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https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 04:42:32 +00:00
Make the cross-hair data sharable between renderers.
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parent
705d07fa39
commit
db8573b774
4 changed files with 116 additions and 48 deletions
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@ -384,4 +384,13 @@ void R_DrawSurfaceBlock32_mip1 (void);
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void R_DrawSurfaceBlock32_mip2 (void);
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void R_DrawSurfaceBlock32_mip3 (void);
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extern byte crosshair_data[];
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#define CROSSHAIR_WIDTH 8
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#define CROSSHAIR_HEIGHT 8
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#define CROSSHAIR_TILEX 2
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#define CROSSHAIR_TILEY 2
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#define CROSSHAIR_COUNT (CROSSHAIR_TILEX * CROSSHAIR_TILEY)
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struct qpic_s *Draw_CrosshairPic (void);
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#endif // _R_LOCAL_H
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@ -10,7 +10,7 @@ EXTRA_LTLIBRARIES= libQFrenderer_sw.la libQFrenderer_sw32.la \
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libQFrenderer_gl.la libQFrenderer_glsl.la
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common_sources= \
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r_cvar.c r_efrag.c r_ent.c r_graph.c r_light.c r_main.c \
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crosshair.c r_cvar.c r_efrag.c r_ent.c r_graph.c r_light.c r_main.c \
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r_part.c r_progs.c r_screen.c
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libQFrenderer_gl_la_LDFLAGS= -version-info $(QUAKE_LIBRARY_VERSION_INFO) -rpath $(libdir)
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98
libs/video/renderer/crosshair.c
Normal file
98
libs/video/renderer/crosshair.c
Normal file
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@ -0,0 +1,98 @@
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/*
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crosshair.c
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Crosshair static data.
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to:
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Free Software Foundation, Inc.
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59 Temple Place - Suite 330
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Boston, MA 02111-1307, USA
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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include <stdlib.h>
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#include "QF/qtypes.h"
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#include "QF/wadfile.h"
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#include "r_local.h"
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// NOTE: this array is INCORRECT for direct uploading in GL
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// but is optimal for SW
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byte crosshair_data[CROSSHAIR_WIDTH * CROSSHAIR_HEIGHT * CROSSHAIR_COUNT] = {
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
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0xff, 0xfe, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xfe, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff,
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0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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//From FitzQuake
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255,255,255,255,255,255,255,255,
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255,255,255, 8, 9,255,255,255,
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255,255,255, 6, 8, 2,255,255,
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255, 6, 8, 8, 6, 8, 8,255,
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255,255, 2, 8, 8, 2, 2, 2,
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255,255,255, 7, 8, 2,255,255,
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255,255,255,255, 2, 2,255,255,
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255,255,255,255,255,255,255,255,
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};
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qpic_t *
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Draw_CrosshairPic (void)
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{
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qpic_t *pic;
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byte *data;
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int i, j, x, y, ind;
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pic = malloc (field_offset (qpic_t, data[sizeof (crosshair_data)]));
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pic->width = CROSSHAIR_TILEX * CROSSHAIR_WIDTH;
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pic->height = CROSSHAIR_TILEY * CROSSHAIR_HEIGHT;
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// re-arrange the crosshair_data bytes so they're layed out properly for
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// subimaging
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data = crosshair_data;
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for (j = 0; j < CROSSHAIR_TILEY; j++) {
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for (i = 0; i < CROSSHAIR_TILEX; i++) {
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for (y = 0; y < CROSSHAIR_HEIGHT; y++) {
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for (x = 0; x < CROSSHAIR_WIDTH; x++) {
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ind = j * CROSSHAIR_HEIGHT + y;
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ind *= CROSSHAIR_WIDTH * CROSSHAIR_TILEX;
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ind += i * CROSSHAIR_WIDTH + x;
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pic->data[ind] = *data++;
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}
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}
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}
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}
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return pic;
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}
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@ -61,6 +61,7 @@ static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#include "compat.h"
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#include "gl_draw.h"
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#include "r_cvar.h"
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#include "r_local.h"
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#include "r_shared.h"
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#include "sbar.h"
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#include "varrays.h"
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@ -93,37 +94,6 @@ static int cs_texture; // crosshair texturea
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static byte color_0_8[4] = { 204, 204, 204, 255 };
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// NOTE: this array is INCORRECT for direct uploading see Draw_Init
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static byte cs_data[8 * 8 * 4] = {
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
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0xff, 0xfe, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xfe, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff,
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0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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//From FitzQuake
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255,255,255,255,255,255,255,255,
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255,255,255, 8, 9,255,255,255,
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255,255,255, 6, 8, 2,255,255,
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255, 6, 8, 8, 6, 8, 8,255,
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255,255, 2, 8, 8, 2, 2, 2,
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255,255,255, 7, 8, 2,255,255,
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255,255,255,255, 2, 2,255,255,
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255,255,255,255,255,255,255,255,
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};
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typedef struct {
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int texnum;
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} glpic_t;
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@ -338,8 +308,8 @@ Draw_Init (void)
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{
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int i;
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tex_t *image;
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byte *cs_tmp_data;
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float width, height;
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qpic_t *ch_pic;
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Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f,
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"Texture mipmap quality.");
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@ -391,21 +361,12 @@ Draw_Init (void)
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char_cells[i].bly = frow - CELL_INSET / height + CELL_SIZE;
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}
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// re-arrange the cs_data bytes so they're layed out properly for
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// subimaging
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cs_tmp_data = malloc (sizeof (cs_data));
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for (i = 0; i < 8 * 8; i++) {
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int x, y;
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x = i % 8;
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y = i / 8;
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cs_tmp_data[y * 16 + x + 0 * 8 * 8 + 0] = cs_data[i + 0 * 8 * 8];
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cs_tmp_data[y * 16 + x + 0 * 8 * 8 + 8] = cs_data[i + 1 * 8 * 8];
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cs_tmp_data[y * 16 + x + 2 * 8 * 8 + 0] = cs_data[i + 2 * 8 * 8];
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cs_tmp_data[y * 16 + x + 2 * 8 * 8 + 8] = cs_data[i + 3 * 8 * 8];
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}
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cs_texture = GL_LoadTexture ("crosshair", 16, 16, cs_tmp_data,
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false, true, 1);
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free (cs_tmp_data);
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ch_pic = Draw_CrosshairPic ();
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cs_texture = GL_LoadTexture ("crosshair",
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CROSSHAIR_WIDTH * CROSSHAIR_TILEX,
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CROSSHAIR_HEIGHT * CROSSHAIR_TILEY,
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ch_pic->data, false, true, 1);
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free (ch_pic);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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