mirror of
https://git.code.sf.net/p/quake/nuq
synced 2024-11-26 14:01:37 +00:00
ad9168db1d
contrast cvars more than make up for its loss. Both are available from the options menu now, and what's more, the contrast cvar works properly in GL, unlike newtree where it seems to have a weird cutoff problem.
1416 lines
32 KiB
C
1416 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 "compat.h"
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#include "bspfile.h" // needed by: glquake.h
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#include "vid.h"
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#include "sys.h"
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#include "mathlib.h" // needed by: protocol.h, render.h, client.h,
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// modelgen.h, glmodel.h
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#include "wad.h"
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#include "draw.h"
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#include "cvar.h"
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#include "net.h" // needed by: client.h
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#include "protocol.h" // needed by: client.h
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#include "cmd.h"
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#include "sbar.h"
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#include "render.h" // needed by: client.h, model.h, glquake.h
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#include "client.h" // need cls in this file
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#include "model.h" // needed by: glquake.h
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#include "console.h"
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#include "glquake.h"
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#include "view.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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extern qboolean lighthalf;
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cvar_t *gl_nobind;
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cvar_t *gl_max_size;
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cvar_t *gl_picmip;
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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 ltexcrctable[256]; // cache mismatch checking --KB
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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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{
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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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{
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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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int crc; // not really a standard CRC, but it works
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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 2
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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 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 Scrap_Upload (void)
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{
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int texnum;
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scrap_uploads++;
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for (texnum = 0; texnum < MAX_SCRAPS; texnum++) {
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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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}
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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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{
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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 *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] = 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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}
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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 *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; gl->sh = 1; gl->tl = 0; 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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{
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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 Draw_TextureMode_f (void)
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{
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int i;
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gltexture_t *glt;
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if (Cmd_Argc() == 1)
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{
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for (i=0 ; i< 6 ; i++)
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if (gl_filter_min == modes[i].minimize)
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{
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Con_Printf ("%s\n", modes[i].name);
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return;
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}
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Con_Printf ("current filter is unknown???\n");
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return;
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}
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for (i=0 ; i< 6 ; i++)
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{
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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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{
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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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{
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if (glt->mipmap)
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{
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glBindTexture (GL_TEXTURE_2D, glt->texnum);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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}
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}
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}
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extern void glrmain_init();
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extern void glrsurf_init();
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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 Draw_Init (void)
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{
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int i;
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// LordHavoc: lighting mode
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gl_lightmode = Cvar_Get("gl_lightmode", "0", CVAR_ARCHIVE,
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"Lighting mode (0 = GLQuake style, 1 = new style)");
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gl_nobind = Cvar_Get("gl_nobind", "0", CVAR_NONE,
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"whether or not to inhibit texture binding");
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gl_max_size = Cvar_Get("gl_max_size", "1024", CVAR_NONE,
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"None"); // CVAR_FIXME - set a description
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gl_picmip = Cvar_Get("gl_picmip", "0", CVAR_NONE,
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"None"); // CVAR_FIXME - set a description
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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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// 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 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->value != 0; // to avoid re-rendering all lightmaps on first frame
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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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// Draw_CrosshairAdjust();
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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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/*
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================
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Draw_Character8
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Draws one 8*8 graphics character with 0 being transparent.
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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================
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*/
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void Draw_Character8 (int x, int y, int num)
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{
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int row, col;
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float frow, fcol, size;
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if (num == 32)
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return; // space
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num &= 255;
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if (y <= -8)
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return; // totally off screen
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row = num>>4;
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col = num&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.0625;
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glBindTexture (GL_TEXTURE_2D, char_texture);
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if (lighthalf)
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glColor3f(0.5,0.5,0.5);
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else
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glColor3f(1,1,1);
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glBegin (GL_QUADS);
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glTexCoord2f (fcol, frow);
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glVertex2f (x, y);
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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;
|
|
|
|
if (crosshair->value == 2)
|
|
{
|
|
x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value;
|
|
y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value;
|
|
|
|
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 ();
|
|
}
|
|
else if (crosshair->value)
|
|
Draw_Character8 (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value,
|
|
scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+');
|
|
}
|
|
|
|
/*
|
|
=============
|
|
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 ();
|
|
}
|
|
|
|
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 ();
|
|
}
|
|
|
|
/*
|
|
=============
|
|
Draw_TransPic
|
|
=============
|
|
*/
|
|
void Draw_TransPic (int x, int y, qpic_t *pic)
|
|
{
|
|
|
|
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
|
|
(unsigned)(y + pic->height) > vid.height)
|
|
{
|
|
Sys_Error ("Draw_TransPic: bad coordinates");
|
|
}
|
|
|
|
Draw_Pic (x, y, pic);
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
Draw_TransPicTranslate
|
|
|
|
Only used for the player color selection menu
|
|
=============
|
|
*/
|
|
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
|
|
{
|
|
int v, u, c;
|
|
unsigned trans[64*64], *dest;
|
|
byte *src;
|
|
int p;
|
|
|
|
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 ();
|
|
}
|
|
|
|
|
|
/*
|
|
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_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 ();
|
|
}
|
|
|
|
|
|
/*
|
|
=============
|
|
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 ();
|
|
if (lighthalf)
|
|
glColor3f(0.5,0.5,0.5);
|
|
else
|
|
glColor3f(1,1,1);
|
|
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 ();
|
|
if (lighthalf)
|
|
glColor3f(0.5,0.5,0.5);
|
|
else
|
|
glColor3f(1,1,1);
|
|
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 ();
|
|
|
|
glEnable (GL_BLEND);
|
|
glDisable (GL_DEPTH_TEST);
|
|
glDisable (GL_CULL_FACE);
|
|
|
|
glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
|
|
glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE);
|
|
|
|
if (lighthalf)
|
|
glColor3f(0.5,0.5,0.5);
|
|
else
|
|
glColor3f(1,1,1);
|
|
}
|
|
|
|
//====================================================================
|
|
|
|
/*
|
|
================
|
|
GL_ResampleTexture
|
|
================
|
|
*/
|
|
static void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight)
|
|
{
|
|
int i, j;
|
|
unsigned *inrow;
|
|
unsigned frac, fracstep;
|
|
|
|
fracstep = inwidth*0x10000/outwidth;
|
|
for (i=0 ; i<outheight ; i++, out += outwidth)
|
|
{
|
|
inrow = in + inwidth*(i*inheight/outheight);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<outwidth ; j+=4)
|
|
{
|
|
out[j] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+1] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+2] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+3] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_Resample8BitTexture -- JACK
|
|
================
|
|
*/
|
|
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 frac, fracstep;
|
|
|
|
fracstep = inwidth*0x10000/outwidth;
|
|
for (i=0 ; i<outheight ; i++, out += outwidth)
|
|
{
|
|
inrow = in + inwidth*(i*inheight/outheight);
|
|
frac = fracstep >> 1;
|
|
for (j=0 ; j<outwidth ; j+=4)
|
|
{
|
|
out[j] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+1] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+2] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
out[j+3] = inrow[frac>>16];
|
|
frac += fracstep;
|
|
}
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_MipMap
|
|
|
|
Operates in place, quartering the size of the texture
|
|
================
|
|
*/
|
|
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
|
|
================
|
|
*/
|
|
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)];
|
|
}
|
|
}
|
|
|
|
/*
|
|
===============
|
|
GL_Upload32
|
|
===============
|
|
*/
|
|
static void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
{
|
|
int samples;
|
|
static unsigned scaled[1024*512]; // [512*256];
|
|
int scaled_width, scaled_height;
|
|
|
|
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
|
|
;
|
|
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
|
|
;
|
|
|
|
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_width * scaled_height > sizeof(scaled)/4)
|
|
Sys_Error ("GL_LoadTexture: too big");
|
|
|
|
samples = alpha ? gl_alpha_format : gl_solid_format;
|
|
|
|
#if 0
|
|
if (mipmap)
|
|
gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
else if (scaled_width == width && scaled_height == height)
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
|
|
else
|
|
{
|
|
gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
|
|
scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
}
|
|
#else
|
|
|
|
if (scaled_width == width && scaled_height == height)
|
|
{
|
|
if (!mipmap)
|
|
{
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
|
|
goto done;
|
|
}
|
|
memcpy (scaled, data, width*height*4);
|
|
}
|
|
else
|
|
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
|
|
|
|
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
if (mipmap)
|
|
{
|
|
int miplevel;
|
|
|
|
miplevel = 0;
|
|
while (scaled_width > 1 || scaled_height > 1)
|
|
{
|
|
GL_MipMap ((byte *)scaled, scaled_width, scaled_height);
|
|
scaled_width >>= 1;
|
|
scaled_height >>= 1;
|
|
if (scaled_width < 1)
|
|
scaled_width = 1;
|
|
if (scaled_height < 1)
|
|
scaled_height = 1;
|
|
miplevel++;
|
|
glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
|
|
}
|
|
}
|
|
done: ;
|
|
#endif
|
|
|
|
|
|
if (mipmap)
|
|
{
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
}
|
|
else
|
|
{
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
}
|
|
}
|
|
|
|
void GL_Upload8_EXT (byte *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
{
|
|
int i, s;
|
|
qboolean noalpha;
|
|
int samples;
|
|
static unsigned char scaled[1024*512]; // [512*256];
|
|
int scaled_width, scaled_height;
|
|
|
|
s = width*height;
|
|
// if there are no transparent pixels, make it a 3 component
|
|
// texture even if it was specified as otherwise
|
|
if (alpha)
|
|
{
|
|
noalpha = true;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
if (data[i] == 255)
|
|
noalpha = false;
|
|
}
|
|
|
|
if (alpha && noalpha)
|
|
alpha = false;
|
|
}
|
|
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
|
|
;
|
|
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
|
|
;
|
|
|
|
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_width * scaled_height > sizeof(scaled))
|
|
Sys_Error ("GL_LoadTexture: too big");
|
|
|
|
samples = 1; // alpha ? gl_alpha_format : gl_solid_format;
|
|
|
|
if (scaled_width == width && scaled_height == height)
|
|
{
|
|
if (!mipmap)
|
|
{
|
|
/* FIXME - what if this extension isn't available? */
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX , GL_UNSIGNED_BYTE, data);
|
|
#else
|
|
/* FIXME - should warn that this isn't available */
|
|
#endif
|
|
goto done;
|
|
}
|
|
memcpy (scaled, data, width*height);
|
|
}
|
|
else
|
|
GL_Resample8BitTexture (data, width, height, scaled, scaled_width, scaled_height);
|
|
|
|
// FIXME - what if this extension isn't available?
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
|
glTexImage2D (GL_TEXTURE_2D, 0, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
|
|
#else
|
|
/* FIXME - should warn that this isn't available */
|
|
#endif
|
|
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++;
|
|
/* FIXME - what if this extension isn't available? */
|
|
#ifdef HAVE_GL_COLOR_INDEX8_EXT
|
|
glTexImage2D (GL_TEXTURE_2D, miplevel, GL_COLOR_INDEX8_EXT, scaled_width, scaled_height, 0, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, scaled);
|
|
#else
|
|
/* FIXME - should warn that this isn't available */
|
|
#endif
|
|
}
|
|
}
|
|
done: ;
|
|
|
|
if (mipmap)
|
|
{
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
}
|
|
else
|
|
{
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
|
|
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
|
|
}
|
|
}
|
|
|
|
extern qboolean VID_Is8bit();
|
|
|
|
/*
|
|
===============
|
|
GL_Upload8
|
|
===============
|
|
*/
|
|
void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha)
|
|
{
|
|
static unsigned trans[640*480]; // FIXME, temporary
|
|
int i, s;
|
|
qboolean noalpha;
|
|
int p;
|
|
|
|
s = width*height;
|
|
// if there are no transparent pixels, make it a 3 component
|
|
// texture even if it was specified as otherwise
|
|
if (alpha)
|
|
{
|
|
noalpha = true;
|
|
for (i=0 ; i<s ; i++)
|
|
{
|
|
p = data[i];
|
|
if (p == 255)
|
|
noalpha = false;
|
|
trans[i] = d_8to24table[p];
|
|
}
|
|
|
|
if (alpha && noalpha)
|
|
alpha = false;
|
|
}
|
|
else
|
|
{
|
|
if (s&3)
|
|
Sys_Error ("GL_Upload8: s&3");
|
|
for (i=0 ; i<s ; i+=4)
|
|
{
|
|
trans[i] = d_8to24table[data[i]];
|
|
trans[i+1] = d_8to24table[data[i+1]];
|
|
trans[i+2] = d_8to24table[data[i+2]];
|
|
trans[i+3] = d_8to24table[data[i+3]];
|
|
}
|
|
}
|
|
|
|
#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);
|
|
return;
|
|
}
|
|
|
|
GL_Upload32 (trans, width, height, mipmap, alpha);
|
|
}
|
|
|
|
/*
|
|
================
|
|
GL_LoadTexture
|
|
================
|
|
*/
|
|
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytesperpixel)
|
|
{
|
|
int i, s, lcrc;
|
|
gltexture_t *glt;
|
|
|
|
// LordHavoc's cache check, not a standard crc but it works --KB
|
|
lcrc = 0;
|
|
s = width*height*bytesperpixel; // size
|
|
for (i = 0; i < 256; i++)
|
|
ltexcrctable[i] = i + 1;
|
|
for (i = 0; i < s; i++)
|
|
lcrc += (ltexcrctable[data[i] & 255]++);
|
|
|
|
// see if the texture is allready present
|
|
if (identifier[0])
|
|
{
|
|
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
|
|
{
|
|
if (!strcmp (identifier, glt->identifier))
|
|
{
|
|
if (lcrc != 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 = lcrc;
|
|
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 *)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);
|
|
}
|