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https://git.code.sf.net/p/quake/quakeforge
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7d653f3676
The shaders now compile. No linking is done yet. Char quads are generated, but not sent to the card.
213 lines
4.1 KiB
C
213 lines
4.1 KiB
C
/*
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glsl_draw.c
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2D drawing support for GLSL
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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 "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/sys.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_textures.h"
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#include "gl_draw.h"
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static const char quaketext_vert[] =
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#include "quaketxt.vc"
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;
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static const char quaketext_frag[] =
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#include "quaketxt.fc"
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;
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VISIBLE byte *draw_chars;
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static dstring_t *char_queue;
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static int char_texture;
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static int qtxt_vert;
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static int qtxt_frag;
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//static int qtxt_prog;
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VISIBLE qpic_t *
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Draw_PicFromWad (const char *name)
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{
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return 0;
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}
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VISIBLE qpic_t *
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Draw_CachePic (const char *path, qboolean alpha)
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{
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return 0;
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}
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VISIBLE void
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Draw_TextBox (int x, int y, int width, int lines, byte alpha)
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{
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}
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static int
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compile_shader (const char *name, const char *shader_src, int type)
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{
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const char *src[1];
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int shader;
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int compiled;
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src[0] = shader_src;
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shader = qfglCreateShader (type);
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qfglShaderSource (shader, 1, src, 0);
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qfglCompileShader (shader);
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qfglGetShaderiv (shader, GL_COMPILE_STATUS, &compiled);
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if (!compiled) {
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dstring_t *log = dstring_new ();
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int size;
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qfglGetShaderiv (shader, GL_INFO_LOG_LENGTH, &size);
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log->size = size + 1; // for terminating null
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dstring_adjust (log);
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qfglGetShaderInfoLog (shader, log->size, 0, log->str);
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qfglDeleteShader (shader);
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Sys_Printf ("Shader (%s) compile error:\n----8<----\n%s----8<----\n",
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name, log->str);
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dstring_delete (log);
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return 0;
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}
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return shader;
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}
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VISIBLE void
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Draw_Init (void)
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{
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GLuint tnum;
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int i;
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char_queue = dstring_new ();
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qtxt_vert = compile_shader ("quaketxt.vert", quaketext_vert,
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GL_VERTEX_SHADER);
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qtxt_frag = compile_shader ("quaketxt.frag", quaketext_frag,
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GL_FRAGMENT_SHADER);
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draw_chars = W_GetLumpName ("conchars");
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for (i = 0; i < 256 * 64; i++)
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if (draw_chars[i] == 0)
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draw_chars[i] = 255; // proper transparent color
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qfglGenTextures (1, &tnum);
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char_texture = tnum;
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qfglBindTexture (GL_TEXTURE_2D, char_texture);
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qfglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
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128, 128, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, draw_chars);
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}
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static inline void
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queue_character (int x, int y, byte chr)
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{
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byte *v;
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int i;
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char_queue->size += 5;
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dstring_adjust (char_queue);
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v = (byte *) char_queue->str + char_queue->size - 5;
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for (i = 0; i < 4; i++) {
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*v++ = x;
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*v++ = y;
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*v++ = i & 1;
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*v++ = (i >> 1) & 1;
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*v++ = chr;
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}
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}
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VISIBLE void
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Draw_Character (int x, int y, unsigned int chr)
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{
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}
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VISIBLE void
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Draw_String (int x, int y, const char *str)
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{
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}
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VISIBLE void
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Draw_nString (int x, int y, const char *str, int count)
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{
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}
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void
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Draw_AltString (int x, int y, const char *str)
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{
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}
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VISIBLE void
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Draw_Crosshair (void)
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{
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}
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void
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Draw_CrosshairAt (int ch, int x, int y)
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{
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}
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VISIBLE void
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Draw_Pic (int x, int y, qpic_t *pic)
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{
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}
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VISIBLE void
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Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
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int height)
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{
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}
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VISIBLE void
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Draw_ConsoleBackground (int lines, byte alpha)
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{
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}
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VISIBLE void
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Draw_TileClear (int x, int y, int w, int h)
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{
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}
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VISIBLE void
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Draw_Fill (int x, int y, int w, int h, int c)
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{
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}
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VISIBLE void
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Draw_FadeScreen (void)
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{
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}
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void
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GL_FlushText (void)
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{
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char_queue->size = 0;
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}
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