/* 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 */ #ifdef HAVE_CONFIG_H # include "config.h" #endif static __attribute__ ((used)) const char rcsid[] = "$Id$"; #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cmd.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/image.h" #include "QF/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/va.h" #include "QF/vid.h" #include "QF/GL/defines.h" #include "QF/GL/funcs.h" #include "QF/GL/qf_rmain.h" #include "QF/GL/qf_rsurf.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "QF/GL/types.h" #include "compat.h" #include "gl_draw.h" #include "r_cvar.h" #include "r_shared.h" #include "sbar.h" #include "varrays.h" #define CELL_SIZE (1.0 / 16.0) // conchars is 16x16 #define CELL_INSET (1.0 / 4.0) // of a pixel typedef struct { float tlx, tly; float trx, try; float brx, bry; float blx, bly; } cc_cell_t; byte *draw_chars; // 8*8 graphic characters int tVAsize; int *tVAindices; int tVAcount; float *textVertices, *tV; float *textCoords, *tC; qpic_t *draw_backtile; static cc_cell_t char_cells[256]; static int translate_texture; static int char_texture; static int cs_texture; // crosshair texturea static byte color_0_8[4] = { 204, 204, 204, 255 }; // NOTE: this array is INCORRECT for direct uploading see Draw_Init static byte cs_data[8 * 8 * 4] = { 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, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xfe, 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, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, //From FitzQuake 255,255,255,255,255,255,255,255, 255,255,255, 8, 9,255,255,255, 255,255,255, 6, 8, 2,255,255, 255, 6, 8, 8, 6, 8, 8,255, 255,255, 2, 8, 8, 2, 2, 2, 255,255,255, 7, 8, 2,255,255, 255,255,255,255, 2, 2,255,255, 255,255,255,255,255,255,255,255, }; typedef struct { int texnum; } glpic_t; 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]; static void Draw_InitText (void) { int i; if (vaelements > 3) { tVAsize = vaelements - (vaelements % 4); } else if (vaelements >= 0) { tVAsize = 2048; } else tVAsize = 0; if (tVAsize) { Sys_MaskPrintf (SYS_DEV, "Text: %i maximum vertex elements.\n", tVAsize); if (textVertices) free (textVertices); textVertices = calloc (tVAsize, 2 * sizeof (float)); if (textCoords) free (textCoords); textCoords = calloc (tVAsize, 2 * sizeof (float)); qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords); qfglVertexPointer (2, GL_FLOAT, 0, textVertices); if (tVAindices) free (tVAindices); tVAindices = (int *) calloc (tVAsize, sizeof (int)); for (i = 0; i < tVAsize; i++) tVAindices[i] = i; } else { Sys_MaskPrintf (SYS_DEV, "Text: Vertex Array use disabled.\n"); } } VISIBLE qpic_t * Draw_PicFromWad (const char *name) { glpic_t *gl; qpic_t *p, *pic; tex_t *targa; pic = W_GetLumpName (name); targa = LoadImage (name); if (targa) { p = malloc (sizeof (qpic_t) + sizeof (glpic_t)); p->width = pic->width; p->height = pic->height; gl = (glpic_t *) p->data; if (targa->format < 4) { gl->texnum = GL_LoadTexture (name, targa->width, targa->height, targa->data, false, false, 3); } else gl->texnum = GL_LoadTexture (name, targa->width, targa->height, targa->data, false, true, 4); } else { p = pic; gl = (glpic_t *) p->data; gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data, false, true, 1); } return p; } static void Draw_ClearCache (int phase) { cachepic_t *pic; int i; if (phase) return; for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) pic->dirty = true; } VISIBLE qpic_t * Draw_CachePic (const char *path, qboolean alpha) { cachepic_t *pic; int i; glpic_t *gl; tex_t *targa; // First, check 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"); gl = (glpic_t *) pic->pic.data; if (!strcmp (path + strlen (path) - 4, ".lmp")) { // Load the picture.. qpic_t *dat = (qpic_t *) QFS_LoadFile (path, 0); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); // Adjust for endian.. SwapPic (dat); // Check for a .tga first targa = LoadImage (path); if (targa) { if (targa->format < 4) { gl->texnum = GL_LoadTexture ("", targa->width, targa->height, targa->data, false, alpha, 3); } else gl->texnum = GL_LoadTexture ("", targa->width, targa->height, targa->data, false, alpha, 4); } else { gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data, false, alpha, 1); } pic->pic.width = dat->width; pic->pic.height = dat->height; if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width * dat->height); free (dat); } else Sys_Error ("Draw_CachePic: failed to load %s", path); strncpy (pic->name, path, sizeof (pic->name)); // Now lets mark this cache entry as used.. pic->dirty = false; numcachepics++; // And now we are done, return what was asked for.. return &pic->pic; } VISIBLE void Draw_TextBox (int x, int y, int width, int lines, byte alpha) { int cx, cy, n; qpic_t *p; // draw left side color_white[3] = alpha; qfglColor4ubv (color_white); 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); qfglColor3ubv (color_white); } VISIBLE void Draw_Init (void) { int i; tex_t *image; byte *cs_tmp_data; float width, height; Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f, "Texture mipmap quality."); QFS_GamedirCallback (Draw_ClearCache); // 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 image = LoadImage ("gfx/conchars"); if (image) { if (image->format < 4) { char_texture = GL_LoadTexture ("charset", image->width, image->height, image->data, false, false, 3); } else char_texture = GL_LoadTexture ("charset", image->width, image->height, image->data, false, true, 4); width = image->width; height = image->height; } else { 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_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); width = 128; height = 128; } // initialize the character cell texture coordinates. for (i = 0; i < 256; i++) { float fcol, frow; fcol = (i & 15) * CELL_SIZE; frow = (i >> 4) * CELL_SIZE; char_cells[i].tlx = fcol + CELL_INSET / width; char_cells[i].tly = frow + CELL_INSET / height; char_cells[i].trx = fcol - CELL_INSET / width + CELL_SIZE; char_cells[i].try = frow + CELL_INSET / height; char_cells[i].brx = fcol - CELL_INSET / width + CELL_SIZE; char_cells[i].bry = frow - CELL_INSET / height + CELL_SIZE; char_cells[i].blx = fcol + CELL_INSET / width; char_cells[i].bly = frow - CELL_INSET / height + CELL_SIZE; } // re-arrange the cs_data bytes so they're layed out properly for // subimaging cs_tmp_data = malloc (sizeof (cs_data)); for (i = 0; i < 8 * 8; i++) { int x, y; x = i % 8; y = i / 8; cs_tmp_data[y * 16 + x + 0 * 8 * 8 + 0] = cs_data[i + 0 * 8 * 8]; cs_tmp_data[y * 16 + x + 0 * 8 * 8 + 8] = cs_data[i + 1 * 8 * 8]; cs_tmp_data[y * 16 + x + 2 * 8 * 8 + 0] = cs_data[i + 2 * 8 * 8]; cs_tmp_data[y * 16 + x + 2 * 8 * 8 + 8] = cs_data[i + 3 * 8 * 8]; } cs_texture = GL_LoadTexture ("crosshair", 16, 16, cs_tmp_data, false, true, 1); free (cs_tmp_data); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); qfglTexParameterf (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_backtile = Draw_PicFromWad ("backtile"); // LordHavoc: call init code for other GL renderer modules glrmain_init (); gl_lightmap_init (); Draw_InitText (); } static inline void flush_text (void) { qfglBindTexture (GL_TEXTURE_2D, char_texture); qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices); tVAcount = 0; tV = textVertices; tC = textCoords; } static inline void queue_character (float x, float y, int chr) { float *coord = &char_cells[chr & 255].tlx; *tV++ = x; *tV++ = y; *tV++ = x + 8.0; *tV++ = y; *tV++ = x + 8.0; *tV++ = y + 8.0; *tV++ = x; *tV++ = y + 8.0; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; *tC++ = *coord++; } static inline void tVA_increment (void) { tVAcount += 4; if (tVAcount + 4 > tVAsize) flush_text (); } /* 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. */ VISIBLE void Draw_Character (int x, int y, unsigned int chr) { chr &= 255; if (chr == 32) return; // space if (y <= -8) return; // totally off screen queue_character ((float) x, (float) y, chr); tVA_increment (); } VISIBLE void Draw_String (int x, int y, const char *str) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (*str) { if ((chr = *str++) != 32) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } VISIBLE void Draw_nString (int x, int y, const char *str, int count) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (count-- && *str) { if ((chr = *str++) != 32) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } void Draw_AltString (int x, int y, const char *str) { unsigned char chr; float x1, y1; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen x1 = (float) x; y1 = (float) y; while (*str) { if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces queue_character (x1, y1, chr); tVA_increment (); } x1 += 8.0; } } static void crosshair_1 (int x, int y) { Draw_Character (x - 4, y - 4, '+'); } static void crosshair_2 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (0.5, 0); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_3 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0.5, 0); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (1, 0); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_4 (int x, int y) { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (0.5, 1); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0, 1); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void crosshair_5 (int x, int y) //FIXME don't use until the data is filled in { unsigned char *pColor; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); qfglTexCoord2f (0.5, 0.5); qfglVertex2f (x - 7, y - 7); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 9, y - 7); qfglTexCoord2f (1, 1); qfglVertex2f (x + 9, y + 9); qfglTexCoord2f (0.5, 1); qfglVertex2f (x - 7, y + 9); qfglEnd (); qfglColor3ubv (color_white); } static void (*crosshair_func[]) (int x, int y) = { crosshair_1, crosshair_2, crosshair_3, crosshair_4, crosshair_5, }; VISIBLE void Draw_Crosshair (void) { int x, y; int ch; ch = crosshair->int_val - 1; if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; x = vid.conwidth / 2 + cl_crossx->int_val; y = vid.conheight / 2 + cl_crossy->int_val; crosshair_func[ch] (x, y); } void Draw_CrosshairAt (int ch, int x, int y) { ch -= 1; if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; crosshair_func[ch] (x, y); } VISIBLE void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; gl = (glpic_t *) pic->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0); qfglVertex2f (x, y); qfglTexCoord2f (1, 0); qfglVertex2f (x + pic->width, y); qfglTexCoord2f (1, 1); qfglVertex2f (x + pic->width, y + pic->height); qfglTexCoord2f (0, 1); qfglVertex2f (x, y + pic->height); qfglEnd (); } VISIBLE void Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { float newsl, newtl, newsh, newth; glpic_t *gl; gl = (glpic_t *) pic->data; newsl = (float) srcx / (float) pic->width; newsh = newsl + (float) width / (float) pic->width; newtl = (float) srcy / (float) pic->height; newth = newtl + (float) height / (float) pic->height; qfglColor3ubv (color_0_8); qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (newsl, newtl); qfglVertex2f (x, y); qfglTexCoord2f (newsh, newtl); qfglVertex2f (x + width, y); qfglTexCoord2f (newsh, newth); qfglVertex2f (x + width, y + height); qfglTexCoord2f (newsl, newth); qfglVertex2f (x, y + height); qfglEnd (); qfglColor3ubv (color_white); } /* Draw_ConsoleBackground Draws console background (obviously!) Completely rewritten to use several simple yet very cool GL effects. --KB */ VISIBLE void Draw_ConsoleBackground (int lines, byte alpha) { float ofs; glpic_t *gl; qpic_t *conback; GL_FlushText (); // Flush text that should be rendered before the console // 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; qfglPushMatrix (); qfglMatrixMode (GL_TEXTURE); qfglPushMatrix (); qfglLoadIdentity (); xangle += gl_conspin->value; xfactor += xstep; if (xfactor > 8 || xfactor < .3f) xstep = -xstep; qfglRotatef (xangle, 0, 0, 1); qfglScalef (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; color_0_8[3] = alpha; qfglColor4ubv (color_0_8); // draw the console texture qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (0, 0 + ofs); qfglVertex2f (0, 0); qfglTexCoord2f (1, 0 + ofs); qfglVertex2f (vid.conwidth, 0); qfglTexCoord2f (1, 1); qfglVertex2f (vid.conwidth, lines); qfglTexCoord2f (0, 1); qfglVertex2f (0, lines); qfglEnd (); // turn off alpha blending if (alpha < 255) { qfglColor3ubv (color_0_8); } if (gl_conspin->value) { qfglPopMatrix (); qfglMatrixMode (GL_MODELVIEW); qfglPopMatrix (); } Draw_AltString (vid.conwidth - strlen (cl_verstring->string) * 8 - 11, lines - 14, cl_verstring->string); qfglColor3ubv (color_white); } /* Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. */ VISIBLE void Draw_TileClear (int x, int y, int w, int h) { glpic_t *gl; qfglColor3ubv (color_0_8); gl = (glpic_t *) draw_backtile->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglBegin (GL_QUADS); qfglTexCoord2f (x / 64.0, y / 64.0); qfglVertex2f (x, y); qfglTexCoord2f ((x + w) / 64.0, y / 64.0); qfglVertex2f (x + w, y); qfglTexCoord2f ((x + w) / 64.0, (y + h) / 64.0); qfglVertex2f (x + w, y + h); qfglTexCoord2f (x / 64.0, (y + h) / 64.0); qfglVertex2f (x, y + h); qfglEnd (); qfglColor3ubv (color_white); } /* Draw_Fill Fills a box of pixels with a single color */ VISIBLE void Draw_Fill (int x, int y, int w, int h, int c) { qfglDisable (GL_TEXTURE_2D); qfglColor3ubv (vid.palette + c * 3); qfglBegin (GL_QUADS); qfglVertex2f (x, y); qfglVertex2f (x + w, y); qfglVertex2f (x + w, y + h); qfglVertex2f (x, y + h); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); } VISIBLE void Draw_FadeScreen (void) { GL_FlushText (); // Flush text that should be rendered before the menu qfglDisable (GL_TEXTURE_2D); qfglColor4ub (0, 0, 0, 179); qfglBegin (GL_QUADS); qfglVertex2f (0, 0); qfglVertex2f (vid.conwidth, 0); qfglVertex2f (vid.conwidth, vid.conheight); qfglVertex2f (0, vid.conheight); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (GL_TEXTURE_2D); Sbar_Changed (); } static void set_2d (int width, int height) { qfglViewport (0, 0, vid.width, vid.height); qfglMatrixMode (GL_PROJECTION); qfglLoadIdentity (); qfglOrtho (0, width, height, 0, -99999, 99999); qfglMatrixMode (GL_MODELVIEW); qfglLoadIdentity (); qfglDisable (GL_DEPTH_TEST); qfglDisable (GL_CULL_FACE); qfglColor3ubv (color_white); qfglEnableClientState (GL_VERTEX_ARRAY); qfglVertexPointer (2, GL_FLOAT, 0, textVertices); qfglEnableClientState (GL_TEXTURE_COORD_ARRAY); qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords); qfglDisableClientState (GL_COLOR_ARRAY); } void GL_Set2D (void) { set_2d (vid.width, vid.height); } void GL_Set2DScaled (void) { set_2d (vid.conwidth, vid.conheight); } void GL_DrawReset (void) { tVAcount = 0; tV = textVertices; tC = textCoords; } void GL_FlushText (void) { if (tVAcount) { flush_text (); } }