/* glsl_draw.c 2D drawing support for GLSL Copyright (C) 2011 Bill Currie Author: Bill Currie Date: 2011/12/23 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 "QF/cvar.h" #include "QF/draw.h" #include "QF/dstring.h" #include "QF/hash.h" #include "QF/quakefs.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/GLSL/defines.h" #include "QF/GLSL/funcs.h" #include "QF/GLSL/qf_textures.h" #include "QF/GLSL/qf_vid.h" #include "gl_draw.h" #include "r_cvar.h" #include "r_local.h" #include "r_shared.h" typedef struct { int texnum; } glpic_t; typedef struct cachepic_s { struct cachepic_s *next; char *name; qpic_t *pic; } cachepic_t; static const char quakeicon_vert[] = #include "quakeico.vc" ; static const char quaketext_vert[] = #include "quaketxt.vc" ; static const char quake2d_frag[] = #include "quake2d.fc" ; static float proj_matrix[16]; static struct { int program; shaderparam_t charmap; shaderparam_t palette; shaderparam_t matrix; shaderparam_t vertex; shaderparam_t color; shaderparam_t dchar; } quake_text = { 0, {"texture", 1}, {"palette", 1}, {"mvp_mat", 1}, {"vertex", 0}, {"vcolor", 0}, {"char", 0}, }; static struct { int program; shaderparam_t icon; shaderparam_t palette; shaderparam_t matrix; shaderparam_t vertex; shaderparam_t color; } quake_icon = { 0, {"texture", 1}, {"palette", 1}, {"mvp_mat", 1}, {"vertex", 0}, {"vcolor", 0}, }; VISIBLE byte *draw_chars; static byte white_block[8 * 8]; static dstring_t *char_queue; static int char_texture; static int conback_texture; static qpic_t *crosshair_pic; static qpic_t *white_pic; static qpic_t *backtile_pic; static hashtab_t *pic_cache; 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 pic_free (qpic_t *pic) { glpic_t *gl = (glpic_t *) pic->data; GL_ReleaseTexture (gl->texnum); free (pic); } //FIXME nicer allocator static cachepic_t * new_cachepic (const char *name, qpic_t *pic) { cachepic_t *cp; cp = malloc (sizeof (cachepic_t)); cp->name = strdup (name); cp->pic = pic; return cp; } static const char * cachepic_getkey (void *_cp, void *unused) { return ((cachepic_t *) _cp)->name; } static void cachepic_free (void *_cp, void *unused) { cachepic_t *cp = (cachepic_t *) _cp; pic_free (cp->pic); free (cp->name); free (cp); } static qpic_t * pic_data (const char *name, int w, int h, const byte *data) { qpic_t *pic; qpic_t *glpic; pic = malloc (field_offset (qpic_t, data[w * h])); pic->width = w; pic->height = h; memcpy (pic->data, data, pic->width * pic->height); glpic = make_glpic (name, pic); free (pic); return glpic; } static void make_quad (qpic_t *pic, int x, int y, int w, int h, int srcx, int srcy, int srcw, int srch, float verts[6][4]) { float sl, sh, tl, th; sl = (float) srcx / (float) pic->width; sh = sl + (float) srcw / (float) pic->width; tl = (float) srcy / (float) pic->height; th = tl + (float) srch / (float) pic->height; verts[0][0] = x; verts[0][1] = y; verts[0][2] = sl; verts[0][3] = tl; verts[1][0] = x + w; verts[1][1] = y; verts[1][2] = sh; verts[1][3] = tl; verts[2][0] = x + w; verts[2][1] = y + h; 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 + w; verts[4][1] = y + h; verts[4][2] = sh; verts[4][3] = th; verts[5][0] = x; verts[5][1] = y + h; verts[5][2] = sl; verts[5][3] = th; } static void draw_pic (int x, int y, int w, int h, qpic_t *pic, int srcx, int srcy, int srcw, int srch, float *color) { glpic_t *gl; float verts[6][4]; make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, 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); qfglVertexAttrib4fv (quake_icon.color.location, color); qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT, 0, 0, verts); qfglDrawArrays (GL_TRIANGLES, 0, 6); qfglDisableVertexAttribArray (quake_icon.vertex.location); } VISIBLE qpic_t * Draw_MakePic (int width, int height, const byte *data) { return pic_data (0, width, height, data); } VISIBLE void Draw_DestroyPic (qpic_t *pic) { pic_free (pic); } VISIBLE qpic_t * Draw_PicFromWad (const char *name) { return make_glpic (name, W_GetLumpName (name)); } VISIBLE qpic_t * Draw_CachePic (const char *path, qboolean alpha) { qpic_t *p, *pic; cachepic_t *cpic; if ((cpic = Hash_Find (pic_cache, path))) return cpic->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); cpic = new_cachepic (path, pic); Hash_Add (pic_cache, cpic); return pic; } VISIBLE void Draw_UncachePic (const char *path) { Hash_Free (pic_cache, Hash_Del (pic_cache, path)); } VISIBLE void Draw_TextBox (int x, int y, int width, int lines, byte alpha) { static quat_t color = { 1, 1, 1, 0 }; qpic_t *p; int cx, cy, n; #define draw(px,py,pp) \ draw_pic (px, py, pp->width, pp->height, pp, \ 0, 0, pp->width, pp->height, color) color[3] = alpha / 255.0; // draw left side cx = x; cy = y; p = Draw_CachePic ("gfx/box_tl.lmp", true); draw (cx, cy, p); p = Draw_CachePic ("gfx/box_ml.lmp", true); for (n = 0; n < lines; n++) { cy += 8; draw (cx, cy, p); } p = Draw_CachePic ("gfx/box_bl.lmp", true); draw (cx, cy + 8, p); // draw middle cx += 8; while (width > 0) { cy = y; p = Draw_CachePic ("gfx/box_tm.lmp", true); draw (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 (cx, cy, p); } p = Draw_CachePic ("gfx/box_bm.lmp", true); draw (cx, cy + 8, p); width -= 2; cx += 16; } // draw right side cy = y; p = Draw_CachePic ("gfx/box_tr.lmp", true); draw (cx, cy, p); p = Draw_CachePic ("gfx/box_mr.lmp", true); for (n = 0; n < lines; n++) { cy += 8; draw (cx, cy, p); } p = Draw_CachePic ("gfx/box_br.lmp", true); draw (cx, cy + 8, p); #undef draw } static void Draw_ClearCache (int phase) { if (phase) return; Hash_FlushTable (pic_cache); } VISIBLE void Draw_Init (void) { int i; int frag, vert; qpic_t *pic; glpic_t *gl; pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0); QFS_GamedirCallback (Draw_ClearCache); //FIXME temporary work around for the timing of cvar creation and palette //loading crosshaircolor->callback (crosshaircolor); char_queue = dstring_new (); vert = GL_CompileShader ("quaketxt.vert", quaketext_vert, GL_VERTEX_SHADER); frag = GL_CompileShader ("quake2d.frag", quake2d_frag, GL_FRAGMENT_SHADER); quake_text.program = GL_LinkProgram ("quaketxt", vert, frag); GL_ResolveShaderParam (quake_text.program, &quake_text.charmap); GL_ResolveShaderParam (quake_text.program, &quake_text.palette); GL_ResolveShaderParam (quake_text.program, &quake_text.matrix); GL_ResolveShaderParam (quake_text.program, &quake_text.vertex); GL_ResolveShaderParam (quake_text.program, &quake_text.color); 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); GL_ResolveShaderParam (quake_icon.program, &quake_icon.color); 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); } pic = Draw_CrosshairPic (); crosshair_pic = make_glpic ("crosshair", pic); free (pic); memset (white_block, 0xfe, sizeof (white_block)); white_pic = pic_data ("white_block", 8, 8, white_block); backtile_pic = Draw_PicFromWad ("backtile"); gl = (glpic_t *) backtile_pic->data; qfglBindTexture (GL_TEXTURE_2D, gl->texnum); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT); } static inline void queue_character (int x, int y, byte chr) { unsigned short *v; unsigned i, c; const int size = 5 * 2 * 6; char_queue->size += size; dstring_adjust (char_queue); v = (unsigned short *) (char_queue->str + char_queue->size - size); c = 0x738; for (i = 0; i < 6; i++, c >>= 2) { *v++ = x; *v++ = y; *v++ = c & 1; *v++ = (c >> 1) & 1; *v++ = chr; } } static void flush_text (void) { qfglUseProgram (quake_text.program); qfglEnableVertexAttribArray (quake_text.vertex.location); qfglEnableVertexAttribArray (quake_text.dchar.location); qfglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix); qfglUniform1i (quake_text.charmap.location, 0); qfglActiveTexture (GL_TEXTURE0 + 0); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, char_texture); qfglUniform1i (quake_text.palette.location, 1); qfglActiveTexture (GL_TEXTURE0 + 1); qfglEnable (GL_TEXTURE_2D); qfglBindTexture (GL_TEXTURE_2D, glsl_palette); qfglVertexAttrib4f (quake_text.color.location, 1, 1, 1, 1); qfglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT, 0, 10, char_queue->str); qfglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT, 0, 10, char_queue->str + 8); qfglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10); qfglDisableVertexAttribArray (quake_text.dchar.location); qfglDisableVertexAttribArray (quake_text.vertex.location); char_queue->size = 0; } 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 (x, y, chr); } VISIBLE void Draw_String (int x, int y, const char *str) { byte chr; if (!str || !str[0]) return; // totally off screen if (y <= -8) return; // totally off screen while (*str) { if ((chr = *str++) != 32) queue_character (x, y, chr); x += 8; } } VISIBLE void Draw_nString (int x, int y, const char *str, int count) { byte chr; if (!str || !str[0]) return; // totally off screen if (y <= -8) return; // totally off screen while (count-- && *str) { if ((chr = *str++) != 32) queue_character (x, y, chr); x += 8; } } 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; } } static void crosshair_1 (int x, int y) { Draw_Character (x - 4, y - 4, '+'); } //FIXME these should use an index to select the region. static void crosshair_2 (int x, int y) { draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic, 0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color); } static void crosshair_3 (int x, int y) { draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic, CROSSHAIR_WIDTH, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color); } static void crosshair_4 (int x, int y) { draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic, 0, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color); } static void crosshair_5 (int x, int y) { draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color); } 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; size_t ch; ch = crosshair->int_val - 1; if (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) { unsigned c = ch - 1; if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0])) return; crosshair_func[c] (x, y); } VISIBLE void Draw_Pic (int x, int y, qpic_t *pic) { static quat_t color = { 1, 1, 1, 1}; draw_pic (x, y, pic->width, pic->height, pic, 0, 0, pic->width, pic->height, color); } VISIBLE void Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { static quat_t color = { 1, 1, 1, 1}; draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color); } 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}, }; GL_FlushText (); // Flush text that should be rendered before the console 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); qfglVertexAttrib4f (quake_icon.color.location, 1, 1, 1, bound (0, alpha, 255) / 255.0); qfglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT, 0, 0, verts); qfglDrawArrays (GL_TRIANGLES, 0, 6); qfglDisableVertexAttribArray (quake_icon.vertex.location); } VISIBLE void Draw_TileClear (int x, int y, int w, int h) { static quat_t color = { 1, 1, 1, 1 }; draw_pic (x, y, w, h, backtile_pic, 0, 0, w, h, color); } VISIBLE void Draw_Fill (int x, int y, int w, int h, int c) { quat_t color; VectorScale (vid.palette + c * 3, 1.0f/255.0f, color); color[3] = 1.0; draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color); } static inline void draw_blendscreen (quat_t color) { draw_pic (0, 0, vid.conwidth, vid.conheight, white_pic, 0, 0, 8, 8, color); } VISIBLE void Draw_FadeScreen (void) { static quat_t color = { 0, 0, 0, 0.7 }; GL_FlushText (); // Flush text that should be rendered before the menu draw_blendscreen (color); } static void ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax, float znear, float zfar) { proj[0] = 2 / (xmax - xmin); proj[4] = 0; proj[8] = 0; proj[12] = -(xmax + xmin) / (xmax - xmin); proj[1] = 0; proj[5] = 2 / (ymax - ymin); proj[9] = 0; proj[13] = -(ymax + ymin) / (ymax - ymin); proj[2] = 0; proj[6] = 0; proj[10] = -2 / (zfar - znear); proj[14] = -(zfar + znear) / (zfar - znear); proj[3] = 0; proj[7] = 0; proj[11] = 0; proj[15] = 1; } static void set_2d (int width, int height) { qfglViewport (0, 0, vid.width, vid.height); qfglDisable (GL_DEPTH_TEST); qfglDisable (GL_CULL_FACE); ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999); } void GL_Set2D (void) { set_2d (vid.width, vid.height); } void GL_Set2DScaled (void) { set_2d (vid.conwidth, vid.conheight); } void GL_DrawReset (void) { char_queue->size = 0; } void GL_FlushText (void) { if (char_queue->size) flush_text (); } void Draw_BlendScreen (quat_t color) { if (!color[3]) return; draw_blendscreen (color); }