mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-22 20:41:20 +00:00
[glsl] Implement font rendering
It's not the best code, but it does the job of getting the basics working.
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parent
1f5ec68b4a
commit
46967dbc05
4 changed files with 225 additions and 8 deletions
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@ -31,6 +31,7 @@
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#include "QF/qtypes.h"
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typedef struct scrap_s scrap_t;
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struct tex_s;
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int GLSL_LoadQuakeTexture (const char *identifier, int width, int height,
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const byte *data);
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@ -40,6 +41,7 @@ int GLSL_LoadRGBTexture (const char *identifier, int width, int height,
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const byte *data);
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int GLSL_LoadRGBATexture (const char *identifier, int width, int height,
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const byte *data);
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int GLSL_LoadTex (const char *identifier, int mips, struct tex_s *tex);
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void GLSL_ReleaseTexture (int tex);
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void GLSL_TextureInit (void);
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@ -42,6 +42,7 @@
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#include "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/hash.h"
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#include "QF/image.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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@ -53,6 +54,8 @@
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_font.h"
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#include "r_text.h"
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#include "r_internal.h"
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typedef struct cachepic_s {
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@ -66,6 +69,16 @@ typedef struct {
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float color[4];
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} drawvert_t;
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typedef struct glslfont_s {
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rfont_t *font;
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GLuint texid;
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} glslfont_t;
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typedef struct glfontset_s
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DARRAY_TYPE (glslfont_t) glslfontset_t;
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static glslfontset_t glsl_fonts = DARRAY_STATIC_INIT (16);
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static const char *twod_vert_effects[] =
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{
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"QuakeForge.Vertex.2d",
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@ -79,6 +92,12 @@ static const char *twod_frag_effects[] =
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0
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};
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static const char *twod_alpha_frag_effects[] =
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{
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"QuakeForge.Fragment.2d.alpha",
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0
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};
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static float proj_matrix[16];
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static struct {
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@ -89,17 +108,30 @@ static struct {
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shaderparam_t vertex;
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shaderparam_t color;
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} quake_2d = {
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0,
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{"texture", 1},
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{"palette", 1},
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{"mvp_mat", 1},
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{"vertex", 0},
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{"vcolor", 0},
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.texture = {"texture", 1},
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.palette = {"palette", 1},
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.matrix = {"mvp_mat", 1},
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.vertex = {"vertex", 0},
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.color = {"vcolor", 0},
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};
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static struct {
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int program;
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shaderparam_t texture;
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shaderparam_t matrix;
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shaderparam_t vertex;
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shaderparam_t color;
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} alpha_2d = {
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.texture = {"texture", 1},
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.matrix = {"mvp_mat", 1},
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.vertex = {"vertex", 0},
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.color = {"vcolor", 0},
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};
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static scrap_t *draw_scrap; // hold all 2d images
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static byte white_block[8 * 8];
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static dstring_t *draw_queue;
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static dstring_t *glyph_queue;
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static dstring_t *line_queue;
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static qpic_t *conchars;
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static int conback_texture;
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@ -380,6 +412,7 @@ glsl_Draw_Init (void)
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draw_queue = dstring_new ();
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line_queue = dstring_new ();
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glyph_queue = dstring_new ();
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vert_shader = GLSL_BuildShader (twod_vert_effects);
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frag_shader = GLSL_BuildShader (twod_frag_effects);
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@ -396,6 +429,20 @@ glsl_Draw_Init (void)
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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vert_shader = GLSL_BuildShader (twod_vert_effects);
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frag_shader = GLSL_BuildShader (twod_alpha_frag_effects);
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vert = GLSL_CompileShader ("quakeico.vert", vert_shader,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("alpha2d.frag", frag_shader,
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GL_FRAGMENT_SHADER);
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alpha_2d.program = GLSL_LinkProgram ("alpha2d", vert, frag);
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GLSL_ResolveShaderParam (alpha_2d.program, &alpha_2d.texture);
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GLSL_ResolveShaderParam (alpha_2d.program, &alpha_2d.matrix);
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GLSL_ResolveShaderParam (alpha_2d.program, &alpha_2d.vertex);
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GLSL_ResolveShaderParam (alpha_2d.program, &alpha_2d.color);
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GLSL_FreeShader (vert_shader);
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GLSL_FreeShader (frag_shader);
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draw_scrap = GLSL_CreateScrap (2048, GL_LUMINANCE, 0);
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draw_chars = W_GetLumpName ("conchars");
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@ -866,12 +913,121 @@ glsl_Draw_BlendScreen (quat_t color)
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}
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int
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glsl_Draw_AddFont (struct rfont_s *font)
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glsl_Draw_AddFont (struct rfont_s *rfont)
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{
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return 0;
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int fontid = glsl_fonts.size;
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DARRAY_OPEN_AT (&glsl_fonts, fontid, 1);
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glslfont_t *font = &glsl_fonts.a[fontid];
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font->font = rfont;
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tex_t tex = {
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.width = rfont->scrap.width,
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.height = rfont->scrap.height,
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.format = tex_a,
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.loaded = 1,
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.data = rfont->scrap_bitmap,
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};
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font->texid = GLSL_LoadTex ("", 1, &tex);
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return fontid;
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}
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typedef struct {
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vrect_t *glyph_rects;
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dstring_t *batch;
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int width;
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int height;
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float color[4];
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} glslrgctx_t;
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static void
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glsl_render_glyph (uint32_t glyphid, int x, int y, void *_rgctx)
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{
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glslrgctx_t *rgctx = _rgctx;
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vrect_t *rect = &rgctx->glyph_rects[glyphid];
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dstring_t *batch = rgctx->batch;
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int size = 6 * sizeof (drawvert_t);
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batch->size += size;
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dstring_adjust (batch);
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drawvert_t *verts = (drawvert_t *) (batch->str + batch->size - size);
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float w = rect->width;
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float h = rect->height;
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float u = rect->x;
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float v = rect->y;
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float s = 1.0 / rgctx->width;
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float t = 1.0 / rgctx->height;
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verts[0] = (drawvert_t) {
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.xyst = { x, y, u * s, v * t },
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};
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verts[1] = (drawvert_t) {
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.xyst = { x + w, y, (u + w) * s, v * t },
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};
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verts[2] = (drawvert_t) {
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.xyst = { x + w, y + h, (u + w) * s, (v + h) * t },
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};
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verts[3] = (drawvert_t) {
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.xyst = { x, y, u * s, v * t },
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};
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verts[4] = (drawvert_t) {
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.xyst = { x + w, y + h, (u + w) * s, (v + h) * t },
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};
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verts[5] = (drawvert_t) {
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.xyst = { x, y + h, u * s, (v + h) * t },
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};
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QuatCopy (rgctx->color, verts[0].color);
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QuatCopy (rgctx->color, verts[1].color);
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QuatCopy (rgctx->color, verts[2].color);
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QuatCopy (rgctx->color, verts[3].color);
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QuatCopy (rgctx->color, verts[4].color);
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QuatCopy (rgctx->color, verts[5].color);
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}
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void
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glsl_Draw_FontString (int x, int y, int fontid, const char *str)
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{
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if (fontid < 0 || (unsigned) fontid > glsl_fonts.size) {
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return;
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}
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glslfont_t *font = &glsl_fonts.a[fontid];
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rfont_t *rfont = font->font;
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glslrgctx_t rgctx = {
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.glyph_rects = rfont->glyph_rects,
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.batch = glyph_queue,
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.width = rfont->scrap.width,
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.height = rfont->scrap.height,
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};
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quat_t color = { 127, 255, 153, 255 };
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QuatScale (color, 1.0f/255.0f, rgctx.color);
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//FIXME ewwwwwww
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rtext_t text = {
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.text = str,
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.language = "en",
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.script = HB_SCRIPT_LATIN,
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.direction = HB_DIRECTION_LTR,
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};
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rshaper_t *shaper = RText_NewShaper (rfont);
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RText_RenderText (shaper, &text, x, y, glsl_render_glyph, &rgctx);
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RText_DeleteShaper (shaper);
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qfeglUseProgram (alpha_2d.program);
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qfeglEnableVertexAttribArray (alpha_2d.vertex.location);
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qfeglEnableVertexAttribArray (alpha_2d.color.location);
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qfeglUniformMatrix4fv (alpha_2d.matrix.location, 1, false, proj_matrix);
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qfeglBindTexture (GL_TEXTURE_2D, font->texid);
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qfeglBlendFunc (GL_ONE, GL_ONE_MINUS_SRC_ALPHA);
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if (glyph_queue->size) {
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qfeglVertexAttribPointer (alpha_2d.vertex.location, 4, GL_FLOAT,
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0, 32, glyph_queue->str);
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qfeglVertexAttribPointer (alpha_2d.color.location, 4, GL_FLOAT,
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0, 32, glyph_queue->str + 16);
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qfeglDrawArrays (GL_TRIANGLES, 0, glyph_queue->size / 32);
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}
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glyph_queue->size = 0;
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qfeglBlendFunc (GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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qfeglUseProgram (quake_2d.program);
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}
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@ -39,6 +39,7 @@
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#include <stdlib.h>
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#include "QF/cmd.h"
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#include "QF/image.h"
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#include "QF/mathlib.h"
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#include "QF/model.h"
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#include "QF/render.h"
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@ -238,6 +239,47 @@ GLSL_LoadRGBATexture (const char *identifier, int width, int height,
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return tnum;
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}
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int
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GLSL_LoadTex (const char *identifier, int linear, tex_t *tex)
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{
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GLuint tnum;
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qfeglGenTextures (1, &tnum);
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int format = GL_RGB;
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switch (tex->format) {
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case tex_l:
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case tex_a:
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format = GL_LUMINANCE;
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break;
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case tex_la:
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format = GL_LUMINANCE_ALPHA;
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break;
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case tex_rgb:
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format = GL_RGB;
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break;
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case tex_rgba:
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format = GL_RGBA;
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break;
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default:
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Sys_Error ("GL_CreateScrap: Invalid texture format");
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}
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qfeglBindTexture (GL_TEXTURE_2D, tnum);
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qfeglTexImage2D (GL_TEXTURE_2D, 0, format, tex->width, tex->height,
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0, format, GL_UNSIGNED_BYTE, tex->data);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
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if (linear) {
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
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} else {
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfeglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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}
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qfeglGenerateMipmap (GL_TEXTURE_2D);
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return tnum;
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}
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void
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GLSL_ReleaseTexture (int tex)
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{
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@ -432,6 +432,23 @@ main (void)
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gl_FragColor = palettedColor (pix) * color;
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}
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-- Fragment.2d.alpha
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uniform sampler2D texture;
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varying vec4 color;
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varying vec2 st;
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void
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main (void)
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{
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float alpha;
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alpha = texture2D (texture, st).r;
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if (alpha == 0.0)
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discard;
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gl_FragColor = alpha * color;
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}
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-- Vertex.iqm
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uniform mat4 mvp_mat;
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