mirror of
https://github.com/nzp-team/fteqw.git
synced 2024-11-27 14:12:25 +00:00
d396450a0a
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however. changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it. fixed a few issues with nexuiz compat. there are *still* other issues. greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
1196 lines
26 KiB
C
1196 lines
26 KiB
C
#include "quakedef.h"
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#ifndef SERVERONLY
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#include "shader.h"
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#include "gl_draw.h"
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qboolean r2d_noshadergamma; //says the video code has successfully activated hardware gamma
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texid_t missing_texture;
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texid_t missing_texture_gloss;
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texid_t missing_texture_normal;
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texid_t translate_texture;
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shader_t *translate_shader;
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texid_t ch_int_texture;
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vec3_t ch_color;
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shader_t *shader_crosshair;
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static mpic_t *conback;
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static mpic_t *draw_backtile;
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static shader_t *shader_draw_fill, *shader_draw_fill_trans;
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mpic_t *draw_disc;
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shader_t *shader_contrastup;
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shader_t *shader_contrastdown;
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shader_t *shader_brightness;
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shader_t *shader_gammacb;
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shader_t *shader_polyblend;
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shader_t *shader_menutint;
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static mesh_t draw_mesh;
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static vecV_t draw_mesh_xyz[4];
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vec2_t draw_mesh_st[4];
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static avec4_t draw_mesh_colors[4];
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index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0};
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unsigned int r2d_be_flags;
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extern cvar_t scr_conalpha;
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extern cvar_t gl_conback;
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extern cvar_t gl_font;
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extern cvar_t gl_screenangle;
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extern cvar_t vid_conautoscale;
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extern cvar_t vid_conheight;
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extern cvar_t vid_conwidth;
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void R2D_Font_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue);
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extern cvar_t crosshair;
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extern cvar_t crosshaircolor;
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extern cvar_t crosshairsize;
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extern cvar_t crosshairimage;
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extern cvar_t crosshairalpha;
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void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue);
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void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue);
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//We need this for minor things though, so we'll just use the slow accurate method.
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//this is unlikly to be called too often.
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qbyte GetPaletteIndex(int red, int green, int blue)
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{
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//slow, horrible method.
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{
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int i, best=15;
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int bestdif=256*256*256, curdif;
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extern qbyte *host_basepal;
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qbyte *pa;
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#define _abs(x) ((x)*(x))
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pa = host_basepal;
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for (i = 0; i < 256; i++, pa+=3)
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{
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curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]);
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if (curdif < bestdif)
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{
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if (curdif<1)
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return i;
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bestdif = curdif;
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best = i;
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}
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}
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return best;
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}
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}
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void R2D_Shutdown(void)
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{
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Cvar_Unhook(&gl_font);
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Cvar_Unhook(&vid_conautoscale);
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Cvar_Unhook(&gl_screenangle);
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Cvar_Unhook(&vid_conheight);
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Cvar_Unhook(&vid_conwidth);
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Cvar_Unhook(&crosshair);
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Cvar_Unhook(&crosshairimage);
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Cvar_Unhook(&crosshaircolor);
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BZ_Free(cl_stris);
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cl_stris = NULL;
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BZ_Free(cl_strisvertv);
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cl_strisvertv = NULL;
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BZ_Free(cl_strisvertc);
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cl_strisvertc = NULL;
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BZ_Free(cl_strisvertt);
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cl_strisvertt = NULL;
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BZ_Free(cl_strisidx);
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cl_strisidx = NULL;
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cl_numstrisidx = 0;
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cl_maxstrisidx = 0;
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cl_numstrisvert = 0;
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cl_maxstrisvert = 0;
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cl_numstris = 0;
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cl_maxstris = 0;
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if (font_conchar)
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Font_Free(font_conchar);
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font_conchar = NULL;
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if (font_tiny)
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Font_Free(font_tiny);
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font_tiny = NULL;
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}
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/*
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Iniitalise the 2d rendering functions (including font).
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Image loading code must be ready for use at this point.
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*/
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void R2D_Init(void)
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{
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unsigned int nonorm[4*4];
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unsigned int nogloss[4*4];
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int i;
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unsigned int glossval;
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unsigned int normval;
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extern cvar_t gl_specular_fallback;
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conback = NULL;
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Shader_Init();
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BE_Init();
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draw_mesh.istrifan = true;
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draw_mesh.numvertexes = 4;
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draw_mesh.numindexes = 6;
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draw_mesh.xyz_array = draw_mesh_xyz;
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draw_mesh.st_array = draw_mesh_st;
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draw_mesh.colors4f_array[0] = draw_mesh_colors;
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draw_mesh.indexes = r_quad_indexes;
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Font_Init();
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#ifdef warningmsg
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#pragma warningmsg("Fixme: move conwidth handling into here")
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#endif
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glossval = min(gl_specular_fallback.value*255, 255);
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glossval *= 0x10101;
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glossval |= 0xff000000;
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glossval = LittleLong(glossval);
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normval = 0xffff8080;
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normval = LittleLong(normval);
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for (i = 0; i < 4*4; i++)
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{
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nogloss[i] = glossval;
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nonorm[i] = normval;
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}
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missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0);
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missing_texture_gloss = R_LoadTexture("no_texture_gloss", 4, 4, TF_RGBA32, (unsigned char*)nogloss, IF_NOGAMMA);
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missing_texture_normal = R_LoadTexture("no_texture_normal", 4, 4, TF_RGBA32, (unsigned char*)nonorm, IF_NOGAMMA);
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translate_texture = r_nulltex;
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ch_int_texture = r_nulltex;
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draw_backtile = R_RegisterShader("gfx/backtile.lmp", SUF_NONE,
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"{\n"
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"if $nofixed\n"
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"program default2d\n"
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"endif\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"}\n"
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"}\n");
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if (!TEXVALID(draw_backtile->defaulttextures.base))
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draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP);
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if (!TEXVALID(draw_backtile->defaulttextures.base))
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draw_backtile->defaulttextures.base = R_LoadHiResTexture("gfx/menu/backtile", NULL, IF_UIPIC|IF_NOPICMIP|IF_NOMIPMAP);
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shader_draw_fill = R_RegisterShader("fill_opaque", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen exactvertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n");
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shader_draw_fill_trans = R_RegisterShader("fill_trans", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"map $whiteimage\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"blendfunc blend\n"
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"}\n"
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"}\n");
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shader_contrastup = R_RegisterShader("constrastupshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_contrastdown = R_RegisterShader("constrastdownshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_zero\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_brightness = R_RegisterShader("brightnessshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"nodepthtest\n"
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"map $whiteimage\n"
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"blendfunc gl_one gl_one\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_gammacb = R_RegisterShader("gammacbshader", SUF_NONE,
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"{\n"
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"program defaultgammacb\n"
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"cull back\n"
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"{\n"
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"map $currentrender\n"
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"nodepthtest\n"
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"}\n"
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"}\n"
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);
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shader_polyblend = R_RegisterShader("polyblendshader", SUF_NONE,
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"{\n"
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"program defaultfill\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_src_alpha gl_one_minus_src_alpha\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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shader_menutint = R_RegisterShader("menutint", SUF_NONE,
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"{\n"
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"if $glsl && gl_menutint_shader != 0\n"
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"program menutint\n"
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"{\n"
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"map $currentrender\n"
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"}\n"
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"else\n"
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"{\n"
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"map $whiteimage\n"
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"blendfunc gl_dst_color gl_zero\n"
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"rgbgen const $r_menutint\n"
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"}\n"
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"endif\n"
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"}\n"
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);
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shader_crosshair = R_RegisterShader("crosshairshader", SUF_NONE,
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"{\n"
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"if $nofixed\n"
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"program default2d\n"
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"endif\n"
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"nomipmaps\n"
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"{\n"
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"map $diffuse\n"
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"blendfunc blend\n"
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"rgbgen vertex\n"
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"alphagen vertex\n"
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"}\n"
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"}\n"
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);
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Cvar_Hook(&gl_font, R2D_Font_Callback);
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Cvar_Hook(&vid_conautoscale, R2D_Conautoscale_Callback);
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Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback);
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Cvar_Hook(&vid_conheight, R2D_Conheight_Callback);
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Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback);
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Cvar_Hook(&crosshair, R2D_Crosshair_Callback);
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Cvar_Hook(&crosshairimage, R2D_CrosshairImage_Callback);
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Cvar_Hook(&crosshaircolor, R2D_CrosshairColor_Callback);
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Cvar_ForceCallback(&gl_conback);
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Cvar_ForceCallback(&vid_conautoscale);
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Cvar_ForceCallback(&gl_font);
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Cvar_ForceCallback(&crosshair);
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Cvar_ForceCallback(&crosshaircolor);
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#ifdef PLUGINS
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Plug_DrawReloadImages();
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#endif
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}
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mpic_t *R2D_SafeCachePic (char *path)
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{
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shader_t *s;
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if (!qrenderer)
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return NULL;
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s = R_RegisterPic(path);
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if (s->flags & SHADER_NOIMAGE)
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return NULL;
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return s;
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}
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mpic_t *R2D_SafePicFromWad (char *name)
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{
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char newnamewad[32];
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char newnamegfx[32];
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shader_t *s;
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snprintf(newnamewad, sizeof(newnamewad), "wad/%s.lmp", name);
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snprintf(newnamegfx, sizeof(newnamegfx), "gfx/%s.lmp", name);
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s = R_RegisterPic(newnamewad);
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if (!(s->flags & SHADER_NOIMAGE))
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return s;
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s = R_RegisterPic(newnamegfx);
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if (!(s->flags & SHADER_NOIMAGE))
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return s;
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return NULL;
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}
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void R2D_ImageColours(float r, float g, float b, float a)
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{
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draw_mesh_colors[0][0] = r;
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draw_mesh_colors[0][1] = g;
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draw_mesh_colors[0][2] = b;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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void R2D_ImagePaletteColour(unsigned int i, float a)
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{
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draw_mesh_colors[0][0] = host_basepal[i*3+0]/255.0;
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draw_mesh_colors[0][1] = host_basepal[i*3+1]/255.0;
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draw_mesh_colors[0][2] = host_basepal[i*3+2]/255.0;
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draw_mesh_colors[0][3] = a;
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]);
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Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]);
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}
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//awkward and weird to use
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void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic)
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{
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if (!pic)
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return;
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_st[0][0] = s1;
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draw_mesh_st[0][1] = t1;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_st[1][0] = s2;
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draw_mesh_st[1][1] = t1;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_st[2][0] = s2;
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draw_mesh_st[2][1] = t2;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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draw_mesh_st[3][0] = s1;
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draw_mesh_st[3][1] = t2;
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BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures, r2d_be_flags);
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}
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/*draws a block of the current colour on the screen*/
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void R2D_FillBlock(float x, float y, float w, float h)
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{
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draw_mesh_xyz[0][0] = x;
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draw_mesh_xyz[0][1] = y;
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draw_mesh_xyz[1][0] = x+w;
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draw_mesh_xyz[1][1] = y;
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draw_mesh_xyz[2][0] = x+w;
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draw_mesh_xyz[2][1] = y+h;
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draw_mesh_xyz[3][0] = x;
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draw_mesh_xyz[3][1] = y+h;
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if (draw_mesh_colors[0][3] != 1)
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BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures, r2d_be_flags);
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else
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BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures, r2d_be_flags);
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}
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void R2D_ScalePic (float x, float y, float width, float height, mpic_t *pic)
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{
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R2D_Image(x, y, width, height, 0, 0, 1, 1, pic);
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}
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void R2D_SubPic(float x, float y, float width, float height, mpic_t *pic, float srcx, float srcy, float srcwidth, float srcheight)
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{
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float newsl, newtl, newsh, newth;
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newsl = (srcx)/(float)srcwidth;
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newsh = newsl + (width)/(float)srcwidth;
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newtl = (srcy)/(float)srcheight;
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newth = newtl + (height)/(float)srcheight;
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R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic);
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}
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/* this is an ugly special case drawing func that's only used for the player color selection menu */
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void R2D_TransPicTranslate (float x, float y, int width, int height, qbyte *pic, qbyte *translation)
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{
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int v, u;
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unsigned trans[64*64], *dest;
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qbyte *src;
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int p;
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dest = trans;
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for (v=0 ; v<64 ; v++, dest += 64)
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{
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src = &pic[ ((v*height)>>6) *width];
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for (u=0 ; u<64 ; u++)
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{
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p = src[(u*width)>>6];
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if (p == 255)
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dest[u] = 0x0;
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else
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dest[u] = d_8to24rgbtable[translation[p]];
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}
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}
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if (!TEXVALID(translate_texture))
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{
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translate_texture = R_AllocNewTexture("***translatedpic***", 64, 64, 0);
|
|
translate_shader = R_RegisterShader("translatedpic", SUF_2D,
|
|
"{\n"
|
|
"if $nofixed\n"
|
|
"program default2d\n"
|
|
"endif\n"
|
|
"nomipmaps\n"
|
|
"{\n"
|
|
"map $diffuse\n"
|
|
"blendfunc blend\n"
|
|
"}\n"
|
|
"}\n");
|
|
translate_shader->defaulttextures.base = translate_texture;
|
|
}
|
|
/* could avoid reuploading already translated textures but this func really isn't used enough anyway */
|
|
R_Upload(translate_texture, NULL, TF_RGBA32, trans, NULL, 64, 64, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
|
|
R2D_ScalePic(x, y, width, height, translate_shader);
|
|
}
|
|
|
|
/*
|
|
================
|
|
Draw_ConsoleBackground
|
|
|
|
================
|
|
*/
|
|
void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque)
|
|
{
|
|
float a;
|
|
int w, h;
|
|
|
|
w = vid.width;
|
|
h = vid.height;
|
|
|
|
if (forceopaque)
|
|
{
|
|
a = 1; // console background is necessary
|
|
}
|
|
else
|
|
{
|
|
if (!scr_conalpha.value)
|
|
return;
|
|
|
|
a = scr_conalpha.value;
|
|
}
|
|
|
|
if (scr_chatmode == 2)
|
|
{
|
|
h>>=1;
|
|
w>>=1;
|
|
}
|
|
if (!conback)
|
|
{
|
|
R2D_ImageColours(0, 0, 0, a);
|
|
R2D_FillBlock(0, lastline-(int)vid.height, w, h);
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
}
|
|
else if (a >= 1)
|
|
{
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback);
|
|
}
|
|
else
|
|
{
|
|
R2D_ImageColours(1, 1, 1, a);
|
|
R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback);
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
}
|
|
}
|
|
|
|
void R2D_EditorBackground (void)
|
|
{
|
|
R2D_ImageColours(0, 0, 0, 1);
|
|
R2D_FillBlock(0, 0, vid.width, vid.height);
|
|
// R2D_ScalePic(0, 0, vid.width, vid.height, conback);
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Draw_TileClear
|
|
|
|
This repeats a 64*64 tile graphic to fill the screen around a sized down
|
|
refresh window.
|
|
=============
|
|
*/
|
|
void R2D_TileClear (float x, float y, float w, float h)
|
|
{
|
|
float newsl, newsh, newtl, newth;
|
|
newsl = (x)/(float)64;
|
|
newsh = newsl + (w)/(float)64;
|
|
|
|
newtl = (y)/(float)64;
|
|
newth = newtl + (h)/(float)64;
|
|
|
|
R2D_ImageColours(1,1,1,1);
|
|
|
|
draw_mesh_xyz[0][0] = x;
|
|
draw_mesh_xyz[0][1] = y;
|
|
draw_mesh_st[0][0] = newsl;
|
|
draw_mesh_st[0][1] = newtl;
|
|
|
|
draw_mesh_xyz[1][0] = x+w;
|
|
draw_mesh_xyz[1][1] = y;
|
|
draw_mesh_st[1][0] = newsh;
|
|
draw_mesh_st[1][1] = newtl;
|
|
|
|
draw_mesh_xyz[2][0] = x+w;
|
|
draw_mesh_xyz[2][1] = y+h;
|
|
draw_mesh_st[2][0] = newsh;
|
|
draw_mesh_st[2][1] = newth;
|
|
|
|
draw_mesh_xyz[3][0] = x;
|
|
draw_mesh_xyz[3][1] = y+h;
|
|
draw_mesh_st[3][0] = newsl;
|
|
draw_mesh_st[3][1] = newth;
|
|
|
|
BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, &draw_backtile->defaulttextures, r2d_be_flags);
|
|
}
|
|
|
|
void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (qrenderer == QR_NONE || !strcmp(var->string, "none"))
|
|
{
|
|
conback = NULL;
|
|
return;
|
|
}
|
|
|
|
if (*var->string)
|
|
conback = R_RegisterPic(var->string);
|
|
if (!conback || conback->flags & SHADER_NOIMAGE)
|
|
{
|
|
conback = R_RegisterCustom("console", SUF_2D, NULL, NULL);
|
|
if (!conback || conback->flags & SHADER_NOIMAGE)
|
|
{
|
|
if (M_GameType() == MGT_HEXEN2)
|
|
conback = R_RegisterPic("gfx/menu/conback.lmp");
|
|
else if (M_GameType() == MGT_QUAKE2)
|
|
conback = R_RegisterPic("pics/conback.pcx");
|
|
else
|
|
conback = R_RegisterPic("gfx/conback.lmp");
|
|
}
|
|
}
|
|
}
|
|
|
|
#ifdef _WIN32
|
|
#include <windows.h>
|
|
#endif
|
|
void R2D_Font_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (font_conchar)
|
|
Font_Free(font_conchar);
|
|
font_conchar = NULL;
|
|
|
|
if (qrenderer == QR_NONE)
|
|
return;
|
|
|
|
#if defined(_WIN32) && !defined(_SDL)
|
|
if (!strcmp(var->string, "?"))
|
|
{
|
|
BOOL (APIENTRY *pChooseFontA)(LPCHOOSEFONTA) = NULL;
|
|
dllfunction_t funcs[] =
|
|
{
|
|
{(void*)&pChooseFontA, "ChooseFontA"},
|
|
{NULL}
|
|
};
|
|
qboolean MyRegGetStringValue(HKEY base, char *keyname, char *valuename, void *data, int datalen);
|
|
LOGFONT lf = {0};
|
|
CHOOSEFONT cf = {sizeof(cf)};
|
|
extern HWND mainwindow;
|
|
extern qboolean WinNT;
|
|
font_conchar = Font_LoadFont(8, "");
|
|
|
|
cf.hwndOwner = mainwindow;
|
|
cf.iPointSize = (8 * vid.rotpixelheight)/vid.height;
|
|
cf.Flags = CF_FORCEFONTEXIST | CF_TTONLY;
|
|
cf.lpLogFont = &lf;
|
|
|
|
Sys_LoadLibrary("Comdlg32.dll", funcs);
|
|
|
|
if (pChooseFontA && pChooseFontA(&cf))
|
|
{
|
|
char fname[MAX_OSPATH];
|
|
char *keyname;
|
|
keyname = va("%s%s%s (TrueType)", lf.lfFaceName, lf.lfWeight>=FW_BOLD?" Bold":"", lf.lfItalic?" Italic":"");
|
|
if (MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
|
|
{
|
|
Cvar_Set(var, fname);
|
|
return;
|
|
}
|
|
keyname = va("%s (OpenType)", lf.lfFaceName);
|
|
if (MyRegGetStringValue(HKEY_LOCAL_MACHINE, WinNT?"SOFTWARE\\Microsoft\\Windows NT\\CurrentVersion\\Fonts":"SOFTWARE\\Microsoft\\Windows\\CurrentVersion\\Fonts", keyname, fname, sizeof(fname)))
|
|
{
|
|
Cvar_Set(var, fname);
|
|
return;
|
|
}
|
|
}
|
|
Cvar_Set(var, "");
|
|
return;
|
|
}
|
|
#endif
|
|
|
|
font_conchar = Font_LoadFont(8, var->string);
|
|
if (!font_conchar && *var->string)
|
|
font_conchar = Font_LoadFont(8, "");
|
|
}
|
|
|
|
// console size manipulation callbacks
|
|
void R2D_Console_Resize(void)
|
|
{
|
|
extern cvar_t gl_font;
|
|
extern cvar_t vid_conwidth, vid_conheight;
|
|
int cwidth, cheight;
|
|
float xratio;
|
|
float yratio=0;
|
|
float ang, rad;
|
|
extern cvar_t gl_screenangle;
|
|
|
|
ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90;
|
|
ang = (int)ang * 90;
|
|
if (ang)
|
|
{
|
|
rad = (ang * M_PI) / 180;
|
|
vid.rotpixelwidth = fabs(cos(rad)) * (vid.pixelwidth) + fabs(sin(rad)) * (vid.pixelheight);
|
|
vid.rotpixelheight = fabs(sin(rad)) * (vid.pixelwidth) + fabs(cos(rad)) * (vid.pixelheight);
|
|
}
|
|
else
|
|
{
|
|
vid.rotpixelwidth = vid.pixelwidth;
|
|
vid.rotpixelheight = vid.pixelheight;
|
|
}
|
|
|
|
cwidth = vid_conwidth.value;
|
|
cheight = vid_conheight.value;
|
|
|
|
xratio = vid_conautoscale.value;
|
|
if (xratio > 0)
|
|
{
|
|
char *s = strchr(vid_conautoscale.string, ' ');
|
|
if (s)
|
|
yratio = atof(s + 1);
|
|
|
|
if (yratio <= 0)
|
|
yratio = xratio;
|
|
|
|
xratio = 1 / xratio;
|
|
yratio = 1 / yratio;
|
|
|
|
//autoscale overrides conwidth/height (without actually changing them)
|
|
cwidth = vid.rotpixelwidth;
|
|
cheight = vid.rotpixelheight;
|
|
}
|
|
else
|
|
{
|
|
xratio = 1;
|
|
yratio = 1;
|
|
}
|
|
|
|
if (cheight && !cwidth)
|
|
cwidth = (cheight*4)/3;
|
|
if (cwidth && !cheight)
|
|
cheight = (cwidth*3)/4;
|
|
|
|
if (!cwidth)
|
|
cwidth = vid.rotpixelwidth;
|
|
if (!cheight)
|
|
cheight = vid.rotpixelheight;
|
|
|
|
cwidth*=xratio;
|
|
cheight*=yratio;
|
|
|
|
if (cwidth < 320)
|
|
cwidth = 320;
|
|
if (cheight < 200)
|
|
cheight = 200;
|
|
|
|
vid.width = cwidth;
|
|
vid.height = cheight;
|
|
|
|
if (font_tiny)
|
|
Font_Free(font_tiny);
|
|
font_tiny = NULL;
|
|
if (font_conchar)
|
|
Font_Free(font_conchar);
|
|
font_conchar = NULL;
|
|
|
|
Cvar_ForceCallback(&gl_font);
|
|
|
|
#if defined(MENU_DAT) || defined(CSQC_DAT)
|
|
PR_ResetFonts(false);
|
|
#endif
|
|
|
|
#ifdef PLUGINS
|
|
Plug_ResChanged();
|
|
#endif
|
|
}
|
|
|
|
void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
if (var->value > 1536) //anything higher is unreadable.
|
|
{
|
|
Cvar_ForceSet(var, "1536");
|
|
return;
|
|
}
|
|
if (var->value < 200 && var->value) //lower would be wrong
|
|
{
|
|
Cvar_ForceSet(var, "200");
|
|
return;
|
|
}
|
|
|
|
R2D_Console_Resize();
|
|
}
|
|
|
|
void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
//let let the user be too crazy
|
|
if (var->value > 2048) //anything higher is unreadable.
|
|
{
|
|
Cvar_ForceSet(var, "2048");
|
|
return;
|
|
}
|
|
if (var->value < 320 && var->value) //lower would be wrong
|
|
{
|
|
Cvar_ForceSet(var, "320");
|
|
return;
|
|
}
|
|
|
|
R2D_Console_Resize();
|
|
}
|
|
|
|
void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Console_Resize();
|
|
}
|
|
|
|
void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Console_Resize();
|
|
}
|
|
|
|
|
|
/*
|
|
============
|
|
R_PolyBlend
|
|
============
|
|
*/
|
|
//bright flashes and stuff, game only, doesn't touch sbar
|
|
void R2D_PolyBlend (void)
|
|
{
|
|
if (!sw_blend[3])
|
|
return;
|
|
|
|
if (r_refdef.flags & Q2RDF_NOWORLDMODEL)
|
|
return;
|
|
|
|
R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]);
|
|
R2D_ScalePic(r_refdef.vrect.x, r_refdef.vrect.y, r_refdef.vrect.width, r_refdef.vrect.height, shader_polyblend);
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
}
|
|
|
|
//for lack of hardware gamma
|
|
void R2D_BrightenScreen (void)
|
|
{
|
|
float f;
|
|
|
|
RSpeedMark();
|
|
|
|
if (fabs(v_contrast.value - 1.0) < 0.05 && fabs(v_brightness.value - 0) < 0.05 && fabs(v_gamma.value - 1) < 0.05)
|
|
return;
|
|
|
|
if (r2d_noshadergamma)
|
|
return;
|
|
|
|
if (v_gamma.value != 1 && shader_gammacb->prog)
|
|
{
|
|
//this should really be done properly, with render-to-texture
|
|
R2D_ImageColours (v_gamma.value, v_contrast.value, v_brightness.value, 1);
|
|
R2D_ScalePic(0, vid.height, vid.width, -(int)vid.height, shader_gammacb);
|
|
}
|
|
else
|
|
{
|
|
f = v_contrast.value;
|
|
f = min (f, 3);
|
|
|
|
while (f > 1)
|
|
{
|
|
if (f >= 2)
|
|
{
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
f *= 0.5;
|
|
}
|
|
else
|
|
{
|
|
R2D_ImageColours (f - 1, f - 1, f - 1, 1);
|
|
f = 1;
|
|
}
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastup);
|
|
}
|
|
if (f < 1)
|
|
{
|
|
R2D_ImageColours (f, f, f, 1);
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_contrastdown);
|
|
}
|
|
|
|
if (v_brightness.value)
|
|
{
|
|
R2D_ImageColours (v_brightness.value, v_brightness.value, v_brightness.value, 1);
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_brightness);
|
|
}
|
|
}
|
|
R2D_ImageColours (1, 1, 1, 1);
|
|
|
|
/*make sure the hud is redrawn after if needed*/
|
|
Sbar_Changed();
|
|
|
|
RSpeedEnd(RSPEED_PALETTEFLASHES);
|
|
}
|
|
|
|
//for menus
|
|
void R2D_FadeScreen (void)
|
|
{
|
|
R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint);
|
|
|
|
Sbar_Changed();
|
|
}
|
|
|
|
//crosshairs
|
|
#define CS_HEIGHT 8
|
|
#define CS_WIDTH 8
|
|
unsigned char crosshair_pixels[] =
|
|
{
|
|
// 2 + (spaced)
|
|
0x08,
|
|
0x00,
|
|
0x08,
|
|
0x55,
|
|
0x08,
|
|
0x00,
|
|
0x08,
|
|
0x00,
|
|
// 3 +
|
|
0x00,
|
|
0x08,
|
|
0x08,
|
|
0x36,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
0x00,
|
|
// 4 X
|
|
0x00,
|
|
0x22,
|
|
0x14,
|
|
0x00,
|
|
0x14,
|
|
0x22,
|
|
0x00,
|
|
0x00,
|
|
// 5 X (spaced)
|
|
0x41,
|
|
0x00,
|
|
0x14,
|
|
0x00,
|
|
0x14,
|
|
0x00,
|
|
0x41,
|
|
0x00,
|
|
// 6 diamond (unconnected)
|
|
0x00,
|
|
0x14,
|
|
0x22,
|
|
0x00,
|
|
0x22,
|
|
0x14,
|
|
0x00,
|
|
0x00,
|
|
// 7 diamond
|
|
0x00,
|
|
0x08,
|
|
0x14,
|
|
0x22,
|
|
0x14,
|
|
0x08,
|
|
0x00,
|
|
0x00,
|
|
// 8 four points
|
|
0x00,
|
|
0x08,
|
|
0x00,
|
|
0x22,
|
|
0x00,
|
|
0x08,
|
|
0x00,
|
|
0x00,
|
|
// 9 three points
|
|
0x00,
|
|
0x00,
|
|
0x08,
|
|
0x00,
|
|
0x22,
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
// 10
|
|
0x08,
|
|
0x2a,
|
|
0x00,
|
|
0x63,
|
|
0x00,
|
|
0x2a,
|
|
0x08,
|
|
0x00,
|
|
// 11
|
|
0x49,
|
|
0x2a,
|
|
0x00,
|
|
0x63,
|
|
0x00,
|
|
0x2a,
|
|
0x49,
|
|
0x00,
|
|
// 12 horizontal line
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x77,
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
// 13 vertical line
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
// 14 larger +
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x77,
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
// 15 angle
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x70,
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
// 16 dot
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x08,
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
// 17 weird angle thing
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x38,
|
|
0x48,
|
|
0x08,
|
|
0x10,
|
|
0x00,
|
|
// 18 circle w/ dot
|
|
0x00,
|
|
0x00,
|
|
0x00,
|
|
0x6b,
|
|
0x41,
|
|
0x63,
|
|
0x3e,
|
|
0x08,
|
|
// 19 tripoint
|
|
0x08,
|
|
0x08,
|
|
0x08,
|
|
0x00,
|
|
0x14,
|
|
0x22,
|
|
0x41,
|
|
0x00,
|
|
};
|
|
|
|
void R2D_Crosshair_Update(void)
|
|
{
|
|
int crossdata[CS_WIDTH*CS_HEIGHT];
|
|
int c;
|
|
int w, h;
|
|
unsigned char *x;
|
|
|
|
c = crosshair.ival;
|
|
if (!crosshairimage.string)
|
|
return;
|
|
else if (crosshairimage.string[0] && c == 1)
|
|
{
|
|
shader_crosshair->defaulttextures.base = R_LoadHiResTexture (crosshairimage.string, "crosshairs", IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
|
|
if (TEXVALID(shader_crosshair->defaulttextures.base))
|
|
return;
|
|
}
|
|
else if (c <= 1)
|
|
return;
|
|
|
|
c -= 2;
|
|
c = c % (sizeof(crosshair_pixels) / (CS_HEIGHT*sizeof(*crosshair_pixels)));
|
|
|
|
if (!TEXVALID(ch_int_texture))
|
|
ch_int_texture = R_AllocNewTexture("***crosshair***", CS_WIDTH, CS_HEIGHT, IF_UIPIC|IF_NOMIPMAP);
|
|
shader_crosshair->defaulttextures.base = ch_int_texture;
|
|
|
|
Q_memset(crossdata, 0, sizeof(crossdata));
|
|
|
|
x = crosshair_pixels + (CS_HEIGHT * c);
|
|
for (h = 0; h < CS_HEIGHT; h++)
|
|
{
|
|
int pix = x[h];
|
|
for (w = 0; w < CS_WIDTH; w++)
|
|
{
|
|
if (pix & 0x1)
|
|
crossdata[CS_WIDTH * h + w] = 0xffffffff;
|
|
pix >>= 1;
|
|
}
|
|
}
|
|
|
|
R_Upload(ch_int_texture, NULL, TF_RGBA32, crossdata, NULL, CS_WIDTH, CS_HEIGHT, IF_UIPIC|IF_NOMIPMAP|IF_NOGAMMA);
|
|
|
|
}
|
|
|
|
void R2D_CrosshairImage_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Crosshair_Update();
|
|
}
|
|
|
|
void R2D_Crosshair_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
R2D_Crosshair_Update();
|
|
}
|
|
|
|
void R2D_CrosshairColor_Callback(struct cvar_s *var, char *oldvalue)
|
|
{
|
|
SCR_StringToRGB(var->string, ch_color, 255);
|
|
|
|
ch_color[0] = bound(0, ch_color[0], 1);
|
|
ch_color[1] = bound(0, ch_color[1], 1);
|
|
ch_color[2] = bound(0, ch_color[2], 1);
|
|
}
|
|
|
|
void R2D_DrawCrosshair(void)
|
|
{
|
|
int x, y;
|
|
int sc;
|
|
float sx, sy, sizex, sizey;
|
|
|
|
float size;
|
|
|
|
if (crosshair.ival < 1)
|
|
return;
|
|
|
|
// old style
|
|
if (crosshair.ival == 1 && !crosshairimage.string[0])
|
|
{
|
|
// adjust console crosshair scale to match default
|
|
size = crosshairsize.value;
|
|
if (size == 0)
|
|
size = 8;
|
|
else if (size < 0)
|
|
size = -size;
|
|
for (sc = 0; sc < cl.splitclients; sc++)
|
|
{
|
|
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
|
|
Font_BeginScaledString(font_conchar, sx, sy, size, size, &sx, &sy);
|
|
sx -= Font_CharScaleWidth('+' | 0xe000 | CON_WHITEMASK)/2;
|
|
sy -= Font_CharScaleHeight()/2;
|
|
Font_ForceColour(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
|
|
Font_DrawScaleChar(sx, sy, '+' | 0xe000 | CON_WHITEMASK);
|
|
Font_InvalidateColour();
|
|
Font_EndString(font_conchar);
|
|
}
|
|
return;
|
|
}
|
|
|
|
size = crosshairsize.value;
|
|
|
|
if (size < 0)
|
|
{
|
|
size = -size;
|
|
sizex = size;
|
|
sizey = size;
|
|
}
|
|
else
|
|
{
|
|
sizex = (size*vid.rotpixelwidth) / (float)vid.width;
|
|
sizey = (size*vid.rotpixelheight) / (float)vid.height;
|
|
}
|
|
|
|
sizex = (int)sizex;
|
|
sizex = ((sizex)*(int)vid.width) / (float)vid.rotpixelwidth;
|
|
|
|
sizey = (int)sizey;
|
|
sizey = ((sizey)*(int)vid.height) / (float)vid.rotpixelheight;
|
|
|
|
R2D_ImageColours(ch_color[0], ch_color[1], ch_color[2], crosshairalpha.value);
|
|
for (sc = 0; sc < cl.splitclients; sc++)
|
|
{
|
|
SCR_CrosshairPosition(&cl.playerview[sc], &sx, &sy);
|
|
|
|
//translate to pixel coord, for rounding
|
|
x = ((sx-sizex+(sizex/CS_WIDTH))*vid.rotpixelwidth) / (float)vid.width;
|
|
y = ((sy-sizey+(sizey/CS_HEIGHT))*vid.rotpixelheight) / (float)vid.height;
|
|
|
|
//translate to screen coords
|
|
sx = ((x)*(int)vid.width) / (float)vid.rotpixelwidth;
|
|
sy = ((y)*(int)vid.height) / (float)vid.rotpixelheight;
|
|
|
|
R2D_Image(sx, sy, sizex*2, sizey*2, 0, 0, 1, 1, shader_crosshair);
|
|
}
|
|
R2D_ImageColours(1, 1, 1, 1);
|
|
}
|
|
|
|
|
|
#endif
|
|
|