quakeforge-old/common/gl_draw.c
Zephaniah E. Hull f18b3bcf02 HUGE changes..
Basicly, sound_lib.a is built, and is compiled into the clients..
Note, uquake is SERIOUSLY FSCKED..
2000-01-27 17:06:02 +00:00

1449 lines
32 KiB
C

/*
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 the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// draw.c -- this is the only file outside the refresh that touches the
// vid buffer
#include "qtypes.h"
#include "quakedef.h"
#include "cvar.h"
#include "wad.h"
#include "glquake.h"
#include "console.h"
#include "sbar.h"
extern unsigned char d_15to8table[65536];
extern cvar_t crosshair, cl_crossx, cl_crossy, crosshaircolor;
cvar_t gl_nobind = {"gl_nobind", "0"};
cvar_t gl_max_size = {"gl_max_size", "1024"};
cvar_t gl_picmip = {"gl_picmip", "0"};
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
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 1
#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<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;
return texnum;
}
Sys_Error ("Scrap_AllocBlock: full");
return 0;
}
int scrap_uploads;
void Scrap_Upload (void)
{
scrap_uploads++;
GL_Bind(scrap_texnum);
GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true);
scrap_dirty = false;
}
//=============================================================================
/* Support Routines */
typedef struct cachepic_s
{
char name[MAX_QPATH];
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
#define MAX_CACHED_PICS 128
cachepic_t menu_cachepics[MAX_CACHED_PICS];
int menu_numcachepics;
byte menuplyr_pixels[4096];
int pic_texels;
int pic_count;
qpic_t *Draw_PicFromWad (char *name)
{
qpic_t *p;
glpic_t *gl;
p = W_GetLumpName (name);
gl = (glpic_t *)p->data;
// 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 ; 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;
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 ; i<menu_numcachepics ; pic++, i++)
if (!strcmp (path, pic->name))
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 ; i<numgltextures ; i++, glt++)
{
if (glt->mipmap)
{
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;
qpic_t *cb;
// byte *dest;
// int x;
// char ver[40];
glpic_t *gl;
int start;
byte *ncdata;
Cvar_RegisterVariable (&gl_nobind);
Cvar_RegisterVariable (&gl_max_size);
Cvar_RegisterVariable (&gl_picmip);
// 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)
start = Hunk_LowMark ();
cb = (qpic_t *)COM_LoadHunkFile ("gfx/conback.lmp");
if (!cb)
Sys_Error ("Couldn't load gfx/conback.lmp");
SwapPic (cb);
#if 0
conback->width = vid.conwidth;
conback->height = vid.conheight;
// scale console to vid size
dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback");
for (y=0 ; y<vid.conheight ; y++, dest += vid.conwidth)
{
src = cb->data + cb->width * (y*cb->height/vid.conheight);
if (vid.conwidth == cb->width)
memcpy (dest, src, vid.conwidth);
else
{
f = 0;
fstep = cb->width*0x10000/vid.conwidth;
for (x=0 ; x<vid.conwidth ; x+=4)
{
dest[x] = src[f>>16];
f += fstep;
dest[x+1] = src[f>>16];
f += fstep;
dest[x+2] = src[f>>16];
f += fstep;
dest[x+3] = src[f>>16];
f += fstep;
}
}
}
#else
conback->width = cb->width;
conback->height = cb->height;
ncdata = cb->data;
#endif
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl = (glpic_t *)conback->data;
gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
conback->width = vid.conwidth;
conback->height = vid.conheight;
// free loaded console
Hunk_FreeToLowMark (start);
// save a texture slot for translated picture
translate_texture = texture_extension_number++;
// 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)
{
#ifdef QUAKEWORLD
char ver[] = "QuakeForge (GL QW) " QF_VERSION;
#else
char ver[] = "QuakeForge (GL UQ) " QF_VERSION;
#endif
int x, i;
int y;
y = (vid.height * 3) >> 2;
if (lines > y)
Draw_Pic(0, lines-vid.height, conback);
else
Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y);
// hack the version number directly into the pic
y = lines-14;
x = vid.conwidth - (strlen(ver)*8 + 11);
for (i=0 ; i<strlen(ver) ; i++)
Draw_Character (x + i * 8, y, ver[i] | 0x80);
}
/*
=============
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);
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_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 ; i<numgltextures ; i++, glt++)
{
if (!strcmp (identifier, glt->identifier))
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<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
================
*/
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
================
*/
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
================
*/
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
===============
*/
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<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;
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 ; 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]];
}
}
if (VID_Is8bit() && !alpha && (data!=scrap_texels[0])) {
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 i;
gltexture_t *glt;
// 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 (width != glt->width || height != glt->height)
Sys_Error ("GL_LoadTexture: cache mismatch");
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;
}