quakeforge/libs/video/renderer/gl/gl_draw.c
Zephaniah E. Hull 380dcf5c9b Some gl_draw cleanups for glpic.
Some sbar cleanups (still broken, suspect driver issues.).
Removal of pmodel and emodel infokeys, waste of info space.
For servers allow people downloading to hear people talking.
2001-06-02 20:39:54 +00:00

691 lines
15 KiB
C

/*
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 <string.h>
#endif
#ifdef HAVE_STRINGS_H
# include <strings.h>
#endif
#include <stdio.h>
#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);
}