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quakeforge/include/QF/Vulkan/draw.h
Bill Currie ba6450d0b4 [vulkan] Make a start on the 2D pipeline
Short wrappers for Draw functins are in vid_render_vulkan.c so the
vulkan context can be passed on to the actual functions. The 2D shaders
are set up similar to those in glsl, but with full 32-bit color (rgba)
support instead of paletted. However, the textures are not loaded yet,
nor is anything bound.
2021-01-10 15:56:17 +09:00

237 lines
7.7 KiB
C

/*
draw.h
Video buffer handling definitions and prototypes
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
*/
#ifndef __QF_draw_h
#define __QF_draw_h
/** \defgroup video Video Sub-sytem */
/** \defgroup video_renderer Renderer Sub-system
\ingroup video
*/
/** \defgroup video_renderer_draw Generic draw functions
\ingroup video_renderer
*/
///@{
#include "QF/wad.h"
extern byte *draw_chars;
/** Initialize the draw stuff.
*/
void Draw_Init (void);
/** 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.
\param x horizontal location of the top left corner of the character.
\param y vertical location of the top left corner of the character.
\param ch 8 bit character to draw.
\note The character drawn is from the quake character set, which is
(by default) standard ascii for 0x20-0x7e (white). 0xa0-0xfe is
also standard ascii (brown). 0x01-0x1f and 0x80-0x9f are
various drawing characters, and 0x7f is a backwards arrow.
*/
void Draw_Character (int x, int y, unsigned ch);
/** Draws a character string to the screen.
No line wrapping is performed.
\param x horizontal location of the top left corner of the character.
\param y vertical location of the top left corner of the character.
\param str 8 bit character string to draw.
\note See Draw_Character() for character set description.
String is normal nul terminated C string.
*/
void Draw_String (int x, int y, const char *str);
/** Draws a character sub-string to the screen.
No line wrapping is performed.
\param x horizontal location of the top left corner of the character.
\param y vertical location of the top left corner of the character.
\param str 8 bit character string to draw.
\param count Maximum characters of the string to draw.
\note See Draw_Character() for character set description.
Draws up to \p count characters, or stops at the first nul
character.
*/
void Draw_nString (int x, int y, const char *str, int count);
/** Draws a character string to the screen.
No line wrapping is performed.
\param x horizontal location of the top left corner of the character.
\param y vertical location of the top left corner of the character.
\param str 8 bit character string to draw.
\note See Draw_Character() for character set description.
String is normal nul terminated C string.
Characters of the string are forced to have their high bit set
(ie, they will be in the range 0x80-0xff).
*/
void Draw_AltString (int x, int y, const char *str);
/** Draw the console background with various optional effects.
\param lines Vertical size in pixels of the console.
\param alpha Console transparency level (255 = opaque).
\note \p alpha is effective only in the OpenGL renderer. Effectively
255 (opaque) for the software renderer.
\c gl_conspin causes the background to spin.
\c gl_constretch causes the background to stretch rather than slide.
*/
void Draw_ConsoleBackground (int lines, byte alpha);
/** Draw a crosshair at the center of the screen.
\c crosshair specifies which crosshair (1 = '+', 2 = large 'x' shape,
3 = fancy '+' shape)
\c cl_crossx and \c cl_crossy offset the crosshair from the center of the
screen.
*/
void Draw_Crosshair (void);
/** Draw the specified crosshair on the screen.
\param ch crosshair to draw
\param x horizontal position of the center of the crosshair.
\param y vertical position of the center of the crosshair.
See Draw_Crosshair() for description of crosshair values.
*/
void Draw_CrosshairAt (int ch, int x, int y);
/** Clear a rectangle with a tiled background.
\param x horizontal position of the upper left corner of the rectangle
\param y horizontal position of the upper left corner of the rectangle
\param w width of the rectangle
\param h height of the rectangle
The background used is the "backtile" WAD lump.
*/
void Draw_TileClear (int x, int y, int w, int h);
/** Clear a rectangle with a solid color.
\param x horizontal position of the upper left corner of the rectangle
\param y horizontal position of the upper left corner of the rectangle
\param w width of the rectangle
\param h height of the rectangle
\param c 8 bit color index.
The color comes from the quake palette.
*/
void Draw_Fill (int x, int y, int w, int h, int c);
/** Draw a text box on the screen
\param x horizontal location of the upper left corner of the box
\param y vertical location of the upper left corner of the box
\param width horizontal size in character cells of the region
\param lines vertical size in character cells of the region
\param alpha transparency of the box
*/
void Draw_TextBox (int x, int y, int width, int lines, byte alpha);
/** Darken the screen.
*/
void Draw_FadeScreen (void);
/** Shift the screen colors.
*/
void Draw_BlendScreen (quat_t color);
///@}
/** \defgroup video_renderer_draw_qpic QPic functions
\ingroup video_renderer_draw
*/
///@{
/** Load a qpic from the filesystem.
\param path path of the file within the quake filesystem
\param alpha transparency level of the pic.
\return pointer qpic data.
\note Up to MAX_CACHED_PICS qpics can be loaded at a time this way
*/
qpic_t *Draw_CachePic (const char *path, qboolean alpha);
/** Remove a qpic from the qpic cache.
This affects only those qpics that were loaded via Draw_CachePic.
\param path path of the file within the quake filesystem
*/
void Draw_UncachePic (const char *path);
/** Create a qpic from raw data.
\param width The width of the pic.
\param height The height of the pic.
\param data The raw data bytes. The system palette will be used for
colors.
\return pointer qpic data.
*/
qpic_t *Draw_MakePic (int width, int height, const byte *data);
/** Destroy a qpic created by Draw_MakePic.
\param pic The qpic to destory.
*/
void Draw_DestroyPic (qpic_t *pic);
/** Load a qpic from gfx.wad.
\param name name of the was lump to load
\return pointer qpic data.
*/
qpic_t *Draw_PicFromWad (const char *name);
/** Draw a qpic to the screen
\param x horizontal location of the upper left corner of the qpic
\param y vertical location of the upper left corner of the qpic
\param pic qpic to draw
*/
void Draw_Pic (int x, int y, qpic_t *pic);
/** Draw a qpic to the screen
\param x horizontal location of the upper left corner of the qpic
\param y vertical location of the upper left corner of the qpic
\param pic qpic to draw
*/
void Draw_Picf (float x, float y, qpic_t *pic);
/** Draw a sub-region of a qpic to the screan
\param x horizontal screen location of the upper left corner of the
sub-region
\param y vertical screen location of the upper left corner of the
sub-region
\param pic qpic to draw
\param srcx horizontal qpic location of the upper left corner of the
sub-region
\param srcy vertical qpic location of the upper left corner of the
sub-region
\param width horizontal size of the sub-region to be drawn
\param height vertical size of the sub-region to be drawn
*/
void Draw_SubPic(int x, int y, qpic_t *pic, int srcx, int srcy, int width, int height);
///@}
#endif//__QF_draw_h