mirror of
https://git.code.sf.net/p/quake/quakeforge
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323 lines
6.3 KiB
C
323 lines
6.3 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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#include "QF/draw.h"
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#include "QF/dstring.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_textures.h"
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#include "QF/GLSL/qf_vid.h"
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#include "gl_draw.h"
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#include "r_shared.h"
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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 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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{"char", 0},
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};
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VISIBLE byte *draw_chars;
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static dstring_t *char_queue;
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static int char_texture;
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VISIBLE qpic_t *
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Draw_PicFromWad (const char *name)
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{
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return 0;
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}
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VISIBLE qpic_t *
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Draw_CachePic (const char *path, qboolean alpha)
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{
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return 0;
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}
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VISIBLE void
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Draw_TextBox (int x, int y, int width, int lines, byte alpha)
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{
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}
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VISIBLE void
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Draw_Init (void)
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{
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int i;
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int frag, vert;
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char_queue = dstring_new ();
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vert = GL_CompileShader ("quaketxt.vert", quaketext_vert, GL_VERTEX_SHADER);
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frag = GL_CompileShader ("quake2d.frag", quake2d_frag, GL_FRAGMENT_SHADER);
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quake_text.program = GL_LinkProgram ("quaketxt", vert, frag);
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GL_ResolveShaderParam (quake_text.program, &quake_text.charmap);
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GL_ResolveShaderParam (quake_text.program, &quake_text.palette);
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GL_ResolveShaderParam (quake_text.program, &quake_text.matrix);
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GL_ResolveShaderParam (quake_text.program, &quake_text.vertex);
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GL_ResolveShaderParam (quake_text.program, &quake_text.dchar);
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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 = GL_LoadQuakeTexture ("conchars", 128, 128, draw_chars);
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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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qfglUseProgram (quake_text.program);
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qfglEnableVertexAttribArray (quake_text.vertex.location);
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qfglEnableVertexAttribArray (quake_text.dchar.location);
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qfglUniformMatrix4fv (quake_text.matrix.location, 1, false, proj_matrix);
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qfglUniform1i (quake_text.charmap.location, 0);
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qfglActiveTexture (GL_TEXTURE0 + 0);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, char_texture);
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qfglUniform1i (quake_text.palette.location, 1);
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qfglActiveTexture (GL_TEXTURE0 + 1);
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qfglEnable (GL_TEXTURE_2D);
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qfglBindTexture (GL_TEXTURE_2D, glsl_palette);
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qfglVertexAttribPointer (quake_text.vertex.location, 4, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str);
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qfglVertexAttribPointer (quake_text.dchar.location, 1, GL_UNSIGNED_SHORT,
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0, 10, char_queue->str + 8);
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qfglDrawArrays (GL_TRIANGLES, 0, char_queue->size / 10);
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qfglDisableVertexAttribArray (quake_text.dchar.location);
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qfglDisableVertexAttribArray (quake_text.vertex.location);
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char_queue->size = 0;
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}
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VISIBLE void
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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 (x, y, chr);
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}
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VISIBLE void
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Draw_String (int x, int y, const char *str)
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{
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byte chr;
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if (!str || !str[0])
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return; // totally off screen
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if (y <= -8)
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return; // totally off screen
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while (*str) {
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if ((chr = *str++) != 32)
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queue_character (x, y, chr);
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x += 8;
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}
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}
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VISIBLE void
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Draw_nString (int x, int y, const char *str, int count)
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{
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byte chr;
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if (!str || !str[0])
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return; // totally off screen
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if (y <= -8)
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return; // totally off screen
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while (count-- && *str) {
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if ((chr = *str++) != 32)
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queue_character (x, y, chr);
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x += 8;
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}
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}
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void
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Draw_AltString (int x, int y, const char *str)
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{
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}
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VISIBLE void
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Draw_Crosshair (void)
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{
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}
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void
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Draw_CrosshairAt (int ch, int x, int y)
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{
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}
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VISIBLE void
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Draw_Pic (int x, int y, qpic_t *pic)
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{
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}
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VISIBLE void
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Draw_SubPic (int x, int y, qpic_t *pic, int srcx, int srcy, int width,
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int height)
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{
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}
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VISIBLE void
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Draw_ConsoleBackground (int lines, byte alpha)
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{
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}
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VISIBLE void
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Draw_TileClear (int x, int y, int w, int h)
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{
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}
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VISIBLE void
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Draw_Fill (int x, int y, int w, int h, int c)
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{
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}
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VISIBLE void
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Draw_FadeScreen (void)
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{
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}
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static void
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ortho_mat (float *proj, float xmin, float xmax, float ymin, float ymax,
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float znear, float zfar)
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{
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proj[0] = 2/(xmax-xmin);
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proj[4] = 0;
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proj[8] = 0;
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proj[12] = -(xmax+xmin)/(xmax-xmin);
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proj[1] = 0;
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proj[5] = 2/(ymax-ymin);
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proj[9] = 0;
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proj[13] = -(ymax+ymin)/(ymax-ymin);
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proj[2] = 0;
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proj[6] = 0;
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proj[10] = -2/(zfar-znear);
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proj[14] = -(zfar+znear)/(zfar-znear);
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proj[3] = 0;
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proj[7] = 0;
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proj[11] = 0;
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proj[15] = 1;
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}
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static void
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set_2d (int width, int height)
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{
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qfglViewport (0, 0, vid.width, vid.height);
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qfglDisable (GL_DEPTH_TEST);
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qfglDisable (GL_CULL_FACE);
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ortho_mat (proj_matrix, 0, width, height, 0, -99999, 99999);
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}
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void
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GL_Set2D (void)
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{
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set_2d (vid.width, vid.height);
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}
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void
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GL_Set2DScaled (void)
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{
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set_2d (vid.conwidth, vid.conheight);
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}
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void
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GL_DrawReset (void)
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{
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char_queue->size = 0;
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}
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void
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GL_FlushText (void)
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{
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if (char_queue->size)
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flush_text ();
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}
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