quakeforge/libs/video/renderer/gl/gl_draw.c
Bill Currie 4ff3ca104d [gl] Make conchars use nearest sampling
Linear sampling in a texture atlas (which is what conchars is) requires
the use of border pixels to avoid pixel leakage.
2022-11-20 01:21:45 +09:00

1058 lines
23 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
*/
#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/cvar.h"
#include "QF/draw.h"
#include "QF/dstring.h"
#include "QF/image.h"
#include "QF/quakefs.h"
#include "QF/render.h"
#include "QF/screen.h"
#include "QF/sys.h"
#include "QF/va.h"
#include "QF/vid.h"
#include "QF/GL/defines.h"
#include "QF/GL/funcs.h"
#include "QF/GL/qf_draw.h"
#include "QF/GL/qf_rmain.h"
#include "QF/GL/qf_rsurf.h"
#include "QF/GL/qf_textures.h"
#include "QF/GL/qf_vid.h"
#include "QF/GL/types.h"
#include "QF/ui/view.h"
#include "compat.h"
#include "r_internal.h"
#include "varrays.h"
#define CELL_SIZE (1.0 / 16.0) // conchars is 16x16
#define CELL_INSET (1.0 / 4.0) // of a pixel
typedef struct {
float tlx, tly;
float trx, try;
float brx, bry;
float blx, bly;
} cc_cell_t;
static int textUseVA;
static int tVAsize;
static int *tVAindices;
static int tVAcount;
static float *textVertices, *tV;
static float *textCoords, *tC;
static qpic_t *draw_backtile;
static cc_cell_t char_cells[256];
static GLuint translate_texture;
static int char_texture;
static int cs_texture; // crosshair texturea
static int gl_conback_texnum;
static cvar_t gl_conback_texnum_cvar = {
.name = "gl_conback_texnum",
.description =
"bind conback to this texture for debugging",
.default_value = "0",
.flags = CVAR_NONE,
.value = { .type = &cexpr_int, .value = &gl_conback_texnum },
};
static byte color_0_8[4] = { 204, 204, 204, 255 };
typedef struct {
int texnum;
} glpic_t;
typedef struct cachepic_s {
char name[MAX_QPATH];
qboolean dirty;
union {
qpic_t pic;
byte padding[sizeof (qpic_t) + 32];// for appended glpic FIXME
};
} cachepic_t;
#define MAX_CACHED_PICS 128
static cachepic_t cachepics[MAX_CACHED_PICS];
static int numcachepics;
static byte menuplyr_pixels[4096];
static int gl_2d_scale = 1;
static void
Draw_InitText (void)
{
int i;
if (vaelements < 0) {
textUseVA = 0;
tVAsize = 2048;
Sys_MaskPrintf (SYS_dev, "Text: Vertex Array use disabled.\n");
} else {
textUseVA = 1;
if (vaelements > 3)
tVAsize = vaelements - (vaelements % 4);
else
tVAsize = 2048;
Sys_MaskPrintf (SYS_dev, "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));
if (textUseVA) {
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;
}
qpic_t *
gl_Draw_MakePic (int width, int height, const byte *data)
{
glpic_t *gl;
qpic_t *pic;
pic = malloc (field_offset (qpic_t, data[sizeof (glpic_t)]));
pic->width = width;
pic->height = height;
gl = (glpic_t *) pic->data;
gl->texnum = GL_LoadTexture ("", width, height, data, false, true, 1);
return pic;
}
void
gl_Draw_DestroyPic (qpic_t *pic)
{
//FIXME gl texture management sucks
free (pic);
}
qpic_t *
gl_Draw_PicFromWad (const char *name)
{
glpic_t *gl;
qpic_t *p = 0, *pic;
tex_t *targa;
pic = W_GetLumpName (name);
targa = LoadImage (name, 1);
if (targa) {
p = malloc (sizeof (qpic_t) + sizeof (glpic_t));
p->width = pic->width;
p->height = pic->height;
gl = (glpic_t *) p->data;
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);
} else if (pic) {
p = pic;
gl = (glpic_t *) p->data;
gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data,
false, true, 1);
}
return p;
}
static void
Draw_ClearCache (int phase, void *data)
{
cachepic_t *pic;
int i;
if (phase)
return;
for (pic = cachepics, i = 0; i < numcachepics; pic++, i++)
pic->dirty = true;
}
qpic_t *
gl_Draw_CachePic (const char *path, qboolean alpha)
{
cachepic_t *pic;
int i;
glpic_t *gl;
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");
gl = (glpic_t *) pic->pic.data;
if (!strcmp (path + strlen (path) - 4, ".lmp")) {
// Load the picture..
qpic_t *dat = (qpic_t *) QFS_LoadFile (QFS_FOpenFile (path), 0);
if (!dat)
Sys_Error ("Draw_CachePic: failed to load %s", path);
// Adjust for endian..
SwapPic (dat);
// Check for a .tga first
targa = LoadImage (path, 1);
if (targa) {
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);
}
pic->pic.width = dat->width;
pic->pic.height = dat->height;
if (!strcmp (path, "gfx/menuplyr.lmp"))
memcpy (menuplyr_pixels, dat->data, dat->width * dat->height);
free (dat);
} else
Sys_Error ("Draw_CachePic: failed to load %s", path);
memset (pic->name, 0, sizeof (pic->name));
strncpy (pic->name, path, sizeof (pic->name) - 1);
// Now lets mark this cache entry as used..
pic->dirty = false;
numcachepics++;
// And now we are done, return what was asked for..
return &pic->pic;
}
void
gl_Draw_UncachePic (const char *path)
{
cachepic_t *pic;
int i;
//FIXME chachpic and uncachepic suck in GL
for (pic = cachepics, i = 0; i < numcachepics; pic++, i++) {
if ((!strcmp (path, pic->name)) && !pic->dirty) {
pic->dirty = true;
return;
}
}
}
void
gl_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 = gl_Draw_CachePic ("gfx/box_tl.lmp", true);
gl_Draw_Pic (cx, cy, p);
p = gl_Draw_CachePic ("gfx/box_ml.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
gl_Draw_Pic (cx, cy, p);
}
p = gl_Draw_CachePic ("gfx/box_bl.lmp", true);
gl_Draw_Pic (cx, cy + 8, p);
// draw middle
cx += 8;
while (width > 0) {
cy = y;
p = gl_Draw_CachePic ("gfx/box_tm.lmp", true);
gl_Draw_Pic (cx, cy, p);
p = gl_Draw_CachePic ("gfx/box_mm.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
if (n == 1)
p = gl_Draw_CachePic ("gfx/box_mm2.lmp", true);
gl_Draw_Pic (cx, cy, p);
}
p = gl_Draw_CachePic ("gfx/box_bm.lmp", true);
gl_Draw_Pic (cx, cy + 8, p);
width -= 2;
cx += 16;
}
// draw right side
cy = y;
p = gl_Draw_CachePic ("gfx/box_tr.lmp", true);
gl_Draw_Pic (cx, cy, p);
p = gl_Draw_CachePic ("gfx/box_mr.lmp", true);
for (n = 0; n < lines; n++) {
cy += 8;
gl_Draw_Pic (cx, cy, p);
}
p = gl_Draw_CachePic ("gfx/box_br.lmp", true);
gl_Draw_Pic (cx, cy + 8, p);
qfglColor3ubv (color_white);
}
void
gl_Draw_Init (void)
{
int i;
tex_t *image;
float width, height;
qpic_t *ch_pic;
Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f,
"Texture mipmap quality.");
QFS_GamedirCallback (Draw_ClearCache, 0);
// 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
image = LoadImage ("gfx/conchars", 1);
if (image) {
if (image->format < 4) {
char_texture = GL_LoadTexture ("charset", image->width,
image->height, image->data, false,
false, 3);
} else
char_texture = GL_LoadTexture ("charset", image->width,
image->height, image->data, false,
true, 4);
width = image->width;
height = image->height;
} else if ((draw_chars = W_GetLumpName ("conchars"))) {
for (i = 0; i < 256 * 64; i++) {
if (draw_chars[i] == 0) {
draw_chars[i] = 255; // proper transparent color
}
}
char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false,
true, 1);
width = 128;
height = 128;
} else {
qpic_t *charspic = Draw_Font8x8Pic ();
char_texture = GL_LoadTexture ("charset", 128, 128, charspic->data,
false, true, 1);
width = 128;
height = 128;
}
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
// initialize the character cell texture coordinates.
for (i = 0; i < 256; i++) {
float fcol, frow;
fcol = (i & 15) * CELL_SIZE;
frow = (i >> 4) * CELL_SIZE;
char_cells[i].tlx = fcol + CELL_INSET / width;
char_cells[i].tly = frow + CELL_INSET / height;
char_cells[i].trx = fcol - CELL_INSET / width + CELL_SIZE;
char_cells[i].try = frow + CELL_INSET / height;
char_cells[i].brx = fcol - CELL_INSET / width + CELL_SIZE;
char_cells[i].bry = frow - CELL_INSET / height + CELL_SIZE;
char_cells[i].blx = fcol + CELL_INSET / width;
char_cells[i].bly = frow - CELL_INSET / height + CELL_SIZE;
}
ch_pic = Draw_CrosshairPic ();
cs_texture = GL_LoadTexture ("crosshair",
CROSSHAIR_WIDTH * CROSSHAIR_TILEX,
CROSSHAIR_HEIGHT * CROSSHAIR_TILEY,
ch_pic->data, false, true, 1);
free (ch_pic);
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
qfglGenTextures (1, &translate_texture);
// get the other pics we need
draw_backtile = gl_Draw_PicFromWad ("backtile");
Draw_InitText ();
Cvar_Register (&gl_conback_texnum_cvar, 0, 0);
}
static inline void
flush_text (void)
{
qfglBindTexture (GL_TEXTURE_2D, char_texture);
if (textUseVA) {
qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices);
} else {
float *v = textVertices;
float *c = textCoords;
int i;
qfglBegin (GL_QUADS);
for (i = 0; i < tVAcount; i++) {
qfglTexCoord2fv (c);
qfglVertex2fv (v);
c += 2;
v += 2;
}
qfglEnd ();
}
tVAcount = 0;
tV = textVertices;
tC = textCoords;
}
static inline void
queue_character (float x, float y, int chr)
{
float *coord = &char_cells[chr & 255].tlx;
*tV++ = x;
*tV++ = y;
*tV++ = x + 8.0;
*tV++ = y;
*tV++ = x + 8.0;
*tV++ = y + 8.0;
*tV++ = x;
*tV++ = y + 8.0;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
*tC++ = *coord++;
}
static inline void
tVA_increment (void)
{
tVAcount += 4;
if (tVAcount + 4 > tVAsize)
flush_text ();
}
void
gl_Draw_CharBuffer (int x, int y, draw_charbuffer_t *buffer)
{
const byte *line = (byte *) buffer->chars;
int width = buffer->width;
int height = buffer->height;
while (height-- > 0) {
for (int i = 0; i < width; i++) {
gl_Draw_Character (x + i * 8, y, line[i]);
}
line += width;
y += 8;
}
}
/*
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
gl_Draw_Character (int x, int y, unsigned int chr)
{
chr &= 255;
if (chr == 32)
return; // space
if (y <= -8)
return; // totally off screen
queue_character ((float) x, (float) y, chr);
tVA_increment ();
}
void
gl_Draw_String (int x, int y, const char *str)
{
unsigned char chr;
float x1, y1;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
x1 = (float) x;
y1 = (float) y;
while (*str) {
if ((chr = *str++) != 32) { // Don't render spaces
queue_character (x1, y1, chr);
tVA_increment ();
}
x1 += 8.0;
}
}
void
gl_Draw_nString (int x, int y, const char *str, int count)
{
unsigned char chr;
float x1, y1;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
x1 = (float) x;
y1 = (float) y;
while (count-- && *str) {
if ((chr = *str++) != 32) { // Don't render spaces
queue_character (x1, y1, chr);
tVA_increment ();
}
x1 += 8.0;
}
}
void
gl_Draw_AltString (int x, int y, const char *str)
{
unsigned char chr;
float x1, y1;
if (!str || !str[0])
return;
if (y <= -8)
return; // totally off screen
x1 = (float) x;
y1 = (float) y;
while (*str) {
if ((chr = *str++ | 0x80) != (0x80 | 32)) { // Don't render spaces
queue_character (x1, y1, chr);
tVA_increment ();
}
x1 += 8.0;
}
}
static void
crosshair_1 (int x, int y)
{
gl_Draw_Character (x - 4, y - 4, '+');
}
static void
crosshair_2 (int x, int y)
{
unsigned char *pColor;
pColor = (unsigned char *) &d_8to24table[crosshaircolor];
qfglColor4ubv (pColor);
qfglBindTexture (GL_TEXTURE_2D, cs_texture);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0);
qfglVertex2f (x - 3, y - 3);
qfglTexCoord2f (0.5, 0);
qfglVertex2f (x + 5, y - 3);
qfglTexCoord2f (0.5, 0.5);
qfglVertex2f (x + 5, y + 5);
qfglTexCoord2f (0, 0.5);
qfglVertex2f (x - 3, y + 5);
qfglEnd ();
qfglColor3ubv (color_white);
}
static void
crosshair_3 (int x, int y)
{
unsigned char *pColor;
pColor = (unsigned char *) &d_8to24table[crosshaircolor];
qfglColor4ubv (pColor);
qfglBindTexture (GL_TEXTURE_2D, cs_texture);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0.5, 0);
qfglVertex2f (x - 3, y - 3);
qfglTexCoord2f (1, 0);
qfglVertex2f (x + 5, y - 3);
qfglTexCoord2f (1, 0.5);
qfglVertex2f (x + 5, y + 5);
qfglTexCoord2f (0.5, 0.5);
qfglVertex2f (x - 3, y + 5);
qfglEnd ();
qfglColor3ubv (color_white);
}
static void
crosshair_4 (int x, int y)
{
unsigned char *pColor;
pColor = (unsigned char *) &d_8to24table[crosshaircolor];
qfglColor4ubv (pColor);
qfglBindTexture (GL_TEXTURE_2D, cs_texture);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0.5);
qfglVertex2f (x - 3, y - 3);
qfglTexCoord2f (0.5, 0.5);
qfglVertex2f (x + 5, y - 5);
qfglTexCoord2f (0.5, 1);
qfglVertex2f (x + 5, y + 5);
qfglTexCoord2f (0, 1);
qfglVertex2f (x - 3, y + 5);
qfglEnd ();
qfglColor3ubv (color_white);
}
static void
crosshair_5 (int x, int y) //FIXME don't use until the data is filled in
{
unsigned char *pColor;
pColor = (unsigned char *) &d_8to24table[crosshaircolor];
qfglColor4ubv (pColor);
qfglBindTexture (GL_TEXTURE_2D, cs_texture);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0.5, 0.5);
qfglVertex2f (x - 3, y - 3);
qfglTexCoord2f (1, 0.5);
qfglVertex2f (x + 5, y - 3);
qfglTexCoord2f (1, 1);
qfglVertex2f (x + 5, y + 5);
qfglTexCoord2f (0.5, 1);
qfglVertex2f (x - 3, y + 5);
qfglEnd ();
qfglColor3ubv (color_white);
}
static void (*crosshair_func[]) (int x, int y) = {
crosshair_1,
crosshair_2,
crosshair_3,
crosshair_4,
crosshair_5,
};
void
gl_Draw_Crosshair (void)
{
int x, y;
int ch;
ch = crosshair - 1;
if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
int s = 2 * gl_2d_scale;
x = vid.width / s + cl_crossx;
y = vid.height / s + cl_crossy;
crosshair_func[ch] (x, y);
}
void
gl_Draw_CrosshairAt (int ch, int x, int y)
{
ch -= 1;
if ((unsigned) ch >= sizeof (crosshair_func) / sizeof (crosshair_func[0]))
return;
crosshair_func[ch] (x, y);
}
void
gl_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
gl_Draw_Picf (float x, float 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
gl_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_ConsoleBackground
Draws console background (obviously!) Completely rewritten to use
several simple yet very cool GL effects. --KB
*/
void
gl_Draw_ConsoleBackground (int lines, byte alpha)
{
float ofs;
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 = gl_Draw_CachePic ("gfx/conback.lmp", false);
gl = (glpic_t *) conback->data;
// spin the console? - effect described in a QER tutorial
if (gl_conspin) {
static float xangle = 0;
static float xfactor = .3f;
static float xstep = .005f;
qfglPushMatrix ();
qfglMatrixMode (GL_TEXTURE);
qfglPushMatrix ();
qfglLoadIdentity ();
xangle += gl_conspin;
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) {
ofs = 0;
} else
ofs = (vid.height - gl_2d_scale * lines) / (float) vid.height;
color_0_8[3] = alpha;
qfglColor4ubv (color_0_8);
// draw the console texture
if (gl_conback_texnum) {
qfglBindTexture (GL_TEXTURE_2D, gl_conback_texnum);
} else {
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
}
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0 + ofs);
qfglVertex2f (0, 0);
qfglTexCoord2f (1, 0 + ofs);
qfglVertex2f (vid.width / gl_2d_scale, 0);
qfglTexCoord2f (1, 1);
qfglVertex2f (vid.width / gl_2d_scale, lines);
qfglTexCoord2f (0, 1);
qfglVertex2f (0, lines);
qfglEnd ();
// turn off alpha blending
if (alpha < 255) {
qfglColor3ubv (color_0_8);
}
if (gl_conspin) {
qfglPopMatrix ();
qfglMatrixMode (GL_MODELVIEW);
qfglPopMatrix ();
}
int len = strlen (cl_verstring);
gl_Draw_AltString (vid.width - len * 8 - 11, lines - 14,
cl_verstring);
qfglColor3ubv (color_white);
}
/*
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
*/
void
gl_Draw_TileClear (int x, int y, int w, int h)
{
if (!draw_backtile) {
return;
}
glpic_t *gl;
qfglColor3ubv (color_0_8);
gl = (glpic_t *) draw_backtile->data;
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
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
gl_Draw_Fill (int x, int y, int w, int h, int c)
{
qfglDisable (GL_TEXTURE_2D);
qfglColor3ubv (vid.palette + 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
gl_Draw_Line (int x0, int y0, int x1, int y1, int c)
{
qfglDisable (GL_TEXTURE_2D);
qfglColor3ubv (vid.palette + c * 3);
qfglBegin (GL_LINES);
qfglVertex2f (x0, y0);
qfglVertex2f (x1, y1);
qfglEnd ();
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
}
void
gl_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);
}
static void
set_2d (int width, int height)
{
qfglViewport (0, 0, vid.width, vid.height);
qfglMatrixMode (GL_PROJECTION);
qfglLoadIdentity ();
qfglOrtho (0, width, 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);
}
void
GL_Set2D (void)
{
set_2d (vid.width, vid.height);
}
void
GL_Set2DScaled (void)
{
set_2d (vid.width / gl_2d_scale, vid.height / gl_2d_scale);
}
void
gl_Draw_SetScale (int scale)
{
gl_2d_scale = scale;
}
void
GL_DrawReset (void)
{
tVAcount = 0;
tV = textVertices;
tC = textCoords;
}
void
GL_FlushText (void)
{
if (tVAcount) {
flush_text ();
}
}
void
gl_Draw_BlendScreen (quat_t color)
{
if (!color[3])
return;
qfglDisable (GL_TEXTURE_2D);
qfglBegin (GL_QUADS);
qfglColor4fv (color);
qfglVertex2f (0, 0);
qfglVertex2f (vid.width, 0);
qfglVertex2f (vid.width, vid.height);
qfglVertex2f (0, vid.height);
qfglEnd ();
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
}
int
gl_Draw_AddFont (struct rfont_s *font)
{
return 0;
}
void
gl_Draw_FontString (int x, int y, int fontid, const char *str)
{
}