2000-05-10 20:33:16 +00:00
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/*
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2000-05-11 16:03:29 +00:00
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gl_draw.c
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2000-05-10 20:33:16 +00:00
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2000-05-12 16:16:29 +00:00
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Draw functions for chars, textures, etc
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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Copyright (C) 1996-1997 Id Software, Inc.
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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2000-05-10 20:33:16 +00:00
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2000-05-11 16:03:29 +00:00
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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2000-05-10 11:29:38 +00:00
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2000-05-11 16:03:29 +00:00
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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$Id$
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*/
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2000-05-10 11:29:38 +00:00
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2000-05-17 10:03:19 +00:00
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#ifdef HAVE_CONFIG_H
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2000-05-23 17:05:34 +00:00
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# include "config.h"
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2000-05-17 10:03:19 +00:00
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#endif
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2000-05-23 17:05:34 +00:00
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2000-05-12 16:16:29 +00:00
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#include <string.h>
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#include <stdio.h>
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2000-05-26 03:55:27 +00:00
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#endif
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2000-05-12 16:16:29 +00:00
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#include "bothdefs.h" // needed by: common.h, net.h, client.h
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "zone.h" // needed by: client.h, gl_model.h
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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2000-05-13 20:47:01 +00:00
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#include "render.h" // needed by: client.h, model.h, glquake.h
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2000-05-12 16:16:29 +00:00
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#include "client.h" // need cls in this file
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2000-05-13 20:47:01 +00:00
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#include "model.h" // needed by: glquake.h
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2000-05-12 16:16:29 +00:00
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#include "console.h"
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#include "glquake.h"
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2000-05-12 19:17:02 +00:00
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extern byte *host_basepal;
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2000-05-10 11:29:38 +00:00
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extern unsigned char d_15to8table[65536];
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2000-05-16 04:47:41 +00:00
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extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor;
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cvar_t *gl_nobind;
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cvar_t *gl_max_size;
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cvar_t *gl_picmip;
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2000-05-29 10:16:04 +00:00
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cvar_t *gl_constretch;
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cvar_t *gl_conalpha;
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cvar_t *gl_conspin;
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2000-05-16 04:47:41 +00:00
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cvar_t *cl_verstring;
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2000-05-13 20:51:02 +00:00
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2000-05-14 07:40:41 +00:00
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extern byte *draw_chars; // 8*8 graphic characters
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2000-05-10 11:29:38 +00:00
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qpic_t *draw_disc;
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qpic_t *draw_backtile;
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2000-06-09 22:28:08 +00:00
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int ltexcrctable[256]; // cache mismatch checking --KB
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2000-05-10 11:29:38 +00:00
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int translate_texture;
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int char_texture;
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int cs_texture; // crosshair texture
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static byte cs_data[64] = {
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
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};
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typedef struct
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{
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int texnum;
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float sl, tl, sh, th;
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} glpic_t;
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int gl_lightmap_format = 4;
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int gl_solid_format = 3;
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int gl_alpha_format = 4;
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int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
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int gl_filter_max = GL_LINEAR;
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int texels;
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typedef struct
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{
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int texnum;
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char identifier[64];
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int width, height;
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qboolean mipmap;
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2000-06-09 22:28:08 +00:00
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int crc; // not really a standard CRC, but it works
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2000-05-10 11:29:38 +00:00
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} gltexture_t;
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#define MAX_GLTEXTURES 1024
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gltexture_t gltextures[MAX_GLTEXTURES];
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int numgltextures;
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void GL_Bind (int texnum)
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{
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2000-05-16 04:47:41 +00:00
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if (gl_nobind->value)
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2000-05-10 11:29:38 +00:00
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texnum = char_texture;
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if (currenttexture == texnum)
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return;
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currenttexture = texnum;
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#ifdef _WIN32
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bindTexFunc (GL_TEXTURE_2D, texnum);
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#else
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glBindTexture (GL_TEXTURE_2D, texnum);
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#endif
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}
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/*
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=============================================================================
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scrap allocation
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Allocate all the little status bar obejcts into a single texture
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to crutch up stupid hardware / drivers
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=============================================================================
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*/
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#define MAX_SCRAPS 1
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#define BLOCK_WIDTH 256
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#define BLOCK_HEIGHT 256
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int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
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byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
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qboolean scrap_dirty;
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int scrap_texnum;
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// returns a texture number and the position inside it
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int Scrap_AllocBlock (int w, int h, int *x, int *y)
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{
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int i, j;
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int best, best2;
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int texnum;
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for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
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{
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best = BLOCK_HEIGHT;
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for (i=0 ; i<BLOCK_WIDTH-w ; i++)
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{
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best2 = 0;
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for (j=0 ; j<w ; j++)
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{
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if (scrap_allocated[texnum][i+j] >= best)
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break;
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if (scrap_allocated[texnum][i+j] > best2)
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best2 = scrap_allocated[texnum][i+j];
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}
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if (j == w)
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{ // this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if (best + h > BLOCK_HEIGHT)
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continue;
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for (i=0 ; i<w ; i++)
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scrap_allocated[texnum][*x + i] = best + h;
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return texnum;
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}
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Sys_Error ("Scrap_AllocBlock: full");
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return 0;
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}
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int scrap_uploads;
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void Scrap_Upload (void)
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{
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scrap_uploads++;
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GL_Bind(scrap_texnum);
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GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
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scrap_dirty = false;
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}
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//=============================================================================
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/* Support Routines */
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typedef struct cachepic_s
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{
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char name[MAX_QPATH];
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qpic_t pic;
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byte padding[32]; // for appended glpic
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} cachepic_t;
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#define MAX_CACHED_PICS 128
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cachepic_t menu_cachepics[MAX_CACHED_PICS];
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int menu_numcachepics;
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byte menuplyr_pixels[4096];
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int pic_texels;
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int pic_count;
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qpic_t *Draw_PicFromWad (char *name)
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{
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qpic_t *p;
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glpic_t *gl;
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p = W_GetLumpName (name);
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gl = (glpic_t *)p->data;
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// load little ones into the scrap
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if (p->width < 64 && p->height < 64)
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{
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int x, y;
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int i, j, k;
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int texnum;
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texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
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scrap_dirty = true;
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k = 0;
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for (i=0 ; i<p->height ; i++)
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for (j=0 ; j<p->width ; j++, k++)
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scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
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texnum += scrap_texnum;
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gl->texnum = texnum;
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gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
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gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
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gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
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gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;
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pic_count++;
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pic_texels += p->width*p->height;
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}
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else
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{
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gl->texnum = GL_LoadPicTexture (p);
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gl->sl = 0;
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gl->sh = 1;
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gl->tl = 0;
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gl->th = 1;
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}
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return p;
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}
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/*
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================
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Draw_CachePic
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================
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*/
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qpic_t *Draw_CachePic (char *path)
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{
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cachepic_t *pic;
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int i;
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qpic_t *dat;
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glpic_t *gl;
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for (pic=menu_cachepics, i=0 ; i<menu_numcachepics ; pic++, i++)
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if (!strcmp (path, pic->name))
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return &pic->pic;
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if (menu_numcachepics == MAX_CACHED_PICS)
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Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
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menu_numcachepics++;
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strcpy (pic->name, path);
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//
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// load the pic from disk
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//
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dat = (qpic_t *)COM_LoadTempFile (path);
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if (!dat)
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Sys_Error ("Draw_CachePic: failed to load %s", path);
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SwapPic (dat);
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// HACK HACK HACK --- we need to keep the bytes for
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// the translatable player picture just for the menu
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// configuration dialog
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if (!strcmp (path, "gfx/menuplyr.lmp"))
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memcpy (menuplyr_pixels, dat->data, dat->width*dat->height);
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pic->pic.width = dat->width;
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pic->pic.height = dat->height;
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gl = (glpic_t *)pic->pic.data;
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gl->texnum = GL_LoadPicTexture (dat);
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gl->sl = 0;
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gl->sh = 1;
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gl->tl = 0;
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gl->th = 1;
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return &pic->pic;
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}
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typedef struct
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{
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char *name;
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int minimize, maximize;
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} glmode_t;
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glmode_t modes[] = {
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{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
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{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
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{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
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{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
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{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
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{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
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};
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/*
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===============
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Draw_TextureMode_f
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===============
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*/
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void Draw_TextureMode_f (void)
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{
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int i;
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gltexture_t *glt;
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if (Cmd_Argc() == 1)
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{
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for (i=0 ; i< 6 ; i++)
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if (gl_filter_min == modes[i].minimize)
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{
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Con_Printf ("%s\n", modes[i].name);
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return;
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}
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Con_Printf ("current filter is unknown???\n");
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return;
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}
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for (i=0 ; i< 6 ; i++)
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{
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2000-05-23 17:05:34 +00:00
|
|
|
if (!stricmp (modes[i].name, Cmd_Argv(1) ) )
|
2000-05-10 11:29:38 +00:00
|
|
|
break;
|
|
|
|
}
|
|
|
|
if (i == 6)
|
|
|
|
{
|
|
|
|
Con_Printf ("bad filter name\n");
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
gl_filter_min = modes[i].minimize;
|
|
|
|
gl_filter_max = modes[i].maximize;
|
|
|
|
|
|
|
|
// change all the existing mipmap texture objects
|
|
|
|
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
|
|
|
|
{
|
|
|
|
if (glt->mipmap)
|
|
|
|
{
|
|
|
|
GL_Bind (glt->texnum);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
Draw_Init
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void Draw_Init (void)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
|
2000-05-29 10:16:04 +00:00
|
|
|
gl_nobind = Cvar_Get("gl_nobind", "0", CVAR_NONE,
|
|
|
|
"whether or not to inhibit texture binding");
|
|
|
|
gl_max_size = Cvar_Get("gl_max_size", "1024", CVAR_NONE,
|
|
|
|
"None"); // CVAR_FIXME - set a description
|
|
|
|
gl_picmip = Cvar_Get("gl_picmip", "0", CVAR_NONE,
|
|
|
|
"None"); // CVAR_FIXME - set a description
|
|
|
|
|
|
|
|
// Console effects --KB
|
|
|
|
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE,
|
|
|
|
"whether slide the console or stretch it");
|
|
|
|
gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE,
|
|
|
|
"alpha value for the console background");
|
|
|
|
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE,
|
|
|
|
"speed at which the console spins");
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-05-29 10:16:04 +00:00
|
|
|
cl_verstring = Cvar_Get("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
|
|
|
|
"client version string");
|
2000-05-13 20:51:02 +00:00
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
// 3dfx can only handle 256 wide textures
|
2000-05-21 08:24:45 +00:00
|
|
|
if (!strncasecmp ((char *)gl_renderer, "3dfx",4) ||
|
|
|
|
!strncasecmp ((char *)gl_renderer, "Mesa",4))
|
2000-05-17 23:16:23 +00:00
|
|
|
Cvar_Set (gl_max_size, "256");
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
|
|
|
|
|
|
|
|
// 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_GetLumpName ("conchars");
|
|
|
|
for (i=0 ; i<256*64 ; i++)
|
|
|
|
if (draw_chars[i] == 0)
|
|
|
|
draw_chars[i] = 255; // proper transparent color
|
|
|
|
|
|
|
|
// now turn them into textures
|
|
|
|
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true);
|
|
|
|
// Draw_CrosshairAdjust();
|
|
|
|
cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true);
|
|
|
|
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
|
|
|
|
|
|
|
|
// save a texture slot for translated picture
|
|
|
|
translate_texture = texture_extension_number++;
|
|
|
|
|
|
|
|
// save slots for scraps
|
|
|
|
scrap_texnum = texture_extension_number;
|
|
|
|
texture_extension_number += MAX_SCRAPS;
|
|
|
|
|
|
|
|
//
|
|
|
|
// get the other pics we need
|
|
|
|
//
|
|
|
|
draw_disc = Draw_PicFromWad ("disc");
|
|
|
|
draw_backtile = Draw_PicFromWad ("backtile");
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_Character8
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
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.
|
|
|
|
================
|
|
|
|
*/
|
2000-06-05 01:05:25 +00:00
|
|
|
void Draw_Character8 (int x, int y, int num)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
int row, col;
|
|
|
|
float frow, fcol, size;
|
|
|
|
|
|
|
|
if (num == 32)
|
|
|
|
return; // space
|
|
|
|
|
|
|
|
num &= 255;
|
|
|
|
|
|
|
|
if (y <= -8)
|
|
|
|
return; // totally off screen
|
|
|
|
|
|
|
|
row = num>>4;
|
|
|
|
col = num&15;
|
|
|
|
|
|
|
|
frow = row*0.0625;
|
|
|
|
fcol = col*0.0625;
|
|
|
|
size = 0.0625;
|
|
|
|
|
|
|
|
GL_Bind (char_texture);
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (fcol, frow);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f (fcol + size, frow);
|
|
|
|
glVertex2f (x+8, y);
|
|
|
|
glTexCoord2f (fcol + size, frow + size);
|
|
|
|
glVertex2f (x+8, y+8);
|
|
|
|
glTexCoord2f (fcol, frow + size);
|
|
|
|
glVertex2f (x, y+8);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_String8
|
2000-05-10 11:29:38 +00:00
|
|
|
================
|
|
|
|
*/
|
2000-06-05 01:05:25 +00:00
|
|
|
void Draw_String8 (int x, int y, char *str)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
while (*str)
|
|
|
|
{
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_Character8 (x, y, *str);
|
2000-05-10 11:29:38 +00:00
|
|
|
str++;
|
|
|
|
x += 8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_AltString8
|
2000-05-10 11:29:38 +00:00
|
|
|
================
|
|
|
|
*/
|
2000-06-05 01:05:25 +00:00
|
|
|
void Draw_AltString8 (int x, int y, char *str)
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
|
|
|
while (*str)
|
|
|
|
{
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_Character8 (x, y, (*str) | 0x80);
|
2000-05-10 11:29:38 +00:00
|
|
|
str++;
|
|
|
|
x += 8;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void Draw_Crosshair(void)
|
|
|
|
{
|
|
|
|
int x, y;
|
|
|
|
extern vrect_t scr_vrect;
|
|
|
|
unsigned char *pColor;
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
if (crosshair->value == 2) {
|
|
|
|
x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
|
|
|
|
y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value];
|
2000-05-10 11:29:38 +00:00
|
|
|
glColor4ubv ( pColor );
|
|
|
|
GL_Bind (cs_texture);
|
|
|
|
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (0, 0);
|
|
|
|
glVertex2f (x - 4, y - 4);
|
|
|
|
glTexCoord2f (1, 0);
|
|
|
|
glVertex2f (x+12, y-4);
|
|
|
|
glTexCoord2f (1, 1);
|
|
|
|
glVertex2f (x+12, y+12);
|
|
|
|
glTexCoord2f (0, 1);
|
|
|
|
glVertex2f (x - 4, y+12);
|
|
|
|
glEnd ();
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
} else if (crosshair->value)
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_Character8 (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
|
2000-05-23 17:05:34 +00:00
|
|
|
scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+');
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
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 Draw_DebugChar (char num)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_Pic
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_Pic (int x, int y, qpic_t *pic)
|
|
|
|
{
|
|
|
|
glpic_t *gl;
|
|
|
|
|
|
|
|
if (scrap_dirty)
|
|
|
|
Scrap_Upload ();
|
|
|
|
gl = (glpic_t *)pic->data;
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.4, 0.4, 0.4);
|
2000-05-10 11:29:38 +00:00
|
|
|
GL_Bind (gl->texnum);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (gl->sl, gl->tl);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f (gl->sh, gl->tl);
|
|
|
|
glVertex2f (x+pic->width, y);
|
|
|
|
glTexCoord2f (gl->sh, gl->th);
|
|
|
|
glVertex2f (x+pic->width, y+pic->height);
|
|
|
|
glTexCoord2f (gl->sl, gl->th);
|
|
|
|
glVertex2f (x, y+pic->height);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_AlphaPic
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha)
|
|
|
|
{
|
|
|
|
glpic_t *gl;
|
|
|
|
|
|
|
|
if (scrap_dirty)
|
|
|
|
Scrap_Upload ();
|
|
|
|
gl = (glpic_t *)pic->data;
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor4f (0.4, 0.4, 0.4, alpha);
|
2000-05-10 11:29:38 +00:00
|
|
|
GL_Bind (gl->texnum);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (gl->sl, gl->tl);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f (gl->sh, gl->tl);
|
|
|
|
glVertex2f (x+pic->width, y);
|
|
|
|
glTexCoord2f (gl->sh, gl->th);
|
|
|
|
glVertex2f (x+pic->width, y+pic->height);
|
|
|
|
glTexCoord2f (gl->sl, gl->th);
|
|
|
|
glVertex2f (x, y+pic->height);
|
|
|
|
glEnd ();
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
void Draw_SubPic(int x, int y, qpic_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 = (glpic_t *)pic->data;
|
|
|
|
|
|
|
|
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;
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.4, 0.4, 0.4);
|
2000-05-10 11:29:38 +00:00
|
|
|
GL_Bind (gl->texnum);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (newsl, newtl);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f (newsh, newtl);
|
|
|
|
glVertex2f (x+width, y);
|
|
|
|
glTexCoord2f (newsh, newth);
|
|
|
|
glVertex2f (x+width, y+height);
|
|
|
|
glTexCoord2f (newsl, newth);
|
|
|
|
glVertex2f (x, y+height);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_TransPic
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_TransPic (int x, int y, qpic_t *pic)
|
|
|
|
{
|
|
|
|
|
|
|
|
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
|
|
|
|
(unsigned)(y + pic->height) > vid.height)
|
|
|
|
{
|
|
|
|
Sys_Error ("Draw_TransPic: bad coordinates");
|
|
|
|
}
|
|
|
|
|
|
|
|
Draw_Pic (x, y, pic);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_TransPicTranslate
|
|
|
|
|
|
|
|
Only used for the player color selection menu
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
|
|
|
|
{
|
|
|
|
int v, u, c;
|
|
|
|
unsigned trans[64*64], *dest;
|
|
|
|
byte *src;
|
|
|
|
int p;
|
|
|
|
|
|
|
|
GL_Bind (translate_texture);
|
|
|
|
|
|
|
|
c = pic->width * pic->height;
|
|
|
|
|
|
|
|
dest = trans;
|
|
|
|
for (v=0 ; v<64 ; v++, dest += 64)
|
|
|
|
{
|
|
|
|
src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width];
|
|
|
|
for (u=0 ; u<64 ; u++)
|
|
|
|
{
|
|
|
|
p = src[(u*pic->width)>>6];
|
|
|
|
if (p == 255)
|
|
|
|
dest[u] = p;
|
|
|
|
else
|
|
|
|
dest[u] = d_8to24table[translation[p]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
|
|
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.4, 0.4, 0.4);
|
2000-05-10 11:29:38 +00:00
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (0, 0);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f (1, 0);
|
|
|
|
glVertex2f (x+pic->width, y);
|
|
|
|
glTexCoord2f (1, 1);
|
|
|
|
glVertex2f (x+pic->width, y+pic->height);
|
|
|
|
glTexCoord2f (0, 1);
|
|
|
|
glVertex2f (x, y+pic->height);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
2000-05-29 10:16:04 +00:00
|
|
|
Draw_ConsoleBackground
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-05-29 10:16:04 +00:00
|
|
|
Draws console background (obviously!) Completely rewritten to use
|
|
|
|
several simple yet very cool GL effects. --KB
|
2000-05-10 11:29:38 +00:00
|
|
|
*/
|
2000-05-29 10:16:04 +00:00
|
|
|
void
|
|
|
|
Draw_ConsoleBackground ( int lines )
|
2000-05-10 11:29:38 +00:00
|
|
|
{
|
2000-05-29 10:16:04 +00:00
|
|
|
int y;
|
|
|
|
qpic_t *conback;
|
|
|
|
glpic_t *gl;
|
|
|
|
float ofs;
|
|
|
|
float alpha;
|
|
|
|
|
|
|
|
// This can be a CachePic now, just like in software
|
|
|
|
conback = Draw_CachePic ("gfx/conback.lmp");
|
|
|
|
gl = (glpic_t *)conback->data;
|
|
|
|
|
|
|
|
// spin the console? - effect described in a QER tutorial
|
|
|
|
if (gl_conspin->value)
|
|
|
|
{
|
|
|
|
static float xangle = 0;
|
|
|
|
static float xfactor = .3f;
|
|
|
|
static float xstep = .005f;
|
|
|
|
|
|
|
|
glPushMatrix ();
|
|
|
|
glMatrixMode (GL_TEXTURE);
|
|
|
|
glPushMatrix ();
|
|
|
|
glLoadIdentity ();
|
|
|
|
xangle += gl_conspin->value;
|
|
|
|
xfactor += xstep;
|
|
|
|
if (xfactor > 8 || xfactor < .3f)
|
|
|
|
xstep = -xstep;
|
|
|
|
glRotatef (xangle, 0, 0, 1);
|
|
|
|
glScalef (xfactor, xfactor, xfactor);
|
|
|
|
}
|
|
|
|
|
|
|
|
// slide console up/down or stretch it?
|
|
|
|
if (gl_constretch->value)
|
|
|
|
ofs = 0;
|
|
|
|
else
|
|
|
|
ofs = (vid.conheight - lines)/(float)vid.conheight;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
y = vid.height >> 1;
|
2000-05-10 11:29:38 +00:00
|
|
|
if (lines > y)
|
2000-05-29 10:16:04 +00:00
|
|
|
{
|
|
|
|
alpha = 1.0;
|
|
|
|
} else {
|
|
|
|
// set up to draw alpha console
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
alpha = (float)(gl_conalpha->value * lines)/y;
|
2000-05-29 10:16:04 +00:00
|
|
|
}
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor4f (0.5, 0.5, 0.5, alpha);
|
2000-05-29 10:16:04 +00:00
|
|
|
|
|
|
|
// draw the console texture
|
|
|
|
GL_Bind (gl->texnum);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (gl->sl, gl->tl + ofs);
|
|
|
|
glVertex2f (0, 0);
|
|
|
|
glTexCoord2f (gl->sh, gl->tl + ofs);
|
|
|
|
glVertex2f (vid.conwidth, 0);
|
|
|
|
glTexCoord2f (gl->sh, gl->th);
|
|
|
|
glVertex2f (vid.conwidth, lines);
|
|
|
|
glTexCoord2f (gl->sl, gl->th);
|
|
|
|
glVertex2f (0, lines);
|
|
|
|
glEnd ();
|
|
|
|
|
|
|
|
// turn off alpha blending
|
|
|
|
if (alpha < 1.0)
|
|
|
|
{
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-29 10:16:04 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
if (gl_conspin->value)
|
|
|
|
{
|
|
|
|
glPopMatrix ();
|
|
|
|
glMatrixMode (GL_MODELVIEW);
|
|
|
|
glPopMatrix ();
|
|
|
|
}
|
2000-05-10 11:29:38 +00:00
|
|
|
|
2000-05-29 10:16:04 +00:00
|
|
|
// draw version string if not downloading
|
|
|
|
if (!cls.download)
|
2000-06-05 01:05:25 +00:00
|
|
|
Draw_AltString8 (vid.conwidth - strlen(cl_verstring->string)*8 - 11,
|
2000-05-16 04:47:41 +00:00
|
|
|
lines-14, cl_verstring->string);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_TileClear
|
|
|
|
|
|
|
|
This repeats a 64*64 tile graphic to fill the screen around a sized down
|
|
|
|
refresh window.
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_TileClear (int x, int y, int w, int h)
|
|
|
|
{
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
GL_Bind (*(int *)draw_backtile->data);
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
glTexCoord2f (x/64.0, y/64.0);
|
|
|
|
glVertex2f (x, y);
|
|
|
|
glTexCoord2f ( (x+w)/64.0, y/64.0);
|
|
|
|
glVertex2f (x+w, y);
|
|
|
|
glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
|
|
|
|
glVertex2f (x+w, y+h);
|
|
|
|
glTexCoord2f ( x/64.0, (y+h)/64.0 );
|
|
|
|
glVertex2f (x, y+h);
|
|
|
|
glEnd ();
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
=============
|
|
|
|
Draw_Fill
|
|
|
|
|
|
|
|
Fills a box of pixels with a single color
|
|
|
|
=============
|
|
|
|
*/
|
|
|
|
void Draw_Fill (int x, int y, int w, int h, int c)
|
|
|
|
{
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (host_basepal[c*3]/510.0,
|
|
|
|
host_basepal[c*3+1]/510.0,
|
|
|
|
host_basepal[c*3+2]/510.0);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
glBegin (GL_QUADS);
|
|
|
|
|
|
|
|
glVertex2f (x,y);
|
|
|
|
glVertex2f (x+w, y);
|
|
|
|
glVertex2f (x+w, y+h);
|
|
|
|
glVertex2f (x, y+h);
|
|
|
|
|
|
|
|
glEnd ();
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
|
|
}
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
Draw_FadeScreen
|
|
|
|
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void Draw_FadeScreen (void)
|
|
|
|
{
|
|
|
|
glDisable (GL_TEXTURE_2D);
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor4f (0, 0, 0, 0.7);
|
2000-05-10 11:29:38 +00:00
|
|
|
glBegin (GL_QUADS);
|
|
|
|
|
|
|
|
glVertex2f (0,0);
|
|
|
|
glVertex2f (vid.width, 0);
|
|
|
|
glVertex2f (vid.width, vid.height);
|
|
|
|
glVertex2f (0, vid.height);
|
|
|
|
|
|
|
|
glEnd ();
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
glEnable (GL_TEXTURE_2D);
|
|
|
|
|
|
|
|
Sbar_Changed();
|
|
|
|
}
|
|
|
|
|
|
|
|
//=============================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
Draw_BeginDisc
|
|
|
|
|
|
|
|
Draws the little blue disc in the corner of the screen.
|
|
|
|
Call before beginning any disc IO.
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void Draw_BeginDisc (void)
|
|
|
|
{
|
|
|
|
if (!draw_disc)
|
|
|
|
return;
|
|
|
|
glDrawBuffer (GL_FRONT);
|
|
|
|
Draw_Pic (vid.width - 24, 0, draw_disc);
|
|
|
|
glDrawBuffer (GL_BACK);
|
|
|
|
}
|
|
|
|
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
Draw_EndDisc
|
|
|
|
|
|
|
|
Erases the disc icon.
|
|
|
|
Call after completing any disc IO
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void Draw_EndDisc (void)
|
|
|
|
{
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
GL_Set2D
|
|
|
|
|
|
|
|
Setup as if the screen was 320*200
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void GL_Set2D (void)
|
|
|
|
{
|
|
|
|
glViewport (glx, gly, glwidth, glheight);
|
|
|
|
|
|
|
|
glMatrixMode(GL_PROJECTION);
|
|
|
|
glLoadIdentity ();
|
|
|
|
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
|
|
|
|
|
|
|
|
glMatrixMode(GL_MODELVIEW);
|
|
|
|
glLoadIdentity ();
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
GL_DisableMultitexture ();
|
|
|
|
|
|
|
|
glEnable (GL_BLEND);
|
2000-05-10 11:29:38 +00:00
|
|
|
glDisable (GL_DEPTH_TEST);
|
|
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
|
This is a NON-TRIVIAL update which took LordHavoc and I about 3 days to
make work properly:
Win32 thing.. If you don't free textures explicitly, you can cause a
problem with nVidia drivers.
Colored lighting is now RGB instead of RGBA. The alpha is kinda pointless
on a lightmap and the effect's not all that great. Plus people stuck with
16 bit OpenGL (any other 3dfx people out there?) will be quite pleased
with the improvement in image quality. This does include LordHavoc's
dynamic light optimization code which takes most of the pain out of having
gl_flashblend off.
All glColor*'s are now half of what they used to be, except where they
aren't. If that doesn't make sense, don't worry. If you see one that's
only half what you'd expect, don't worry---it probably is meant to be like
that.. (More below)
glDisable (GL_BLEND) is now a thing of the GL_PAST. As is GL_REPLACE.
Instead, we _always_ use GL_MODULATE and leave GL_BLEND turned on. This
seems at first like it might be a performance hit, but I swear it's much
more expensive to change blending modes and texture functions 20-30 times
every screen frame!
Win32 issue.. Even though we check for multitexture, we currently don't
use it. Reason is that I am planning to replace SGIS_multitexture with
the preferred ARB_multitexture extension which is supported in most GL 1.1
implementations and is a requirement for GL 1.2 anyway. I also wanted to
get rid of some duplicated code. Since Linux doesn't support multitexture
yet, I just commented out the code keeping me from compiling to get it to
work. Win32 should work without it until it's fixed, which shouldn't be
long since the differences between SGIS and ARB multitextures as far as
Quake is concerned is minimal AT BEST.
LordHavoc and I have been working tirelessly (well not quite, we both did
manage to sleep sometime during this ordeal) to fix the lighting in the GL
renderers! It looks DAMNED CLOSE to software's lighting now, including
the ability to overbright a color. You've gotta see this to know what I'm
talking about. That's why the glColor*'s are halved in most places. The
gamma table code and the general way it works is LordHavoc's design, but
over the course of re-implementing it in QF we did come up with a few more
small optimizations.
A lot of people have noticed that QF's fps count has gone to shit lately.
No promises that this undid whatever the problem was. That means there
could be a huge optimization lurking somewhere in the shadows, waiting for
us to fix it for a massive FPS boost. Even if there's not, the code in
this commit DOUBLED MY FPS COUNT. Granted I was getting pathetic FPS as
it was (around 30, which is pathetic even for a Voodoo3 in Linux) but
still---60 is a big improvement over 30!
Please be sure to "test" this code thuroughly.
2000-06-03 19:56:09 +00:00
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
|
|
|
|
glColor3f (0.5, 0.5, 0.5);
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
//====================================================================
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
GL_FindTexture
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
int GL_FindTexture (char *identifier)
|
|
|
|
{
|
|
|
|
int i;
|
|
|
|
gltexture_t *glt;
|
|
|
|
|
|
|
|
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
|
|
|
|
{
|
|
|
|
if (!strcmp (identifier, glt->identifier))
|
|
|
|
return gltextures[i].texnum;
|
|
|
|
}
|
|
|
|
|
|
|
|
return -1;
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
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;
|
|
|
|
|
|
|
|
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_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 (byte *in, int width, int height)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
byte *out;
|
|
|
|
|
|
|
|
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)
|
|
|
|
{
|
|
|
|
out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>2;
|
|
|
|
out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
|
|
|
|
out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
|
|
|
|
out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
|
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
GL_MipMap8Bit
|
|
|
|
|
|
|
|
Mipping for 8 bit textures
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void GL_MipMap8Bit (byte *in, int width, int height)
|
|
|
|
{
|
|
|
|
int i, j;
|
|
|
|
byte *out;
|
|
|
|
unsigned short r,g,b;
|
|
|
|
byte *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 = (byte *) &d_8to24table[in[0]];
|
|
|
|
at2 = (byte *) &d_8to24table[in[1]];
|
|
|
|
at3 = (byte *) &d_8to24table[in[width+0]];
|
|
|
|
at4 = (byte *) &d_8to24table[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)];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
GL_Upload32
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
|
|
{
|
|
|
|
int samples;
|
|
|
|
static unsigned scaled[1024*512]; // [512*256];
|
|
|
|
int scaled_width, scaled_height;
|
|
|
|
|
|
|
|
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
|
|
|
|
;
|
|
|
|
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
|
|
|
|
;
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
scaled_width >>= (int)gl_picmip->value;
|
|
|
|
scaled_height >>= (int)gl_picmip->value;
|
|
|
|
|
2000-05-23 17:05:34 +00:00
|
|
|
scaled_width = min(scaled_width, gl_max_size->value);
|
|
|
|
scaled_height = min(scaled_height, gl_max_size->value);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
if (scaled_width * scaled_height > sizeof(scaled)/4)
|
|
|
|
Sys_Error ("GL_LoadTexture: too big");
|
|
|
|
|
|
|
|
samples = alpha ? gl_alpha_format : gl_solid_format;
|
|
|
|
|
|
|
|
#if 0
|
|
|
|
if (mipmap)
|
|
|
|
gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
|
|
else if (scaled_width == width && scaled_height == height)
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
|
|
else
|
|
|
|
{
|
|
|
|
gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
|
|
|
|
scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
|
|
}
|
|
|
|
#else
|
|
|
|
texels += scaled_width * scaled_height;
|
|
|
|
|
|
|
|
if (scaled_width == width && scaled_height == height)
|
|
|
|
{
|
|
|
|
if (!mipmap)
|
|
|
|
{
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
memcpy (scaled, data, width*height*4);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
|
|
|
|
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
|
|
if (mipmap)
|
|
|
|
{
|
|
|
|
int miplevel;
|
|
|
|
|
|
|
|
miplevel = 0;
|
|
|
|
while (scaled_width > 1 || scaled_height > 1)
|
|
|
|
{
|
|
|
|
GL_MipMap ((byte *)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, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
done: ;
|
|
|
|
#endif
|
|
|
|
|
|
|
|
|
|
|
|
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);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
|
|
{
|
|
|
|
int i, s;
|
|
|
|
qboolean noalpha;
|
|
|
|
int samples;
|
|
|
|
static unsigned char scaled[1024*512]; // [512*256];
|
|
|
|
int scaled_width, scaled_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++)
|
|
|
|
{
|
|
|
|
if (data[i] == 255)
|
|
|
|
noalpha = false;
|
|
|
|
}
|
|
|
|
|
|
|
|
if (alpha && noalpha)
|
|
|
|
alpha = false;
|
|
|
|
}
|
|
|
|
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
|
|
|
|
;
|
|
|
|
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
|
|
|
|
;
|
|
|
|
|
2000-05-16 04:47:41 +00:00
|
|
|
scaled_width >>= (int)gl_picmip->value;
|
|
|
|
scaled_height >>= (int)gl_picmip->value;
|
|
|
|
|
2000-05-23 17:05:34 +00:00
|
|
|
scaled_width = min(scaled_width, gl_max_size->value);
|
|
|
|
scaled_height = min(scaled_height, gl_max_size->value);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
if (scaled_width * scaled_height > sizeof(scaled))
|
|
|
|
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)
|
|
|
|
{
|
2000-05-26 03:55:27 +00:00
|
|
|
/* FIXME - what if this extension isn't available? */
|
|
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
2000-05-10 11:29:38 +00:00
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
|
2000-05-26 03:55:27 +00:00
|
|
|
#else
|
|
|
|
/* FIXME - should warn that this isn't available */
|
|
|
|
#endif
|
2000-05-10 11:29:38 +00:00
|
|
|
goto done;
|
|
|
|
}
|
|
|
|
memcpy (scaled, data, width*height);
|
|
|
|
}
|
|
|
|
else
|
|
|
|
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
|
|
|
|
|
2000-05-26 03:55:27 +00:00
|
|
|
// FIXME - what if this extension isn't available?
|
|
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
2000-05-10 11:29:38 +00:00
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
|
2000-05-26 03:55:27 +00:00
|
|
|
#else
|
|
|
|
/* FIXME - should warn that this isn't available */
|
|
|
|
#endif
|
2000-05-10 11:29:38 +00:00
|
|
|
if (mipmap)
|
|
|
|
{
|
|
|
|
int miplevel;
|
|
|
|
|
|
|
|
miplevel = 0;
|
|
|
|
while (scaled_width > 1 || scaled_height > 1)
|
|
|
|
{
|
|
|
|
GL_MipMap8Bit ((byte *)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++;
|
2000-05-26 03:55:27 +00:00
|
|
|
/* FIXME - what if this extension isn't available? */
|
|
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
2000-05-10 11:29:38 +00:00
|
|
|
glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
|
2000-05-26 03:55:27 +00:00
|
|
|
#else
|
|
|
|
/* FIXME - should warn that this isn't available */
|
|
|
|
#endif
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
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);
|
|
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
extern qboolean VID_Is8bit();
|
|
|
|
|
|
|
|
/*
|
|
|
|
===============
|
|
|
|
GL_Upload8
|
|
|
|
===============
|
|
|
|
*/
|
|
|
|
void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
|
|
{
|
|
|
|
static unsigned trans[640*480]; // FIXME, temporary
|
|
|
|
int i, s;
|
|
|
|
qboolean noalpha;
|
|
|
|
int p;
|
|
|
|
|
|
|
|
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] = d_8to24table[p];
|
|
|
|
}
|
|
|
|
|
|
|
|
if (alpha && noalpha)
|
|
|
|
alpha = false;
|
|
|
|
}
|
|
|
|
else
|
|
|
|
{
|
|
|
|
if (s&3)
|
|
|
|
Sys_Error ("GL_Upload8: s&3");
|
|
|
|
for (i=0 ; i<s ; i+=4)
|
|
|
|
{
|
|
|
|
trans[i] = d_8to24table[data[i]];
|
|
|
|
trans[i+1] = d_8to24table[data[i+1]];
|
|
|
|
trans[i+2] = d_8to24table[data[i+2]];
|
|
|
|
trans[i+3] = d_8to24table[data[i+3]];
|
|
|
|
}
|
|
|
|
}
|
|
|
|
|
|
|
|
if (VID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
|
|
|
|
GL_Upload8_EXT (data, width, height, mipmap, alpha);
|
|
|
|
return;
|
|
|
|
}
|
|
|
|
|
|
|
|
GL_Upload32 (trans, width, height, mipmap, alpha);
|
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
GL_LoadTexture
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha)
|
|
|
|
{
|
|
|
|
int i;
|
2000-06-09 22:28:08 +00:00
|
|
|
int s;
|
|
|
|
int lcrc;
|
2000-05-10 11:29:38 +00:00
|
|
|
gltexture_t *glt;
|
|
|
|
|
2000-06-09 22:28:08 +00:00
|
|
|
// LordHavoc's cache check, not a standard crc but it works --KB
|
|
|
|
lcrc = 0;
|
|
|
|
s = width*height; // size
|
|
|
|
for (i = 0; i < 256; i++)
|
|
|
|
ltexcrctable[i] = i + 1;
|
|
|
|
for (i = 0; i < s; i++)
|
|
|
|
lcrc += (ltexcrctable[data[i] & 255]++);
|
|
|
|
|
2000-05-10 11:29:38 +00:00
|
|
|
// see if the texture is allready present
|
|
|
|
if (identifier[0])
|
|
|
|
{
|
|
|
|
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
|
|
|
|
{
|
|
|
|
if (!strcmp (identifier, glt->identifier))
|
|
|
|
{
|
2000-06-09 22:28:08 +00:00
|
|
|
if (lcrc != glt->crc
|
|
|
|
|| width != glt->width
|
|
|
|
|| height != glt->height)
|
|
|
|
goto SetupTexture;
|
|
|
|
else
|
|
|
|
return gltextures[i].texnum;
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
}
|
|
|
|
}
|
2000-06-09 22:28:08 +00:00
|
|
|
|
|
|
|
glt = &gltextures[numgltextures];
|
2000-05-10 11:29:38 +00:00
|
|
|
numgltextures++;
|
|
|
|
|
|
|
|
strcpy (glt->identifier, identifier);
|
|
|
|
glt->texnum = texture_extension_number;
|
2000-06-09 22:28:08 +00:00
|
|
|
texture_extension_number++;
|
|
|
|
|
|
|
|
SetupTexture:
|
|
|
|
glt->crc = lcrc;
|
2000-05-10 11:29:38 +00:00
|
|
|
glt->width = width;
|
|
|
|
glt->height = height;
|
|
|
|
glt->mipmap = mipmap;
|
|
|
|
|
2000-06-09 22:28:08 +00:00
|
|
|
GL_Bind(glt->texnum);
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
GL_Upload8 (data, width, height, mipmap, alpha);
|
|
|
|
|
2000-06-09 22:28:08 +00:00
|
|
|
return glt->texnum;
|
2000-05-10 11:29:38 +00:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
GL_LoadPicTexture
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
int GL_LoadPicTexture (qpic_t *pic)
|
|
|
|
{
|
|
|
|
return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true);
|
|
|
|
}
|
|
|
|
|
|
|
|
/****************************************/
|
|
|
|
|
2000-06-09 21:34:21 +00:00
|
|
|
static GLenum oldtarget = 0; // TEXTURE0_SGIS;
|
2000-05-10 11:29:38 +00:00
|
|
|
|
|
|
|
void GL_SelectTexture (GLenum target)
|
|
|
|
{
|
|
|
|
if (!gl_mtexable)
|
|
|
|
return;
|
2000-06-10 03:36:28 +00:00
|
|
|
qglSelectTexture(target+gl_mtex_enum);
|
2000-05-10 11:29:38 +00:00
|
|
|
if (target == oldtarget)
|
|
|
|
return;
|
2000-06-09 21:34:21 +00:00
|
|
|
cnttextures[oldtarget] = currenttexture;
|
|
|
|
currenttexture = cnttextures[target];
|
2000-05-10 11:29:38 +00:00
|
|
|
oldtarget = target;
|
|
|
|
}
|
2000-06-09 21:34:21 +00:00
|
|
|
|