quakeforge/qw/source/gl_draw.c

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/*
gl_draw.c
Draw functions for chars, textures, etc
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to:
Free Software Foundation, Inc.
59 Temple Place - Suite 330
Boston, MA 02111-1307, USA
$Id$
*/
#ifdef HAVE_CONFIG_H
# include "config.h"
#endif
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdio.h>
#include "QF/cmd.h"
#include "QF/console.h"
#include "draw.h"
#include "glquake.h"
#include "sbar.h"
#include "screen.h"
#include "QF/sys.h"
extern byte *host_basepal;
extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor,
*gl_lightmap_components;
cvar_t *gl_max_size;
cvar_t *gl_picmip;
cvar_t *gl_constretch;
cvar_t *gl_conalpha;
cvar_t *gl_conspin;
cvar_t *cl_verstring;
cvar_t *gl_lightmode; // LordHavoc: lighting mode
byte *draw_chars; // 8*8 graphic characters
qpic_t *draw_disc;
qpic_t *draw_backtile;
static int translate_texture;
static int char_texture;
static int cs_texture; // crosshair texturea
static byte cs_data[64] = {
0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
};
typedef struct {
int texnum;
int bytesperpixel;
float sl, tl, sh, th;
} glpic_t;
//=============================================================================
/* Support Routines */
typedef struct cachepic_s {
char name[MAX_QPATH];
qboolean dirty;
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
#define MAX_CACHED_PICS 128
static cachepic_t cachepics[MAX_CACHED_PICS];
static int numcachepics;
static byte menuplyr_pixels[4096];
extern int gl_filter_min, gl_filter_max;
qpic_t *
Draw_PicFromWad (char *name)
{
qpic_t *p;
glpic_t *gl;
p = W_GetLumpName (name);
gl = (glpic_t *) p->data;
gl->texnum = GL_LoadTexture ("", p->width, p->height, p->data, false, true, 1);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
return p;
}
void
Draw_ClearCache (void)
{
cachepic_t *pic;
int i;
for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
pic->dirty = true;
}
qpic_t *
Draw_CachePic (char *path, qboolean alpha)
{
cachepic_t *pic;
int i;
qpic_t *dat;
glpic_t *gl;
// First, check and see if its cached..
for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
if ((!strcmp (path, pic->name)) && !pic->dirty)
return &pic->pic;
// Its not cached, lets make sure we have space in the cache..
if (numcachepics == MAX_CACHED_PICS)
Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
// Load the picture..
dat = (qpic_t *) COM_LoadTempFile (path);
if (!dat)
Sys_Error ("Draw_CachePic: failed to load %s", path);
// Adjust for endian..
SwapPic (dat);
// Ok, the image is here, lets load it up into the cache..
// First the image name..
strncpy (pic->name, path, sizeof (pic->name));
// Now the width and height.
pic->pic.width = dat->width;
pic->pic.height = dat->height;
// Now feed it to the GL stuff and get a texture number..
gl = (glpic_t *) pic->pic.data;
gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data, false, alpha, 1);
// Alignment stuff..
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
// Now lets mark this cache entry as used..
pic->dirty = false;
numcachepics++;
// FIXME:
// A really ugly kluge, keep a specific image in memory
// for the menu system.
// Some days I really dislike legacy support..
if (!strcmp (path, "gfx/menuplyr.lmp"))
memcpy (menuplyr_pixels, dat->data, dat->width * dat->height);
// And now we are done, return what was asked for..
return &pic->pic;
}
void
Draw_TextBox (int x, int y, int width, int lines)
{
qpic_t *p;
int cx, cy;
int n;
// draw left side
cx = x;
cy = y;
p = Draw_CachePic ("gfx/box_tl.lmp", true);
Draw_Pic (cx, cy, p);
p = Draw_CachePic ("gfx/box_ml.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
Draw_Pic (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_bl.lmp", true);
Draw_Pic (cx, cy + 8, p);
// draw middle
cx += 8;
while (width > 0) {
cy = y;
p = Draw_CachePic ("gfx/box_tm.lmp", true);
Draw_Pic (cx, cy, p);
p = Draw_CachePic ("gfx/box_mm.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
if (n == 1)
p = Draw_CachePic ("gfx/box_mm2.lmp", true);
Draw_Pic (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_bm.lmp", true);
Draw_Pic (cx, cy + 8, p);
width -= 2;
cx += 16;
}
// draw right side
cy = y;
p = Draw_CachePic ("gfx/box_tr.lmp", true);
Draw_Pic (cx, cy, p);
p = Draw_CachePic ("gfx/box_mr.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
Draw_Pic (cx, cy, p);
}
p = Draw_CachePic ("gfx/box_br.lmp", true);
Draw_Pic (cx, cy + 8, p);
}
extern void glrmain_init (void);
extern void glrsurf_init (void);
extern void GL_TextureMode_f (void);
void
Draw_Init (void)
{
int i;
// LordHavoc: 3DFX's dithering has terrible artifacts with lightmode 1
// 3dfx can only handle 256 wide textures
if (!strncasecmp ((char *) gl_renderer, "3dfx", 4) ||
2001-03-11 00:31:52 +00:00
!strncasecmp ((char *) gl_renderer, "Mesa Glide", 10))
{
Cvar_Set (gl_max_size, "256");
Cvar_Set (gl_lightmode, "0");
}
lighthalf = gl_lightmode->int_val != 0; // to avoid re-rendering all
// lightmaps on first frame
if (lighthalf) {
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
} else {
lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
}
Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f, "Texture mipmap quality.");
// load the console background and the charset
// by hand, because we need to write the version
// string into the background before turning
// it into a texture
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
// now turn them into textures
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// save a texture slot for translated picture
translate_texture = texture_extension_number++;
// get the other pics we need
draw_disc = Draw_PicFromWad ("disc");
draw_backtile = Draw_PicFromWad ("backtile");
// LordHavoc: call init code for other GL renderer modules;
glrmain_init ();
glrsurf_init ();
}
void
Draw_Init_Cvars (void)
{
gl_lightmode = Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE, 0,
"Lighting mode (0 = GLQuake style, 1 = new style)");
gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, 0, "Texture dimension");
gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, 0, "Dimensions of displayed textures. 0 is normal, 1 is half, 2 is 1/4");
gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, 0,
"whether slide the console or stretch it");
gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE, 0,
"alpha value for the console background");
gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, 0,
"speed at which the console spins");
gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM, 0, "Lightmap texture components. 1 is greyscale, 3 is RGB, 4 is RGBA.");
cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE, 0,
"Client version string");
}
/*
Draw_Character8
Draws one 8*8 graphics character with 0 being transparent.
It can be clipped to the top of the screen to allow the console to be
smoothly scrolled off.
*/
void
Draw_Character8 (int x, int y, int num)
{
int row, col;
float frow, fcol, size;
if (num == 32)
return; // space
num &= 255;
if (y <= -8)
return; // totally off screen
row = num >> 4;
col = num & 15;
frow = row * 0.0625;
fcol = col * 0.0625;
size = 0.0625;
glBindTexture (GL_TEXTURE_2D, char_texture);
glBegin (GL_QUADS);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + size, frow);
glVertex2f (x + 8, y);
glTexCoord2f (fcol + size, frow + size);
glVertex2f (x + 8, y + 8);
glTexCoord2f (fcol, frow + size);
glVertex2f (x, y + 8);
glEnd ();
}
void
Draw_String8 (int x, int y, char *str)
{
while (*str) {
Draw_Character8 (x, y, *str);
str++;
x += 8;
}
}
void
Draw_AltString8 (int x, int y, char *str)
{
while (*str) {
Draw_Character8 (x, y, (*str) | 0x80);
str++;
x += 8;
}
}
void
Draw_Crosshair (void)
{
int x, y;
extern vrect_t scr_vrect;
unsigned char *pColor;
switch (crosshair->int_val) {
case 0:
break;
case 1:
default:
Draw_Character8 (scr_vrect.x + scr_vrect.width / 2 - 4 +
cl_crossx->int_val,
scr_vrect.y + scr_vrect.height / 2 - 4 +
cl_crossy->int_val, '+');
break;
case 2:
x = scr_vrect.x + scr_vrect.width / 2 - 3 + cl_crossx->int_val;
y = scr_vrect.y + scr_vrect.height / 2 - 3 + cl_crossy->int_val;
pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val];
if (lighthalf)
glColor4ub ((byte) ((int) pColor[0] >> 1),
(byte) ((int) pColor[1] >> 1),
(byte) ((int) pColor[2] >> 1), pColor[3]);
else
glColor4ubv (pColor);
glBindTexture (GL_TEXTURE_2D, cs_texture);
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (x - 4, y - 4);
glTexCoord2f (1, 0);
glVertex2f (x + 12, y - 4);
glTexCoord2f (1, 1);
glVertex2f (x + 12, y + 12);
glTexCoord2f (0, 1);
glVertex2f (x - 4, y + 12);
glEnd ();
glColor3ubv (lighthalf_v);
break;
}
}
void
Draw_Pic (int x, int y, qpic_t *pic)
{
glpic_t *gl;
gl = (glpic_t *) pic->data;
glBindTexture (GL_TEXTURE_2D, gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, gl->tl);
glVertex2f (x + pic->width, y);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (x + pic->width, y + pic->height);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, y + pic->height);
glEnd ();
}
void
Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
glpic_t *gl;
float newsl, newtl, newsh, newth;
float oldglwidth, oldglheight;
gl = (glpic_t *) pic->data;
oldglwidth = gl->sh - gl->sl;
oldglheight = gl->th - gl->tl;
newsl = gl->sl + (srcx * oldglwidth) / pic->width;
newsh = newsl + (width * oldglwidth) / pic->width;
newtl = gl->tl + (srcy * oldglheight) / pic->height;
newth = newtl + (height * oldglheight) / pic->height;
if (lighthalf)
glColor3f (0.4, 0.4, 0.4);
else
glColor3f (0.8, 0.8, 0.8);
glBindTexture (GL_TEXTURE_2D, gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (newsl, newtl);
glVertex2f (x, y);
glTexCoord2f (newsh, newtl);
glVertex2f (x + width, y);
glTexCoord2f (newsh, newth);
glVertex2f (x + width, y + height);
glTexCoord2f (newsl, newth);
glVertex2f (x, y + height);
glEnd ();
glColor3ubv (lighthalf_v);
}
extern int gl_filter_min, gl_filter_max;
/*
Draw_TransPicTranslate
Only used for the player color selection menu
*/
void
Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
{
int v, u, c;
unsigned int trans[64 * 64], *dest;
byte *src;
int p;
glBindTexture (GL_TEXTURE_2D, translate_texture);
c = pic->width * pic->height;
dest = trans;
for (v = 0; v < 64; v++, dest += 64) {
src = &menuplyr_pixels[((v * pic->height) >> 6) * pic->width];
for (u = 0; u < 64; u++) {
p = src[(u * pic->width) >> 6];
if (p == 255)
dest[u] = p;
else
dest[u] = d_8to24table[translation[p]];
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA,
GL_UNSIGNED_BYTE, trans);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
if (lighthalf)
glColor3f (0.4, 0.4, 0.4);
else
glColor3f (0.8, 0.8, 0.8);
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (x, y);
glTexCoord2f (1, 0);
glVertex2f (x + pic->width, y);
glTexCoord2f (1, 1);
glVertex2f (x + pic->width, y + pic->height);
glTexCoord2f (0, 1);
glVertex2f (x, y + pic->height);
glEnd ();
glColor3ubv (lighthalf_v);
}
/*
Draw_ConsoleBackground
Draws console background (obviously!) Completely rewritten to use
several simple yet very cool GL effects. --KB
*/
void
Draw_ConsoleBackground (int lines)
{
int y;
qpic_t *conback;
glpic_t *gl;
float ofs;
float alpha;
// This can be a CachePic now, just like in software
conback = Draw_CachePic ("gfx/conback.lmp", false);
gl = (glpic_t *) conback->data;
// spin the console? - effect described in a QER tutorial
if (gl_conspin->value) {
static float xangle = 0;
static float xfactor = .3f;
static float xstep = .005f;
glPushMatrix ();
glMatrixMode (GL_TEXTURE);
glPushMatrix ();
glLoadIdentity ();
xangle += gl_conspin->value;
xfactor += xstep;
if (xfactor > 8 || xfactor < .3f)
xstep = -xstep;
glRotatef (xangle, 0, 0, 1);
glScalef (xfactor, xfactor, xfactor);
}
// slide console up/down or stretch it?
if (gl_constretch->int_val)
ofs = 0;
else
ofs = (vid.conheight - lines) / (float) vid.conheight;
y = vid.height * scr_consize->value;
if (cls.state != ca_active || lines > y) {
alpha = 1.0;
} else {
// set up to draw alpha console
alpha = (float) (gl_conalpha->value * lines) / y;
}
if (lighthalf)
glColor4f (0.4, 0.4, 0.4, alpha);
else
glColor4f (0.8, 0.8, 0.8, alpha);
// draw the console texture
glBindTexture (GL_TEXTURE_2D, gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl + ofs);
glVertex2f (0, 0);
glTexCoord2f (gl->sh, gl->tl + ofs);
glVertex2f (vid.conwidth, 0);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (vid.conwidth, lines);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (0, lines);
glEnd ();
// turn off alpha blending
if (alpha < 1.0) {
if (lighthalf)
glColor3f (0.4, 0.4, 0.4);
else
glColor3f (0.8, 0.8, 0.8);
}
if (gl_conspin->value) {
glPopMatrix ();
glMatrixMode (GL_MODELVIEW);
glPopMatrix ();
}
// draw version string if not downloading
if (!cls.download)
Draw_AltString8 (vid.conwidth - strlen (cl_verstring->string) * 8 - 11,
lines - 14, cl_verstring->string);
glColor3ubv (lighthalf_v);
}
/*
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
*/
void
Draw_TileClear (int x, int y, int w, int h)
{
if (lighthalf)
glColor3f (0.4, 0.4, 0.4);
else
glColor3f (0.8, 0.8, 0.8);
glBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data);
glBegin (GL_QUADS);
glTexCoord2f (x / 64.0, y / 64.0);
glVertex2f (x, y);
glTexCoord2f ((x + w) / 64.0, y / 64.0);
glVertex2f (x + w, y);
glTexCoord2f ((x + w) / 64.0, (y + h) / 64.0);
glVertex2f (x + w, y + h);
glTexCoord2f (x / 64.0, (y + h) / 64.0);
glVertex2f (x, y + h);
glEnd ();
glColor3ubv (lighthalf_v);
}
/*
Draw_Fill
Fills a box of pixels with a single color
*/
void
Draw_Fill (int x, int y, int w, int h, int c)
{
glDisable (GL_TEXTURE_2D);
if (lighthalf)
glColor3f (host_basepal[c * 3] / 510.0, host_basepal[c * 3 + 1] / 510.0,
host_basepal[c * 3 + 2] / 510.0);
else
glColor3f (host_basepal[c * 3] / 255.0, host_basepal[c * 3 + 1] / 255.0,
host_basepal[c * 3 + 2] / 255.0);
glBegin (GL_QUADS);
glVertex2f (x, y);
glVertex2f (x + w, y);
glVertex2f (x + w, y + h);
glVertex2f (x, y + h);
glEnd ();
glColor3ubv (lighthalf_v);
glEnable (GL_TEXTURE_2D);
}
//=============================================================================
/*
Draw_FadeScreen
*/
void
Draw_FadeScreen (void)
{
glDisable (GL_TEXTURE_2D);
glColor4f (0, 0, 0, 0.7);
glBegin (GL_QUADS);
glVertex2f (0, 0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
glEnd ();
glColor3ubv (lighthalf_v);
glEnable (GL_TEXTURE_2D);
Sbar_Changed ();
}
//=============================================================================
/*
Draw_BeginDisc
Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
*/
void
Draw_BeginDisc (void)
{
}
/*
Draw_EndDisc
Erases the disc icon.
Call after completing any disc IO
*/
void
Draw_EndDisc (void)
{
}
/*
GL_Set2D
Setup as if the screen was 320*200
*/
void
GL_Set2D (void)
{
glViewport (glx, gly, glwidth, glheight);
glMatrixMode (GL_PROJECTION);
glLoadIdentity ();
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
glMatrixMode (GL_MODELVIEW);
glLoadIdentity ();
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glColor3ubv (lighthalf_v);
}