mirror of
https://git.code.sf.net/p/quake/quakeforge
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65bd29353c
Still many undefined and multiply defined symbols, but there seems to be a light in this darkness. I just hope it's not an oncoming train :)
806 lines
18 KiB
C
806 lines
18 KiB
C
/*
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glsl_draw.c
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2D drawing support for GLSL
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Copyright (C) 2011 Bill Currie <bill@taniwha.org>
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Author: Bill Currie <bill@taniwha.org>
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Date: 2011/12/23
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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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*/
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#ifdef HAVE_CONFIG_H
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# include "config.h"
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#endif
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static __attribute__ ((used)) const char rcsid[] = "$Id$";
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#define NH_DEFINE
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#include "namehack.h"
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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 "QF/cvar.h"
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#include "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/hash.h"
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#include "QF/quakefs.h"
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#include "QF/sys.h"
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#include "QF/vid.h"
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#include "QF/GLSL/defines.h"
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#include "QF/GLSL/funcs.h"
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#include "QF/GLSL/qf_draw.h"
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#include "QF/GLSL/qf_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "r_internal.h"
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typedef struct {
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int texnum;
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} glpic_t;
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typedef struct cachepic_s {
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struct cachepic_s *next;
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char *name;
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qpic_t *pic;
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} cachepic_t;
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static const char quakeicon_vert[] =
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#include "quakeico.vc"
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;
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static const char quaketext_vert[] =
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#include "quaketxt.vc"
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;
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static const char quake2d_frag[] =
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#include "quake2d.fc"
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;
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static float proj_matrix[16];
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static struct {
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int program;
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shaderparam_t charmap;
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shaderparam_t palette;
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shaderparam_t matrix;
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shaderparam_t vertex;
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shaderparam_t color;
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shaderparam_t dchar;
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} quake_text = {
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0,
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{"texture", 1},
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{"palette", 1},
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{"mvp_mat", 1},
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{"vertex", 0},
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{"vcolor", 0},
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{"char", 0},
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};
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static struct {
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int program;
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shaderparam_t icon;
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shaderparam_t palette;
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shaderparam_t matrix;
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shaderparam_t vertex;
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shaderparam_t color;
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} quake_icon = {
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0,
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{"texture", 1},
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{"palette", 1},
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{"mvp_mat", 1},
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{"vertex", 0},
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{"vcolor", 0},
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};
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static byte white_block[8 * 8];
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static dstring_t *char_queue;
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static int char_texture;
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static int conback_texture;
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static qpic_t *crosshair_pic;
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static qpic_t *white_pic;
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static qpic_t *backtile_pic;
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static hashtab_t *pic_cache;
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static qpic_t *
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make_glpic (const char *name, qpic_t *p)
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{
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qpic_t *pic = 0;
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glpic_t *gl;
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if (p) {
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// FIXME is alignment ok?
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pic = malloc (sizeof (qpic_t) + sizeof (glpic_t));
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*pic = *p;
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gl = (glpic_t *) pic->data;
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gl->texnum = GLSL_LoadQuakeTexture (name, p->width, p->height,
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p->data);
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}
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return pic;
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}
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static void
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pic_free (qpic_t *pic)
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{
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glpic_t *gl = (glpic_t *) pic->data;
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GLSL_ReleaseTexture (gl->texnum);
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free (pic);
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}
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//FIXME nicer allocator
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static cachepic_t *
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new_cachepic (const char *name, qpic_t *pic)
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{
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cachepic_t *cp;
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cp = malloc (sizeof (cachepic_t));
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cp->name = strdup (name);
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cp->pic = pic;
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return cp;
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}
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static const char *
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cachepic_getkey (void *_cp, void *unused)
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{
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return ((cachepic_t *) _cp)->name;
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}
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static void
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cachepic_free (void *_cp, void *unused)
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{
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cachepic_t *cp = (cachepic_t *) _cp;
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pic_free (cp->pic);
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free (cp->name);
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free (cp);
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}
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static qpic_t *
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pic_data (const char *name, int w, int h, const byte *data)
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{
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qpic_t *pic;
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qpic_t *glpic;
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pic = malloc (field_offset (qpic_t, data[w * h]));
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pic->width = w;
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pic->height = h;
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memcpy (pic->data, data, pic->width * pic->height);
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glpic = make_glpic (name, pic);
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free (pic);
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return glpic;
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}
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static void
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make_quad (qpic_t *pic, float x, float y, int w, int h,
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int srcx, int srcy, int srcw, int srch, float verts[6][4])
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{
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float sl, sh, tl, th;
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sl = (float) srcx / (float) pic->width;
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sh = sl + (float) srcw / (float) pic->width;
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tl = (float) srcy / (float) pic->height;
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th = tl + (float) srch / (float) pic->height;
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verts[0][0] = x;
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verts[0][1] = y;
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verts[0][2] = sl;
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verts[0][3] = tl;
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verts[1][0] = x + w;
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verts[1][1] = y;
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verts[1][2] = sh;
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verts[1][3] = tl;
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verts[2][0] = x + w;
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verts[2][1] = y + h;
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verts[2][2] = sh;
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verts[2][3] = th;
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verts[3][0] = x;
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verts[3][1] = y;
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verts[3][2] = sl;
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verts[3][3] = tl;
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verts[4][0] = x + w;
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verts[4][1] = y + h;
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verts[4][2] = sh;
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verts[4][3] = th;
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verts[5][0] = x;
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verts[5][1] = y + h;
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verts[5][2] = sl;
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verts[5][3] = th;
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}
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static void
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draw_pic (float x, float y, int w, int h, qpic_t *pic,
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int srcx, int srcy, int srcw, int srch,
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float *color)
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{
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glpic_t *gl;
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float verts[6][4];
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make_quad (pic, x, y, w, h, srcx, srcy, srcw, srch, verts);
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gl = (glpic_t *) pic->data;
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qfeglUseProgram (quake_icon.program);
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qfeglEnableVertexAttribArray (quake_icon.vertex.location);
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qfeglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
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qfeglUniform1i (quake_icon.icon.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfeglUniform1i (quake_icon.palette.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfeglVertexAttrib4fv (quake_icon.color.location, color);
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qfeglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
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0, 0, verts);
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qfeglDrawArrays (GL_TRIANGLES, 0, 6);
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qfeglDisableVertexAttribArray (quake_icon.vertex.location);
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}
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qpic_t *
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glsl_Draw_MakePic (int width, int height, const byte *data)
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{
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return pic_data (0, width, height, data);
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}
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void
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glsl_Draw_DestroyPic (qpic_t *pic)
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{
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pic_free (pic);
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}
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qpic_t *
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glsl_Draw_PicFromWad (const char *name)
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{
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return make_glpic (name, W_GetLumpName (name));
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}
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qpic_t *
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glsl_Draw_CachePic (const char *path, qboolean alpha)
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{
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qpic_t *p, *pic;
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cachepic_t *cpic;
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if ((cpic = Hash_Find (pic_cache, path)))
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return cpic->pic;
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if (strlen (path) < 4 || strcmp (path + strlen (path) - 4, ".lmp")
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|| !(p = (qpic_t *) QFS_LoadFile (path, 0))) {
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//FIXME load a null texture
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Sys_Error ("Draw_CachePic: failed to load %s", path);
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}
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pic = make_glpic (path, p);
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free (p);
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cpic = new_cachepic (path, pic);
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Hash_Add (pic_cache, cpic);
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return pic;
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}
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void
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glsl_Draw_UncachePic (const char *path)
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{
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Hash_Free (pic_cache, Hash_Del (pic_cache, path));
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}
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void
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glsl_Draw_TextBox (int x, int y, int width, int lines, byte alpha)
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{
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static quat_t color = { 1, 1, 1, 0 };
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qpic_t *p;
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int cx, cy, n;
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#define draw(px,py,pp) \
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draw_pic (px, py, pp->width, pp->height, pp, \
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0, 0, pp->width, pp->height, color)
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color[3] = alpha / 255.0;
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// draw left side
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cx = x;
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cy = y;
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p = glsl_Draw_CachePic ("gfx/box_tl.lmp", true);
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draw (cx, cy, p);
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p = glsl_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 (cx, cy, p);
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}
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p = glsl_Draw_CachePic ("gfx/box_bl.lmp", true);
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draw (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 = glsl_Draw_CachePic ("gfx/box_tm.lmp", true);
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draw (cx, cy, p);
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p = glsl_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 = glsl_Draw_CachePic ("gfx/box_mm2.lmp", true);
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draw (cx, cy, p);
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}
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p = glsl_Draw_CachePic ("gfx/box_bm.lmp", true);
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draw (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 = glsl_Draw_CachePic ("gfx/box_tr.lmp", true);
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draw (cx, cy, p);
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p = glsl_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 (cx, cy, p);
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}
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p = glsl_Draw_CachePic ("gfx/box_br.lmp", true);
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draw (cx, cy + 8, p);
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#undef draw
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}
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static void
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Draw_ClearCache (int phase)
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{
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if (phase)
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return;
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Hash_FlushTable (pic_cache);
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}
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void
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glsl_Draw_Init (void)
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{
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int i;
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int frag, vert;
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qpic_t *pic;
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glpic_t *gl;
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pic_cache = Hash_NewTable (127, cachepic_getkey, cachepic_free, 0);
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QFS_GamedirCallback (Draw_ClearCache);
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//FIXME temporary work around for the timing of cvar creation and palette
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//loading
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crosshaircolor->callback (crosshaircolor);
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char_queue = dstring_new ();
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vert = GLSL_CompileShader ("quaketxt.vert", quaketext_vert,
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GL_VERTEX_SHADER);
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frag = GLSL_CompileShader ("quake2d.frag", quake2d_frag,
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GL_FRAGMENT_SHADER);
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quake_text.program = GLSL_LinkProgram ("quaketxt", vert, frag);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.charmap);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.palette);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.matrix);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.color);
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GLSL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
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vert = GLSL_CompileShader ("quakeico.vert", quakeicon_vert,
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GL_VERTEX_SHADER);
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quake_icon.program = GLSL_LinkProgram ("quakeico", vert, frag);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.icon);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.palette);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.matrix);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.vertex);
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GLSL_ResolveShaderParam (quake_icon.program, &quake_icon.color);
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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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char_texture = GLSL_LoadQuakeTexture ("conchars", 128, 128, draw_chars);
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pic = (qpic_t *) QFS_LoadFile ("gfx/conback.lmp", 0);
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if (pic) {
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SwapPic (pic);
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conback_texture = GLSL_LoadQuakeTexture ("conback",
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pic->width, pic->height,
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pic->data);
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free (pic);
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}
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pic = Draw_CrosshairPic ();
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crosshair_pic = make_glpic ("crosshair", pic);
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free (pic);
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memset (white_block, 0xfe, sizeof (white_block));
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white_pic = pic_data ("white_block", 8, 8, white_block);
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backtile_pic = glsl_Draw_PicFromWad ("backtile");
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gl = (glpic_t *) backtile_pic->data;
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qfeglBindTexture (GL_TEXTURE_2D, gl->texnum);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
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qfeglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
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}
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static inline void
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queue_character (int x, int y, byte chr)
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{
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unsigned short *v;
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unsigned i, c;
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const int size = 5 * 2 * 6;
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char_queue->size += size;
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dstring_adjust (char_queue);
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v = (unsigned short *) (char_queue->str + char_queue->size - size);
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c = 0x738;
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for (i = 0; i < 6; i++, c >>= 2) {
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*v++ = x;
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*v++ = y;
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*v++ = c & 1;
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*v++ = (c >> 1) & 1;
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*v++ = chr;
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}
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}
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static void
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flush_text (void)
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{
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qfeglUseProgram (quake_text.program);
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qfeglEnableVertexAttribArray (quake_text.vertex.location);
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qfeglEnableVertexAttribArray (quake_text.dchar.location);
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qfeglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix);
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qfeglUniform1i (quake_text.charmap.location, 0);
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qfeglActiveTexture (GL_TEXTURE0 + 0);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, char_texture);
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qfeglUniform1i (quake_text.palette.location, 1);
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qfeglActiveTexture (GL_TEXTURE0 + 1);
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qfeglEnable (GL_TEXTURE_2D);
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qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfeglVertexAttrib4f (quake_text.color.location, 1, 1, 1, 1);
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qfeglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str);
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qfeglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str + 8);
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qfeglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10);
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qfeglDisableVertexAttribArray (quake_text.dchar.location);
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qfeglDisableVertexAttribArray (quake_text.vertex.location);
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char_queue->size = 0;
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}
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void
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glsl_Draw_Character (int x, int y, unsigned int chr)
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{
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chr &= 255;
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if (chr == 32)
|
|
return; // space
|
|
if (y <= -8)
|
|
return; // totally off screen
|
|
|
|
queue_character (x, y, chr);
|
|
}
|
|
|
|
void
|
|
glsl_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;
|
|
}
|
|
}
|
|
|
|
void
|
|
glsl_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
|
|
glsl_Draw_AltString (int x, int y, const char *str)
|
|
{
|
|
byte chr;
|
|
|
|
if (!str || !str[0])
|
|
return;
|
|
if (y <= -8)
|
|
return; // totally off screen
|
|
|
|
while (*str) {
|
|
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
|
|
queue_character (x, y, chr);
|
|
}
|
|
x += 8;
|
|
}
|
|
}
|
|
|
|
static void
|
|
crosshair_1 (int x, int y)
|
|
{
|
|
glsl_Draw_Character (x - 4, y - 4, '+');
|
|
}
|
|
|
|
//FIXME these should use an index to select the region.
|
|
static void
|
|
crosshair_2 (int x, int y)
|
|
{
|
|
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
|
|
0, 0, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
|
|
}
|
|
|
|
static void
|
|
crosshair_3 (int x, int y)
|
|
{
|
|
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
|
|
CROSSHAIR_WIDTH, 0,
|
|
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
|
|
}
|
|
|
|
static void
|
|
crosshair_4 (int x, int y)
|
|
{
|
|
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
|
|
0, CROSSHAIR_HEIGHT,
|
|
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
|
|
}
|
|
|
|
static void
|
|
crosshair_5 (int x, int y)
|
|
{
|
|
draw_pic (x, y, CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_pic,
|
|
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT,
|
|
CROSSHAIR_WIDTH, CROSSHAIR_HEIGHT, crosshair_color);
|
|
}
|
|
|
|
static void (*crosshair_func[]) (int x, int y) = {
|
|
crosshair_1,
|
|
crosshair_2,
|
|
crosshair_3,
|
|
crosshair_4,
|
|
crosshair_5,
|
|
};
|
|
|
|
void
|
|
glsl_Draw_Crosshair (void)
|
|
{
|
|
int x, y;
|
|
size_t ch;
|
|
|
|
ch = crosshair->int_val - 1;
|
|
if (ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
|
|
return;
|
|
|
|
x = vid.conwidth / 2 + cl_crossx->int_val;
|
|
y = vid.conheight / 2 + cl_crossy->int_val;
|
|
|
|
crosshair_func[ch] (x, y);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_CrosshairAt (int ch, int x, int y)
|
|
{
|
|
unsigned c = ch - 1;
|
|
|
|
if (c >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
|
|
return;
|
|
|
|
crosshair_func[c] (x, y);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_Pic (int x, int y, qpic_t *pic)
|
|
{
|
|
static quat_t color = { 1, 1, 1, 1};
|
|
draw_pic (x, y, pic->width, pic->height, pic,
|
|
0, 0, pic->width, pic->height, color);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_Picf (float x, float y, qpic_t *pic)
|
|
{
|
|
static quat_t color = { 1, 1, 1, 1};
|
|
draw_pic (x, y, pic->width, pic->height, pic,
|
|
0, 0, pic->width, pic->height, color);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
|
|
int height)
|
|
{
|
|
static quat_t color = { 1, 1, 1, 1};
|
|
draw_pic (x, y, width, height, pic, srcx, srcy, width, height, color);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_ConsoleBackground (int lines, byte alpha)
|
|
{
|
|
float ofs = (vid.conheight - lines) / (float) vid.conheight;
|
|
float verts[][4] = {
|
|
{ 0, 0, 0, ofs},
|
|
{vid.conwidth, 0, 1, ofs},
|
|
{vid.conwidth, lines, 1, 1},
|
|
{ 0, 0, 0, ofs},
|
|
{vid.conwidth, lines, 1, 1},
|
|
{ 0, lines, 0, 1},
|
|
};
|
|
|
|
GLSL_FlushText (); // Flush text that should be rendered before the console
|
|
|
|
qfeglUseProgram (quake_icon.program);
|
|
qfeglEnableVertexAttribArray (quake_icon.vertex.location);
|
|
|
|
qfeglUniformMatrix4fv (quake_icon.matrix.location, 1, false, proj_matrix);
|
|
|
|
qfeglUniform1i (quake_icon.icon.location, 0);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 0);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, conback_texture);
|
|
|
|
qfeglUniform1i (quake_icon.palette.location, 1);
|
|
qfeglActiveTexture (GL_TEXTURE0 + 1);
|
|
qfeglEnable (GL_TEXTURE_2D);
|
|
qfeglBindTexture (GL_TEXTURE_2D, glsl_palette);
|
|
|
|
qfeglVertexAttrib4f (quake_icon.color.location,
|
|
1, 1, 1, bound (0, alpha, 255) / 255.0);
|
|
|
|
qfeglVertexAttribPointer (quake_icon.vertex.location, 4, GL_FLOAT,
|
|
0, 0, verts);
|
|
|
|
qfeglDrawArrays (GL_TRIANGLES, 0, 6);
|
|
|
|
qfeglDisableVertexAttribArray (quake_icon.vertex.location);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_TileClear (int x, int y, int w, int h)
|
|
{
|
|
static quat_t color = { 1, 1, 1, 1 };
|
|
draw_pic (x, y, w, h, backtile_pic, 0, 0, w, h, color);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_Fill (int x, int y, int w, int h, int c)
|
|
{
|
|
quat_t color;
|
|
|
|
VectorScale (vid.palette + c * 3, 1.0f/255.0f, color);
|
|
color[3] = 1.0;
|
|
draw_pic (x, y, w, h, white_pic, 0, 0, 8, 8, color);
|
|
}
|
|
|
|
static inline void
|
|
draw_blendscreen (quat_t color)
|
|
{
|
|
draw_pic (0, 0, vid.conwidth, vid.conheight, white_pic, 0, 0, 8, 8, color);
|
|
}
|
|
|
|
void
|
|
glsl_Draw_FadeScreen (void)
|
|
{
|
|
static quat_t color = { 0, 0, 0, 0.7 };
|
|
|
|
GLSL_FlushText (); // Flush text that should be rendered before the menu
|
|
draw_blendscreen (color);
|
|
}
|
|
|
|
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)
|
|
{
|
|
qfeglViewport (0, 0, vid.width, vid.height);
|
|
|
|
qfeglDisable (GL_DEPTH_TEST);
|
|
qfeglDisable (GL_CULL_FACE);
|
|
|
|
ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
|
|
}
|
|
|
|
void
|
|
GLSL_Set2D (void)
|
|
{
|
|
set_2d (vid.width, vid.height);
|
|
}
|
|
|
|
void
|
|
GLSL_Set2DScaled (void)
|
|
{
|
|
set_2d (vid.conwidth, vid.conheight);
|
|
}
|
|
|
|
void
|
|
GLSL_DrawReset (void)
|
|
{
|
|
char_queue->size = 0;
|
|
}
|
|
|
|
void
|
|
GLSL_FlushText (void)
|
|
{
|
|
if (char_queue->size)
|
|
flush_text ();
|
|
}
|
|
|
|
void
|
|
glsl_Draw_BlendScreen (quat_t color)
|
|
{
|
|
if (!color[3])
|
|
return;
|
|
draw_blendscreen (color);
|
|
}
|