/* gl_draw.c Draw functions for chars, textures, etc Copyright (C) 1996-1997 Id Software, Inc. This program is free software; you can redistribute it and/or modify it under the terms of the GNU General Public License as published by the Free Software Foundation; either version 2 of the License, or (at your option) any later version. This program is distributed in the hope that it will be useful, but WITHOUT ANY WARRANTY; without even the implied warranty of MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU General Public License for more details. You should have received a copy of the GNU General Public License along with this program; if not, write to: Free Software Foundation, Inc. 59 Temple Place - Suite 330 Boston, MA 02111-1307, USA $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #include #include #ifdef HAVE_STRINGS_H #include #endif #include "bothdefs.h" // needed by: common.h, net.h, client.h #include "crc.h" // LordHavoc: for texture update validation #include "bspfile.h" // needed by: glquake.h #include "vid.h" #include "sys.h" #include "mathlib.h" // needed by: protocol.h, render.h, client.h, // modelgen.h, glmodel.h #include "wad.h" #include "draw.h" #include "cvar.h" #include "net.h" // needed by: client.h #include "protocol.h" // needed by: client.h #include "cmd.h" #include "sbar.h" #include "render.h" // needed by: client.h, model.h, glquake.h #include "client.h" // need cls in this file #include "model.h" // needed by: glquake.h #include "console.h" #include "glquake.h" static int GL_LoadPicTexture (qpic_t *pic); extern byte *host_basepal; extern unsigned char d_15to8table[65536]; extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor; cvar_t *gl_max_size; cvar_t *gl_picmip; cvar_t *gl_constretch; cvar_t *gl_conalpha; cvar_t *gl_conspin; cvar_t *cl_verstring; cvar_t *gl_lightmode; // LordHavoc: lighting mode extern byte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; static int translate_texture; static int char_texture; static int cs_texture; // crosshair texturea static byte cs_data[64] = { 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff }; typedef struct { int texnum; int bytesperpixel; float sl, tl, sh, th; } glpic_t; int gl_lightmap_format = 4; int gl_solid_format = 3; int gl_alpha_format = 4; static int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; static int gl_filter_max = GL_LINEAR; typedef struct { int texnum; char identifier[64]; int width, height; int bytesperpixel; qboolean mipmap; unsigned short crc; // LordHavoc: CRC for texture validation } gltexture_t; static gltexture_t gltextures[MAX_GLTEXTURES]; static int numgltextures = 0; /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers Note, this is a kluge, which may slow down sane cards.. As such its all contained in ifdefs.. ============================================================================= */ #undef gl_draw_scraps #ifdef gl_draw_scraps #define MAX_SCRAPS 1 #define BLOCK_WIDTH 256 #define BLOCK_HEIGHT 256 static int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH]; static byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4]; static qboolean scrap_dirty; static int scrap_texnum; // returns a texture number and the position inside it static int Scrap_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; int texnum; for (texnum=0 ; texnum= best) break; if (scrap_allocated[texnum][i+j] > best2) best2 = scrap_allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; for (i=0 ; idata; #ifdef gl_draw_scraps // load little ones into the scrap if (p->width < 64 && p->height < 64) { int x, y; int i, j, k; int texnum; texnum = Scrap_AllocBlock (p->width, p->height, &x, &y); k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; j++, k++) scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k]; texnum += scrap_texnum; gl->texnum = texnum; gl->sl = (x+0.01)/(float)BLOCK_WIDTH; gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH; gl->tl = (y+0.01)/(float)BLOCK_WIDTH; gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH; } else #endif { gl->texnum = GL_LoadPicTexture (p); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; } return p; } void Draw_ClearCache (void) { cachepic_t *pic; int i; for (pic=cachepics, i=0 ; idirty = true; } /* ================ Draw_CachePic ================ */ qpic_t *Draw_CachePic (char *path) { cachepic_t *pic; int i; qpic_t *dat; glpic_t *gl; // First, check and see if its cached.. for (pic=cachepics, i=0 ; iname)) && !pic->dirty) return &pic->pic; // Its not cached, lets make sure we have space in the cache.. if (numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); // Load the picture.. dat = (qpic_t *)COM_LoadTempFile (path); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); // Adjust for endian.. SwapPic (dat); // Ok, the image is here, lets load it up into the cache.. // First the image name.. strncpy (pic->name, path, sizeof(pic->name)); // Now the width and height. pic->pic.width = dat->width; pic->pic.height = dat->height; // Now feed it to the GL stuff and get a texture number.. gl = (glpic_t *)pic->pic.data; gl->texnum = GL_LoadPicTexture (dat); // Alignment stuff.. gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; // Now lets mark this cache entry as used.. pic->dirty = false; numcachepics++; // FIXME: // A really ugly kluge, keep a specific image in memory // for the menu system. // // Some days I really dislike legacy support.. if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width*dat->height); // And now we are done, return what was asked for.. return &pic->pic; } typedef struct { char *name; int minimize, maximize; } glmode_t; static glmode_t modes[] = { {"GL_NEAREST", GL_NEAREST, GL_NEAREST}, {"GL_LINEAR", GL_LINEAR, GL_LINEAR}, {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} }; /* =============== Draw_TextureMode_f =============== */ static void Draw_TextureMode_f (void) { int i; gltexture_t *glt; if (Cmd_Argc() == 1) { for (i=0 ; i< 6 ; i++) if (gl_filter_min == modes[i].minimize) { Con_Printf ("%s\n", modes[i].name); return; } Con_Printf ("current filter is unknown???\n"); return; } for (i=0 ; i< 6 ; i++) { if (!stricmp (modes[i].name, Cmd_Argv(1) ) ) 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 ; imipmap) { glBindTexture (GL_TEXTURE_2D, glt->texnum); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } } extern void glrmain_init(); extern void glrsurf_init(); /* =============== Draw_Init =============== */ void Draw_Init (void) { int i; // LordHavoc: lighting mode gl_lightmode = Cvar_Get("gl_lightmode", "1", CVAR_ARCHIVE, "Lighting mode (0 = GLQuake style, 1 = new style)"); 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"); cl_verstring = Cvar_Get("cl_verstring", PROGRAM " " VERSION, CVAR_NONE, "client version string"); // 3dfx can only handle 256 wide textures if (!strncasecmp ((char *)gl_renderer, "3dfx",4) || !strncasecmp ((char *)gl_renderer, "Mesa",4)) Cvar_Set (gl_max_size, "256"); // LordHavoc: 3DFX's dithering has terrible artifacting when using lightmode 1 if (!strncasecmp ((char *)gl_renderer, "3dfx",4)) Cvar_Set (gl_lightmode, "0"); lighthalf = gl_lightmode->value != 0; // to avoid re-rendering all lightmaps on first frame if (lighthalf) { lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128; } else { lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255; } 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, 1); // 1999-12-27 Conwidth/height charset fix by TcT cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1); // char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT 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++; #ifdef gl_draw_scraps // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; #endif // // get the other pics we need // draw_disc = Draw_PicFromWad ("disc"); draw_backtile = Draw_PicFromWad ("backtile"); // LordHavoc: call init code for other GL renderer modules; glrmain_init(); glrsurf_init(); } /* ================ Draw_Character8 Draws one 8*8 graphics character with 0 being transparent. It can be clipped to the top of the screen to allow the console to be smoothly scrolled off. ================ */ void Draw_Character8 (int x, int y, int num) { 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; glBindTexture (GL_TEXTURE_2D, char_texture); 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 (); } /* ================ Draw_String8 ================ */ void Draw_String8 (int x, int y, char *str) { while (*str) { Draw_Character8 (x, y, *str); str++; x += 8; } } /* ================ Draw_AltString8 ================ */ void Draw_AltString8 (int x, int y, char *str) { while (*str) { Draw_Character8 (x, y, (*str) | 0x80); str++; x += 8; } } void Draw_Crosshair(void) { int x, y; extern vrect_t scr_vrect; unsigned char *pColor; switch ((int) crosshair->value) { case 0: break; case 1: default: Draw_Character8 ( scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value, scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+'); break; case 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; pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value]; if (lighthalf) glColor4ub((byte) ((int) pColor[0] >> 1),(byte) ((int) pColor[1] >> 1), (byte) ((int) pColor[2] >> 1), pColor[3]); else glColor4ubv(pColor); glBindTexture (GL_TEXTURE_2D, 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 (); glColor3ubv(lighthalf_v); break; } } /* ============= Draw_Pic ============= */ void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; #ifdef gl_draw_scraps if (scrap_dirty) Scrap_Upload (); #endif gl = (glpic_t *)pic->data; if (lighthalf) glColor3f(0.4,0.4,0.4); else glColor3f(0.8,0.8,0.8); glBindTexture (GL_TEXTURE_2D, 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 (); glColor3ubv(lighthalf_v); } 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; #ifdef gl_draw_scraps if (scrap_dirty) Scrap_Upload (); #endif 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; if (lighthalf) glColor3f(0.4,0.4,0.4); else glColor3f(0.8,0.8,0.8); glBindTexture (GL_TEXTURE_2D, 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 (); glColor3ubv(lighthalf_v); } /* ============= Draw_TransPic ============= */ void Draw_TransPic (int x, int y, qpic_t *pic) { if (x < 0 || (unsigned int)(x + pic->width) > vid.width || y < 0 || (unsigned int)(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 int trans[64*64], *dest; byte *src; int p; glBindTexture (GL_TEXTURE_2D, 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); if (lighthalf) glColor3f(0.4,0.4,0.4); else glColor3f(0.8,0.8,0.8); 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 (); glColor3ubv(lighthalf_v); } /* Draw_ConsoleBackground Draws console background (obviously!) Completely rewritten to use several simple yet very cool GL effects. --KB */ void Draw_ConsoleBackground ( int lines ) { 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; y = vid.height >> 1; if (lines > y) { alpha = 1.0; } else { // set up to draw alpha console alpha = (float)(gl_conalpha->value * lines)/y; } if (lighthalf) glColor4f(0.4,0.4,0.4,alpha); else glColor4f(0.8,0.8,0.8,alpha); // draw the console texture glBindTexture (GL_TEXTURE_2D, 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) { if (lighthalf) glColor3f(0.4,0.4,0.4); else glColor3f(0.8,0.8,0.8); } if (gl_conspin->value) { glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); } // draw version string if not downloading if (!cls.download) Draw_AltString8 (vid.conwidth - strlen(cl_verstring->string)*8 - 11, lines-14, cl_verstring->string); glColor3ubv(lighthalf_v); } /* ============= 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) { if (lighthalf) glColor3f(0.4,0.4,0.4); else glColor3f(0.8,0.8,0.8); glBindTexture (GL_TEXTURE_2D, *(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 (); glColor3ubv(lighthalf_v); } /* ============= 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); if (lighthalf) glColor3f (host_basepal[c*3]/510.0, host_basepal[c*3+1]/510.0, host_basepal[c*3+2]/510.0); else glColor3f (host_basepal[c*3]/255.0, host_basepal[c*3+1]/255.0, host_basepal[c*3+2]/255.0); glBegin (GL_QUADS); glVertex2f (x,y); glVertex2f (x+w, y); glVertex2f (x+w, y+h); glVertex2f (x, y+h); glEnd (); glColor3ubv(lighthalf_v); glEnable (GL_TEXTURE_2D); } //============================================================================= /* ================ Draw_FadeScreen ================ */ void Draw_FadeScreen (void) { glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.7); glBegin (GL_QUADS); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor3ubv(lighthalf_v); 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) { } /* ================ 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 (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glColor3ubv(lighthalf_v); } //==================================================================== /* ================ GL_ResampleTexture ================ */ static void GL_ResampleTexture (unsigned int *in, int inwidth, int inheight, unsigned int *out, int outwidth, int outheight) { int i, j; unsigned int *inrow; unsigned int frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>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 ================ */ static void GL_Resample8BitTexture (unsigned char *in, int inwidth, int inheight, unsigned char *out, int outwidth, int outheight) { int i, j; unsigned char *inrow; unsigned int frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>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 ================ */ static void GL_MipMap (byte *in, int width, int height) { int i, j; byte *out; width <<=2; height >>= 1; out = in; for (i=0 ; i>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 ================ */ static 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>=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 =============== */ static void GL_Upload32 (unsigned int *data, int width, int height, qboolean mipmap, qboolean alpha) { unsigned int *scaled; int scaled_width, scaled_height, samples; // Snap the height and width to a power of 2. for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip->value; scaled_height >>= (int)gl_picmip->value; scaled_width = min(scaled_width, gl_max_size->value); scaled_height = min(scaled_height, gl_max_size->value); if (!(scaled = malloc(scaled_width * scaled_height * 4 * sizeof(unsigned int)))) Sys_Error ("GL_LoadTexture: too big"); samples = alpha ? gl_alpha_format : gl_solid_format; // If the real width/height and the 'scaled' width/height then we // rescale it. if (scaled_width == width && scaled_height == height) { 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); } } 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); } free(scaled); } void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha) { #ifdef HAVE_GL_COLOR_INDEX8_EXT byte *scaled; int scaled_width, scaled_height; // Snap the height and width to a power of 2. for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip->value; scaled_height >>= (int)gl_picmip->value; scaled_width = min(scaled_width, gl_max_size->value); scaled_height = min(scaled_height, gl_max_size->value); if (!(scaled = malloc(scaled_width * scaled_height))) Sys_Error ("GL_LoadTexture: too big"); // If the real width/height and the 'scaled' width/height then we // rescale it. if (scaled_width == width && scaled_height == height) { memcpy (scaled, data, width*height); } else { GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height); } glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap8Bit ((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, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled); } } 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); } free(scaled); #else Sys_Error ("GL_Upload8_EXT without HAVE_GL_COLOR_INDEX8_EXT"); #endif } extern qboolean VID_Is8bit(); /* =============== GL_Upload8 =============== */ void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha) { #if 1 unsigned int *trans = NULL; int i, s, p; s = width*height; trans = malloc(s * sizeof(unsigned int)); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { alpha = false; for (i=0 ; iidentifier)) { if (crc != glt->crc || width != glt->width || height != glt->height || bytesperpixel != glt->bytesperpixel) goto SetupTexture; else return gltextures[i].texnum; } } } if (numgltextures == MAX_GLTEXTURES) Sys_Error ("numgltextures == MAX_GLTEXTURES"); glt = &gltextures[numgltextures]; numgltextures++; strncpy (glt->identifier, identifier, sizeof(glt->identifier) - 1); glt->identifier[sizeof(glt->identifier) - 1] = '\0'; glt->texnum = texture_extension_number; texture_extension_number++; SetupTexture: glt->crc = crc; glt->width = width; glt->height = height; glt->bytesperpixel = bytesperpixel; glt->mipmap = mipmap; glBindTexture (GL_TEXTURE_2D, glt->texnum); switch (glt->bytesperpixel) { case 1: GL_Upload8 (data, width, height, mipmap, alpha); break; case 4: GL_Upload32 ((unsigned int *) data, width, height, mipmap, alpha); break; default: Sys_Error ("SetupTexture: unknown bytesperpixel %i", glt->bytesperpixel); } return glt->texnum; } /* ================ GL_LoadPicTexture ================ */ static int GL_LoadPicTexture (qpic_t *pic) { return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 1); }