newtree/source/gl_draw.c
2000-12-07 17:08:38 +00:00

1327 lines
30 KiB
C

/*
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 <string.h>
#include <stdio.h>
#ifdef HAVE_STRINGS_H
#include <strings.h>
#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, *gl_colorlights;
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<MAX_SCRAPS ; texnum++) {
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++) {
best2 = 0;
for (j=0 ; j<w ; j++) {
if (scrap_allocated[texnum][i+j] >= best)
break;
if (scrap_allocated[texnum][i+j] > best2)
best2 = scrap_allocated[texnum][i+j];
}
if (j == w) { // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
scrap_allocated[texnum][*x + i] = best + h;
scrap_dirty = true;
return texnum;
}
Sys_Error ("Scrap_AllocBlock: full");
return 0;
}
static void Scrap_Upload (void)
{
glBindTexture (GL_TEXTURE_2D, scrap_texnum);
GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
scrap_dirty = false;
}
#endif
//=============================================================================
/* Support Routines */
typedef struct cachepic_s
{
char name[MAX_QPATH];
qboolean dirty;
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
#define MAX_CACHED_PICS 128
static cachepic_t cachepics[MAX_CACHED_PICS];
static int numcachepics;
static byte menuplyr_pixels[4096];
qpic_t *Draw_PicFromWad (char *name)
{
qpic_t *p;
glpic_t *gl;
p = W_GetLumpName (name);
gl = (glpic_t *)p->data;
#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 ; i<p->height ; i++)
for (j=0 ; j<p->width ; 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 ; i<numcachepics ; pic++, i++)
pic->dirty = 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 ; i<numcachepics ; pic++, i++)
if ((!strcmp (path, pic->name)) && !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 ; i<numgltextures ; i++, glt++)
{
if (glt->mipmap)
{
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;
// 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->int_val != 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();
}
void Draw_Init_Cvars (void)
{
// 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
gl_colorlights = Cvar_Get ("gl_colorlights", "1", CVAR_ROM,
"Whether to use RGB lightmaps or not");
// 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");
}
/*
================
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;
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_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;
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
================
*/
#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;
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;
}
}
}
#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;
// 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 * 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;
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();
/*
===============
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 ((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);
}