/* 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 the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // draw.c -- this is the only file outside the refresh that touches the // vid buffer #include "quakedef.h" #include #define GL_COLOR_INDEX8_EXT 0x80E5 extern unsigned char d_15to8table[65536]; cvar_t cg_conclock = {"cg_conclock", "1", true}; shader_t *draw_disc = NULL; //Hard disc activity shader shader_t *draw_backtile = NULL; //Shader to tile when screen is sized down shader_t *draw_conback = NULL; //Console Backbround shader int char_texture; //the font (one of the only things left that doesn't have shaders) void GL_Bind (int texnum) { if (currenttexture == texnum) return; currenttexture = texnum; //#ifdef _WIN32 // bindTexFunc (GL_TEXTURE_2D, texnum); //#else glBindTexture(GL_TEXTURE_2D, texnum); //#endif /* Don't do this anisotropy is part of the texture state, it is set when you bind the texture if (gl_texturefilteranisotropic) // anisotropic texture filtering { glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel); } */ } void GL_BindAdvanced(gltexture_t *tex) { if (tex->dynamic) { Roq_UpdateTexture(tex); } GL_Bind(tex->texnum); } /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers ============================================================================= */ /* #define MAX_SCRAPS 2 #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 texnum; for (texnum=0 ; texnum= 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 unused because of "#if 0". int x, y; char ver[40]; int start; byte *ncdata; // int fstep; // unused because of "#if 0". Cvar_RegisterVariable (&gl_max_size); Cvar_RegisterVariable (&gl_picmip); Cvar_RegisterVariable (&gl_gloss); Cvar_RegisterVariable (&gl_compress_textures); Cvar_RegisterVariable (&willi_gray_colormaps); Cvar_RegisterVariable (&cg_conclock); // 3dfx can only handle 256 wide textures if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) || strstr((char *)gl_renderer, "Glide")) Cvar_Set ("gl_max_size", "256"); Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f); Cmd_AddCommand ("roq_info", &Roq_Info_f); Cmd_AddCommand ("gl_texcache",Print_Tex_Cache_f); Cmd_AddCommand ("reloadTextures",ReloadTextures_f); Cmd_AddCommand ("reloadShaders", R_ReloadShaders_f); // Load the console font char_texture = EasyTgaLoad("textures/system/charset.tga"); //Global images glow_texture_object = GL_Load2DAttenTexture(); atten3d_texture_object = GL_Load3DAttenTexture(); normcube_texture_object = GL_LoadNormalizationCubemap(); halo_texture_object = EasyTgaLoad("penta/utflare5.tga"); for (i=0; i<8; i++) { char name[32]; sprintf(name,"penta/caust%02.2i.tga",i*4); caustics_textures[i] = EasyTgaLoad(name); } //Load mirror dummys R_InitMirrorChains(); R_InitGlare(); } /* ================ 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, int num) { int row, col, nnum; float frow, fcol, size; /* use shaders for fonts ? float glyph_width, glyph_height; shader_t *shader; vec3_t vertices[4]; float texcoords[8]; int indecies[]={0,1,2,2,1,3}; vertexdef_t verts[]={ vertices,0, // vertices texcoords,0, // texcoords NULL,0, // lightmapcoords NULL,0, // tangents NULL,0, // binormals NULL,0, // normals NULL,0 // colors }; glyph_pix_width = 8; glyph_pix_height = 16; vertices[0][0] = x; vertices[0][1] = y; vertices[0][3] = 0.0f; texcoords[0] = fcol; texcoords[1] = frow; vertices[1][0] = x + glyph_pix_width; vertices[1][1] = y ; vertices[1][3] = 0.0f; texcoords[2] = fcol + glyph_width; texcoords[3] = frow; vertices[2][0] = x; vertices[2][1] = y + glyph_pix_height; vertices[2][3] = 0.0f; texcoords[4] = fcol; texcoords[5] = frow + glyph_height; vertices[3][0] = x + glyph_pix_width; vertices[3][1] = y + glyph_pix_height; vertices[3][3] = 0.0f; texcoords[6] = fcol + glyph_width; texcoords[7] = frow + glyph_height; */ if (num == 32) return; // space if (num > 127) glColor3ub(255,50,10); else glColor3ub(255,255,255); nnum = num & 127; if (y <= 0) return; // totally off screen row = nnum>>4; col = nnum&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); GL_Bind (char_texture); glBegin (GL_QUADS); glTexCoord2f (fcol, frow); glVertex2f (x, y); glTexCoord2f (fcol + size, frow); glVertex2f (x+8, y); glTexCoord2f (fcol + size, frow + size); glVertex2f (x+8, y+16); glTexCoord2f (fcol, frow + size); glVertex2f (x, y+16); glEnd (); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); if (num > 127) glColor3ub(255,255,255); } /* ================ Draw_String ================ */ void Draw_String (int x, int y, char *str) { while (*str) { Draw_Character (x, y, *str); str++; x += 8; } } /* ============= Draw_Pic ============= */ void Draw_Pic (int x1, int y1, int x2, int y2, shader_t *shader) { vec3_t vertices[] = { {x1,y1,0.0f}, {x2,y1,0.0f}, {x1,y2,0.0f}, {x2,y2,0.0f} }; float texcoords[] = { 0.0f,0.0f, 1.0f,0.0f, 0.0f,1.0f, 1.0f,1.0f }; float *lighmapscoords = NULL; float *tangents = NULL; float *binormals = NULL; float *normals = NULL; unsigned char *colors = NULL; int indecies[]={0,1,2,2,1,3}; vertexdef_t verts[]={ vertices[0],0, // vertices texcoords,0, // texcoords lighmapscoords,0, // lightmapcoords tangents,0, // tangents binormals,0, // binormals normals,0, // normals colors,0 // colors }; gl_bumpdriver.drawTriangleListBase ( verts, indecies, 6, shader, -1); } /* ============= Draw_Border A border is 4 quads, they fit inside the given rectangle. ============= */ void Draw_Border (int x1, int y1, int x2, int y2, int borderWidth, shader_t *shader) { float texcoords[32]; int indecies[24]; int baseindecies[]={0,1,2,2,3,0}; float basetexcoords[] = {0.0f,0.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,1.0f}; int i, j; vec3_t vertices[] = { {x1,y1,0.0f}, {x2,y1,0.0f}, {x2-borderWidth,y1+borderWidth,0.0f}, {x1+borderWidth,y1+borderWidth,0.0f}, {x2,y1,0.0f}, {x2,y2,0.0f}, {x2-borderWidth,y2-borderWidth,0.0f}, {x2-borderWidth,y1+borderWidth,0.0f}, {x2,y2,0.0f}, {x1,y2,0.0f}, {x1+borderWidth,y2-borderWidth,0.0f}, {x2-borderWidth,y2-borderWidth,0.0f}, {x1,y2,0.0f}, {x1,y1,0.0f}, {x1+borderWidth,y1+borderWidth,0.0f}, {x1+borderWidth,y2-borderWidth,0.0f} }; float *lighmapscoords = NULL; float *tangents = NULL; float *binormals = NULL; float *normals = NULL; unsigned char *colors = NULL; vertexdef_t verts[]={ vertices[0],0, // vertices texcoords,0, // texcoords lighmapscoords,0, // lightmapcoords tangents,0, // tangents binormals,0, // binormals normals,0, // normals colors,0 // colors }; //FIXME: Make some parts static so we don't have to redo for every border we draw for (i=0; i<4; i++) { for (j=0; j<6; j++) { indecies[i*6+j] = baseindecies[j]+i*4; } for (j=0; j<4; j++) { texcoords[i*8+j*2] = basetexcoords[j*2]; texcoords[i*8+j*2+1] = basetexcoords[j*2+1]; } } gl_bumpdriver.drawTriangleListBase ( verts, indecies, 24, shader, -1); } /* ============= Draw_AlphaPic ============= */ void Draw_AlphaPic (int x1, int y1, int x2, int y2, shader_t *pic, float alpha) { glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); // glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA); // glCullFace(GL_FRONT); glColor4f (1,1,1,alpha); Draw_Pic (x1, y1, x2, y2, pic); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } /* ================ Draw_ConsoleBackground ================ */ void Draw_ConsoleBackground (int lines) { if (!draw_conback) { Draw_FillRGB (0, lines - vid.height, vid.width, lines, 0.0f, 0.0f, 1.0f); } else { Draw_Pic (0, lines - vid.height, vid.width, lines, draw_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) { if (!draw_backtile) { Draw_FillRGB (x, y, w, h, 0.5f, 0.5f, 0.5f); return; } if (!draw_backtile->numcolorstages) { Draw_FillRGB (x, y, w, h, 0.5f, 0.5f, 0.5f); return; } //FIXME: This is not really a shader glColor3f (1,1,1); GL_Bind (*(int *)draw_backtile->colorstages[0].texture[0]->texnum); 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_Fill Fills a box of pixels with a single color ============= */ void Draw_FillRGB (int x, int y, int w, int h, float r, float g, float b) { glDisable (GL_TEXTURE_2D); glColor3f (r,g,b); 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) { glEnable (GL_BLEND); glDisable (GL_TEXTURE_2D); glColor4f (0, 0, 0, 0.8); glBegin (GL_QUADS); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor4f (1,1,1,1); glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); Sbar_Changed(); } //============================================================================= /* ================ Draw_BeginDisc Draws the little blue disc in the corner of the screen. Call before beginning any disc IO. ================ */ void Draw_BeginDisc (void) { if (!draw_disc) return; glDrawBuffer (GL_FRONT); Draw_Pic (vid.width - 24, 0, vid.width + 8, 32, draw_disc); 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, 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); //PENTA: fix console font glEnable(GL_BLEND); glAlphaFunc(GL_GREATER,0.01); // glDisable (GL_ALPHA_TEST); glColor4f (1,1,1,1); } //====================================================================