/* 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__ ((unused)) const char rcsid[] = "$Id$"; #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/quakefs.h" #include "QF/render.h" #include "QF/screen.h" #include "QF/sys.h" #include "QF/texture.h" #include "QF/tga.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_screen.h" #include "QF/GL/qf_textures.h" #include "QF/GL/qf_vid.h" #include "QF/GL/types.h" #include "compat.h" #include "r_cvar.h" #include "r_shared.h" #include "sbar.h" #include "varrays.h" byte *draw_chars; // 8*8 graphic characters int tVAsize; int *tVAindices; unsigned int tVAcount; float *textVertices, *tV; float *textCoords, *tC; qpic_t *draw_backtile; static int translate_texture; static int char_texture; static int cs_texture; // crosshair texturea static byte color_0_8[4] = { 204, 204, 204, 255 }; static byte cs_data[2*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, 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, }; 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]; void Draw_InitText (void) { int i; if (r_init) { if (vaelements > 3) tVAsize = vaelements - (vaelements % 4); else tVAsize = 2048; Con_Printf ("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 { if (textVertices) { free (textVertices); textVertices = 0; } if (textCoords) { free (textCoords); textCoords = 0; } if (tVAindices) { free (tVAindices); tVAindices = 0; } } } qpic_t * Draw_PicFromWad (const char *name) { glpic_t *gl; qpic_t *p; char filename[MAX_QPATH + 4]; QFile *f; tex_t *targa; p = W_GetLumpName (name); gl = (glpic_t *) p->data; snprintf (filename, sizeof (filename), "%s.tga", name); COM_FOpenFile (filename, &f); if (f) { targa = LoadTGA (f); Qclose (f); 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); return p; } 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 (const char *path, qboolean alpha) { cachepic_t *pic; int i; glpic_t *gl; qpic_t *dat; char filename[MAX_QPATH + 4]; QFile *f; 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"); // 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; snprintf (filename, sizeof (filename), "%s.tga", path); COM_FOpenFile (filename, &f); if (f) { targa = LoadTGA (f); Qclose (f); 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); // 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, 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); } void Draw_Init (void) { int i; GLint texSize; // Some cards have a texture size limit. qfglGetIntegerv(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); cs_texture = GL_LoadTexture ("crosshair", 8, 16, cs_data, false, true, 1); 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 (); } #define CELL_SIZE 0.0625 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 (int x, int y, int num) { float frow, fcol; frow = (num >> 4) * CELL_SIZE; fcol = (num & 15) * CELL_SIZE; *tC++ = fcol; *tC++ = frow; *tC++ = fcol + CELL_SIZE; *tC++ = frow; *tC++ = fcol + CELL_SIZE; *tC++ = frow + CELL_SIZE; *tC++ = fcol; *tC++ = frow + CELL_SIZE; *tV++ = x; *tV++ = y; *tV++ = x + 8; *tV++ = y; *tV++ = x + 8; *tV++ = y + 8; *tV++ = x; *tV++ = y + 8; } 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. */ void Draw_Character (int x, int y, unsigned int num) { if (num == 32) return; // space if (y <= -8) return; // totally off screen num &= 255; queue_character (x, y, num); tVA_increment (); } void Draw_String (int x, int y, const char *str) { unsigned char num; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen while (*str) { if ((num = *str++) != 32) { // Don't render spaces queue_character (x, y, num); tVA_increment (); } x += 8; } } void Draw_nString (int x, int y, const char *str, int count) { unsigned char num; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen while (count-- && *str) { if ((num = *str++) != 32) { // Don't render spaces queue_character (x, y, num); tVA_increment (); } x += 8; } } void Draw_AltString (int x, int y, const char *str) { unsigned char num; if (!str || !str[0]) return; if (y <= -8) return; // totally off screen while (*str) { if ((num = *str++ | 0x80) != (0x80 | 32)) // Don't render spaces { queue_character (x, y, num); tVA_increment (); } x += 8; } } void Draw_Crosshair (void) { unsigned char *pColor; int x, y; switch (crosshair->int_val) { case 0: break; case 1: default: Draw_Character (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: case 3: 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]; qfglColor4ubv (pColor); qfglBindTexture (GL_TEXTURE_2D, cs_texture); qfglBegin (GL_QUADS); if (crosshair->int_val == 2) { qfglTexCoord2f (0, 0); qfglVertex2f (x - 4, y - 4); qfglTexCoord2f (1, 0); qfglVertex2f (x + 12, y - 4); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 12, y + 12); qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 4, y + 12); } else { qfglTexCoord2f (0, 0.5); qfglVertex2f (x - 4, y - 4); qfglTexCoord2f (1, 0.5); qfglVertex2f (x + 12, y - 4); qfglTexCoord2f (1, 1); qfglVertex2f (x + 12, y + 12); qfglTexCoord2f (0, 1); qfglVertex2f (x - 4, y + 12); } qfglEnd (); qfglColor3ubv (color_white); break; } } 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 (); } 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_TransPicTranslate Only used for the player color selection menu */ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation) { byte *src; int c, p, u, v; unsigned int trans[64 * 64], *dest; qfglBindTexture (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]]; } } qfglTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); qfglColor3ubv (color_0_8); 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 (); qfglColor3ubv (color_white); } /* Draw_ConsoleBackground Draws console background (obviously!) Completely rewritten to use several simple yet very cool GL effects. --KB */ void Draw_ConsoleBackground (int lines) { byte alpha; float ofs; int y; 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; y = vid.height * scr_consize->value; if (!r_active || lines > y) { alpha = 255; } else { // set up to draw alpha console alpha = 255 * (gl_conalpha->value * lines) / y; } 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. */ void Draw_TileClear (int x, int y, int w, int h) { qfglColor3ubv (color_0_8); qfglBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data); 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 */ 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); } 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.width, 0); qfglVertex2f (vid.width, vid.height); qfglVertex2f (0, vid.height); qfglEnd (); qfglColor3ubv (color_white); qfglEnable (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) { qfglViewport (glx, gly, glwidth, glheight); qfglMatrixMode (GL_PROJECTION); qfglLoadIdentity (); qfglOrtho (0, vid.width, vid.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); tVAcount = 0; tV = textVertices; tC = textCoords; } void GL_FlushText (void) { if (tVAcount) { flush_text (); } }