quakeforge/libs/video/renderer/glsl/glsl_draw.c

333 lines
6.8 KiB
C

/*
glsl_draw.c
2D drawing support for GLSL
Copyright (C) 2011 Bill Currie <bill@taniwha.org>
Author: Bill Currie <bill@taniwha.org>
Date: 2011/12/23
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__ ((used)) const char rcsid[] = "$Id$";
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/sys.h"
#include "QF/vid.h"
#include "QF/GLSL/defines.h"
#include "QF/GLSL/funcs.h"
#include "QF/GLSL/qf_vid.h"
#include "gl_draw.h"
#include "r_shared.h"
static const char quaketext_vert[] =
#include "quaketxt.vc"
;
static const char quake2d_frag[] =
#include "quake2d.fc"
;
static float proj_matrix[16];
static struct {
int program;
shaderparam_t charmap;
shaderparam_t palette;
shaderparam_t matrix;
shaderparam_t vertex;
shaderparam_t dchar;
} quake_text = {
0,
{"texture", 1},
{"palette", 1},
{"mvp_mat", 1},
{"vertex", 0},
{"char", 0},
};
VISIBLE byte *draw_chars;
static dstring_t *char_queue;
static int char_texture;
VISIBLE qpic_t *
Draw_PicFromWad (const char *name)
{
return 0;
}
VISIBLE qpic_t *
Draw_CachePic (const char *path, qboolean alpha)
{
return 0;
}
VISIBLE void
Draw_TextBox (int x, int y, int width, int lines, byte alpha)
{
}
VISIBLE void
Draw_Init (void)
{
GLuint tnum;
int i;
int frag, vert;
char_queue = dstring_new ();
vert = GL_CompileShader ("quaketxt.vert", quaketext_vert, GL_VERTEX_SHADER);
frag = GL_CompileShader ("quake2d.frag", quake2d_frag, GL_FRAGMENT_SHADER);
quake_text.program = GL_LinkProgram ("quaketxt", vert, frag);
GL_ResolveShaderParam (quake_text.program, &quake_text.charmap);
GL_ResolveShaderParam (quake_text.program, &quake_text.palette);
GL_ResolveShaderParam (quake_text.program, &quake_text.matrix);
GL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
GL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
draw_chars = W_GetLumpName ("conchars");
for (i = 0; i < 256 * 64; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
qfglGenTextures (1, &tnum);
char_texture = tnum;
qfglBindTexture (GL_TEXTURE_2D, char_texture);
qfglTexImage2D (GL_TEXTURE_2D, 0, GL_LUMINANCE,
128, 128, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, draw_chars);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP_TO_EDGE);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfglTexParameteri (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
qfglGenerateMipmap (GL_TEXTURE_2D);
}
static inline void
queue_character (int x, int y, byte chr)
{
unsigned short *v;
unsigned i, c;
const int size = 5 * 2 * 6;
char_queue->size += size;
dstring_adjust (char_queue);
v = (unsigned short *) (char_queue->str + char_queue->size - size);
c = 0x738;
for (i = 0; i < 6; i++, c >>= 2) {
*v++ = x;
*v++ = y;
*v++ = c & 1;
*v++ = (c >> 1) & 1;
*v++ = chr;
}
}
static void
flush_text (void)
{
qfglUseProgram (quake_text.program);
qfglEnableVertexAttribArray (quake_text.vertex.location);
qfglEnableVertexAttribArray (quake_text.dchar.location);
qfglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix);
qfglUniform1i (quake_text.charmap.location, 0);
qfglActiveTexture (GL_TEXTURE0 + 0);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, char_texture);
qfglUniform1i (quake_text.palette.location, 1);
qfglActiveTexture (GL_TEXTURE0 + 1);
qfglEnable (GL_TEXTURE_2D);
qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
qfglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT,
0, 10, char_queue->str);
qfglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT,
0, 10, char_queue->str + 8);
qfglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10);
qfglDisableVertexAttribArray (quake_text.dchar.location);
qfglDisableVertexAttribArray (quake_text.vertex.location);
char_queue->size = 0;
}
VISIBLE void
Draw_Character (int x, int y, unsigned int chr)
{
chr &= 255;
if (chr == 32)
return; // space
if (y <= -8)
return; // totally off screen
queue_character (x, y, chr);
}
VISIBLE void
Draw_String (int x, int y, const char *str)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (*str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
VISIBLE void
Draw_nString (int x, int y, const char *str, int count)
{
byte chr;
if (!str || !str[0])
return; // totally off screen
if (y <= -8)
return; // totally off screen
while (count-- && *str) {
if ((chr = *str++) != 32)
queue_character (x, y, chr);
x += 8;
}
}
void
Draw_AltString (int x, int y, const char *str)
{
}
VISIBLE void
Draw_Crosshair (void)
{
}
void
Draw_CrosshairAt (int ch, int x, int y)
{
}
VISIBLE void
Draw_Pic (int x, int y, qpic_t *pic)
{
}
VISIBLE void
Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
int height)
{
}
VISIBLE void
Draw_ConsoleBackground (int lines, byte alpha)
{
}
VISIBLE void
Draw_TileClear (int x, int y, int w, int h)
{
}
VISIBLE void
Draw_Fill (int x, int y, int w, int h, int c)
{
}
VISIBLE void
Draw_FadeScreen (void)
{
}
static void
ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax,
float znear, float zfar)
{
proj[0] = 2/(xmax-xmin);
proj[4] = 0;
proj[8] = 0;
proj[12] = -(xmax+xmin)/(xmax-xmin);
proj[1] = 0;
proj[5] = 2/(ymax-ymin);
proj[9] = 0;
proj[13] = -(ymax+ymin)/(ymax-ymin);
proj[2] = 0;
proj[6] = 0;
proj[10] = -2/(zfar-znear);
proj[14] = -(zfar+znear)/(zfar-znear);
proj[3] = 0;
proj[7] = 0;
proj[11] = 0;
proj[15] = 1;
}
static void
set_2d (int width, int height)
{
qfglViewport (0, 0, vid.width, vid.height);
qfglDisable (GL_DEPTH_TEST);
qfglDisable (GL_CULL_FACE);
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
}
void
GL_Set2D (void)
{
set_2d (vid.width, vid.height);
}
void
GL_Set2DScaled (void)
{
set_2d (vid.conwidth, vid.conheight);
}
void
GL_DrawReset (void)
{
char_queue->size = 0;
}
void
GL_FlushText (void)
{
if (char_queue->size)
flush_text ();
}