hexen2/H2MP/code/gl_draw.c
2000-11-10 00:00:00 +00:00

1782 lines
40 KiB
C

// draw.c -- this is the only file outside the refresh that touches the
// vid buffer
/*
* $Header: /H2 Mission Pack/gl_draw.c 2 2/26/98 3:09p Jmonroe $
*/
#include "quakedef.h"
extern int ColorIndex[16];
extern unsigned ColorPercent[16];
extern qboolean vid_initialized;
#define MAX_DISC 18
cvar_t gl_nobind = {"gl_nobind", "0"};
cvar_t gl_max_size = {"gl_max_size", "1024"};
cvar_t gl_round_down = {"gl_round_down", "0"};
cvar_t gl_picmip = {"gl_picmip", "0"};
byte *draw_chars; // 8*8 graphic characters
byte *draw_smallchars; // Small characters for status bar
byte *draw_menufont; // Big Menu Font
qpic_t *draw_disc[MAX_DISC] =
{
NULL // make the first one null for sure
};
qpic_t *draw_backtile;
int translate_texture[NUM_CLASSES];
int char_texture;
int char_smalltexture;
int char_menufonttexture;
byte conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)];
qpic_t *conback = (qpic_t *)&conback_buffer;
int gl_lightmap_format = 4;
int gl_solid_format = 3;
int gl_alpha_format = 4;
int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST;
int gl_filter_max = GL_LINEAR;
int texels;
qboolean is_3dfx = false;
qboolean is_PowerVR = false;
//qboolean is_3dfx = true;
//qboolean is_PowerVR = true;
typedef struct
{
int texnum;
char identifier[64];
int width, height;
qboolean mipmap;
} gltexture_t;
#define MAX_GLTEXTURES 2048
gltexture_t gltextures[MAX_GLTEXTURES];
int numgltextures;
void GL_Bind (int texnum)
{
if (gl_nobind.value)
texnum = char_texture;
if (currenttexture == texnum)
return;
currenttexture = texnum;
bindTexFunc (GL_TEXTURE_2D, texnum);
}
void GL_Texels_f (void)
{
Con_Printf ("Current uploaded texels: %i\n", texels);
}
/*
=============================================================================
scrap allocation
Allocate all the little status bar obejcts into a single texture
to crutch up stupid hardware / drivers
=============================================================================
*/
#define MAX_SCRAPS 1
#define BLOCK_WIDTH 256
#define BLOCK_HEIGHT 256
int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
qboolean scrap_dirty;
int scrap_texnum;
// returns a texture number and the position inside it
int Scrap_AllocBlock (int w, int h, int *x, int *y)
{
int i, j;
int best, best2;
int bestx;
int texnum;
for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
{
best = BLOCK_HEIGHT;
for (i=0 ; i<BLOCK_WIDTH-w ; i++)
{
best2 = 0;
for (j=0 ; j<w ; j++)
{
if (scrap_allocated[texnum][i+j] >= best)
break;
if (scrap_allocated[texnum][i+j] > best2)
best2 = scrap_allocated[texnum][i+j];
}
if (j == w)
{ // this is a valid spot
*x = i;
*y = best = best2;
}
}
if (best + h > BLOCK_HEIGHT)
continue;
for (i=0 ; i<w ; i++)
scrap_allocated[texnum][*x + i] = best + h;
return texnum;
}
return -1;
// Sys_Error ("Scrap_AllocBlock: full");
}
int scrap_uploads;
void Scrap_Upload (void)
{
scrap_uploads++;
GL_Bind(scrap_texnum);
GL_Upload8 (scrap_texels[0], BLOCK_WIDTH, BLOCK_HEIGHT, false, true, 0);
scrap_dirty = false;
}
//=============================================================================
/* Support Routines */
typedef struct cachepic_s
{
char name[MAX_QPATH];
qpic_t pic;
byte padding[32]; // for appended glpic
} cachepic_t;
//#define MAX_CACHED_PICS 128
#define MAX_CACHED_PICS 256
cachepic_t menu_cachepics[MAX_CACHED_PICS];
int menu_numcachepics;
/*
* Geometry for the player/skin selection screen image.
*/
#define PLAYER_PIC_WIDTH 68
#define PLAYER_PIC_HEIGHT 114
#define PLAYER_DEST_WIDTH 128
#define PLAYER_DEST_HEIGHT 128
byte menuplyr_pixels[NUM_CLASSES][PLAYER_PIC_WIDTH*PLAYER_PIC_HEIGHT];
int pic_texels;
int pic_count;
qpic_t *Draw_PicFromFile (char *name)
{
qpic_t *p;
glpic_t *gl;
p = (qpic_t *)COM_LoadHunkFile (name);
if (!p)
{
return NULL;
}
gl = (glpic_t *)p->data;
// load little ones into the scrap
/* if (p->width < 64 && p->height < 64)
{
int x, y;
int i, j, k;
int texnum;
texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
if (texnum == -1)
goto nonscrap;
scrap_dirty = true;
k = 0;
for (i=0 ; i<p->height ; i++)
for (j=0 ; j<p->width ; j++, k++)
scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
texnum += scrap_texnum;
gl->texnum = texnum;
gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;
pic_count++;
pic_texels += p->width*p->height;
}
else*/
{
nonscrap:
gl->texnum = GL_LoadPicTexture (p);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
}
return p;
}
qpic_t *Draw_PicFromWad (char *name)
{
qpic_t *p;
glpic_t *gl;
p = W_GetLumpName (name);
gl = (glpic_t *)p->data;
// load little ones into the scrap
if (p->width < 64 && p->height < 64)
{
int x, y;
int i, j, k;
int texnum;
texnum = Scrap_AllocBlock (p->width, p->height, &x, &y);
if (texnum == -1)
goto nonscrap;
scrap_dirty = true;
k = 0;
for (i=0 ; i<p->height ; i++)
for (j=0 ; j<p->width ; j++, k++)
scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k];
texnum += scrap_texnum;
gl->texnum = texnum;
gl->sl = (x+0.01)/(float)BLOCK_WIDTH;
gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH;
gl->tl = (y+0.01)/(float)BLOCK_WIDTH;
gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH;
pic_count++;
pic_texels += p->width*p->height;
}
else
{
nonscrap:
gl->texnum = GL_LoadPicTexture (p);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
}
return p;
}
/*
================
Draw_CachePic
================
*/
qpic_t *Draw_CachePic (char *path)
{
cachepic_t *pic;
int i;
qpic_t *dat;
glpic_t *gl;
for (pic=menu_cachepics, i=0 ; i<menu_numcachepics ; pic++, i++)
if (!strcmp (path, pic->name))
return &pic->pic;
if (menu_numcachepics == MAX_CACHED_PICS)
Sys_Error ("menu_numcachepics == MAX_CACHED_PICS");
menu_numcachepics++;
strcpy (pic->name, path);
//
// load the pic from disk
//
dat = (qpic_t *)COM_LoadTempFile (path);
if (!dat)
Sys_Error ("Draw_CachePic: failed to load %s", path);
SwapPic (dat);
// HACK HACK HACK --- we need to keep the bytes for
// the translatable player picture just for the menu
// configuration dialog
/* garymct */
if (!strcmp (path, "gfx/menu/netp1.lmp"))
memcpy (menuplyr_pixels[0], dat->data, dat->width*dat->height);
else if (!strcmp (path, "gfx/menu/netp2.lmp"))
memcpy (menuplyr_pixels[1], dat->data, dat->width*dat->height);
else if (!strcmp (path, "gfx/menu/netp3.lmp"))
memcpy (menuplyr_pixels[2], dat->data, dat->width*dat->height);
else if (!strcmp (path, "gfx/menu/netp4.lmp"))
memcpy (menuplyr_pixels[3], dat->data, dat->width*dat->height);
else if (!strcmp (path, "gfx/menu/netp5.lmp"))
memcpy (menuplyr_pixels[4], dat->data, dat->width*dat->height);
pic->pic.width = dat->width;
pic->pic.height = dat->height;
gl = (glpic_t *)pic->pic.data;
gl->texnum = GL_LoadPicTexture (dat);
// point sample status bar
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
return &pic->pic;
}
void Draw_CharToConback (int num, byte *dest)
{
int row, col;
byte *source;
int drawline;
int x;
row = num>>5;
col = num&31;
source = draw_chars + (row<<11) + (col<<3);
drawline = 8;
while (drawline--)
{
for (x=0 ; x<8 ; x++)
if (source[x] != 255)
dest[x] = 0x60 + source[x];
source += 256;
dest += 320;
}
}
typedef struct
{
char *name;
int minimize, maximize;
} mode_t;
mode_t modes[] = {
{"GL_NEAREST", GL_NEAREST, GL_NEAREST},
{"GL_LINEAR", GL_LINEAR, GL_LINEAR},
{"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST},
{"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR},
{"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST},
{"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR}
};
/*
===============
Draw_TextureMode_f
===============
*/
void Draw_TextureMode_f (void)
{
int i;
gltexture_t *glt;
if (Cmd_Argc() == 1)
{
for (i=0 ; i< 6 ; i++)
if (gl_filter_min == modes[i].minimize)
{
Con_Printf ("%s\n", modes[i].name);
return;
}
Con_Printf ("current filter is unknown???\n");
return;
}
for (i=0 ; i< 6 ; i++)
{
if (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) )
break;
}
if (i == 6)
{
Con_Printf ("bad filter name\n");
return;
}
gl_filter_min = modes[i].minimize;
gl_filter_max = modes[i].maximize;
// change all the existing mipmap texture objects
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (glt->mipmap)
{
GL_Bind (glt->texnum);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
}
/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
int i;
qpic_t *cb,*mf;
byte *dest;
int x, y;
char ver[40];
glpic_t *gl;
char temp[MAX_QPATH];
Cvar_RegisterVariable (&gl_nobind);
Cvar_RegisterVariable (&gl_max_size);
Cvar_RegisterVariable (&gl_round_down);
Cvar_RegisterVariable (&gl_picmip);
// 3dfx can only handle 256 wide textures
if (is_3dfx || is_PowerVR)
{
Cvar_Set ("gl_max_size", "256");
}
Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
Cmd_AddCommand ("gl_texels", &GL_Texels_f);
// 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
//draw_chars = W_GetLumpName ("conchars");
draw_chars = COM_LoadHunkFile ("gfx/menu/conchars.lmp");
for (i=0 ; i<256*128 ; i++)
if (draw_chars[i] == 0)
draw_chars[i] = 255; // proper transparent color
char_texture = GL_LoadTexture ("charset", 256, 128, draw_chars, false, true, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
draw_smallchars = W_GetLumpName("tinyfont");
for (i=0 ; i<128*32 ; i++)
if (draw_smallchars[i] == 0)
draw_smallchars[i] = 255; // proper transparent color
// now turn them into textures
char_smalltexture = GL_LoadTexture ("smallcharset", 128, 32, draw_smallchars, false, true, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
mf = (qpic_t *)COM_LoadTempFile("gfx/menu/bigfont2.lmp");
for (i=0 ; i<160*80 ; i++)
if (mf->data[i] == 0)
mf->data[i] = 255; // proper transparent color
char_menufonttexture = GL_LoadTexture ("menufont", 160, 80, mf->data, false, true, 0);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
cb = (qpic_t *)COM_LoadTempFile ("gfx/menu/conback.lmp");
if (!cb)
Sys_Error ("Couldn't load gfx/menu/conback.lmp");
SwapPic (cb);
// hack the version number directly into the pic
dest = cb->data + 320 - 43 + 320*186;
sprintf (ver, "%4.2f", HEXEN2_VERSION);
// sprintf (ver, "(gl %4.2f) %4.2f", (float)GLQUAKE_VERSION, (float)VERSION);
// dest = cb->data + 320*186 + 320 - 11 - 8*strlen(ver);
y = strlen(ver);
for (x=0 ; x<y ; x++)
Draw_CharToConback (ver[x], dest+(x<<3));
gl = (glpic_t *)conback->data;
gl->texnum = GL_LoadTexture ("conback", cb->width, cb->height, cb->data, false, false, 0);
gl->sl = 0;
gl->sh = 1;
gl->tl = 0;
gl->th = 1;
conback->width = vid.conwidth;
conback->height = vid.conheight;
// save a texture slot for translated picture
translate_texture[0] = texture_extension_number++;
translate_texture[1] = texture_extension_number++;
translate_texture[2] = texture_extension_number++;
translate_texture[3] = texture_extension_number++;
translate_texture[4] = texture_extension_number++;
// save slots for scraps
scrap_texnum = texture_extension_number;
texture_extension_number += MAX_SCRAPS;
//
// get the other pics we need
//
for(i=MAX_DISC-1;i>=0;i--)
{
sprintf(temp,"gfx/menu/skull%d.lmp",i);
draw_disc[i] = Draw_PicFromFile (temp);
}
// draw_disc = Draw_PicFromWad ("disc");
// draw_backtile = Draw_PicFromWad ("backtile");
draw_backtile = Draw_PicFromFile ("gfx/menu/backtile.lmp");
}
/*
================
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 Draw_Character (int x, int y, unsigned int num)
{
byte *dest;
byte *source;
unsigned short *pusdest;
int drawline;
int row, col;
float frow, fcol, xsize,ysize;
if (num == 32)
return; // space
num &= 511;
if (y <= -8)
return; // totally off screen
row = num>>5;
col = num&31;
xsize = 0.03125;
ysize = 0.0625;
fcol = col*xsize;
frow = row*ysize;
GL_Bind (char_texture);
glBegin (GL_QUADS);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + xsize, frow);
glVertex2f (x+8, y);
glTexCoord2f (fcol + xsize, frow + ysize);
glVertex2f (x+8, y+8);
glTexCoord2f (fcol, frow + ysize);
glVertex2f (x, y+8);
glEnd ();
}
/*
================
Draw_String
================
*/
void Draw_String (int x, int y, char *str)
{
while (*str)
{
Draw_Character (x, y, *str);
str++;
x += 8;
}
}
//==========================================================================
//
// Draw_SmallCharacter
//
// Draws a small character that is clipped at the bottom edge of the
// screen.
//
//==========================================================================
void Draw_SmallCharacter (int x, int y, int num)
{
byte *dest;
byte *source;
unsigned short *pusdest;
int drawline;
int row, col;
float frow, fcol, xsize,ysize;
if(num < 32)
{
num = 0;
}
else if(num >= 'a' && num <= 'z')
{
num -= 64;
}
else if(num > '_')
{
num = 0;
}
else
{
num -= 32;
}
if (num == 0) return;
if (y <= -8)
return; // totally off screen
if(y >= vid.height)
{ // Totally off screen
return;
}
row = num>>4;
col = num&15;
xsize = 0.0625;
ysize = 0.25;
fcol = col*xsize;
frow = row*ysize;
GL_Bind (char_smalltexture);
glBegin (GL_QUADS);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + xsize, frow);
glVertex2f (x+8, y);
glTexCoord2f (fcol + xsize, frow + ysize);
glVertex2f (x+8, y+8);
glTexCoord2f (fcol, frow + ysize);
glVertex2f (x, y+8);
glEnd ();
}
//==========================================================================
//
// Draw_SmallString
//
//==========================================================================
void Draw_SmallString(int x, int y, char *str)
{
while (*str)
{
Draw_SmallCharacter (x, y, *str);
str++;
x += 6;
}
}
/*
================
Draw_DebugChar
Draws a single character directly to the upper right corner of the screen.
This is for debugging lockups by drawing different chars in different parts
of the code.
================
*/
void Draw_DebugChar (char num)
{
}
/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, qpic_t *pic)
{
// byte *dest, *source;
// unsigned short *pusdest;
// int v, u;
glpic_t *gl;
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
glColor4f (1,1,1,1);
GL_Bind (gl->texnum);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_CLAMP);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_CLAMP);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, gl->tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, gl->tl);
glVertex2f (x+pic->width, y);
glTexCoord2f (gl->sh, gl->th);
glVertex2f (x+pic->width, y+pic->height);
glTexCoord2f (gl->sl, gl->th);
glVertex2f (x, y+pic->height);
glEnd ();
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_S, GL_REPEAT);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_WRAP_T, GL_REPEAT);
}
void Draw_PicCropped(int x, int y, qpic_t *pic)
{
int height;
glpic_t *gl;
float th,tl;
if((x < 0) || (x+pic->width > vid.width))
{
Sys_Error("Draw_PicCropped: bad coordinates");
}
if (y >= (int)vid.height || y+pic->height < 0)
{ // Totally off screen
return;
}
if (scrap_dirty)
Scrap_Upload ();
gl = (glpic_t *)pic->data;
// rjr tl/th need to be computed based upon pic->tl and pic->th
// cuz the piece may come from the scrap
if(y+pic->height > vid.height)
{
height = vid.height-y;
tl = 0;
th = (height-0.01)/pic->height;
}
else if (y < 0)
{
height = pic->height+y;
y = -y;
tl = (y-0.01)/pic->height;
th = (pic->height-0.01)/pic->height;
y = 0;
}
else
{
height = pic->height;
tl = gl->tl;
th = gl->th;//(height-0.01)/pic->height;
}
glColor4f (1,1,1,1);
GL_Bind (gl->texnum);
glBegin (GL_QUADS);
glTexCoord2f (gl->sl, tl);
glVertex2f (x, y);
glTexCoord2f (gl->sh, tl);
glVertex2f (x+pic->width, y);
glTexCoord2f (gl->sh, th);
glVertex2f (x+pic->width, y+height);
glTexCoord2f (gl->sl, th);
glVertex2f (x, y+height);
glEnd ();
}
/*
=============
Draw_TransPic
=============
*/
void Draw_TransPic (int x, int y, qpic_t *pic)
{
// byte *dest, *source, tbyte;
// unsigned short *pusdest;
// int v, u;
if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 ||
(unsigned)(y + pic->height) > vid.height)
{
Sys_Error ("Draw_TransPic: bad coordinates");
}
Draw_Pic (x, y, pic);
}
void Draw_TransPicCropped(int x, int y, qpic_t *pic)
{
Draw_PicCropped (x, y, pic);
}
/*
=============
Draw_TransPicTranslate
Only used for the player color selection menu
=============
*/
void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation)
{
int v, u, c;
unsigned trans[PLAYER_DEST_WIDTH * PLAYER_DEST_HEIGHT], *dest;
byte *src;
int p;
extern int setup_class;
GL_Bind (translate_texture[setup_class-1]);
c = pic->width * pic->height;
dest = trans;
for (v=0 ; v<64 ; v++, dest += 64)
{
src = &menuplyr_pixels[setup_class-1][ ((v*pic->height)>>6) *pic->width];
for (u=0 ; u<64 ; u++)
{
p = src[(u*pic->width)>>6];
if (p == 255)
dest[u] = p;
else
dest[u] = d_8to24table[translation[p]];
}
}
#if 0
{
int i;
for( i = 0; i < 64 * 64; i++ )
{
trans[i] = d_8to24table[translation[menuplyr_pixels[i]]];
}
}
#endif
{
int x, y;
for( x = 0; x < PLAYER_PIC_WIDTH; x++ )
for( y = 0; y < PLAYER_PIC_HEIGHT; y++ )
{
trans[y * PLAYER_DEST_WIDTH + x] = d_8to24table[translation[menuplyr_pixels[setup_class-1][y * PLAYER_PIC_WIDTH + x]]];
}
}
glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, PLAYER_DEST_WIDTH, PLAYER_DEST_HEIGHT,
0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
// glTexImage2D (GL_TEXTURE_2D, 0, 1, 64, 64, 0, GL_LUMINANCE, GL_UNSIGNED_BYTE, menuplyr_pixels);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
glColor3f (1,1,1);
glBegin (GL_QUADS);
glTexCoord2f (0, 0);
glVertex2f (x, y);
glTexCoord2f (( float )PLAYER_PIC_WIDTH / PLAYER_DEST_WIDTH, 0);
glVertex2f (x+pic->width, y);
glTexCoord2f (( float )PLAYER_PIC_WIDTH / PLAYER_DEST_WIDTH, ( float )PLAYER_PIC_HEIGHT / PLAYER_DEST_HEIGHT);
glVertex2f (x+pic->width, y+pic->height);
glTexCoord2f (0, ( float )PLAYER_PIC_HEIGHT / PLAYER_DEST_HEIGHT);
glVertex2f (x, y+pic->height);
glEnd ();
}
int M_DrawBigCharacter (int x, int y, int num, int numNext)
{
byte *dest;
byte *source;
unsigned short *pusdest;
int drawline;
int row, col;
float frow, fcol, xsize,ysize;
int add;
if (num == ' ') return 32;
if (num == '/') num = 26;
else num -= 65;
if (num < 0 || num >= 27) // only a-z and /
return 0;
if (numNext == '/') numNext = 26;
else numNext -= 65;
row = num/8;
col = num%8;
xsize = 0.125;
ysize = 0.25;
fcol = col*xsize;
frow = row*ysize;
GL_Bind (char_menufonttexture);
glBegin (GL_QUADS);
glTexCoord2f (fcol, frow);
glVertex2f (x, y);
glTexCoord2f (fcol + xsize, frow);
glVertex2f (x+20, y);
glTexCoord2f (fcol + xsize, frow + ysize);
glVertex2f (x+20, y+20);
glTexCoord2f (fcol, frow + ysize);
glVertex2f (x, y+20);
glEnd ();
if (numNext < 0 || numNext >= 27) return 0;
add = 0;
if (num == (int)'C'-65 && numNext == (int)'P'-65)
add = 3;
return BigCharWidth[num][numNext] + add;
}
/*
================
Draw_ConsoleBackground
================
*/
void Draw_ConsoleBackground (int lines)
{
Draw_Pic (0, lines-vid.height, conback);
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h)
{
glColor3f (1,1,1);
GL_Bind (*(int *)draw_backtile->data);
glBegin (GL_QUADS);
glTexCoord2f (x/64.0, y/64.0);
glVertex2f (x, y);
glTexCoord2f ( (x+w)/64.0, y/64.0);
glVertex2f (x+w, y);
glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
glVertex2f (x+w, y+h);
glTexCoord2f ( x/64.0, (y+h)/64.0 );
glVertex2f (x, y+h);
glEnd ();
}
/*
=============
Draw_Fill
Fills a box of pixels with a single color
=============
*/
void Draw_Fill (int x, int y, int w, int h, int c)
{
glDisable (GL_TEXTURE_2D);
glColor3f (host_basepal[c*3]/255.0,
host_basepal[c*3+1]/255.0,
host_basepal[c*3+2]/255.0);
glBegin (GL_QUADS);
glVertex2f (x,y);
glVertex2f (x+w, y);
glVertex2f (x+w, y+h);
glVertex2f (x, y+h);
glEnd ();
glColor3f (1,1,1);
glEnable (GL_TEXTURE_2D);
}
//=============================================================================
/*
================
Draw_FadeScreen
================
*/
void Draw_FadeScreen (void)
{
int bx,by,ex,ey;
int c;
glAlphaFunc(GL_ALWAYS, 0);
glEnable (GL_BLEND);
glDisable (GL_TEXTURE_2D);
// glColor4f (248.0/255.0, 220.0/255.0, 120.0/255.0, 0.2);
glColor4f (208.0/255.0, 180.0/255.0, 80.0/255.0, 0.2);
glBegin (GL_QUADS);
glVertex2f (0,0);
glVertex2f (vid.width, 0);
glVertex2f (vid.width, vid.height);
glVertex2f (0, vid.height);
glEnd ();
glColor4f (208.0/255.0, 180.0/255.0, 80.0/255.0, 0.035);
for(c=0;c<40;c++)
{
bx = rand() % vid.width-20;
by = rand() % vid.height-20;
ex = bx + (rand() % 40) + 20;
ey = by + (rand() % 40) + 20;
if (bx < 0) bx = 0;
if (by < 0) by = 0;
if (ex > vid.width) ex = vid.width;
if (ey > vid.height) ey = vid.height;
glBegin (GL_QUADS);
glVertex2f (bx,by);
glVertex2f (ex, by);
glVertex2f (ex, ey);
glVertex2f (bx, ey);
glEnd ();
}
glColor4f (1,1,1,1);
glEnable (GL_TEXTURE_2D);
glDisable (GL_BLEND);
glAlphaFunc(GL_GREATER, 0.666);
SB_Changed();
}
//=============================================================================
/*
================
Draw_BeginDisc
Draws the little blue disc in the corner of the screen.
Call before beginning any disc IO.
================
*/
void Draw_BeginDisc (void)
{
static int index = 0;
if (!draw_disc[index] || loading_stage) return;
index++;
if (index >= MAX_DISC) index = 0;
glDrawBuffer (GL_FRONT);
Draw_Pic (vid.width - 28, 0, draw_disc[index]);
glDrawBuffer (GL_BACK);
}
/*
================
Draw_EndDisc
Erases the disc icon.
Call after completing any disc IO
================
*/
void Draw_EndDisc (void)
{
}
/*
================
GL_Set2D
Setup as if the screen was 320*200
================
*/
void GL_Set2D (void)
{
glViewport (glx, gly, glwidth, glheight);
glMatrixMode(GL_PROJECTION);
glLoadIdentity ();
// glOrtho (0, 320, 200, 0, -99999, 99999);
glOrtho (0, vid.width, vid.height, 0, -99999, 99999);
glMatrixMode(GL_MODELVIEW);
glLoadIdentity ();
glDisable (GL_DEPTH_TEST);
glDisable (GL_CULL_FACE);
glDisable (GL_BLEND);
glEnable (GL_ALPHA_TEST);
// glDisable (GL_ALPHA_TEST);
glColor4f (1,1,1,1);
}
//====================================================================
/*
================
GL_FindTexture
================
*/
int GL_FindTexture (char *identifier)
{
int i;
gltexture_t *glt;
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (identifier, glt->identifier))
return gltextures[i].texnum;
}
return -1;
}
/*
================
GL_ResampleTexture
================
*/
void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight)
{
int i, j;
unsigned *inrow, *inrow2;
unsigned frac, fracstep;
unsigned p1[1024], p2[1024];
byte *pix1, *pix2, *pix3, *pix4;
fracstep = inwidth*0x10000/outwidth;
frac = fracstep>>2;
for (i=0 ; i<outwidth ; i++)
{
p1[i] = 4*(frac>>16);
frac += fracstep;
}
frac = 3*(fracstep>>2);
for (i=0 ; i<outwidth ; i++)
{
p2[i] = 4*(frac>>16);
frac += fracstep;
}
for (i=0 ; i<outheight ; i++, out += outwidth)
{
inrow = in + inwidth*(int)((i+0.25)*inheight/outheight);
inrow2 = in + inwidth*(int)((i+0.75)*inheight/outheight);
frac = fracstep >> 1;
for (j=0 ; j<outwidth ; j++)
{
pix1 = (byte *)inrow + p1[j];
pix2 = (byte *)inrow + p2[j];
pix3 = (byte *)inrow2 + p1[j];
pix4 = (byte *)inrow2 + p2[j];
((byte *)(out+j))[0] = (pix1[0] + pix2[0] + pix3[0] + pix4[0])>>2;
((byte *)(out+j))[1] = (pix1[1] + pix2[1] + pix3[1] + pix4[1])>>2;
((byte *)(out+j))[2] = (pix1[2] + pix2[2] + pix3[2] + pix4[2])>>2;
((byte *)(out+j))[3] = (pix1[3] + pix2[3] + pix3[3] + pix4[3])>>2;
}
}
}
/*
================
GL_MipMap
Operates in place, quartering the size of the texture
================
*/
void GL_MipMap (byte *in, int width, int height)
{
int i, j;
byte *out;
width <<=2;
height >>= 1;
out = in;
for (i=0 ; i<height ; i++, in+=width)
{
for (j=0 ; j<width ; j+=8, out+=4, in+=8)
{
out[0] = (in[0] + in[4] + in[width+0] + in[width+4])>>2;
out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2;
out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2;
out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2;
}
}
}
// Acts the same as glTexImage2D, except that it maps color into the
// current palette and uses paletteized textures.
static void fxPalTexImage2D (GLenum target, GLint level, GLint internalformat, GLsizei width, GLsizei height, GLint border, GLenum format, GLenum type, const GLvoid *pixels)
{
static unsigned char dest_image[256*256];
long i;
long mip_width, mip_height;
mip_width = width;
mip_height = height;
if( internalformat != 3 )
Sys_Error( "fxPalTexImage2D: internalformat != 3" );
for( i = 0; i < mip_width * mip_height; i++ )
{
int r, g, b, index;
r = ( ( unsigned char * )pixels )[i * 4];
g = ( ( unsigned char * )pixels )[i * 4+1];
b = ( ( unsigned char * )pixels )[i * 4+2];
r >>= 8 - INVERSE_PAL_R_BITS;
g >>= 8 - INVERSE_PAL_G_BITS;
b >>= 8 - INVERSE_PAL_B_BITS;
index = ( r << ( INVERSE_PAL_G_BITS + INVERSE_PAL_B_BITS ) ) |
( g << INVERSE_PAL_B_BITS ) |
b;
dest_image[i] = inverse_pal[index];
// dest_image[i] = ( ( unsigned char * )pixels )[i*4];
}
// glTexImage2D( target, level, 1, width, height, border, GL_LUMINANCE, GL_UNSIGNED_BYTE, dest_image );
glTexImage2D( target, level, 1, width, height, border, GL_COLOR_INDEX, GL_UNSIGNED_BYTE, dest_image );
/* if( fxMarkPalTextureExtension )
fxMarkPalTextureExtension();*/
}
/*
===============
GL_Upload32
===============
*/
void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha)
{
int samples;
static unsigned scaled[1024*512]; // [512*256];
int scaled_width, scaled_height;
for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1)
;
if (gl_round_down.value && scaled_width > width)
scaled_width >>= 1;
for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1)
;
if (gl_round_down.value && scaled_height > height)
scaled_height >>= 1;
if ((scaled_width >> (int)gl_picmip.value) &&
(scaled_height >> (int)gl_picmip.value))
{
scaled_width >>= (int)gl_picmip.value;
scaled_height >>= (int)gl_picmip.value;
}
if (scaled_width > gl_max_size.value)
scaled_width = gl_max_size.value;
if (scaled_height > gl_max_size.value)
scaled_height = gl_max_size.value;
if (scaled_width * scaled_height > sizeof(scaled)/4)
Sys_Error ("GL_LoadTexture: too big");
// 3dfx has some aspect ratio constraints. . . can't go beyond 8 to 1 or below 1 to 8.
if( is_3dfx )
{
if( scaled_width * 8 < scaled_height )
{
scaled_width = scaled_height >> 3;
}
else if( scaled_height * 8 < scaled_width )
{
scaled_height = scaled_width >> 3;
}
}
samples = alpha ? gl_alpha_format : gl_solid_format;
#if 0
if (mipmap)
gluBuild2DMipmaps (GL_TEXTURE_2D, samples, width, height, GL_RGBA, GL_UNSIGNED_BYTE, trans);
else if (scaled_width == width && scaled_height == height)
glTexImage2D (GL_TEXTURE_2D, 0, samples, width, height, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans);
else
{
gluScaleImage (GL_RGBA, width, height, GL_UNSIGNED_BYTE, trans,
scaled_width, scaled_height, GL_UNSIGNED_BYTE, scaled);
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
#else
if (scaled_width == width && scaled_height == height)
{
if (!mipmap)
{
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data);
goto done;
}
memcpy (scaled, data, width*height*4);
}
else
GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height);
texels += scaled_width * scaled_height;
// If you are on a 3Dfx card and your texture has no alpha, then download it
// as a palettized texture to save memory.
if( fxSetPaletteExtension && ( samples == 3 ) )
{
fxPalTexImage2D( GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled );
}
else
{
glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
if (mipmap)
{
int miplevel;
miplevel = 0;
while (scaled_width > 1 || scaled_height > 1)
{
GL_MipMap ((byte *)scaled, scaled_width, scaled_height);
scaled_width >>= 1;
scaled_height >>= 1;
if (scaled_width < 1)
scaled_width = 1;
if (scaled_height < 1)
scaled_height = 1;
miplevel++;
texels += scaled_width * scaled_height;
// If you are on a 3Dfx card and your texture has no alpha, then download it
// as a palettized texture to save memory.
if( fxSetPaletteExtension && ( samples == 3) )
{
fxPalTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
else
{
glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled);
}
}
}
done: ;
#endif
if (mipmap)
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
else
{
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max);
glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max);
}
}
static unsigned trans[640*480]; // FIXME, temporary
/*
===============
GL_Upload8
===============
*/
/*
* mode:
* 0 - standard
* 1 - color 0 transparent, odd - translucent, even - full value
* 2 - color 0 transparent
* 3 - special (particle translucency table)
*/
void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha, int mode)
{
int i, s;
qboolean noalpha;
int p;
s = width*height;
// if there are no transparent pixels, make it a 3 component
// texture even if it was specified as otherwise
if ((alpha || mode != 0) && mode != 10 )
{
noalpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 255)
noalpha = false;
trans[i] = d_8to24table[p];
}
for (i=0 ; i<s ; i++)
{
int n;
int r = 0, g = 0, b = 0;
p = data[i];
if (p == 255)
{
unsigned long neighbors[9];
int num_neighbors_valid = 0;
int neighbor_u, neighbor_v;
int u, v;
u = s % width;
v = s / width;
for( neighbor_u = u - 1; neighbor_u <= u + 1; neighbor_u++ )
{
for( neighbor_v = v - 1; neighbor_v <= v + 1; neighbor_v++ )
{
if( neighbor_u == neighbor_v )
continue;
// Make sure that we are accessing a texel in the image, not out of range.
if( neighbor_u < 0 || neighbor_u > width || neighbor_v < 0 || neighbor_v > height )
continue;
if( data[neighbor_u + neighbor_v * width] == 255 )
continue;
neighbors[num_neighbors_valid++] = trans[neighbor_u + neighbor_v * width];
}
}
if( num_neighbors_valid == 0 )
continue;
for( n = 0; n < num_neighbors_valid; n++ )
{
r += neighbors[n] & 0xff;
g += ( neighbors[n] & 0xff00 ) >> 8;
b += ( neighbors[n] & 0xff0000 ) >> 16;
}
r /= num_neighbors_valid;
g /= num_neighbors_valid;
b /= num_neighbors_valid;
if( r > 255 )
r = 255;
if( g > 255 )
g = 255;
if( b > 255 )
b = 255;
trans[i] = ( b << 16 ) | ( g << 8 ) | r;
// trans[i] = 0;
}
}
if (alpha && noalpha)
alpha = false;
switch( mode )
{
case 1:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
else if( p & 1 )
{
trans[i] &= 0x00ffffff;
trans[i] |= ( ( int )( 255 * r_wateralpha.value ) ) << 24;
}
else
{
trans[i] |= 0xff000000;
}
}
break;
case 2:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
if (p == 0)
trans[i] &= 0x00ffffff;
}
break;
case 3:
alpha = true;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24table[ColorIndex[p>>4]] & 0x00ffffff;
trans[i] |= ( int )ColorPercent[p&15] << 24;
//trans[i] = 0x7fff0000;
}
break;
}
}
else
{
if (s&3)
Sys_Error ("GL_Upload8: s&3");
for (i=0 ; i<s ; i+=4)
{
trans[i] = d_8to24table[data[i]];
trans[i+1] = d_8to24table[data[i+1]];
trans[i+2] = d_8to24table[data[i+2]];
trans[i+3] = d_8to24table[data[i+3]];
}
}
GL_Upload32 (trans, width, height, mipmap, alpha);
}
/*
================
GL_LoadTexture
================
*/
int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int mode)
{
qboolean noalpha;
int i, p, s;
gltexture_t *glt;
char search[64];
if (!vid_initialized)
return -1;
sprintf (search, "%s%d%d",identifier,width,height);
// see if the texture is allready present
if (identifier[0])
{
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (search, glt->identifier))
{
if (width != glt->width || height != glt->height)
Sys_Error ("GL_LoadTexture: cache mismatch");
return gltextures[i].texnum;
}
}
}
else
{
glt = &gltextures[numgltextures];
}
numgltextures++;
strcpy(glt->identifier, search);
glt->texnum = texture_extension_number;
glt->width = width;
glt->height = height;
glt->mipmap = mipmap;
GL_Bind(texture_extension_number );
GL_Upload8 (data, width, height, mipmap, alpha, mode);
texture_extension_number++;
return texture_extension_number-1;
}
/*
===============
GL_Upload8
===============
*/
/*
void GL_UploadTrans8 (byte *data, int width, int height, qboolean mipmap, byte Alpha)
{
int i, s;
int p;
unsigned NewAlpha;
NewAlpha = ((unsigned)Alpha)<<24;
s = width*height;
for (i=0 ; i<s ; i++)
{
p = data[i];
trans[i] = d_8to24table[p];
if (p != 255)
{
trans[i] &= 0x00ffffff;
trans[i] |= NewAlpha;
}
}
GL_Upload32 (trans, width, height, mipmap, true);
}
*/
/*
================
GL_LoadTransTexture
================
*/
/*int GL_LoadTransTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, byte Alpha)
{
qboolean noalpha;
int i, p, s;
gltexture_t *glt;
// see if the texture is allready present
if (identifier[0])
{
for (i=0, glt=gltextures ; i<numgltextures ; i++, glt++)
{
if (!strcmp (identifier, glt->identifier))
{
if (width != glt->width || height != glt->height)
Sys_Error ("GL_LoadTexture: cache mismatch");
return gltextures[i].texnum;
}
}
}
else
glt = &gltextures[numgltextures];
numgltextures++;
strcpy (glt->identifier, identifier);
glt->texnum = texture_extension_number;
glt->width = width;
glt->height = height;
glt->mipmap = mipmap;
GL_Bind(texture_extension_number );
GL_UploadTrans8 (data, width, height, mipmap, Alpha);
texture_extension_number++;
return texture_extension_number-1;
}
*/
/*
================
GL_LoadPicTexture
================
*/
int GL_LoadPicTexture (qpic_t *pic)
{
return GL_LoadTexture ("", pic->width, pic->height, pic->data, false, true, 0);
}
/*
* $Log: /H2 Mission Pack/gl_draw.c $
*
* 2 2/26/98 3:09p Jmonroe
* fixed gl for numclasses
*
* 34 9/30/97 6:12p Rlove
* Updates
*
* 33 9/30/97 4:22p Rjohnson
* PowerVRUpdates
*
* 32 9/25/97 2:10p Rjohnson
* Smaller status bar
*
* 31 9/23/97 9:47p Rjohnson
* Fix for dedicated gl server and color maps for sheeps
*
* 30 9/09/97 10:49a Rjohnson
* Updates
*
* 29 9/03/97 9:10a Rjohnson
* Update
*
* 28 9/02/97 12:25a Rjohnson
* Font Update
*
* 27 8/31/97 9:27p Rjohnson
* GL Updates
*
* 24 8/20/97 2:05p Rjohnson
* fix for internationalization
*
* 23 8/20/97 11:40a Rjohnson
* Character Fixes
*
* 22 8/19/97 10:35p Rjohnson
* Fix for loading plaque
*
* 21 8/18/97 12:03a Rjohnson
* Added loading progress
*
* 20 8/15/97 11:27a Rlove
* Changed MAX_CACHED_PICS to 256
*
* 19 6/17/97 10:03a Rjohnson
* GL Updates
*
* 18 6/16/97 4:25p Rjohnson
* Fixed a few minor things
*
* 17 6/16/97 5:28a Rjohnson
* Minor fixes
*
* 16 6/15/97 7:52p Rjohnson
* Added new paused and loading graphics
*
* 15 6/10/97 9:09a Rjohnson
* GL Updates
*
* 14 6/06/97 5:17p Rjohnson
* New console characters
*
* 13 6/02/97 3:42p Gmctaggart
* GL Catchup
*
* 12 4/30/97 11:20p Bgokey
*
* 11 4/18/97 11:24a Rjohnson
* Changed the background of the menus when in the game
*
* 10 4/17/97 3:42p Rjohnson
* Modifications for the gl version for menus
*
* 9 4/17/97 12:14p Rjohnson
* Modified the cropped drawing routine
*
* 8 3/22/97 5:19p Rjohnson
* No longer has static large arrays for texture loading
*
* 7 3/22/97 3:22p Rjohnson
* Moved the glpic structure to the glquake.h header file
*
* 6 3/13/97 10:53p Rjohnson
* Support for small font and uploading a texture with a specific alpha
* value
*
* 5 3/13/97 12:24p Rjohnson
* Implemented the draw "cropped" commands in the gl version
*
* 4 3/07/97 5:54p Rjohnson
* Made it so that gl_round_down defaults to 0
*
* 3 3/07/97 1:06p Rjohnson
* Id Updates
*
* 2 2/20/97 12:13p Rjohnson
* Code fixes for id update
*/