quakeforge/libs/video/renderer/gl/gl_draw.c
Bill Currie cbde41c669 damnit!
2002-08-08 04:41:41 +00:00

835 lines
18 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
*/
static const char rcsid[] =
"$Id$";
#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/texture.h"
#include "QF/tga.h"
#include "QF/va.h"
#include "QF/vfs.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_screen.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/GL/types.h"
#include "compat.h"
#include "r_cvar.h"
#include "r_shared.h"
#include "sbar.h"
#include "varrays.h"
byte *draw_chars; // 8*8 graphic characters
int tVAsize;
int *tVAindices;
unsigned int tVAcount;
float *textVertices, *tV;
float *textCoords, *tC;
qpic_t *draw_backtile;
static int translate_texture;
static int char_texture;
static int cs_texture; // crosshair texturea
static byte color_0_8[4] = { 204, 204, 204, 255 };
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;
} glpic_t;
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];
void
Draw_InitText (void)
{
int i;
if (r_init) {
if (vaelements > 3)
tVAsize = vaelements - (vaelements % 4);
else
tVAsize = 2048;
Con_Printf ("Text: %i maximum vertex elements.\n", tVAsize);
if (textVertices)
free (textVertices);
textVertices = calloc (tVAsize, 2 * sizeof (float));
if (textCoords)
free (textCoords);
textCoords = calloc (tVAsize, 2 * sizeof (float));
qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords);
qfglVertexPointer (2, GL_FLOAT, 0, textVertices);
if (tVAindices)
free (tVAindices);
tVAindices = (int *) calloc (tVAsize, sizeof (int));
for (i = 0; i < tVAsize; i++)
tVAindices[i] = i;
} else {
if (textVertices) {
free (textVertices);
textVertices = 0;
}
if (textCoords) {
free (textCoords);
textCoords = 0;
}
if (tVAindices) {
free (tVAindices);
tVAindices = 0;
}
}
}
qpic_t *
Draw_PicFromWad (const char *name)
{
glpic_t *gl;
qpic_t *p;
char filename[MAX_QPATH + 4];
VFile *f;
tex_t *targa;
p = W_GetLumpName (name);
gl = (glpic_t *) p->data;
snprintf (filename, sizeof (filename), "%s.tga", name);
COM_FOpenFile (filename, &f);
if (f) {
targa = LoadTGA (f);
Qclose (f);
if (targa->format < 4)
gl->texnum = GL_LoadTexture (name, targa->width,
targa->height, targa->data, false, false, 3);
else
gl->texnum = GL_LoadTexture (name, targa->width,
targa->height, targa->data, false, true, 4);
return p;
}
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 (const char *path, qboolean alpha)
{
cachepic_t *pic;
int i;
glpic_t *gl;
qpic_t *dat;
char filename[MAX_QPATH + 4];
VFile *f;
tex_t *targa;
// 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;
snprintf (filename, sizeof (filename), "%s.tga", path);
COM_FOpenFile (filename, &f);
if (f) {
targa = LoadTGA (f);
Qclose (f);
if (targa->format < 4)
gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
targa->data, false, alpha, 3);
else
gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
targa->data, false, alpha, 4);
}
else
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, byte alpha)
{
int cx, cy, n;
qpic_t *p;
// draw left side
color_white[3] = alpha;
qfglColor4ubv (color_white);
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);
qfglColor3ubv (color_white);
}
void
Draw_Init (void)
{
int i;
GLint texSize;
// Some cards have a texture size limit.
qfglGetIntegerv(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);
cs_texture = GL_LoadTexture ("crosshair", 8, 8, cs_data, false, true, 1);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfglTexParameterf (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_backtile = Draw_PicFromWad ("backtile");
// LordHavoc: call init code for other GL renderer modules
glrmain_init ();
gl_lightmap_init ();
}
#define CELL_SIZE 0.0625
static inline void
flush_text (void)
{
qfglBindTexture (GL_TEXTURE_2D, char_texture);
qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices);
tVAcount = 0;
tV = textVertices;
tC = textCoords;
}
static inline void
queue_character (int x, int y, int num)
{
float frow, fcol;
frow = (num >> 4) * CELL_SIZE;
fcol = (num & 15) * CELL_SIZE;
*tC++ = fcol;
*tC++ = frow;
*tC++ = fcol + CELL_SIZE;
*tC++ = frow;
*tC++ = fcol + CELL_SIZE;
*tC++ = frow + CELL_SIZE;
*tC++ = fcol;
*tC++ = frow + CELL_SIZE;
*tV++ = x;
*tV++ = y;
*tV++ = x + 8;
*tV++ = y;
*tV++ = x + 8;
*tV++ = y + 8;
*tV++ = x;
*tV++ = y + 8;
}
static inline void
tVA_increment (void)
{
tVAcount +=4;
if (tVAcount + 4 > tVAsize)
flush_text ();
}
/*
Draw_Character
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_Character (int x, int y, unsigned int num)
{
if (num == 32)
return; // space
if (y <= -8)
return; // totally off screen
num &= 255;
queue_character (x, y, num);
tVA_increment ();
}
void
Draw_String (int x, int y, const char *str)
{
unsigned char num;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((num = *str++) != 32) { // Don't render spaces
queue_character (x, y, num);
tVA_increment ();
}
x += 8;
}
}
void
Draw_nString (int x, int y, const char *str, int count)
{
unsigned char num;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (count-- && *str) {
if ((num = *str++) != 32) { // Don't render spaces
queue_character (x, y, num);
tVA_increment ();
}
x += 8;
}
}
void
Draw_AltString (int x, int y, const char *str)
{
unsigned char num;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
while (*str) {
if ((num = *str++ | 0x80) != (0x80 | 32)) // Don't render spaces
{
queue_character (x, y, num);
tVA_increment ();
}
x += 8;
}
}
void
Draw_Crosshair (void)
{
unsigned char *pColor;
int x, y;
switch (crosshair->int_val) {
case 0:
break;
case 1:
default:
Draw_Character (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];
qfglColor4ubv (pColor);
qfglBindTexture (GL_TEXTURE_2D, cs_texture);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0);
qfglVertex2f (x - 4, y - 4);
qfglTexCoord2f (1, 0);
qfglVertex2f (x + 12, y - 4);
qfglTexCoord2f (1, 1);
qfglVertex2f (x + 12, y + 12);
qfglTexCoord2f (0, 1);
qfglVertex2f (x - 4, y + 12);
qfglEnd ();
qfglColor3ubv (color_white);
break;
}
}
void
Draw_Pic (int x, int y, qpic_t *pic)
{
glpic_t *gl;
gl = (glpic_t *) pic->data;
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_basepal + 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 ();
}
}