quakeforge/libs/video/renderer/gl/gl_draw.c
Bill Currie 5f93c115ff [util] Make developer flag names easier to manage
They're now an enum, and the flag part of the name is all lowercase, but
now the flag definitions and names list will never get out of sync.
2021-03-29 22:38:47 +09:00

985 lines
21 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
#define NH_DEFINE
#include "namehack.h"
#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 "compat.h"
#include "r_internal.h"
#include "sbar.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 int translate_texture;
static int char_texture;
static int cs_texture; // crosshair texturea
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;
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
#define MAX_CACHED_PICS 128
static cachepic_t cachepics[MAX_CACHED_PICS];
static int numcachepics;
static byte menuplyr_pixels[4096];
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, *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 {
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)
{
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);
// 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 {
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;
}
// 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
translate_texture = gl_texture_number++;
// get the other pics we need
draw_backtile = gl_Draw_PicFromWad ("backtile");
// LordHavoc: call init code for other GL renderer modules
glrmain_init ();
gl_lightmap_init ();
Draw_InitText ();
}
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 ();
}
/*
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->int_val];
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->int_val];
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->int_val];
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->int_val];
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->int_val - 1;
if ((unsigned) 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
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->value) {
static float xangle = 0;
static float xfactor = .3f;
static float xstep = .005f;
qfglPushMatrix ();
qfglMatrixMode (GL_TEXTURE);
qfglPushMatrix ();
qfglLoadIdentity ();
xangle += gl_conspin->value;
xfactor += xstep;
if (xfactor > 8 || xfactor < .3f)
xstep = -xstep;
qfglRotatef (xangle, 0, 0, 1);
qfglScalef (xfactor, xfactor, xfactor);
}
// slide console up/down or stretch it?
if (gl_constretch->int_val) {
ofs = 0;
} else
ofs = (vid.conheight - lines) / (float) vid.conheight;
color_0_8[3] = alpha;
qfglColor4ubv (color_0_8);
// draw the console texture
qfglBindTexture (GL_TEXTURE_2D, gl->texnum);
qfglBegin (GL_QUADS);
qfglTexCoord2f (0, 0 + ofs);
qfglVertex2f (0, 0);
qfglTexCoord2f (1, 0 + ofs);
qfglVertex2f (vid.conwidth, 0);
qfglTexCoord2f (1, 1);
qfglVertex2f (vid.conwidth, lines);
qfglTexCoord2f (0, 1);
qfglVertex2f (0, lines);
qfglEnd ();
// turn off alpha blending
if (alpha < 255) {
qfglColor3ubv (color_0_8);
}
if (gl_conspin->value) {
qfglPopMatrix ();
qfglMatrixMode (GL_MODELVIEW);
qfglPopMatrix ();
}
gl_Draw_AltString (vid.conwidth - strlen (cl_verstring->string) * 8 - 11,
lines - 14, cl_verstring->string);
qfglColor3ubv (color_white);
}
/*
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
*/
void
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.conwidth, 0);
qfglVertex2f (vid.conwidth, vid.conheight);
qfglVertex2f (0, vid.conheight);
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.conwidth, vid.conheight);
}
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.conwidth, 0);
qfglVertex2f (vid.conwidth, vid.conheight);
qfglVertex2f (0, vid.conheight);
qfglEnd ();
qfglColor3ubv (color_white);
qfglEnable (GL_TEXTURE_2D);
}