Implement most of the 2d rendering functions.

textbox, crosshair, tileclear, fill and fadescreen are the remaining
functions.

There's a problem with 2d icons being drawn over the text (instead of
under), but I'll leave that for later.
This commit is contained in:
Bill Currie 2011-12-26 20:33:40 +09:00
parent e2a8de33cc
commit 705d07fa39
3 changed files with 220 additions and 4 deletions

View file

@ -2,8 +2,9 @@ AUTOMAKE_OPTIONS= foreign
AM_CFLAGS= @PREFER_PIC@
INCLUDES= -I$(top_srcdir)/include $(GLX_CFLAGS)
shader_src= quake2d.frag quaketxt.vert
shader_gen= quake2d.fc quaketxt.vc
shader_src= quake2d.frag quakeico.vert quaketxt.vert
shader_gen= quake2d.fc quakeico.vc quaketxt.vc
glsl_src = \
glsl_draw.c glsl_main.c glsl_particles.c glsl_screen.c glsl_textures.c

View file

@ -33,8 +33,16 @@
static __attribute__ ((used)) const char rcsid[] = "$Id$";
#ifdef HAVE_STRING_H
# include <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/quakefs.h"
#include "QF/sys.h"
#include "QF/vid.h"
@ -46,6 +54,15 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
#include "gl_draw.h"
#include "r_shared.h"
typedef struct {
int texnum;
} glpic_t;
static const char quakeicon_vert[] =
#include "quakeico.vc"
;
static const char quaketext_vert[] =
#include "quaketxt.vc"
;
@ -72,20 +89,103 @@ static struct {
{"char", 0},
};
static struct {
int program;
shaderparam_t icon;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
} quake_icon = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
};
VISIBLE byte *draw_chars;
static dstring_t *char_queue;
static int char_texture;
static int conback_texture;
static qpic_t *
make_glpic (const char *name, qpic_t *p)
{
qpic_t *pic = 0;
glpic_t *gl;
if (p) {
// FIXME is alignment ok?
pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
*pic = *p;
gl = (glpic_t *) pic->data;
gl->texnum = GL_LoadQuakeTexture (name, p->width, p->height, p->data);
}
return pic;
}
static void
make_quad (qpic_t *pic, int x, int y, int srcx, int srcy,
int width, int height, float verts[6][4])
{
float sl, sh, tl, th;
sl = (float) srcx / (float) pic->width;
sh = sl + (float) width / (float) pic->width;
tl = (float) srcy / (float) pic->height;
th = tl + (float) height / (float) pic->height;
verts[0][0] = x;
verts[0][1] = y;
verts[0][2] = sl;
verts[0][3] = tl;
verts[1][0] = x + width;
verts[1][1] = y;
verts[1][2] = sh;
verts[1][3] = tl;
verts[2][0] = x + width;
verts[2][1] = y + height;
verts[2][2] = sh;
verts[2][3] = th;
verts[3][0] = x;
verts[3][1] = y;
verts[3][2] = sl;
verts[3][3] = tl;
verts[4][0] = x + width;
verts[4][1] = y + height;
verts[4][2] = sh;
verts[4][3] = th;
verts[5][0] = x;
verts[5][1] = y + height;
verts[5][2] = sl;
verts[5][3] = th;
}
VISIBLE qpic_t *
Draw_PicFromWad (const char *name)
{
return 0;
return make_glpic (name, W_GetLumpName (name));
}
VISIBLE qpic_t *
Draw_CachePic (const char *path, qboolean alpha)
{
return 0;
qpic_t *p, *pic;
if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp")
|| !(p = (qpic_t *) QFS_LoadFile (path, 0))) {
//FIXME load a null texture
Sys_Error ("Draw_CachePic: failed to load %s", path);
}
pic = make_glpic (path, p);
free (p);
return pic;
}
VISIBLE void
@ -98,6 +198,7 @@ Draw_Init (void)
{
int i;
int frag, vert;
qpic_t *pic;
char_queue = dstring_new ();
vert = GL_CompileShader ("quaketxt.vert", quaketext_vert, GL_VERTEX_SHADER);
@ -109,12 +210,28 @@ Draw_Init (void)
GL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
GL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
vert = GL_CompileShader ("quakeico.vert", quakeicon_vert, GL_VERTEX_SHADER);
quake_icon.program = GL_LinkProgram ("quakeico", vert, frag);
GL_ResolveShaderParam (quake_icon.program, &quake_icon.icon);
GL_ResolveShaderParam (quake_icon.program, &quake_icon.palette);
GL_ResolveShaderParam (quake_icon.program, &quake_icon.matrix);
GL_ResolveShaderParam (quake_icon.program, &quake_icon.vertex);
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
char_texture = GL_LoadQuakeTexture ("conchars", 128, 128, draw_chars);
pic = (qpic_t *) QFS_LoadFile ("gfx/conback.lmp", 0);
if (pic) {
SwapPic (pic);
conback_texture = GL_LoadQuakeTexture ("conback",
pic->width, pic->height,
pic->data);
free (pic);
}
}
static inline void
@ -218,6 +335,19 @@ Draw_nString (int x, int y, const char *str, int count)
void
Draw_AltString (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
queue_character (x, y, chr);
}
x += 8;
}
}
VISIBLE void
@ -230,20 +360,87 @@ Draw_CrosshairAt (int ch, int x, int y)
{
}
static void
draw_pic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height)
{
glpic_t *gl;
float verts[6][4];
make_quad (pic, x, y, srcx, srcy, width, height, verts);
gl = (glpic_t *) pic->data;
qfglUseProgram (quake_icon.program);
qfglEnableVertexAttribArray (quake_icon.vertex.location);
qfglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_icon.icon.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
qfglUniform1i (quake_icon.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
0, 0, verts);
qfglDrawArrays (GL_TRIANGLES, 0, 6);
qfglDisableVertexAttribArray (quake_icon.vertex.location);
char_queue->size = 0;
}
VISIBLE void
Draw_Pic (int x, int y, qpic_t *pic)
{
draw_pic (x, y, pic, 0, 0, pic->width, pic->height);
}
VISIBLE void
Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
draw_pic (x, y, pic, srcx, srcy, width, height);
}
VISIBLE void
Draw_ConsoleBackground (int lines, byte alpha)
{
float ofs = (vid.conheight - lines) / (float) vid.conheight;
float verts[][4] = {
{ 0, 0, 0, ofs},
{vid.conwidth, 0, 1, ofs},
{vid.conwidth, lines, 1, 1},
{ 0, 0, 0, ofs},
{vid.conwidth, lines, 1, 1},
{ 0, lines, 0, 1},
};
qfglUseProgram (quake_icon.program);
qfglEnableVertexAttribArray (quake_icon.vertex.location);
qfglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_icon.icon.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, conback_texture);
qfglUniform1i (quake_icon.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
0, 0, verts);
qfglDrawArrays (GL_TRIANGLES, 0, 6);
qfglDisableVertexAttribArray (quake_icon.vertex.location);
char_queue->size = 0;
}
VISIBLE void

View file

@ -0,0 +1,18 @@
uniform mat4 mvp_mat;
/** Vertex position.
x, y, s, t
\a vertex provides the onscreen location at which to draw the icon
(\a x, \a y) and texture coordinate for the icon (\a s=z, \a t=w).
*/
attribute vec4 vertex;
varying vec2 st;
void
main (void)
{
gl_Position = mvp_mat * vec4 (vertex.xy, 0.0, 1.0);
st = vertex.zw;
}