mirror of
https://git.code.sf.net/p/quake/newtree
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1391 lines
32 KiB
C
1391 lines
32 KiB
C
/*
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gl_draw.c
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Draw functions for chars, textures, etc
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Copyright (C) 1996-1997 Id Software, Inc.
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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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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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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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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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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#include <string.h>
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#include <stdio.h>
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#ifdef HAVE_STRINGS_H
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#include <strings.h>
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#endif
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#include "cmd.h"
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#include "console.h"
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#include "crc.h"
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#include "draw.h"
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#include "glquake.h"
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#include "sbar.h"
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#include "sys.h"
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static int GL_LoadPicTexture (qpic_t *pic);
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extern byte *host_basepal;
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extern unsigned char d_15to8table[65536];
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extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor,
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*gl_colorlights;
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cvar_t *gl_max_size;
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cvar_t *gl_picmip;
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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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cvar_t *cl_verstring;
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cvar_t *gl_lightmode; // LordHavoc: lighting mode
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byte *draw_chars; // 8*8 graphic characters
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qpic_t *draw_disc;
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qpic_t *draw_backtile;
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static int translate_texture;
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static int char_texture;
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static int cs_texture; // crosshair texturea
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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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int texnum;
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int bytesperpixel;
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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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static int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
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static int gl_filter_max = GL_LINEAR;
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typedef struct {
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int texnum;
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char identifier[64];
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int width, height;
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int bytesperpixel;
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qboolean mipmap;
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unsigned short crc; // LordHavoc: CRC for texture
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// validation
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} gltexture_t;
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static gltexture_t gltextures[MAX_GLTEXTURES];
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static int numgltextures = 0;
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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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Note, this is a kluge, which may slow down sane cards..
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As such its all contained in ifdefs..
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=============================================================================
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*/
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#undef gl_draw_scraps
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#ifdef gl_draw_scraps
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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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static int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
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static byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH * BLOCK_HEIGHT * 4];
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static qboolean scrap_dirty;
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static int scrap_texnum;
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// returns a texture number and the position inside it
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static int
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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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best = BLOCK_HEIGHT;
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for (i = 0; i < BLOCK_WIDTH - w; i++) {
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best2 = 0;
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for (j = 0; j < w; j++) {
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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) { // 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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scrap_dirty = true;
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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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static void
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Scrap_Upload (void)
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{
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glBindTexture (GL_TEXTURE_2D, 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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#endif
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//=============================================================================
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/* Support Routines */
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typedef struct cachepic_s {
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char name[MAX_QPATH];
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qboolean dirty;
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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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static cachepic_t cachepics[MAX_CACHED_PICS];
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static int numcachepics;
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static byte menuplyr_pixels[4096];
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qpic_t *
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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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#ifdef gl_draw_scraps
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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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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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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] =
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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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} else
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#endif
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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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void
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Draw_ClearCache (void)
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{
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cachepic_t *pic;
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int i;
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for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
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pic->dirty = true;
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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 *
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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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// First, check and see if its cached..
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for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
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if ((!strcmp (path, pic->name)) && !pic->dirty)
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return &pic->pic;
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// Its not cached, lets make sure we have space in the cache..
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if (numcachepics == MAX_CACHED_PICS)
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Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
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// Load the picture..
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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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// Adjust for endian..
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SwapPic (dat);
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// Ok, the image is here, lets load it up into the cache..
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// First the image name..
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strncpy (pic->name, path, sizeof (pic->name));
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// Now the width and height.
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pic->pic.width = dat->width;
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pic->pic.height = dat->height;
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// Now feed it to the GL stuff and get a texture number..
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gl = (glpic_t *) pic->pic.data;
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gl->texnum = GL_LoadPicTexture (dat);
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// Alignment stuff..
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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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// Now lets mark this cache entry as used..
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pic->dirty = false;
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numcachepics++;
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// FIXME:
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// A really ugly kluge, keep a specific image in memory
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// for the menu system.
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//
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// Some days I really dislike legacy support..
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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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// And now we are done, return what was asked for..
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return &pic->pic;
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}
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typedef struct {
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char *name;
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int minimize, maximize;
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} glmode_t;
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static 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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static void
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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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for (i = 0; i < 6; i++)
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if (gl_filter_min == modes[i].minimize) {
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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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if (!stricmp (modes[i].name, Cmd_Argv (1)))
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break;
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}
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if (i == 6) {
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Con_Printf ("bad filter name\n");
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return;
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}
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gl_filter_min = modes[i].minimize;
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gl_filter_max = modes[i].maximize;
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// change all the existing mipmap texture objects
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for (i = 0, glt = gltextures; i < numgltextures; i++, glt++) {
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if (glt->mipmap) {
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glBindTexture (GL_TEXTURE_2D, glt->texnum);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER,
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gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER,
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gl_filter_max);
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}
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}
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}
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void
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Draw_TextBox (int x, int y, int width, int lines)
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{
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qpic_t *p;
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int cx, cy;
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int n;
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// draw left side
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cx = x;
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cy = y;
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p = Draw_CachePic ("gfx/box_tl.lmp");
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_ml.lmp");
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for (n = 0; n < lines; n++) {
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cy += 8;
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_bl.lmp");
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Draw_Pic (cx, cy + 8, p);
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// draw middle
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cx += 8;
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while (width > 0) {
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cy = y;
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p = Draw_CachePic ("gfx/box_tm.lmp");
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_mm.lmp");
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for (n = 0; n < lines; n++) {
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cy += 8;
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if (n == 1)
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p = Draw_CachePic ("gfx/box_mm2.lmp");
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_bm.lmp");
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Draw_Pic (cx, cy + 8, p);
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width -= 2;
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cx += 16;
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}
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// draw right side
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cy = y;
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p = Draw_CachePic ("gfx/box_tr.lmp");
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_mr.lmp");
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for (n = 0; n < lines; n++) {
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cy += 8;
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_br.lmp");
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Draw_Pic (cx, cy + 8, p);
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}
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extern void glrmain_init (void);
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extern void glrsurf_init (void);
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/*
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===============
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Draw_Init
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===============
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*/
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void
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Draw_Init (void)
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{
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int i;
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// 3dfx can only handle 256 wide textures
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if (!strncasecmp ((char *) gl_renderer, "3dfx", 4) ||
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!strncasecmp ((char *) gl_renderer, "Mesa", 4))
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Cvar_Set (gl_max_size, "256");
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// LordHavoc: 3DFX's dithering has terrible artifacting when using
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// lightmode 1
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if (!strncasecmp ((char *) gl_renderer, "3dfx", 4))
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Cvar_Set (gl_lightmode, "0");
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lighthalf = gl_lightmode->int_val != 0; // to avoid re-rendering all
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// lightmaps on first frame
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if (lighthalf) {
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
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} else {
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
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}
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Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
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// load the console background and the charset
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// by hand, because we need to write the version
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// string into the background before turning
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// it into a texture
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draw_chars = W_GetLumpName ("conchars");
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for (i = 0; i < 256 * 64; i++)
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if (draw_chars[i] == 0)
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draw_chars[i] = 255; // proper transparent color
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// now turn them into textures
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char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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// char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// save a texture slot for translated picture
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translate_texture = texture_extension_number++;
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#ifdef gl_draw_scraps
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// save slots for scraps
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scrap_texnum = texture_extension_number;
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texture_extension_number += MAX_SCRAPS;
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#endif
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//
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// get the other pics we need
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//
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draw_disc = Draw_PicFromWad ("disc");
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draw_backtile = Draw_PicFromWad ("backtile");
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// LordHavoc: call init code for other GL renderer modules;
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glrmain_init ();
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glrsurf_init ();
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}
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void
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Draw_Init_Cvars (void)
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{
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// LordHavoc: lighting mode
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gl_lightmode = Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE,
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"Lighting mode (0 = GLQuake style, 1 = new style)");
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gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, "Texture dimension");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, "Dimensions of displayed textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM,
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"Whether to use RGB lightmaps or not");
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// Console effects --KB
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE,
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"whether slide the console or stretch it");
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gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE,
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"alpha value for the console background");
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gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE,
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"speed at which the console spins");
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cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE,
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"Client version string");
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|
}
|
|
|
|
|
|
|
|
/*
|
|
================
|
|
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 (crosshair->int_val) {
|
|
case 0:
|
|
break;
|
|
case 1:
|
|
default:
|
|
Draw_Character8 (scr_vrect.x + scr_vrect.width / 2 - 4 +
|
|
cl_crossx->int_val,
|
|
scr_vrect.y + scr_vrect.height / 2 - 4 +
|
|
cl_crossy->int_val, '+');
|
|
break;
|
|
case 2:
|
|
x = scr_vrect.x + scr_vrect.width / 2 - 3 + cl_crossx->int_val;
|
|
y = scr_vrect.y + scr_vrect.height / 2 - 3 + cl_crossy->int_val;
|
|
|
|
pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val];
|
|
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;
|
|
|
|
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 ();
|
|
}
|
|
|
|
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_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->int_val)
|
|
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;
|
|
|
|
if (!outwidth || !outheight)
|
|
return;
|
|
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 ++) {
|
|
out[j] = inrow[frac >> 16];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_Resample8BitTexture -- JACK
|
|
================
|
|
*/
|
|
#if defined(GL_SHARED_TEXTURE_PALETTE_EXT) && defined(HAVE_GL_COLOR_INDEX8_EXT)
|
|
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;
|
|
|
|
if (!outwidth || !outheight)
|
|
return;
|
|
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 ++) {
|
|
out[j] = inrow[frac >> 16];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
================
|
|
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 < 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
|
|
================
|
|
*/
|
|
#if defined(GL_SHARED_TEXTURE_PALETTE_EXT) && defined(HAVE_GL_COLOR_INDEX8_EXT)
|
|
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 < 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)];
|
|
}
|
|
}
|
|
#endif
|
|
|
|
/*
|
|
===============
|
|
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;
|
|
|
|
if (!width || !height)
|
|
return; // Null texture
|
|
|
|
// 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 >>= gl_picmip->int_val;
|
|
scaled_height >>= gl_picmip->int_val;
|
|
|
|
scaled_width = min (scaled_width, gl_max_size->int_val);
|
|
scaled_height = min (scaled_height, gl_max_size->int_val);
|
|
|
|
if (!(scaled = malloc (scaled_width * scaled_height * sizeof (GLuint))))
|
|
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 * sizeof (GLuint));
|
|
} 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;
|
|
scaled_width = max (scaled_width, 1);
|
|
scaled_height = max (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);
|
|
}
|
|
|
|
/*
|
|
GL_Upload8_EXT
|
|
|
|
If we have shared or global palettes, upload an 8-bit texture. If we don't,
|
|
this function does nothing.
|
|
*/
|
|
void
|
|
GL_Upload8_EXT (byte * data, int width, int height, qboolean mipmap,
|
|
qboolean alpha)
|
|
{
|
|
#if defined(GL_SHARED_TEXTURE_PALETTE_EXT) && defined(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 >>= gl_picmip->int_val;
|
|
scaled_height >>= gl_picmip->int_val;
|
|
|
|
scaled_width = min (scaled_width, gl_max_size->int_val);
|
|
scaled_height = min (scaled_height, gl_max_size->int_val);
|
|
|
|
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;
|
|
scaled_width = max (scaled_width, 1);
|
|
scaled_height = max (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);
|
|
#endif
|
|
}
|
|
|
|
extern qboolean VID_Is8bit (void);
|
|
|
|
/*
|
|
===============
|
|
GL_Upload8
|
|
===============
|
|
*/
|
|
void
|
|
GL_Upload8 (byte * data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
{
|
|
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; i < s; i++) {
|
|
p = data[i];
|
|
if (p == 255)
|
|
alpha = true;
|
|
trans[i] = d_8to24table[p];
|
|
}
|
|
} else {
|
|
if (s & 3)
|
|
Sys_Error ("GL_Upload8: width*height divisible by 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 defined(GL_SHARED_TEXTURE_PALETTE_EXT) && defined(HAVE_GL_COLOR_INDEX8_EXT)
|
|
|
|
# ifdef gl_draw_scraps
|
|
if (VID_Is8bit () && !alpha && (data != scrap_texels[0])) {
|
|
# else
|
|
if (VID_Is8bit () && !alpha) {
|
|
# endif
|
|
GL_Upload8_EXT (data, width, height, mipmap, alpha);
|
|
} else {
|
|
#else
|
|
{
|
|
#endif
|
|
GL_Upload32 (trans, width, height, mipmap, alpha);
|
|
}
|
|
|
|
free (trans);
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTexture
|
|
================
|
|
*/
|
|
int
|
|
GL_LoadTexture (char *identifier, int width, int height, byte * data,
|
|
qboolean mipmap, qboolean alpha, int bytesperpixel)
|
|
{
|
|
gltexture_t *glt;
|
|
int i, crc;
|
|
|
|
// LordHavoc: now just using a standard CRC for texture validation
|
|
crc = CRC_Block (data, width * height * bytesperpixel);
|
|
|
|
// see if the texture is already present
|
|
if (identifier[0]) {
|
|
for (i = 0, glt = gltextures; i < numgltextures; i++, glt++) {
|
|
if (strequal (identifier, glt->identifier)) {
|
|
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 ((GLuint *) 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);
|
|
}
|