/* gl_draw.c GL renderer draw routines Copyright (C) 1996-1997 Id Software, Inc. Copyright (C) 1999,2000 contributors of the QuakeForge project Please see the file "AUTHORS" for a list of contributors 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 $Id$ */ #include #include #include #include #include #include #include #include #include #include #include extern unsigned char d_15to8table[65536]; extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor; cvar_t *gl_nobind; cvar_t *gl_max_size; cvar_t *gl_picmip; cvar_t *gl_conspin; cvar_t *gl_conalpha; cvar_t *gl_constretch; byte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; int translate_texture; int char_texture; int cs_texture; // crosshair 2 texture int cs_texture3; // crosshair 3 texture int bc_texture; // used for noclip 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 }; static byte cs_data3[256] = { 0xfe,0xfe,0xfe,0xfe,0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xfe, 0xfe,0xfe,0xfe,0xff,0xfe,0xfe,0xfe,0xfe,0xff,0xff,0xff,0xfe, 0xff,0xff,0xff,0xfe,0xfe,0xfe,0xfe,0xff,0xfe,0xfe,0xff,0xff, 0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xfe,0xfe,0xff, 0xfe,0xfe,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xff, 0xff,0xfe,0xfe,0xff,0xff,0xff,0xff,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,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,0xfe,0xfe,0xfe,0xfe,0xfe,0xfe,0xff,0xfe, 0xff,0xfe,0xfe,0xfe,0xfe,0xfe,0xfe,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff,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,0xff,0xff,0xff,0xfe, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xfe,0xfe,0xff,0xff, 0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xff,0xff,0xfe,0xfe,0xff, 0xfe,0xfe,0xff,0xff,0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xff, 0xff,0xfe,0xfe,0xff,0xfe,0xfe,0xfe,0xfe,0xff,0xff,0xff,0xfe, 0xff,0xff,0xff,0xfe,0xfe,0xfe,0xfe,0xff,0xfe,0xfe,0xfe,0xfe, 0xff,0xff,0xff,0xfe,0xff,0xff,0xff,0xfe,0xfe,0xfe,0xfe,0xff, 0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff,0xff, 0xff,0xff,0xff,0xff}; typedef struct { int texnum; float sl, tl, sh, th; } glpic_t; //byte conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)]; //qpic_t *conback = (qpic_t *)conback_buffer; int gl_lightmap_format = 4; int gl_solid_format = 3; int gl_alpha_format = 4; int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; int gl_filter_max = GL_LINEAR; int texels; typedef struct { int texnum; char identifier[64]; int width, height; qboolean mipmap; } gltexture_t; #define MAX_GLTEXTURES 1024 gltexture_t gltextures[MAX_GLTEXTURES]; int numgltextures; void GL_Bind (int texnum) { if (gl_nobind->value) texnum = char_texture; if (currenttexture == texnum) return; currenttexture = texnum; #ifdef _WIN32 bindTexFunc (GL_TEXTURE_2D, texnum); #else glBindTexture (GL_TEXTURE_2D, texnum); #endif } /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers ============================================================================= */ #define MAX_SCRAPS 4 #define BLOCK_WIDTH 256 #define BLOCK_HEIGHT 256 int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH]; byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4]; qboolean scrap_dirty; int scrap_texnum; // returns a texture number and the position inside it int Scrap_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; int texnum; for (texnum=0 ; texnum= best) break; if (scrap_allocated[texnum][i+j] > best2) best2 = scrap_allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; for (i=0 ; idata; // 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); scrap_dirty = true; k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; j++, k++) scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k]; texnum += scrap_texnum; gl->texnum = texnum; gl->sl = (x+0.01)/(float)BLOCK_WIDTH; gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH; gl->tl = (y+0.01)/(float)BLOCK_WIDTH; gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH; pic_count++; pic_texels += p->width*p->height; } else { gl->texnum = GL_LoadPicTexture (p); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; } return p; } /* ================ Draw_CachePic ================ */ qpic_t *Draw_CachePic (char *path) { cachepic_t *pic; int i; qpic_t *dat; glpic_t *gl; for (pic=menu_cachepics, i=0 ; iname)) return &pic->pic; if (menu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); menu_numcachepics++; strcpy (pic->name, path); // // load the pic from disk // dat = (qpic_t *)COM_LoadTempFile (path); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); SwapPic (dat); // HACK HACK HACK --- we need to keep the bytes for // the translatable player picture just for the menu // configuration dialog if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width*dat->height); pic->pic.width = dat->width; pic->pic.height = dat->height; gl = (glpic_t *)pic->pic.data; gl->texnum = GL_LoadPicTexture (dat); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return &pic->pic; } typedef struct { char *name; int minimize, maximize; } glmode_t; 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 =============== */ 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 (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) ) break; } if (i == 6) { Con_Printf ("bad filter name\n"); return; } gl_filter_min = modes[i].minimize; gl_filter_max = modes[i].maximize; // change all the existing mipmap texture objects for (i=0, glt=gltextures ; imipmap) { GL_Bind (glt->texnum); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } } /* =============== Draw_Init =============== */ void Draw_Init (void) { int i; gl_nobind = Cvar_Get ("gl_nobind","0",0,"None"); gl_max_size = Cvar_Get ("gl_max_size","1024",0,"None"); gl_picmip = Cvar_Get ("gl_picmip","0",0,"None"); gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_NONE, "The speed at which the console background spins " "around. 0 to disable. (default 0)"); gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_NONE, "Transparency for the console background. Set to " "1 for opaque, 0 for transparent. (default 0.6)"); gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_NONE, "If set to 1 will stretch the console image instead " "of sliding it up and down. (default 0)"); // 3dfx can only handle 256 wide textures if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) || !Q_strncasecmp ((char *)gl_renderer, "Mesa",4)) Cvar_Set (gl_max_size, "256"); 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); cs_texture3 = GL_LoadTexture ("crosshair3", 16, 16, cs_data3, false, true); cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true); // For some reason which I cannot claim to fathom, it seems to be // necessary to call GL_LoadTexture() here in descending (in terms // of size) order else things don't work right. No idea why this // is so. // - knghtbrd (2 Jan 2000) glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; // // get the other pics we need // draw_disc = Draw_PicFromWad ("disc"); draw_backtile = Draw_PicFromWad ("backtile"); } /* ================ Draw_Character 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_Character (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; GL_Bind (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_String ================ */ void Draw_String (int x, int y, char *str) { while (*str) { Draw_Character (x, y, *str); str++; x += 8; } } /* ================ Draw_Alt_String ================ */ void Draw_Alt_String (int x, int y, char *str) { while (*str) { Draw_Character (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 == 3) { x = scr_vrect.x + scr_vrect.width/2 - 3 + cl_crossx->value; y = scr_vrect.y + scr_vrect.height/2 - 3 + cl_crossy->value; glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value]; glColor4ubv ( pColor ); GL_Bind (cs_texture3); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x - 7, y - 1); glTexCoord2f (1, 0); glVertex2f (x + 9, y - 1); glTexCoord2f (1, 1); glVertex2f (x + 9, y + 17); glTexCoord2f (0, 1); glVertex2f (x - 7, y + 17); glEnd (); glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); } else 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; glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); pColor = (unsigned char *) &d_8to24table[(byte) crosshaircolor->value]; glColor4ubv ( pColor ); GL_Bind (cs_texture); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x - 4, y - 4); glTexCoord2f (1, 0); glVertex2f (x + 12, y - 4); glTexCoord2f (1, 1); glVertex2f (x + 12, y + 12); glTexCoord2f (0, 1); glVertex2f (x - 4, y + 12); glEnd (); glTexEnvf ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE ); } else if (crosshair->value) Draw_Character (scr_vrect.x + scr_vrect.width/2-4 + cl_crossx->value, scr_vrect.y + scr_vrect.height/2-4 + cl_crossy->value, '+'); } /* ================ Draw_DebugChar Draws a single character directly to the upper right corner of the screen. This is for debugging lockups by drawing different chars in different parts of the code. ================ */ void Draw_DebugChar (char num) { } /* ============= Draw_Pic ============= */ void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glColor4f (1,1,1,1); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); } /* ============= Draw_AlphaPic ============= */ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); glCullFace(GL_FRONT); glColor4f (1,1,1,alpha); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { glpic_t *gl; float newsl, newtl, newsh, newth; float oldglwidth, oldglheight; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; oldglwidth = gl->sh - gl->sl; oldglheight = gl->th - gl->tl; newsl = gl->sl + (srcx*oldglwidth)/pic->width; newsh = newsl + (width*oldglwidth)/pic->width; newtl = gl->tl + (srcy*oldglheight)/pic->height; newth = newtl + (height*oldglheight)/pic->height; glColor4f (1,1,1,1); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (newsl, newtl); glVertex2f (x, y); glTexCoord2f (newsh, newtl); glVertex2f (x+width, y); glTexCoord2f (newsh, newth); glVertex2f (x+width, y+height); glTexCoord2f (newsl, newth); glVertex2f (x, y+height); glEnd (); } /* ============= Draw_TransPic ============= */ void Draw_TransPic (int x, int y, qpic_t *pic) { if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 || (unsigned)(y + pic->height) > vid.height) { Sys_Error ("Draw_TransPic: bad coordinates"); } Draw_Pic (x, y, pic); } /* ============= Draw_TransPicTranslate Only used for the player color selection menu ============= */ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation) { int v, u, c; unsigned trans[64*64], *dest; byte *src; int p; GL_Bind (translate_texture); c = pic->width * pic->height; dest = trans; for (v=0 ; v<64 ; v++, dest += 64) { src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width]; for (u=0 ; u<64 ; u++) { p = src[(u*pic->width)>>6]; if (p == 255) dest[u] = p; else dest[u] = d_8to24table[translation[p]]; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, #ifdef WORDS_BIGENDIAN GL_ABGR_EXT, #else GL_RGBA, #endif GL_UNSIGNED_BYTE, trans); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor3f (1,1,1); 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 ================ */ void Draw_ConsoleBackground (int lines) { int y; qpic_t *conback; glpic_t *gl; float alpha; float ofs; conback = Draw_CachePic ("gfx/conback.lmp"); gl = (glpic_t *)conback->data; y = vid.height * 0.9; if (lines > y) alpha = 1; else alpha = (float)(gl_conalpha->value * 2 * lines)/y; 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); } GL_Bind (gl->texnum); glColor4f (1,1,1,alpha); if (alpha < 1.0) { glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); glCullFace(GL_FRONT); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } if (gl_constretch->value) ofs = 0; else ofs = (vid.height - lines)/(float)vid.height; glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl + ofs); glVertex2f (0, 0); glTexCoord2f (gl->sh, gl->tl + ofs); glVertex2f (vid.width, 0); glTexCoord2f (gl->sh, gl->th); glVertex2f (vid.width, lines); glTexCoord2f (gl->sl, gl->th); glVertex2f (0, lines); glEnd (); if (alpha < 1.0) { glColor4f (1,1,1,1); glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } if (gl_conspin->value) { glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); } Draw_Alt_String (vid.conwidth - strlen(cl_verstring->string)*8 - 11, lines-14, cl_verstring->string); } /* ============= 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) { glColor3f (1,1,1); GL_Bind (*(int *)draw_backtile->data); glBegin (GL_QUADS); glTexCoord2f (x/64.0, y/64.0); glVertex2f (x, y); glTexCoord2f ( (x+w)/64.0, y/64.0); glVertex2f (x+w, y); glTexCoord2f ( (x+w)/64.0, (y+h)/64.0); glVertex2f (x+w, y+h); glTexCoord2f ( x/64.0, (y+h)/64.0 ); glVertex2f (x, y+h); glEnd (); } /* ============= Draw_Fill Fills a box of pixels with a single color ============= */ void Draw_Fill (int x, int y, int w, int h, int c) { glDisable (GL_TEXTURE_2D); 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 (); glColor3f (1,1,1); glEnable (GL_TEXTURE_2D); } //============================================================================= /* ================ Draw_FadeScreen ================ */ void Draw_FadeScreen (void) { glEnable (GL_BLEND); glDisable (GL_TEXTURE_2D); glDisable (GL_ALPHA_TEST); glColor4f (0, 0, 0, 0.8); glBegin (GL_QUADS); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor4f (1,1,1,1); glEnable (GL_ALPHA_TEST); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); Sbar_Changed(); } //============================================================================= /* ================ Draw_BeginDisc Draws the little blue disc in the corner of the screen. Call before beginning any disc IO. ================ */ void Draw_BeginDisc (void) { if (!draw_disc) return; glDrawBuffer (GL_FRONT); Draw_Pic (vid.width - 24, 0, draw_disc); glDrawBuffer (GL_BACK); } /* ================ Draw_EndDisc Erases the disc icon. Call after completing any disc IO ================ */ void Draw_EndDisc (void) { } /* ================ GL_Set2D Setup as if the screen was 320*200 ================ */ void GL_Set2D (void) { glViewport (glx, gly, glwidth, glheight); glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable (GL_BLEND); glEnable (GL_ALPHA_TEST); // glDisable (GL_ALPHA_TEST); glColor4f (1,1,1,1); } //==================================================================== /* ================ GL_FindTexture ================ */ int GL_FindTexture (char *identifier) { int i; gltexture_t *glt; for (i=0, glt=gltextures ; iidentifier)) return gltextures[i].texnum; } return -1; } /* ================ GL_ResampleTexture ================ */ void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight) { int i, j; unsigned *inrow; unsigned frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } /* ================ GL_Resample8BitTexture -- JACK ================ */ 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> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } /* ================ GL_MipMap Operates in place, quartering the size of the texture ================ */ void GL_MipMap (byte *in, int width, int height) { int i, j; byte *out; width <<=2; height >>= 1; out = in; for (i=0 ; i>2; out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2; out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2; out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2; } } } /* ================ GL_MipMap8Bit Mipping for 8 bit textures ================ */ void GL_MipMap8Bit (byte *in, int width, int height) { int i, j; byte *out; unsigned short r,g,b; byte *at1, *at2, *at3, *at4; height >>= 1; out = in; for (i=0 ; i>=5; g = (at1[1]+at2[1]+at3[1]+at4[1]); g>>=5; b = (at1[2]+at2[2]+at3[2]+at4[2]); b>>=5; out[0] = d_15to8table[(r<<0) + (g<<5) + (b<<10)]; } } /* =============== GL_Upload32 =============== */ 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; if (scaled_width > gl_max_size->value) scaled_width = gl_max_size->value; if (scaled_height > gl_max_size->value) 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 texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, #ifdef WORDS_BIGENDIAN GL_ABGR_EXT, #else GL_RGBA, #endif 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, #ifdef WORDS_BIGENDIAN GL_ABGR_EXT, #else GL_RGBA, #endif 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, #ifdef WORDS_BIGENDIAN GL_ABGR_EXT, #else GL_RGBA, #endif 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>= (int)gl_picmip->value; scaled_height >>= (int)gl_picmip->value; if (scaled_width > gl_max_size->value) scaled_width = gl_max_size->value; if (scaled_height > gl_max_size->value) 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; texels += scaled_width * scaled_height; 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 ; iidentifier)) { if (width != glt->width || height != glt->height) { glt->width = width; glt->height = height; glt->mipmap = mipmap; GL_Bind (glt->texnum); GL_Upload8 (data, width, height, mipmap, alpha); } return gltextures[i].texnum; } } } else glt = &gltextures[numgltextures]; numgltextures++; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; glt->width = width; glt->height = height; glt->mipmap = mipmap; GL_Bind(texture_extension_number ); GL_Upload8 (data, width, height, mipmap, alpha); texture_extension_number++; return texture_extension_number-1; } /* ================ GL_LoadPicTexture ================ */ int GL_LoadPicTexture (qpic_t *pic) { return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true); } /****************************************/ static GLenum oldtarget = TEXTURE0_SGIS; void GL_SelectTexture (GLenum target) { if (!gl_mtexable) return; qglSelectTextureSGIS(target); if (target == oldtarget) return; cnttextures[oldtarget-TEXTURE0_SGIS] = currenttexture; currenttexture = cnttextures[target-TEXTURE0_SGIS]; oldtarget = target; }