mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-23 21:02:50 +00:00
835 lines
18 KiB
C
835 lines
18 KiB
C
/*
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gl_draw.c
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Draw functions for chars, textures, etc
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Copyright (C) 1996-1997 Id Software, Inc.
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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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static const char rcsid[] =
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"$Id$";
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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#ifdef HAVE_STRING_H
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# include <string.h>
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#endif
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#ifdef HAVE_STRINGS_H
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# include <strings.h>
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#endif
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#include <stdio.h>
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#include "QF/cmd.h"
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#include "QF/console.h"
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#include "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/texture.h"
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#include "QF/tga.h"
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#include "QF/va.h"
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#include "QF/vid.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_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_screen.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/GL/types.h"
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#include "compat.h"
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#include "r_cvar.h"
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#include "r_shared.h"
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#include "sbar.h"
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#include "varrays.h"
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byte *draw_chars; // 8*8 graphic characters
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int tVAsize;
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int *tVAindices;
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unsigned int tVAcount;
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float *textVertices, *tV;
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float *textCoords, *tC;
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qpic_t *draw_backtile;
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static int translate_texture;
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static int char_texture;
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static int cs_texture; // crosshair texturea
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static byte color_0_8[4] = { 204, 204, 204, 255 };
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static byte cs_data[64] = {
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff, 0xfe, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xfe, 0xff, 0xff, 0xff, 0xff,
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0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff, 0xff
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};
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typedef struct {
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int texnum;
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} glpic_t;
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typedef struct cachepic_s {
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char name[MAX_QPATH];
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qboolean dirty;
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qpic_t pic;
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byte padding[32]; // for appended glpic
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} cachepic_t;
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#define MAX_CACHED_PICS 128
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static cachepic_t cachepics[MAX_CACHED_PICS];
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static int numcachepics;
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static byte menuplyr_pixels[4096];
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void
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Draw_InitText (void)
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{
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int i;
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if (r_init) {
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if (vaelements > 3)
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tVAsize = vaelements - (vaelements % 4);
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else
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tVAsize = 2048;
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Con_Printf ("Text: %i maximum vertex elements.\n", tVAsize);
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if (textVertices)
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free (textVertices);
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textVertices = calloc (tVAsize, 2 * sizeof (float));
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if (textCoords)
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free (textCoords);
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textCoords = calloc (tVAsize, 2 * sizeof (float));
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qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords);
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qfglVertexPointer (2, GL_FLOAT, 0, textVertices);
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if (tVAindices)
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free (tVAindices);
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tVAindices = (int *) calloc (tVAsize, sizeof (int));
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for (i = 0; i < tVAsize; i++)
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tVAindices[i] = i;
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} else {
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if (textVertices) {
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free (textVertices);
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textVertices = 0;
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}
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if (textCoords) {
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free (textCoords);
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textCoords = 0;
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}
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if (tVAindices) {
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free (tVAindices);
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tVAindices = 0;
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}
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}
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}
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qpic_t *
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Draw_PicFromWad (const char *name)
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{
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glpic_t *gl;
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qpic_t *p;
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char filename[MAX_QPATH + 4];
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QFile *f;
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tex_t *targa;
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p = W_GetLumpName (name);
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gl = (glpic_t *) p->data;
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snprintf (filename, sizeof (filename), "%s.tga", name);
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COM_FOpenFile (filename, &f);
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if (f) {
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targa = LoadTGA (f);
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Qclose (f);
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if (targa->format < 4)
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gl->texnum = GL_LoadTexture (name, targa->width,
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targa->height, targa->data, false, false, 3);
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else
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gl->texnum = GL_LoadTexture (name, targa->width,
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targa->height, targa->data, false, true, 4);
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return p;
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}
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gl->texnum = GL_LoadTexture (name, p->width, p->height,
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p->data, false, true, 1);
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return p;
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}
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void
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Draw_ClearCache (void)
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{
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cachepic_t *pic;
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int i;
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for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
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pic->dirty = true;
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}
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qpic_t *
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Draw_CachePic (const char *path, qboolean alpha)
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{
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cachepic_t *pic;
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int i;
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glpic_t *gl;
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qpic_t *dat;
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char filename[MAX_QPATH + 4];
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QFile *f;
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tex_t *targa;
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// First, check if its cached..
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for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
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if ((!strcmp (path, pic->name)) && !pic->dirty)
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return &pic->pic;
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// Its not cached, lets make sure we have space in the cache..
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if (numcachepics == MAX_CACHED_PICS)
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Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
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// Load the picture..
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dat = (qpic_t *) COM_LoadTempFile (path);
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if (!dat)
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Sys_Error ("Draw_CachePic: failed to load %s", path);
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// Adjust for endian..
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SwapPic (dat);
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// Ok, the image is here, lets load it up into the cache..
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// First the image name..
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strncpy (pic->name, path, sizeof (pic->name));
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// Now the width and height.
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pic->pic.width = dat->width;
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pic->pic.height = dat->height;
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// Now feed it to the GL stuff and get a texture number..
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gl = (glpic_t *) pic->pic.data;
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snprintf (filename, sizeof (filename), "%s.tga", path);
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COM_FOpenFile (filename, &f);
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if (f) {
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targa = LoadTGA (f);
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Qclose (f);
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if (targa->format < 4)
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gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
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targa->data, false, alpha, 3);
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else
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gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
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targa->data, false, alpha, 4);
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}
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else
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gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data,
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false, alpha, 1);
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// Now lets mark this cache entry as used..
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pic->dirty = false;
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numcachepics++;
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// FIXME: A really ugly kluge, keep a specific image in memory
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// for the menu system. Some days I really dislike legacy support..
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if (!strcmp (path, "gfx/menuplyr.lmp"))
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memcpy (menuplyr_pixels, dat->data, dat->width * dat->height);
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// And now we are done, return what was asked for..
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return &pic->pic;
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}
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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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int cx, cy, n;
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qpic_t *p;
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// draw left side
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color_white[3] = alpha;
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qfglColor4ubv (color_white);
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cx = x;
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cy = y;
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p = Draw_CachePic ("gfx/box_tl.lmp", true);
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_ml.lmp", true);
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for (n = 0; n < lines; n++) {
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cy += 8;
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_bl.lmp", true);
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Draw_Pic (cx, cy + 8, p);
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// draw middle
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cx += 8;
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while (width > 0) {
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cy = y;
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p = Draw_CachePic ("gfx/box_tm.lmp", true);
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_mm.lmp", true);
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for (n = 0; n < lines; n++) {
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cy += 8;
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if (n == 1)
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p = Draw_CachePic ("gfx/box_mm2.lmp", true);
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_bm.lmp", true);
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Draw_Pic (cx, cy + 8, p);
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width -= 2;
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cx += 16;
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}
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// draw right side
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cy = y;
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p = Draw_CachePic ("gfx/box_tr.lmp", true);
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Draw_Pic (cx, cy, p);
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p = Draw_CachePic ("gfx/box_mr.lmp", true);
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for (n = 0; n < lines; n++) {
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cy += 8;
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Draw_Pic (cx, cy, p);
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}
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p = Draw_CachePic ("gfx/box_br.lmp", true);
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Draw_Pic (cx, cy + 8, p);
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qfglColor3ubv (color_white);
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}
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void
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Draw_Init (void)
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{
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int i;
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GLint texSize;
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// Some cards have a texture size limit.
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qfglGetIntegerv(GL_MAX_TEXTURE_SIZE, &texSize);
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Cvar_Set (gl_max_size, va("%d", texSize));
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Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f,
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"Texture mipmap quality.");
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// load the console background and the charset by hand, because we need to
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// write the version string into the background before turning it into a
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// texture
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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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// now turn them into textures
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char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false,
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true, 1);
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// save a texture slot for translated picture
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translate_texture = texture_extension_number++;
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// get the other pics we need
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draw_backtile = Draw_PicFromWad ("backtile");
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// LordHavoc: call init code for other GL renderer modules
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glrmain_init ();
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gl_lightmap_init ();
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}
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#define CELL_SIZE 0.0625
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static inline void
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flush_text (void)
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{
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qfglBindTexture (GL_TEXTURE_2D, char_texture);
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qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices);
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tVAcount = 0;
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tV = textVertices;
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tC = textCoords;
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}
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static inline void
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queue_character (int x, int y, int num)
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{
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float frow, fcol;
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frow = (num >> 4) * CELL_SIZE;
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fcol = (num & 15) * CELL_SIZE;
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*tC++ = fcol;
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*tC++ = frow;
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*tC++ = fcol + CELL_SIZE;
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*tC++ = frow;
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*tC++ = fcol + CELL_SIZE;
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*tC++ = frow + CELL_SIZE;
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*tC++ = fcol;
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*tC++ = frow + CELL_SIZE;
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*tV++ = x;
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*tV++ = y;
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*tV++ = x + 8;
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*tV++ = y;
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*tV++ = x + 8;
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*tV++ = y + 8;
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*tV++ = x;
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*tV++ = y + 8;
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}
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static inline void
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tVA_increment (void)
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{
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tVAcount +=4;
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if (tVAcount + 4 > tVAsize)
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flush_text ();
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}
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/*
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Draw_Character
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Draws one 8*8 graphics character with 0 being transparent.
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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*/
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void
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Draw_Character (int x, int y, unsigned int num)
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{
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if (num == 32)
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return; // space
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if (y <= -8)
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return; // totally off screen
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num &= 255;
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queue_character (x, y, num);
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tVA_increment ();
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}
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void
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Draw_String (int x, int y, const char *str)
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{
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unsigned char num;
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if (!str || !str[0])
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return;
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if (y <= -8)
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return; // totally off screen
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while (*str) {
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if ((num = *str++) != 32) { // Don't render spaces
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queue_character (x, y, num);
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tVA_increment ();
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}
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x += 8;
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}
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}
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void
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Draw_nString (int x, int y, const char *str, int count)
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{
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unsigned char num;
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if (!str || !str[0])
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return;
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if (y <= -8)
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return; // totally off screen
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while (count-- && *str) {
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if ((num = *str++) != 32) { // Don't render spaces
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queue_character (x, y, num);
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tVA_increment ();
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}
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x += 8;
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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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unsigned char num;
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if (!str || !str[0])
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return;
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if (y <= -8)
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return; // totally off screen
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while (*str) {
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if ((num = *str++ | 0x80) != (0x80 | 32)) // Don't render spaces
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{
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queue_character (x, y, num);
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tVA_increment ();
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}
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x += 8;
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}
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}
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void
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Draw_Crosshair (void)
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{
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unsigned char *pColor;
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int x, y;
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switch (crosshair->int_val) {
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case 0:
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break;
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case 1:
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default:
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Draw_Character (scr_vrect.x + scr_vrect.width / 2 - 4 +
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cl_crossx->int_val,
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scr_vrect.y + scr_vrect.height / 2 - 4 +
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cl_crossy->int_val, '+');
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break;
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case 2:
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x = scr_vrect.x + scr_vrect.width / 2 - 3 + cl_crossx->int_val;
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y = scr_vrect.y + scr_vrect.height / 2 - 3 + cl_crossy->int_val;
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pColor = (unsigned char *) &d_8to24table[crosshaircolor->int_val];
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qfglColor4ubv (pColor);
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qfglBindTexture (GL_TEXTURE_2D, cs_texture);
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qfglBegin (GL_QUADS);
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qfglTexCoord2f (0, 0);
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qfglVertex2f (x - 4, y - 4);
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qfglTexCoord2f (1, 0);
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qfglVertex2f (x + 12, y - 4);
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qfglTexCoord2f (1, 1);
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qfglVertex2f (x + 12, y + 12);
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qfglTexCoord2f (0, 1);
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qfglVertex2f (x - 4, y + 12);
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qfglEnd ();
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qfglColor3ubv (color_white);
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break;
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}
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}
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void
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Draw_Pic (int x, int y, qpic_t *pic)
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{
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glpic_t *gl;
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gl = (glpic_t *) pic->data;
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|
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 ();
|
|
}
|
|
}
|