mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-11-30 16:10:53 +00:00
b7ee9ba07d
gl_dyn_part.c: Now uses a (non-locked) vertex array to reduce GL calls. Gives a slight speed gain, I'll optimize it a bit more soon. gl_rlight.c: Fixed much of the dlightframecount issues. (This gives cleaner code and a speed up.) gl_rmain.c: A slight reorg of the dlight call order. gl_rmisc.c: Enable some of the vertex arrays. (vertex, texcoord, color.) gl_rsurf.c: Reworked R_BuildLightMap, smaller now code wise, also more optimized, and it builds a 0-2 lightmap in more cases now. Playing with GL_UploadLightmap. For non-lighthalf non-mtex lightmaps use a 0-2 range. (Makes gl_lightmode look a /lot/ better.) gl_screen.c: More stuff with the gl_lightmode callback. r_view.c: R_PushDlights is called elsewhere now. sw_rmain.c: Moved the R_PushDlights call. Also killed the unused PASSAGES define.
775 lines
17 KiB
C
775 lines
17 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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$Id$
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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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#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 "draw.h"
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#include "glquake.h"
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#include "sbar.h"
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#include "screen.h"
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#include "QF/sys.h"
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extern byte *host_basepal;
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extern cvar_t *crosshair, *cl_crossx, *cl_crossy, *crosshaircolor,
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*gl_lightmap_components;
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cvar_t *gl_max_size;
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cvar_t *gl_picmip;
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cvar_t *gl_constretch;
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cvar_t *gl_conalpha;
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cvar_t *gl_conspin;
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cvar_t *cl_verstring;
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cvar_t *gl_lightmode; // LordHavoc: lighting mode
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byte *draw_chars; // 8*8 graphic characters
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qpic_t *draw_disc;
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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 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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int bytesperpixel;
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float sl, tl, sh, th;
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} glpic_t;
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//=============================================================================
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/* Support Routines */
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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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extern int gl_filter_min, gl_filter_max;
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qpic_t *
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Draw_PicFromWad (char *name)
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{
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qpic_t *p;
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glpic_t *gl;
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p = W_GetLumpName (name);
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gl = (glpic_t *) p->data;
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gl->texnum = GL_LoadTexture ("", p->width, p->height, p->data, false, true, 1);
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gl->sl = 0;
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gl->sh = 1;
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gl->tl = 0;
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gl->th = 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 (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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qpic_t *dat;
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glpic_t *gl;
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// First, check and see 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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gl->texnum = GL_LoadTexture ("", dat->width, dat->height, dat->data, false, alpha, 1);
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// Alignment stuff..
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gl->sl = 0;
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gl->sh = 1;
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gl->tl = 0;
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gl->th = 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:
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// A really ugly kluge, keep a specific image in memory
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// for the menu system.
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// 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)
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{
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qpic_t *p;
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int cx, cy;
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int n;
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// draw left side
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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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}
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extern void glrmain_init (void);
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extern void glrsurf_init (void);
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extern void GL_TextureMode_f (void);
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extern void R_ForceLightUpdate (void);
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void
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gl_lightmode_callback (cvar_t *cvar)
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{
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if (cvar->int_val) {
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 128;
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} else {
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lighthalf_v[0] = lighthalf_v[1] = lighthalf_v[2] = 255;
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}
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R_ForceLightUpdate ();
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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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// LordHavoc: 3DFX's dithering has terrible artifacts with lightmode 1
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// 3dfx can only handle 256 wide textures
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if (!strncasecmp ((char *) gl_renderer, "3dfx", 4) ||
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!strncasecmp ((char *) gl_renderer, "Mesa Glide", 10))
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{
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Cvar_Set (gl_max_size, "256");
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Cvar_Set (gl_lightmode, "0");
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}
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gl_lightmode_callback(gl_lightmode);
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Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f, "Texture mipmap quality.");
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// load the console background and the charset
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// by hand, because we need to write the version
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// string into the background before turning
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// it into a 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, true, 1); // 1999-12-27 Conwidth/height charset fix by TcT
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cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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glTexParameterf (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_disc = Draw_PicFromWad ("disc");
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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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glrsurf_init ();
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}
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void
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Draw_Init_Cvars (void)
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{
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gl_lightmode = Cvar_Get ("gl_lightmode", "1", CVAR_ARCHIVE,
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gl_lightmode_callback,
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"Lighting mode (0 = GLQuake style, 1 = new style)");
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gl_max_size = Cvar_Get ("gl_max_size", "1024", CVAR_NONE, 0, "Texture dimension");
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gl_picmip = Cvar_Get ("gl_picmip", "0", CVAR_NONE, 0, "Dimensions of displayed textures. 0 is normal, 1 is half, 2 is 1/4");
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gl_constretch = Cvar_Get ("gl_constretch", "0", CVAR_ARCHIVE, 0,
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"whether slide the console or stretch it");
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gl_conalpha = Cvar_Get ("gl_conalpha", "0.6", CVAR_ARCHIVE, 0,
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"alpha value for the console background");
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gl_conspin = Cvar_Get ("gl_conspin", "0", CVAR_ARCHIVE, 0,
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"speed at which the console spins");
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gl_lightmap_components = Cvar_Get ("gl_lightmap_components", "4", CVAR_ROM, 0, "Lightmap texture components. 1 is greyscale, 3 is RGB, 4 is RGBA.");
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cl_verstring = Cvar_Get ("cl_verstring", PROGRAM " " VERSION, CVAR_NONE, 0,
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"Client version string");
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}
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/*
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Draw_Character8
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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_Character8 (int x, int y, int num)
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{
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int row, col;
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float frow, fcol, size;
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if (num == 32)
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return; // space
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num &= 255;
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if (y <= -8)
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return; // totally off screen
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row = num >> 4;
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col = num & 15;
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frow = row * 0.0625;
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fcol = col * 0.0625;
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size = 0.0625;
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glBindTexture (GL_TEXTURE_2D, char_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (fcol, frow);
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glVertex2f (x, y);
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glTexCoord2f (fcol + size, frow);
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glVertex2f (x + 8, y);
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glTexCoord2f (fcol + size, frow + size);
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glVertex2f (x + 8, y + 8);
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glTexCoord2f (fcol, frow + size);
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glVertex2f (x, y + 8);
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glEnd ();
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}
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void
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Draw_String8 (int x, int y, char *str)
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{
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while (*str) {
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Draw_Character8 (x, y, *str);
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str++;
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x += 8;
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}
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}
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void
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Draw_AltString8 (int x, int y, char *str)
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{
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while (*str) {
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Draw_Character8 (x, y, (*str) | 0x80);
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str++;
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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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int x, y;
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extern vrect_t scr_vrect;
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unsigned char *pColor;
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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_Character8 (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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if (lighthalf)
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glColor4ub ((byte) ((int) pColor[0] >> 1),
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(byte) ((int) pColor[1] >> 1),
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(byte) ((int) pColor[2] >> 1), pColor[3]);
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else
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glColor4ubv (pColor);
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glBindTexture (GL_TEXTURE_2D, cs_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x - 4, y - 4);
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glTexCoord2f (1, 0);
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glVertex2f (x + 12, y - 4);
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glTexCoord2f (1, 1);
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glVertex2f (x + 12, y + 12);
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glTexCoord2f (0, 1);
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glVertex2f (x - 4, y + 12);
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glEnd ();
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glColor3ubv (lighthalf_v);
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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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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl);
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glVertex2f (x, y);
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glTexCoord2f (gl->sh, gl->tl);
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glVertex2f (x + pic->width, y);
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glTexCoord2f (gl->sh, gl->th);
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glVertex2f (x + pic->width, y + pic->height);
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glTexCoord2f (gl->sl, gl->th);
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glVertex2f (x, y + pic->height);
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glEnd ();
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}
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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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glpic_t *gl;
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float newsl, newtl, newsh, newth;
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float oldglwidth, oldglheight;
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gl = (glpic_t *) pic->data;
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oldglwidth = gl->sh - gl->sl;
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oldglheight = gl->th - gl->tl;
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newsl = gl->sl + (srcx * oldglwidth) / pic->width;
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newsh = newsl + (width * oldglwidth) / pic->width;
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newtl = gl->tl + (srcy * oldglheight) / pic->height;
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newth = newtl + (height * oldglheight) / pic->height;
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if (lighthalf)
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glColor3f (0.4, 0.4, 0.4);
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else
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glColor3f (0.8, 0.8, 0.8);
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (newsl, newtl);
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glVertex2f (x, y);
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glTexCoord2f (newsh, newtl);
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glVertex2f (x + width, y);
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glTexCoord2f (newsh, newth);
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glVertex2f (x + width, y + height);
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glTexCoord2f (newsl, newth);
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glVertex2f (x, y + height);
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glEnd ();
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glColor3ubv (lighthalf_v);
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}
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extern int gl_filter_min, gl_filter_max;
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/*
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Draw_TransPicTranslate
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Only used for the player color selection menu
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*/
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void
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Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte * translation)
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{
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int v, u, c;
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unsigned int trans[64 * 64], *dest;
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byte *src;
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int p;
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glBindTexture (GL_TEXTURE_2D, translate_texture);
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c = pic->width * pic->height;
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dest = trans;
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for (v = 0; v < 64; v++, dest += 64) {
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src = &menuplyr_pixels[((v * pic->height) >> 6) * pic->width];
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for (u = 0; u < 64; u++) {
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p = src[(u * pic->width) >> 6];
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if (p == 255)
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dest[u] = p;
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else
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dest[u] = d_8to24table[translation[p]];
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}
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}
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glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA,
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GL_UNSIGNED_BYTE, trans);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
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glTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
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if (lighthalf)
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glColor3f (0.4, 0.4, 0.4);
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else
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glColor3f (0.8, 0.8, 0.8);
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glBegin (GL_QUADS);
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glTexCoord2f (0, 0);
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glVertex2f (x, y);
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glTexCoord2f (1, 0);
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glVertex2f (x + pic->width, y);
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glTexCoord2f (1, 1);
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glVertex2f (x + pic->width, y + pic->height);
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glTexCoord2f (0, 1);
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glVertex2f (x, y + pic->height);
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glEnd ();
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glColor3ubv (lighthalf_v);
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}
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/*
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Draw_ConsoleBackground
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Draws console background (obviously!) Completely rewritten to use
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several simple yet very cool GL effects. --KB
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*/
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void
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Draw_ConsoleBackground (int lines)
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{
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int y;
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qpic_t *conback;
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glpic_t *gl;
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float ofs;
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float alpha;
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// This can be a CachePic now, just like in software
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conback = Draw_CachePic ("gfx/conback.lmp", false);
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gl = (glpic_t *) conback->data;
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// spin the console? - effect described in a QER tutorial
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if (gl_conspin->value) {
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static float xangle = 0;
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static float xfactor = .3f;
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static float xstep = .005f;
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glPushMatrix ();
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glMatrixMode (GL_TEXTURE);
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glPushMatrix ();
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glLoadIdentity ();
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xangle += gl_conspin->value;
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xfactor += xstep;
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if (xfactor > 8 || xfactor < .3f)
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xstep = -xstep;
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glRotatef (xangle, 0, 0, 1);
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glScalef (xfactor, xfactor, xfactor);
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}
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// slide console up/down or stretch it?
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if (gl_constretch->int_val)
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ofs = 0;
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else
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ofs = (vid.conheight - lines) / (float) vid.conheight;
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y = vid.height * scr_consize->value;
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if (cls.state != ca_active || lines > y) {
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alpha = 1.0;
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} else {
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// set up to draw alpha console
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alpha = (float) (gl_conalpha->value * lines) / y;
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}
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if (lighthalf)
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glColor4f (0.4, 0.4, 0.4, alpha);
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else
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glColor4f (0.8, 0.8, 0.8, alpha);
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// draw the console texture
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glBindTexture (GL_TEXTURE_2D, gl->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (gl->sl, gl->tl + ofs);
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glVertex2f (0, 0);
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glTexCoord2f (gl->sh, gl->tl + ofs);
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glVertex2f (vid.conwidth, 0);
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glTexCoord2f (gl->sh, gl->th);
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glVertex2f (vid.conwidth, lines);
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glTexCoord2f (gl->sl, gl->th);
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glVertex2f (0, lines);
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glEnd ();
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// turn off alpha blending
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if (alpha < 1.0) {
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if (lighthalf)
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glColor3f (0.4, 0.4, 0.4);
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else
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glColor3f (0.8, 0.8, 0.8);
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}
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if (gl_conspin->value) {
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glPopMatrix ();
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glMatrixMode (GL_MODELVIEW);
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glPopMatrix ();
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}
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// draw version string if not downloading
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if (!cls.download)
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Draw_AltString8 (vid.conwidth - strlen (cl_verstring->string) * 8 - 11,
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lines - 14, cl_verstring->string);
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glColor3ubv (lighthalf_v);
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}
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/*
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Draw_TileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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*/
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void
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Draw_TileClear (int x, int y, int w, int h)
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{
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if (lighthalf)
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glColor3f (0.4, 0.4, 0.4);
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else
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glColor3f (0.8, 0.8, 0.8);
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glBindTexture (GL_TEXTURE_2D, *(int *) draw_backtile->data);
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glBegin (GL_QUADS);
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glTexCoord2f (x / 64.0, y / 64.0);
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glVertex2f (x, y);
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glTexCoord2f ((x + w) / 64.0, y / 64.0);
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glVertex2f (x + w, y);
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glTexCoord2f ((x + w) / 64.0, (y + h) / 64.0);
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glVertex2f (x + w, y + h);
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glTexCoord2f (x / 64.0, (y + h) / 64.0);
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glVertex2f (x, y + h);
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glEnd ();
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glColor3ubv (lighthalf_v);
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}
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/*
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Draw_Fill
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Fills a box of pixels with a single color
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*/
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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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glDisable (GL_TEXTURE_2D);
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if (lighthalf)
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glColor3f (host_basepal[c * 3] / 510.0, host_basepal[c * 3 + 1] / 510.0,
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host_basepal[c * 3 + 2] / 510.0);
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else
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glColor3f (host_basepal[c * 3] / 255.0, host_basepal[c * 3 + 1] / 255.0,
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host_basepal[c * 3 + 2] / 255.0);
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glBegin (GL_QUADS);
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glVertex2f (x, y);
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glVertex2f (x + w, y);
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glVertex2f (x + w, y + h);
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glVertex2f (x, y + h);
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glEnd ();
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glColor3ubv (lighthalf_v);
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glEnable (GL_TEXTURE_2D);
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}
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//=============================================================================
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/*
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Draw_FadeScreen
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*/
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void
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Draw_FadeScreen (void)
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{
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glDisable (GL_TEXTURE_2D);
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glColor4f (0, 0, 0, 0.7);
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glBegin (GL_QUADS);
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glVertex2f (0, 0);
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glVertex2f (vid.width, 0);
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glVertex2f (vid.width, vid.height);
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glVertex2f (0, vid.height);
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glEnd ();
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glColor3ubv (lighthalf_v);
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glEnable (GL_TEXTURE_2D);
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Sbar_Changed ();
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}
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//=============================================================================
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/*
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Draw_BeginDisc
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Draws the little blue disc in the corner of the screen.
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Call before beginning any disc IO.
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*/
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void
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Draw_BeginDisc (void)
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{
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}
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/*
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Draw_EndDisc
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Erases the disc icon.
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Call after completing any disc IO
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*/
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void
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Draw_EndDisc (void)
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{
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}
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/*
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GL_Set2D
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Setup as if the screen was 320*200
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*/
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void
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GL_Set2D (void)
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{
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glViewport (glx, gly, glwidth, glheight);
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glMatrixMode (GL_PROJECTION);
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glLoadIdentity ();
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glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
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glMatrixMode (GL_MODELVIEW);
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glLoadIdentity ();
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glDisable (GL_DEPTH_TEST);
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glDisable (GL_CULL_FACE);
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glColor3ubv (lighthalf_v);
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}
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