mirror of
https://git.code.sf.net/p/quake/quakeforge
synced 2024-12-20 17:41:06 +00:00
94db9c8ab1
While this didn't fix the problem for which I needed the data pointer, having data pointers in callbacks is far too useful to throw out the change.
1004 lines
22 KiB
C
1004 lines
22 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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*/
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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/cvar.h"
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#include "QF/draw.h"
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#include "QF/dstring.h"
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#include "QF/image.h"
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#include "QF/quakefs.h"
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#include "QF/render.h"
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#include "QF/screen.h"
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#include "QF/sys.h"
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#include "QF/va.h"
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#include "QF/vid.h"
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#include "QF/GL/defines.h"
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#include "QF/GL/funcs.h"
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#include "QF/GL/qf_draw.h"
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#include "QF/GL/qf_rmain.h"
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#include "QF/GL/qf_rsurf.h"
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#include "QF/GL/qf_textures.h"
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#include "QF/GL/qf_vid.h"
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#include "QF/GL/types.h"
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#include "QF/ui/view.h"
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#include "compat.h"
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#include "r_internal.h"
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#include "sbar.h"
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#include "varrays.h"
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#define CELL_SIZE (1.0 / 16.0) // conchars is 16x16
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#define CELL_INSET (1.0 / 4.0) // of a pixel
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typedef struct {
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float tlx, tly;
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float trx, try;
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float brx, bry;
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float blx, bly;
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} cc_cell_t;
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static int textUseVA;
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static int tVAsize;
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static int *tVAindices;
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static int tVAcount;
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static float *textVertices, *tV;
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static float *textCoords, *tC;
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static qpic_t *draw_backtile;
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static cc_cell_t char_cells[256];
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static GLuint 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 int gl_conback_texnum;
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static cvar_t gl_conback_texnum_cvar = {
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.name = "gl_conback_texnum",
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.description =
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"bind conback to this texture for debugging",
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.default_value = "0",
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.flags = CVAR_NONE,
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.value = { .type = &cexpr_int, .value = &gl_conback_texnum },
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};
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static byte color_0_8[4] = { 204, 204, 204, 255 };
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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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char name[MAX_QPATH];
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qboolean dirty;
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union {
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qpic_t pic;
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byte padding[sizeof (qpic_t) + 32];// for appended glpic FIXME
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};
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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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static void
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Draw_InitText (void)
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{
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int i;
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if (vaelements < 0) {
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textUseVA = 0;
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tVAsize = 2048;
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Sys_MaskPrintf (SYS_dev, "Text: Vertex Array use disabled.\n");
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} else {
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textUseVA = 1;
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if (vaelements > 3)
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tVAsize = vaelements - (vaelements % 4);
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else
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tVAsize = 2048;
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Sys_MaskPrintf (SYS_dev, "Text: %i maximum vertex elements.\n",
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tVAsize);
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}
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if (textVertices)
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free (textVertices);
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textVertices = calloc (tVAsize, 2 * sizeof (float));
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if (textCoords)
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free (textCoords);
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textCoords = calloc (tVAsize, 2 * sizeof (float));
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if (textUseVA) {
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qfglTexCoordPointer (2, GL_FLOAT, 0, textCoords);
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qfglVertexPointer (2, GL_FLOAT, 0, textVertices);
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}
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if (tVAindices)
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free (tVAindices);
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tVAindices = (int *) calloc (tVAsize, sizeof (int));
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for (i = 0; i < tVAsize; i++)
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tVAindices[i] = i;
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}
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qpic_t *
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gl_Draw_MakePic (int width, int height, const byte *data)
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{
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glpic_t *gl;
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qpic_t *pic;
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pic = malloc (field_offset (qpic_t, data[sizeof (glpic_t)]));
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pic->width = width;
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pic->height = height;
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gl = (glpic_t *) pic->data;
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gl->texnum = GL_LoadTexture ("", width, height, data, false, true, 1);
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return pic;
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}
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void
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gl_Draw_DestroyPic (qpic_t *pic)
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{
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//FIXME gl texture management sucks
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free (pic);
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}
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qpic_t *
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gl_Draw_PicFromWad (const char *name)
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{
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glpic_t *gl;
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qpic_t *p = 0, *pic;
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tex_t *targa;
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pic = W_GetLumpName (name);
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targa = LoadImage (name, 1);
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if (targa) {
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p = malloc (sizeof (qpic_t) + sizeof (glpic_t));
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p->width = pic->width;
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p->height = pic->height;
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gl = (glpic_t *) p->data;
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if (targa->format < 4) {
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gl->texnum = GL_LoadTexture (name, targa->width, targa->height,
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targa->data, false, false, 3);
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} else
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gl->texnum = GL_LoadTexture (name, targa->width, targa->height,
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targa->data, false, true, 4);
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} else if (pic) {
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p = pic;
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gl = (glpic_t *) p->data;
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gl->texnum = GL_LoadTexture (name, p->width, p->height, p->data,
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false, true, 1);
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}
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return p;
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}
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static void
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Draw_ClearCache (int phase, void *data)
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{
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cachepic_t *pic;
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int i;
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if (phase)
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return;
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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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gl_Draw_CachePic (const 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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glpic_t *gl;
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tex_t *targa;
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// First, check 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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gl = (glpic_t *) pic->pic.data;
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if (!strcmp (path + strlen (path) - 4, ".lmp")) {
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// Load the picture..
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qpic_t *dat = (qpic_t *) QFS_LoadFile (QFS_FOpenFile (path), 0);
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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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// Check for a .tga first
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targa = LoadImage (path, 1);
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if (targa) {
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if (targa->format < 4) {
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gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
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targa->data, false, alpha, 3);
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} else
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gl->texnum = GL_LoadTexture ("", targa->width, targa->height,
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targa->data, false, alpha, 4);
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} else {
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gl->texnum = GL_LoadTexture ("", dat->width, dat->height,
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dat->data, false, alpha, 1);
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}
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pic->pic.width = dat->width;
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pic->pic.height = dat->height;
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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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free (dat);
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} else
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Sys_Error ("Draw_CachePic: failed to load %s", path);
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memset (pic->name, 0, sizeof (pic->name));
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strncpy (pic->name, path, sizeof (pic->name) - 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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// 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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gl_Draw_UncachePic (const char *path)
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{
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cachepic_t *pic;
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int i;
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//FIXME chachpic and uncachepic suck in GL
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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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pic->dirty = true;
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return;
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}
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}
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}
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void
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gl_Draw_TextBox (int x, int y, int width, int lines, byte alpha)
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{
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int cx, cy, n;
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qpic_t *p;
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// draw left side
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color_white[3] = alpha;
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qfglColor4ubv (color_white);
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cx = x;
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cy = y;
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p = gl_Draw_CachePic ("gfx/box_tl.lmp", true);
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gl_Draw_Pic (cx, cy, p);
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p = gl_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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gl_Draw_Pic (cx, cy, p);
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}
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p = gl_Draw_CachePic ("gfx/box_bl.lmp", true);
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gl_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 = gl_Draw_CachePic ("gfx/box_tm.lmp", true);
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gl_Draw_Pic (cx, cy, p);
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p = gl_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 = gl_Draw_CachePic ("gfx/box_mm2.lmp", true);
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gl_Draw_Pic (cx, cy, p);
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}
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p = gl_Draw_CachePic ("gfx/box_bm.lmp", true);
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gl_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 = gl_Draw_CachePic ("gfx/box_tr.lmp", true);
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gl_Draw_Pic (cx, cy, p);
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p = gl_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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gl_Draw_Pic (cx, cy, p);
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}
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p = gl_Draw_CachePic ("gfx/box_br.lmp", true);
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gl_Draw_Pic (cx, cy + 8, p);
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qfglColor3ubv (color_white);
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}
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void
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gl_Draw_Init (void)
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{
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int i;
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tex_t *image;
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float width, height;
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qpic_t *ch_pic;
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Cmd_AddCommand ("gl_texturemode", &GL_TextureMode_f,
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"Texture mipmap quality.");
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QFS_GamedirCallback (Draw_ClearCache, 0);
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// load the console background and the charset by hand, because we need to
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// write the version string into the background before turning it into a
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// texture
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image = LoadImage ("gfx/conchars", 1);
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if (image) {
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if (image->format < 4) {
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char_texture = GL_LoadTexture ("charset", image->width,
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image->height, image->data, false,
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false, 3);
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} else
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char_texture = GL_LoadTexture ("charset", image->width,
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image->height, image->data, false,
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true, 4);
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width = image->width;
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height = image->height;
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} else if ((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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}
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}
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char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false,
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true, 1);
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width = 128;
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height = 128;
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} else {
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qpic_t *charspic = Draw_Font8x8Pic ();
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char_texture = GL_LoadTexture ("charset", 128, 128, charspic->data,
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false, true, 1);
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width = 128;
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height = 128;
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}
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// initialize the character cell texture coordinates.
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for (i = 0; i < 256; i++) {
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float fcol, frow;
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fcol = (i & 15) * CELL_SIZE;
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frow = (i >> 4) * CELL_SIZE;
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char_cells[i].tlx = fcol + CELL_INSET / width;
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char_cells[i].tly = frow + CELL_INSET / height;
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char_cells[i].trx = fcol - CELL_INSET / width + CELL_SIZE;
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char_cells[i].try = frow + CELL_INSET / height;
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char_cells[i].brx = fcol - CELL_INSET / width + CELL_SIZE;
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char_cells[i].bry = frow - CELL_INSET / height + CELL_SIZE;
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char_cells[i].blx = fcol + CELL_INSET / width;
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char_cells[i].bly = frow - CELL_INSET / height + CELL_SIZE;
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}
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ch_pic = Draw_CrosshairPic ();
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cs_texture = GL_LoadTexture ("crosshair",
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CROSSHAIR_WIDTH * CROSSHAIR_TILEX,
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CROSSHAIR_HEIGHT * CROSSHAIR_TILEY,
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ch_pic->data, false, true, 1);
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free (ch_pic);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
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qfglTexParameterf (GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
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// save a texture slot for translated picture
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qfglGenTextures (1, &translate_texture);
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// get the other pics we need
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draw_backtile = gl_Draw_PicFromWad ("backtile");
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Draw_InitText ();
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Cvar_Register (&gl_conback_texnum_cvar, 0, 0);
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}
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static inline void
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flush_text (void)
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{
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qfglBindTexture (GL_TEXTURE_2D, char_texture);
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if (textUseVA) {
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qfglDrawElements (GL_QUADS, tVAcount, GL_UNSIGNED_INT, tVAindices);
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} else {
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float *v = textVertices;
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float *c = textCoords;
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int i;
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qfglBegin (GL_QUADS);
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for (i = 0; i < tVAcount; i++) {
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qfglTexCoord2fv (c);
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qfglVertex2fv (v);
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c += 2;
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v += 2;
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}
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qfglEnd ();
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}
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tVAcount = 0;
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tV = textVertices;
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tC = textCoords;
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}
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static inline void
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queue_character (float x, float y, int chr)
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{
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float *coord = &char_cells[chr & 255].tlx;
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*tV++ = x;
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*tV++ = y;
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*tV++ = x + 8.0;
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*tV++ = y;
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*tV++ = x + 8.0;
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*tV++ = y + 8.0;
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*tV++ = x;
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*tV++ = y + 8.0;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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*tC++ = *coord++;
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}
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static inline void
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tVA_increment (void)
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{
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tVAcount += 4;
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if (tVAcount + 4 > tVAsize)
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flush_text ();
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}
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/*
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Draw_Character
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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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gl_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)
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return; // space
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if (y <= -8)
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return; // totally off screen
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queue_character ((float) x, (float) y, chr);
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tVA_increment ();
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}
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void
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gl_Draw_String (int x, int y, const char *str)
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{
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unsigned char chr;
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float x1, y1;
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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 - 7, y - 7);
|
|
qfglTexCoord2f (0.5, 0);
|
|
qfglVertex2f (x + 9, y - 7);
|
|
qfglTexCoord2f (0.5, 0.5);
|
|
qfglVertex2f (x + 9, y + 9);
|
|
qfglTexCoord2f (0, 0.5);
|
|
qfglVertex2f (x - 7, y + 9);
|
|
|
|
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 - 7, y - 7);
|
|
qfglTexCoord2f (1, 0);
|
|
qfglVertex2f (x + 9, y - 7);
|
|
qfglTexCoord2f (1, 0.5);
|
|
qfglVertex2f (x + 9, y + 9);
|
|
qfglTexCoord2f (0.5, 0.5);
|
|
qfglVertex2f (x - 7, y + 9);
|
|
|
|
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 - 7, y - 7);
|
|
qfglTexCoord2f (0.5, 0.5);
|
|
qfglVertex2f (x + 9, y - 7);
|
|
qfglTexCoord2f (0.5, 1);
|
|
qfglVertex2f (x + 9, y + 9);
|
|
qfglTexCoord2f (0, 1);
|
|
qfglVertex2f (x - 7, y + 9);
|
|
|
|
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 - 7, y - 7);
|
|
qfglTexCoord2f (1, 0.5);
|
|
qfglVertex2f (x + 9, y - 7);
|
|
qfglTexCoord2f (1, 1);
|
|
qfglVertex2f (x + 9, y + 9);
|
|
qfglTexCoord2f (0.5, 1);
|
|
qfglVertex2f (x - 7, y + 9);
|
|
|
|
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;
|
|
|
|
x = vid.conview->xlen / 2 + cl_crossx;
|
|
y = vid.conview->ylen / 2 + 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.conview->ylen - lines) / (float) vid.conview->ylen;
|
|
|
|
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.conview->xlen, 0);
|
|
qfglTexCoord2f (1, 1);
|
|
qfglVertex2f (vid.conview->xlen, 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.conview->xlen - 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)
|
|
{
|
|
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_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.conview->xlen, 0);
|
|
qfglVertex2f (vid.conview->xlen, vid.conview->ylen);
|
|
qfglVertex2f (0, vid.conview->ylen);
|
|
|
|
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.conview->xlen, vid.conview->ylen);
|
|
}
|
|
|
|
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.conview->xlen, 0);
|
|
qfglVertex2f (vid.conview->xlen, vid.conview->ylen);
|
|
qfglVertex2f (0, vid.conview->ylen);
|
|
|
|
qfglEnd ();
|
|
|
|
qfglColor3ubv (color_white);
|
|
qfglEnable (GL_TEXTURE_2D);
|
|
}
|