qboolean savetable;
// JACK: 3D distance calcs - k is last closest, l is the distance.
if (inited15to8)
return;
if (!d_15to8table)
d_15to8table = BZ_Malloc(sizeof(qbyte) * 32768);
inited15to8 = true;
savetable = COM_CheckParm("-save15to8");
if (savetable)
f = FS_OpenVFS("glquake/15to8.pal");
else
f = NULL;
if (f)
{
VFS_READ(f, d_15to8table, 1<<15);
VFS_CLOSE(f);
}
else
{
for (i=0; i < (1<<15); i++)
{
/* Maps
000000000000000
000000000011111 = Red = 0x1F
000001111100000 = Blue = 0x03E0
111110000000000 = Grn = 0x7C00
*/
r = ((i & 0x1F) << 3)+4;
g = ((i & 0x03E0) >> 2)+4;
b = ((i & 0x7C00) >> 7)+4;
pal = (unsigned char *)d_8to24rgbtable;
for (v=0,k=0,bestdist=10000.0; v<256; v++,pal+=4) {
r1 = (int)r - (int)pal[0];
g1 = (int)g - (int)pal[1];
b1 = (int)b - (int)pal[2];
dist = sqrt(((r1*r1)+(g1*g1)+(b1*b1)));
if (dist < bestdist) {
k=v;
bestdist = dist;
}
}
d_15to8table[i]=k;
}
if (savetable)
{
FS_WriteFile("glquake/15to8.pal", d_15to8table, 1<<15, FS_GAME);
}
}
}
/*
================
GL_MipMap8Bit
Mipping for 8 bit textures
================
*/
void GL_MipMap8Bit (qbyte *in, int width, int height)
{
int i, j;
qbyte *out;
unsigned short r,g,b;
qbyte *at1, *at2, *at3, *at4;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
for (j=0 ; j<width ; j+=2, out+=1, in+=2)
{
at1 = (qbyte *) &d_8to24rgbtable[in[0]];
at2 = (qbyte *) &d_8to24rgbtable[in[1]];
at3 = (qbyte *) &d_8to24rgbtable[in[width+0]];
at4 = (qbyte *) &d_8to24rgbtable[in[width+1]];
r = (at1[0]+at2[0]+at3[0]+at4[0]); r>>=5;
g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5;
b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5;
out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)];
}
}
#endif
#endif
qboolean GL_UploadCompressed (qbyte *file, int *out_width, int *out_height, unsigned int *out_mipmap)
{
int miplevel;
int width;
int height;
int compressed_size;
int internalformat;
int nummips;
#define GETVAR(var) memcpy(var, file, sizeof(*var));file+=sizeof(*var);
if (!gl_config.arb_texture_compression || !gl_compress.value)
return false;
GETVAR(&nummips)
GETVAR(out_width)
GETVAR(out_height)
GETVAR(out_mipmap)
for (miplevel = 0; miplevel < nummips; miplevel++)
{
GETVAR(&width);
GETVAR(&height);
GETVAR(&compressed_size);
GETVAR(&internalformat);
width = LittleLong(width);
height = LittleLong(height);
compressed_size = LittleLong(compressed_size);
internalformat = LittleLong(internalformat);
qglCompressedTexImage2DARB(GL_TEXTURE_2D, miplevel, internalformat, width, height, 0, compressed_size, file);
file += compressed_size;
}
if (*out_mipmap)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
return true;
}
void GL_RoundDimensions(int *scaled_width, int *scaled_height, qboolean mipmap)
{
if (gl_config.arb_texture_non_power_of_two) //NPOT is a simple extension that relaxes errors.
{
TRACE(("dbg: GL_RoundDimensions: GL_ARB_texture_non_power_of_two\n"));
}
else
{
int width = *scaled_width;
int height = *scaled_height;
for (*scaled_width = 1 ; *scaled_width < width ; *scaled_width<<=1)
;
for (*scaled_height = 1 ; *scaled_height < height ; *scaled_height<<=1)
;
}
if (mipmap)
{
TRACE(("dbg: GL_RoundDimensions: %f\n", gl_picmip.value));
*scaled_width >>= (int)gl_picmip.value;
*scaled_height >>= (int)gl_picmip.value;
}
else
{
*scaled_width >>= (int)gl_picmip2d.value;
*scaled_height >>= (int)gl_picmip2d.value;
}
TRACE(("dbg: GL_RoundDimensions: %f\n", gl_max_size.value));
if (gl_max_size.value)
{
if (*scaled_width > gl_max_size.value)
*scaled_width = gl_max_size.value;
if (*scaled_height > gl_max_size.value)
*scaled_height = gl_max_size.value;
}
if (*scaled_width < 1)
*scaled_width = 1;
if (*scaled_height < 1)
*scaled_height = 1;
}
/*
===============
GL_Upload32
===============
*/
void GL_Upload32_Int (char *name, unsigned *data, int width, int height, qboolean mipmap, qboolean alpha, GLenum glcolormode)
{
int miplevel=0;
int samples;
unsigned *scaled = (unsigned *)uploadmemorybuffer;
int scaled_width, scaled_height;
TRACE(("dbg: GL_Upload32: %s %i %i\n", name, width, height));
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, mipmap);
if (alpha)
{ //make sure it does actually have those alpha pixels
int i;
alpha = false;
for (i = 3; i < width*height*4; i+=4)
{
if (((unsigned char*)data)[i] < 255)
{
alpha = true;
break;
}
}
}
TRACE(("dbg: GL_Upload32: %i %i\n", scaled_width, scaled_height));
if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4)
Sys_Error ("GL_LoadTexture: too big");
samples = alpha ? gl_alpha_format : gl_solid_format;
if (gl_config.arb_texture_compression && gl_compress.value && name&&mipmap)
samples = alpha ? GL_COMPRESSED_RGBA_ARB : GL_COMPRESSED_RGB_ARB;
texels += scaled_width * scaled_height;
if (gl_config.sgis_generate_mipmap&&mipmap)
{
TRACE(("dbg: GL_Upload32: GL_SGIS_generate_mipmap\n"));
qglTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_TRUE);
}
if (scaled_width == width && scaled_height == height)
{
if (!mipmap||gl_config.sgis_generate_mipmap) //gotta love this with NPOT textures... :)
{
TRACE(("dbg: GL_Upload32: non-mipmapped/unscaled\n"));
qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height*4);
}
else
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
TRACE(("dbg: GL_Upload32: recaled\n"));
qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, glcolormode, GL_UNSIGNED_BYTE, scaled);
if (mipmap && !gl_config.sgis_generate_mipmap)
{
miplevel = 0;
TRACE(("dbg: GL_Upload32: mips\n"));
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap ((qbyte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
qglTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
}
if (gl_config.arb_texture_compression && gl_compress.value && gl_savecompressedtex.value && name&&mipmap)
{
vfsfile_t *out;
int miplevels;
GLint compressed;
GLint compressed_size;
GLint internalformat;
unsigned char *img;
char outname[MAX_OSPATH];
int i;
miplevels = miplevel+1;
qglGetTexLevelParameteriv(GL_TEXTURE_2D, 0, GL_TEXTURE_COMPRESSED_ARB, &compressed);
if (compressed == GL_TRUE && !strstr(name, "..")) //is there any point in bothering with the whole endian thing?
{
sprintf(outname, "tex/%s.tex", name);
FS_CreatePath(outname, FS_GAME);
out = FS_OpenVFS(outname, "wb", FS_GAME);
if (out)
{
i = LittleLong(miplevels);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(width);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(height);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(mipmap);
VFS_WRITE(out, &i, sizeof(i));
for (miplevel = 0; miplevel < miplevels; miplevel++)
{
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_ARB, &compressed);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_INTERNAL_FORMAT, &internalformat);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_COMPRESSED_IMAGE_SIZE_ARB, &compressed_size);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_WIDTH, &width);
qglGetTexLevelParameteriv(GL_TEXTURE_2D, miplevel, GL_TEXTURE_HEIGHT, &height);
img = (unsigned char *)BZ_Malloc(compressed_size * sizeof(unsigned char));
qglGetCompressedTexImageARB(GL_TEXTURE_2D, miplevel, img);
i = LittleLong(width);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(height);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(compressed_size);
VFS_WRITE(out, &i, sizeof(i));
i = LittleLong(internalformat);
VFS_WRITE(out, &i, sizeof(i));
VFS_WRITE(out, img, compressed_size);
BZ_Free(img);
}
VFS_CLOSE(out);
}
}
}
done:
if (gl_config.sgis_generate_mipmap&&mipmap)
qglTexParameterf(GL_TEXTURE_2D, GL_GENERATE_MIPMAP_SGIS, GL_FALSE);
if (gl_anisotropy_factor)
qglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, gl_anisotropy_factor); // without this, you could loose anisotropy on mapchange
if (mipmap)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
}
void GL_Upload32 (char *name, unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
{
GL_Upload32_Int(name, data, width, height, mipmap, alpha, GL_RGBA);
}
void GL_Upload32_BGRA (char *name, unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
{
GL_Upload32_Int(name, data, width, height, mipmap, alpha, GL_BGRA_EXT);
}
void GL_Upload24BGR (char *name, qbyte *framedata, int inwidth, int inheight, qboolean mipmap, qboolean alpha)
{
int outwidth, outheight;
int y, x;
int v;
unsigned int f, fstep;
qbyte *src, *dest;
dest = uploadmemorybufferintermediate;
//change from bgr bottomup to rgba topdown
for (outwidth = 1; outwidth < inwidth; outwidth*=2)
;
for (outheight = 1; outheight < inheight; outheight*=2)
;
if (outwidth > 512)
outwidth = 512;
if (outheight > 512)
outheight = 512;
if (outwidth*outheight > sizeofuploadmemorybufferintermediate/4)
Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight);
for (y=0 ; y<outheight ; y++)
{
v = (y*(float)inheight/outheight);
src = framedata + v*(inwidth*3);
{
f = 0;
fstep = ((inwidth)*0x10000)/outwidth;
for (x=outwidth ; x&3 ; x--) //do the odd ones first. (bigger condition)
{
*dest++ = src[(f>>16)*3+2];
*dest++ = src[(f>>16)*3+1];
*dest++ = src[(f>>16)*3+0];
*dest++ = 255;
f += fstep;
}
for ( ; x ; x-=4) //loop through the remaining chunks.
{
dest[0] = src[(f>>16)*3+2];
dest[1] = src[(f>>16)*3+1];
dest[2] = src[(f>>16)*3+0];
dest[3] = 255;
f += fstep;
dest[4] = src[(f>>16)*3+2];
dest[5] = src[(f>>16)*3+1];
dest[6] = src[(f>>16)*3+0];
dest[7] = 255;
f += fstep;
dest[8] = src[(f>>16)*3+2];
dest[9] = src[(f>>16)*3+1];
dest[10] = src[(f>>16)*3+0];
dest[11] = 255;
f += fstep;
dest[12] = src[(f>>16)*3+2];
dest[13] = src[(f>>16)*3+1];
dest[14] = src[(f>>16)*3+0];
dest[15] = 255;
f += fstep;
dest += 16;
}
}
}
GL_Upload32 (name, (unsigned int*)uploadmemorybufferintermediate, outwidth, outheight, mipmap, alpha);
}
void GL_Upload24BGR_Flip (char *name, qbyte *framedata, int inwidth, int inheight, qboolean mipmap, qboolean alpha)
{
int outwidth, outheight;
int y, x;
int v;
unsigned int f, fstep;
qbyte *src, *dest;
dest = uploadmemorybufferintermediate;
//change from bgr bottomup to rgba topdown
for (outwidth = 1; outwidth < inwidth; outwidth*=2)
;
for (outheight = 1; outheight < inheight; outheight*=2)
;
if (outwidth > 512)
outwidth = 512;
if (outheight > 512)
outheight = 512;
if (outwidth*outheight > sizeofuploadmemorybufferintermediate/4)
Sys_Error("MediaGL_ShowFrameBGR_24_Flip: image too big (%i*%i)", inwidth, inheight);
for (y=1 ; y<=outheight ; y++)
{
v = ((outheight - y)*(float)inheight/outheight);
src = framedata + v*(inwidth*3);
{
f = 0;
fstep = ((inwidth)*0x10000)/outwidth;
for (x=outwidth ; x&3 ; x--) //do the odd ones first. (bigger condition)
{
*dest++ = src[(f>>16)*3+2];
*dest++ = src[(f>>16)*3+1];
*dest++ = src[(f>>16)*3+0];
*dest++ = 255;
f += fstep;
}
for ( ; x ; x-=4) //loop through the remaining chunks.
{
dest[0] = src[(f>>16)*3+2];
dest[1] = src[(f>>16)*3+1];
dest[2] = src[(f>>16)*3+0];
dest[3] = 255;
f += fstep;
dest[4] = src[(f>>16)*3+2];
dest[5] = src[(f>>16)*3+1];
dest[6] = src[(f>>16)*3+0];
dest[7] = 255;
f += fstep;
dest[8] = src[(f>>16)*3+2];
dest[9] = src[(f>>16)*3+1];
dest[10] = src[(f>>16)*3+0];
dest[11] = 255;
f += fstep;
dest[12] = src[(f>>16)*3+2];
dest[13] = src[(f>>16)*3+1];
dest[14] = src[(f>>16)*3+0];
dest[15] = 255;
f += fstep;
dest += 16;
}
}
}
GL_Upload32 (name, (unsigned int*)uploadmemorybufferintermediate, outwidth, outheight, mipmap, alpha);
}
void GL_Upload8Grey (unsigned char*data, int width, int height, qboolean mipmap)
{
int samples;
unsigned char *scaled = uploadmemorybuffer;
int scaled_width, scaled_height;
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, mipmap);
if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4)
Sys_Error ("GL_LoadTexture: too big");
samples = 1;//alpha ? gl_alpha_format : gl_solid_format;
texels += scaled_width * scaled_height;
if (scaled_width == width && scaled_height == height)
{
if (!mipmap)
{
qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height);
}
else
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
qglTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap ((qbyte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
qglTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, scaled);
}
}
done: ;
if (mipmap)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
}
void GL_MipMapNormal (qbyte *in, int width, int height)
{
int i, j;
qbyte *out;
float inv255 = 1.0f/255.0f;
float inv127 = 1.0f/127.0f;
float x,y,z,l,mag00,mag01,mag10,mag11;
width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
mag00 = inv255 * in[3];
mag01 = inv255 * in[7];
mag10 = inv255 * in[width+3];
mag11 = inv255 * in[width+7];
x = mag00*(inv127*in[0]-1.0)+
mag01*(inv127*in[4]-1.0)+
mag10*(inv127*in[width+0]-1.0)+
mag11*(inv127*in[width+4]-1.0);
y = mag00*(inv127*in[1]-1.0)+
mag01*(inv127*in[5]-1.0)+
mag10*(inv127*in[width+1]-1.0)+
mag11*(inv127*in[width+5]-1.0);
z = mag00*(inv127*in[2]-1.0)+
mag01*(inv127*in[6]-1.0)+
mag10*(inv127*in[width+2]-1.0)+
mag11*(inv127*in[width+6]-1.0);
l = sqrt(x*x+y*y+z*z);
if (l == 0.0) {
x = 0.0;
y = 0.0;
z = 1.0;
} else {
//normalize it.
l=1/l;
x *=l;
y *=l;
z *=l;
}
out[0] = (unsigned char)128 + 127*x;
out[1] = (unsigned char)128 + 127*y;
out[2] = (unsigned char)128 + 127*z;
l = l/4.0;
if (l > 1.0) {
out[3] = 255;
} else {
out[3] = (qbyte)(255.0*l);
}
}
}
}
//PENTA
//sizeofuploadmemorybufferintermediate is guarenteed to be bigger or equal to the normal uploadbuffer size
unsigned int * genNormalMap(qbyte *pixels, int w, int h, float scale)
{
int i, j, wr, hr;
unsigned char r, g, b;
unsigned *nmap = (unsigned *)uploadmemorybufferintermediate;
float sqlen, reciplen, nx, ny, nz;
const float oneOver255 = 1.0f/255.0f;
float c, cx, cy, dcx, dcy;
wr = w;
hr = h;
for (i=0; i<h; i++) {
for (j=0; j<w; j++) {
/* Expand [0,255] texel values to the [0,1] range. */
c = pixels[i*wr + j] * oneOver255;
/* Expand the texel to its right. */
cx = pixels[i*wr + (j+1)%wr] * oneOver255;
/* Expand the texel one up. */
cy = pixels[((i+1)%hr)*wr + j] * oneOver255;
dcx = scale * (c - cx);
dcy = scale * (c - cy);
/* Normalize the vector. */
sqlen = dcx*dcx + dcy*dcy + 1;
reciplen = 1.0f/(float)sqrt(sqlen);
nx = dcx*reciplen;
ny = -dcy*reciplen;
nz = reciplen;
/* Repack the normalized vector into an RGB unsigned qbyte
vector in the normal map image. */
r = (qbyte) (128 + 127*nx);
g = (qbyte) (128 + 127*ny);
b = (qbyte) (128 + 127*nz);
/* The highest resolution mipmap level always has a
unit length magnitude. */
nmap[i*w+j] = LittleLong ((pixels[i*wr + j] << 24)|(b << 16)|(g << 8)|(r)); // <AWE> Added support for big endian.
}
}
return &nmap[0];
}
//PENTA
void GL_UploadBump(qbyte *data, int width, int height, qboolean mipmap, float bumpscale)
{
unsigned char *scaled = uploadmemorybuffer;
int scaled_width, scaled_height;
qbyte *nmap;
TRACE(("dbg: GL_UploadBump entered: %i %i\n", width, height));
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, mipmap);
if (scaled_width * scaled_height > sizeofuploadmemorybuffer/4)
Sys_Error ("GL_LoadTexture: too big");
//To resize or not to resize
if (scaled_width == width && scaled_height == height)
{
memcpy (scaled, data, width*height);
scaled_width = width;
scaled_height = height;
}
else {
//Just picks pixels so grayscale is equivalent with 8 bit.
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
}
nmap = (qbyte *)genNormalMap(scaled,scaled_width,scaled_height,bumpscale);
qglTexImage2D (GL_TEXTURE_2D, 0, GL_RGBA
, scaled_width, scaled_height, 0,
GL_RGBA, GL_UNSIGNED_BYTE, nmap);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
//glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMapNormal(nmap,scaled_width,scaled_height);
//GL_MipMapGray((qbyte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
qglTexImage2D (GL_TEXTURE_2D, miplevel, GL_RGBA, scaled_width, scaled_height, 0, GL_RGBA,
GL_UNSIGNED_BYTE, nmap);
//glTexImage2D (GL_TEXTURE_2D, miplevel, GL_RGBA, scaled_width, scaled_height, 0, GL_RGBA,
// GL_UNSIGNED_BYTE, genNormalMap(scaled,scaled_width,scaled_height,4.0f));
}
}
if (mipmap)
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
// if (gl_texturefilteranisotropic)
// glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_texureanisotropylevel);
TRACE(("dbg: GL_UploadBump: escaped %i %i\n", width, height));
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
void GL_Upload8_EXT (qbyte *data, int width, int height, qboolean mipmap, qboolean alpha)
{
int i, s;
qboolean noalpha;
int samples;
unsigned char *scaled = uploadmemorybuffer;
int scaled_width, scaled_height;
GLDraw_Init15to8();
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (alpha)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
if (data[i] == 255)
noalpha = false;
}
if (alpha && noalpha)
alpha = false;
}
scaled_width = width;
scaled_height = height;
GL_RoundDimensions(&scaled_width, &scaled_height, mipmap);
if (scaled_width * scaled_height > sizeofuploadmemorybufferintermediate/4)
Sys_Error ("GL_LoadTexture: too big");
samples = 1; // alpha ? gl_alpha_format : gl_solid_format;
texels += scaled_width * scaled_height;
if (scaled_width == width && scaled_height == height)
{
if (!mipmap)
{
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height);
}
else
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap8Bit ((qbyte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
}
}
done: ;
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max_2d);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max_2d);
}
}
#endif
#endif
/*
===============
GL_Upload8
===============
*/
int ColorIndex[16] =
{
0, 31, 47, 63, 79, 95, 111, 127, 143, 159, 175, 191, 199, 207, 223, 231
};
unsigned ColorPercent[16] =
{
25, 51, 76, 102, 114, 127, 140, 153, 165, 178, 191, 204, 216, 229, 237, 247
};
void GL_Upload8 (char *name, qbyte *data, int width, int height, qboolean mipmap, qboolean alpha)
{
unsigned *trans = (unsigned *)uploadmemorybufferintermediate;
int i, s;
qboolean noalpha;
int p;
if (width*height > sizeofuploadmemorybufferintermediate/4)
Sys_Error("GL_Upload8: image too big (%i*%i)", width, height);
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (alpha)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
{
noalpha = false;
trans[i] = 0;
}
else
trans[i] = d_8to24rgbtable[p];
}
switch( alpha )
{
default:
if (alpha && noalpha)
alpha = false;
break;
case 2:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * 0.5 ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case 3:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
case 4:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24rgbtable[ColorIndex[p>>4]] & 0x00ffffff;
trans[i] |= ( int )ColorPercent[p&15] << 24;
//trans[i] = 0x7fff0000;
}
break;
}
}
else
{
for (i=(s&~3)-4 ; i>=0 ; i-=4)
{
trans[i] = d_8to24rgbtable[data[i]];
trans[i+1] = d_8to24rgbtable[data[i+1]];
trans[i+2] = d_8to24rgbtable[data[i+2]];
trans[i+3] = d_8to24rgbtable[data[i+3]];
}
for (i=s&~3 ; i<s ; i++) //wow, funky
{
trans[i] = d_8to24rgbtable[data[i]];
}
}
#ifdef GL_USE8BITTEX
#ifdef GL_EXT_paletted_texture
if (GLVID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
GL_Upload8_EXT (data, width, height, mipmap, alpha);
return;
}
#endif
#endif
GL_Upload32 (name, trans, width, height, mipmap, alpha);
}
void GL_Upload8FB (qbyte *data, int width, int height, qboolean mipmap)
{
unsigned *trans = (unsigned *)uploadmemorybufferintermediate;
int i, s;
qboolean noalpha;
int p;
s = width*height;
if (s > sizeofuploadmemorybufferintermediate/4)
Sys_Error("GL_Upload8FB: image too big (%i*%i)", width, height);
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p <= 255-vid.fullbright)
trans[i] = 0;
else
trans[i] = d_8to24rgbtable[p];
}
GL_Upload32 (NULL, trans, width, height, mipmap, true);
}
void GL_Upload8Pal24 (qbyte *data, qbyte *pal, int width, int height, qboolean mipmap, qboolean alpha)
{
qbyte *trans = uploadmemorybufferintermediate;
int i, s;
qboolean noalpha;
int p;
extern qbyte gammatable[256];
extern qboolean gammaworks;
s = width*height;
if (s > sizeofuploadmemorybufferintermediate/4)
Sys_Error("GL_Upload8Pal24: image too big (%i*%i)", width, height);
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if (gammaworks)
{
if (alpha)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[(i<<2)+0] = pal[p*3+0];
trans[(i<<2)+1] = pal[p*3+1];
trans[(i<<2)+2] = pal[p*3+2];
trans[(i<<2)+3] = (p==255)?0:255;
}
if (alpha && noalpha)
alpha = false;
}
else
{
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = pal[data[i]*3+0];
trans[(i<<2)+1] = pal[data[i]*3+1];
trans[(i<<2)+2] = pal[data[i]*3+2];
trans[(i<<2)+3] = 255;
}
}
}
else
{
if (alpha)
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[(i<<2)+0] = gammatable[pal[p*3+0]];
trans[(i<<2)+1] = gammatable[pal[p*3+1]];
trans[(i<<2)+2] = gammatable[pal[p*3+2]];
trans[(i<<2)+3] = (p==255)?0:255;
}
if (alpha && noalpha)
alpha = false;
}
else
{
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = gammatable[pal[data[i]*3+0]];
trans[(i<<2)+1] = gammatable[pal[data[i]*3+1]];
trans[(i<<2)+2] = gammatable[pal[data[i]*3+2]];
trans[(i<<2)+3] = 255;
}
}
}
GL_Upload32 (NULL, (unsigned*)trans, width, height, mipmap, alpha);
}
void GL_Upload8Pal32 (qbyte *data, qbyte *pal, int width, int height, qboolean mipmap, qboolean alpha)
{
qbyte *trans = uploadmemorybufferintermediate;
int i, s;
extern qbyte gammatable[256];
s = width*height;
if (s > sizeofuploadmemorybufferintermediate/4)
Sys_Error("GL_Upload8Pal32: image too big (%i*%i)", width, height);
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=1)
{
trans[(i<<2)+0] = gammatable[pal[data[i]*4+0]];
trans[(i<<2)+1] = gammatable[pal[data[i]*4+1]];
trans[(i<<2)+2] = gammatable[pal[data[i]*4+2]];
trans[(i<<2)+3] = gammatable[pal[data[i]*4+3]];
}
GL_Upload32 (NULL, (unsigned*)trans, width, height, mipmap, true);
}
/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, qbyte *data, qboolean mipmap, qboolean alpha)
{
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 8, width, height);
if (glt)
{
TRACE(("dbg: GL_LoadTexture: duplicate %s\n", identifier));
return glt->texnum;
}
}
TRACE(("dbg: GL_LoadTexture: new %s\n", identifier));
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 8;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload8 ("8bit", data, width, height, mipmap, alpha);
return glt->texnum;
}
int GL_LoadTextureFB (char *identifier, int width, int height, qbyte *data, qboolean mipmap, qboolean alpha)
{
int i;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 8, width, height);
if (glt)
return glt->texnum;
}
for (i = 0; i < width*height; i++)
if (data[i] > 255-vid.fullbright)
break;
if (i == width*height)
return 0; //none found, don't bother uploading.
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 8;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload8FB (data, width, height, mipmap);
return glt->texnum;
}
int GL_LoadTexture8Pal24 (char *identifier, int width, int height, qbyte *data, qbyte *palette24, qboolean mipmap, qboolean alpha)
{
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 24, width, height);
if (glt)
return glt->texnum;
}
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 24;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload8Pal24 (data, palette24, width, height, mipmap, alpha);
return glt->texnum;
}
int GL_LoadTexture8Pal32 (char *identifier, int width, int height, qbyte *data, qbyte *palette32, qboolean mipmap, qboolean alpha)
{
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 32, width, height);
if (glt)
return glt->texnum;
}
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 32;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload8Pal32 (data, palette32, width, height, mipmap, alpha);
return glt->texnum;
}
int GL_LoadTexture32 (char *identifier, int width, int height, unsigned *data, qboolean mipmap, qboolean alpha)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 32, width, height);
if (glt)
return glt->texnum;
}
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 32;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload32 (identifier, data, width, height, mipmap, alpha);
return glt->texnum;
}
int GL_LoadTexture32_BGRA (char *identifier, int width, int height, unsigned *data, qboolean mipmap, qboolean alpha)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 32, width, height);
if (glt)
return glt->texnum;
}
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 32;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload32_BGRA (identifier, data, width, height, mipmap, alpha);
return glt->texnum;
}
int GL_LoadCompressed(char *name)
{
qbyte *COM_LoadFile (char *path, int usehunk);
unsigned char *file;
gltexture_t *glt;
char inname[MAX_OSPATH];
if (!gl_config.arb_texture_compression || !gl_compress.value)
return 0;
// see if the texture is already present
if (name[0])
{
int num = GL_FindTexture(name);
if (num != -1)
return num;
}
else
return 0;
snprintf(inname, sizeof(inname)-1, "tex/%s.tex", name);
file = COM_LoadFile(inname, 5);
if (!file)
return 0;
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, name);
glt->texnum = GL_AllocNewTexture();
glt->bpp = 32;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
if (!GL_UploadCompressed (file, &glt->width, &glt->height, (unsigned int *)&glt->mipmap))
return 0;
return glt->texnum;
}
int GL_LoadTexture8Grey (char *identifier, int width, int height, unsigned char *data, qboolean mipmap)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 8, width, height);
if (glt)
return glt->texnum;
}
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 8;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_Upload8Grey (data, width, height, mipmap);
return glt->texnum;
}
int GL_LoadTexture8Bump (char *identifier, int width, int height, unsigned char *data, qboolean mipmap, float bumpscale)
{
// qboolean noalpha;
// int p, s;
gltexture_t *glt;
// see if the texture is already present
if (identifier[0])
{
glt = GL_MatchTexture(identifier, 8, width, height);
if (glt)
{
TRACE(("dbg: GL_LoadTexture8Bump: duplicated %s\n", identifier));
return glt->texnum;
}
}
TRACE(("dbg: GL_LoadTexture8Bump: new %s\n", identifier));
glt = BZ_Malloc(sizeof(*glt)+sizeof(bucket_t));
glt->next = gltextures;
gltextures = glt;
strcpy (glt->identifier, identifier);
glt->texnum = GL_AllocNewTexture();
glt->width = width;
glt->height = height;
glt->bpp = 8;
glt->mipmap = mipmap;
Hash_Add(&gltexturetable, glt->identifier, glt, (bucket_t*)(glt+1));
GL_Bind(glt->texnum);
GL_UploadBump (data, width, height, mipmap, bumpscale);
return glt->texnum;
}
/*
================
GL_LoadPicTexture
================
*/
int GL_LoadPicTexture (qpic_t *pic)
{
return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true);
}
/****************************************/
#endif