/* 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 $Id$ */ #ifdef HAVE_CONFIG_H # include "config.h" #endif #ifdef HAVE_STRING_H # include #endif #ifdef HAVE_STRINGS_H # include #endif #include #include "QF/cmd.h" #include "QF/console.h" #include "QF/cvar.h" #include "QF/draw.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/vid.h" #include "QF/va.h" #include "QF/vfs.h" #include "glquake.h" #include "r_cvar.h" #include "sbar.h" extern byte *vid_basepal; extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor, *gl_lightmap_components; byte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; static int translate_texture; static int char_texture; static int cs_texture; // crosshair texturea static byte cs_data[64] = { 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 }; typedef struct { int texnum; // float sl, tl, sh, th; } glpic_t; extern int gl_filter_min, gl_filter_max; 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]; qpic_t * Draw_PicFromWad (char *name) { qpic_t *p; glpic_t *gl; p = W_GetLumpName (name); gl = (glpic_t *) p->data; gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data, false, true, 1); return p; } void Draw_ClearCache (void) { cachepic_t *pic; int i; for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) pic->dirty = true; } qpic_t * Draw_CachePic (char *path, qboolean alpha) { cachepic_t *pic; int i; qpic_t *dat; glpic_t *gl; // 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"); // Load the picture.. dat = (qpic_t *) COM_LoadTempFile (path); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); // Adjust for endian.. SwapPic (dat); // Ok, the image is here, lets load it up into the cache.. // First the image name.. strncpy (pic->name, path, sizeof (pic->name)); // Now the width and height. pic->pic.width = dat->width; pic->pic.height = dat->height; // Now feed it to the GL stuff and get a texture number.. gl = (glpic_t *) pic->pic.data; gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data, false, alpha, 1); // Now lets mark this cache entry as used.. pic->dirty = false; numcachepics++; // FIXME: // A really ugly kluge, keep a specific image in memory // for the menu system. // Some days I really dislike legacy support.. if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width * dat->height); // And now we are done, return what was asked for.. return &pic->pic; } void Draw_TextBox (int x, int y, int width, int lines) { qpic_t *p; int cx, cy; int n; // draw left side 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); } extern void glrmain_init (void); extern void glrsurf_init (void); extern void GL_TextureMode_f (void); void Draw_Init (void) { int i; GLint texSize; // Some cards have a texture size limit. glGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize); Cvar_Set (gl_max_size, va("%d", texSize)); Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f, "Texture mipmap quality."); // 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 draw_chars = W_GetLumpName ("conchars"); for (i = 0; i < 256 * 64; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color // now turn them into textures char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf (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_disc = Draw_PicFromWad ("disc"); draw_backtile = Draw_PicFromWad ("backtile"); // LordHavoc: call init code for other GL renderer modules; glrmain_init (); glrsurf_init (); } /* Draw_Character8 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. */ void Draw_Character8 (int x, int y, int num) { int row, col; float frow, fcol, size; if (num == 32) return; // space num &= 255; if (y <= -8) return; // totally off screen row = num >> 4; col = num & 15; frow = row * 0.0625; fcol = col * 0.0625; size = 0.0625; glBindTexture (GL_TEXTURE_2D, char_texture); glBegin (GL_QUADS); glTexCoord2f (fcol, frow); glVertex2f (x, y); glTexCoord2f (fcol + size, frow); glVertex2f (x + 8, y); glTexCoord2f (fcol + size, frow + size); glVertex2f (x + 8, y + 8); glTexCoord2f (fcol, frow + size); glVertex2f (x, y + 8); glEnd (); } void Draw_String8 (int x, int y, char *str) { while (*str) { Draw_Character8 (x, y, *str); str++; x += 8; } } void Draw_AltString8 (int x, int y, char *str) { while (*str) { Draw_Character8 (x, y, (*str) | 0x80); str++; x += 8; } } void Draw_Crosshair (int swap) { int x, y; extern vrect_t scr_vrect; unsigned char *pColor; switch (crosshair->int_val) { case 0: break; case 1: default: Draw_Character8 (scr_vrect.x + scr_vrect.width / 2 - 4 + cl_crossx->int_val, scr_vrect.y + scr_vrect.height / 2 - 4 + cl_crossy->int_val, '+'); break; case 2: x = scr_vrect.x + scr_vrect.width / 2 - 3 + cl_crossx->int_val; y = scr_vrect.y + scr_vrect.height / 2 - 3 + cl_crossy->int_val; pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val]; glColor4ubv (pColor); glBindTexture (GL_TEXTURE_2D, cs_texture); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x - 4, y - 4); glTexCoord2f (1, 0); glVertex2f (x + 12, y - 4); glTexCoord2f (1, 1); glVertex2f (x + 12, y + 12); glTexCoord2f (0, 1); glVertex2f (x - 4, y + 12); glEnd (); glColor3ubv (lighthalf_v); break; } } void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; gl = (glpic_t *) pic->data; glBindTexture (GL_TEXTURE_2D, gl->texnum); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x, y); glTexCoord2f (1, 0); glVertex2f (x + pic->width, y); glTexCoord2f (1, 1); glVertex2f (x + pic->width, y + pic->height); glTexCoord2f (0, 1); glVertex2f (x, y + pic->height); glEnd (); } void Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height) { glpic_t *gl; float newsl, newtl, newsh, newth; 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; glColor3f (0.8, 0.8, 0.8); glBindTexture (GL_TEXTURE_2D, gl->texnum); glBegin (GL_QUADS); glTexCoord2f (newsl, newtl); glVertex2f (x, y); glTexCoord2f (newsh, newtl); glVertex2f (x + width, y); glTexCoord2f (newsh, newth); glVertex2f (x + width, y + height); glTexCoord2f (newsl, newth); glVertex2f (x, y + height); glEnd (); glColor3ubv (lighthalf_v); } /* Draw_TransPicTranslate Only used for the player color selection menu */ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation) { int v, u, c; unsigned int trans[64 * 64], *dest; byte *src; int p; glBindTexture (GL_TEXTURE_2D, translate_texture); c = pic->width * pic->height; dest = trans; for (v = 0; v < 64; v++, dest += 64) { src = &menuplyr_pixels[((v * pic->height) >> 6) * pic->width]; for (u = 0; u < 64; u++) { p = src[(u * pic->width) >> 6]; if (p == 255) dest[u] = p; else dest[u] = d_8to24table[translation[p]]; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); glColor3f (0.8, 0.8, 0.8); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x, y); glTexCoord2f (1, 0); glVertex2f (x + pic->width, y); glTexCoord2f (1, 1); glVertex2f (x + pic->width, y + pic->height); glTexCoord2f (0, 1); glVertex2f (x, y + pic->height); glEnd (); glColor3ubv (lighthalf_v); } /* Draw_ConsoleBackground Draws console background (obviously!) Completely rewritten to use several simple yet very cool GL effects. --KB */ void Draw_ConsoleBackground (int lines) { int y; qpic_t *conback; glpic_t *gl; float ofs; float alpha; // 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; glPushMatrix (); glMatrixMode (GL_TEXTURE); glPushMatrix (); glLoadIdentity (); xangle += gl_conspin->value; xfactor += xstep; if (xfactor > 8 || xfactor < .3f) xstep = -xstep; glRotatef (xangle, 0, 0, 1); glScalef (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; y = vid.height * scr_consize->value; if (!r_active || lines > y) { alpha = 1.0; } else { // set up to draw alpha console alpha = (float) (gl_conalpha->value * lines) / y; } glColor4f (0.8, 0.8, 0.8, alpha); // draw the console texture glBindTexture (GL_TEXTURE_2D, gl->texnum); glBegin (GL_QUADS); glTexCoord2f (0, 0 + ofs); glVertex2f (0, 0); glTexCoord2f (1, 0 + ofs); glVertex2f (vid.conwidth, 0); glTexCoord2f (1, 1); glVertex2f (vid.conwidth, lines); glTexCoord2f (0, 1); glVertex2f (0, lines); glEnd (); // turn off alpha blending if (alpha < 1.0) { glColor3f (0.8, 0.8, 0.8); } if (gl_conspin->value) { glPopMatrix (); glMatrixMode (GL_MODELVIEW); glPopMatrix (); } Draw_AltString8 (vid.conwidth - strlen (cl_verstring->string) * 8 - 11, lines - 14, cl_verstring->string); glColor3ubv (lighthalf_v); } /* Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. */ void Draw_TileClear (int x, int y, int w, int h) { glColor3f (0.8, 0.8, 0.8); glBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data); glBegin (GL_QUADS); glTexCoord2f (x / 64.0, y / 64.0); glVertex2f (x, y); glTexCoord2f ((x + w) / 64.0, y / 64.0); glVertex2f (x + w, y); glTexCoord2f ((x + w) / 64.0, (y + h) / 64.0); glVertex2f (x + w, y + h); glTexCoord2f (x / 64.0, (y + h) / 64.0); glVertex2f (x, y + h); glEnd (); glColor3ubv (lighthalf_v); } /* Draw_Fill Fills a box of pixels with a single color */ void Draw_Fill (int x, int y, int w, int h, int c) { glDisable (GL_TEXTURE_2D); glColor3f (vid_basepal[c * 3] / 255.0, vid_basepal[c * 3 + 1] / 255.0, vid_basepal[c * 3 + 2] / 255.0); glBegin (GL_QUADS); glVertex2f (x, y); glVertex2f (x + w, y); glVertex2f (x + w, y + h); glVertex2f (x, y + h); glEnd (); glColor3ubv (lighthalf_v); glEnable (GL_TEXTURE_2D); } //============================================================================= void Draw_FadeScreen (void) { glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.7); glBegin (GL_QUADS); glVertex2f (0, 0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor3ubv (lighthalf_v); glEnable (GL_TEXTURE_2D); Sbar_Changed (); } //============================================================================= /* Draw_BeginDisc Draws the little blue disc in the corner of the screen. Call before beginning any disc IO. */ void Draw_BeginDisc (void) { } /* Draw_EndDisc Erases the disc icon. Call after completing any disc IO */ void Draw_EndDisc (void) { } /* GL_Set2D Setup as if the screen was 320*200 */ void GL_Set2D (void) { glViewport (glx, gly, glwidth, glheight); glMatrixMode (GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode (GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glColor3ubv (lighthalf_v); }