/* 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 gl_nobind = {"gl_nobind", "0"}; cvar_t gl_max_size = {"gl_max_size", "1024"}; cvar_t gl_picmip = {"gl_picmip", "0"}; cvar_t gl_gloss = {"gl_gloss", "0.3"}; cvar_t gl_compress_textures = {"gl_compress_textures", "0"}; cvar_t willi_gray_colormaps = {"willi_gray_colormaps", "0"}; */ cvar_t cg_conclock = {"cg_conclock", "1", true}; byte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; int translate_texture; int char_texture; /* int glow_texture_object; //PENTA: gl texture object of the glow texture int normcube_texture_object; //PENTA: normalization cubemap int atten1d_texture_object; int atten2d_texture_object; int atten3d_texture_object; int halo_texture_object; */ typedef struct { int texnum; float sl, tl, sh, th; } glpic_t; 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; typedef struct { int texnum; char identifier[64]; int width, height; qboolean mipmap; int type; //gl texture type like GL_TEXTURE_2D etc... } gltexture_t; #define MAX_GLTEXTURES 1024 gltexture_t gltextures[MAX_GLTEXTURES]; int numgltextures; qboolean is_overriden; // added local prototypes. int GL_Load2DAttenTexture (void); int GL_Load3DAttenTexture (void); int GL_LoadBumpTexture (void); int GL_LoadNormalizationCubemap (void); int GL_LoadPicTexture (qpic_t *pic); */ void GL_Bind (int texnum) { if (gl_nobind.value) texnum = char_texture; 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 ; idata; // 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); scrap_dirty = true; k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; 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 { 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 ; iname)) return &pic->pic; if (menu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS"); menu_numcachepics++; strncpy (pic->name, path,sizeof(pic->name)); // // 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 if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, 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); 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>>4; col = num&15; source = draw_chars + (row<<10) + (col<<3); drawline = 8; while (drawline--) { for (x=0 ; x<8 ; x++) if (source[x] != 255) dest[x] = 0x60 + source[x]; source += 128; dest += 320; } } /* =============== Draw_Init =============== */ void Draw_Init (void) { int i; qpic_t *cb; byte *dest /*, *src*/; // unused because of "#if 0". int x, y; char ver[40]; glpic_t *gl; int start; byte *ncdata; // int fstep; // unused because of "#if 0". Cvar_RegisterVariable (&gl_nobind); 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); // 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"); for (i=0 ; i<256*64 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color // now turn them into textures char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true, false); start = Hunk_LowMark(); cb = (qpic_t *)COM_LoadTempFile ("gfx/conback.lmp"); if (!cb) Sys_Error ("Couldn't load gfx/conback.lmp"); SwapPic (cb); // hack the version number directly into the pic #if defined(__linux__) sprintf (ver, "(Linux %2.2f, gl %4.2f) %4.2f", (float)LINUX_VERSION, (float)GLQUAKE_VERSION, (float)VERSION); #elif defined (__APPLE__) || defined (MACOSX) sprintf (ver, "(MACOS X %2.2f, gl %4.2f) %4.2f", (float)MACOSX_VERSION, (float)GLQUAKE_VERSION, (float)VERSION); #else sprintf (ver, "(st %4.2f) %4.2f", (float)STQUAKE_VERSION, (float)VERSION); #endif dest = cb->data + 320*186 + 320 - 11 - 8*strlen(ver); y = strlen(ver); for (x=0 ; xwidth = vid.conwidth; conback->height = vid.conheight; // scale console to vid size dest = ncdata = Hunk_AllocName(vid.conwidth * vid.conheight, "conback"); for (y=0 ; ydata + cb->width * (y*cb->height/vid.conheight); if (vid.conwidth == cb->width) memcpy (dest, src, vid.conwidth); else { f = 0; fstep = cb->width*0x10000/vid.conwidth; for (x=0 ; x>16]; f += fstep; dest[x+1] = src[f>>16]; f += fstep; dest[x+2] = src[f>>16]; f += fstep; dest[x+3] = src[f>>16]; f += fstep; } } } #else conback->width = cb->width; conback->height = cb->height; ncdata = cb->data; #endif glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl = (glpic_t *)conback->data; gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false, false); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; conback->width = vid.width; conback->height = vid.height; // free loaded console Hunk_FreeToLowMark(start); // save a texture slot for translated picture translate_texture = texture_extension_number++; // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; // // get the other pics we need // draw_disc = Draw_PicFromWad ("disc"); draw_backtile = Draw_PicFromWad ("backtile"); //PENTA: load fallof glow glow_texture_object = GL_Load2DAttenTexture(); atten3d_texture_object = GL_Load3DAttenTexture(); //Load nomalization cube map 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 water shader textures InitShaderTex(); //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; if (num == 32) return; // space if (num > 127) glColor3ub(255,50,10); nnum = num & 127; //nnum = nnum if (y <= -8) return; // totally off screen row = nnum>>4; col = nnum&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; 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 (); 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_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) { } void Draw_GLPic (int x, int y, int xs, int ys, glpic_t *gl) { GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (xs, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (xs, ys); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, ys); glEnd (); } /* ============= Draw_AlphaPic ============= */ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; 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_GLPic (x, y, x+pic->width, y+pic->height, gl); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } /* ============= Draw_Pic ============= */ void Draw_Pic (int x, int y, qpic_t *pic) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glColor4f (1,1,1,1); Draw_GLPic (x, y, x+pic->width, y+pic->height, gl); } /* ============= Draw_TransPic ============= */ void Draw_TransPic (int x, int y, qpic_t *pic) { 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); } /* ============== Draw_PicFilled ============== */ void Draw_PicFilled (int x, int y, int xs, int ys, qpic_t *pic) { glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glColor4f (1,1,1,1); Draw_GLPic (x, y, xs, ys, gl); } /* =================== Draw_TransPicFilled =================== */ void Draw_TransPicFilled (int x, int y, int xs, int ys, qpic_t *pic) { if (x < 0 || (unsigned)(xs) > vid.width || y < 0 || (unsigned)(ys) > vid.height) { Sys_Error ("Draw_TransPic: bad coordinates (%d ,%d )\n", x, y); } Draw_PicFilled (x, y, xs, ys, 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[64*64], *dest; byte *src; int p; GL_Bind (translate_texture); c = pic->width * pic->height; dest = trans; for (v=0 ; v<64 ; v++, dest += 64) { src = &menuplyr_pixels[ ((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]]; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); 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 (1, 0); glVertex2f (x+pic->width, y); glTexCoord2f (1, 1); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (0, 1); glVertex2f (x, y+pic->height); glEnd (); } /* ================ Draw_ConsoleBackground ================ */ void Draw_ConsoleBackground (int lines) { int y = (vid.height * 3) >> 2; int x, i; char tl[80]; //Console Clock - Eradicator char timebuf[20]; if (lines > y) Draw_Pic(0, lines - vid.height, conback); else Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); if ( cg_conclock.value ) { Sys_Strtime( timebuf ); y = lines-14; sprintf (tl, "Time: %s",timebuf); //Console Clock - Eradicator x = vid.conwidth - (vid.conwidth*12/vid.width*12) + 30; for (i=0 ; i < strlen(tl) ; i++) Draw_Character (x + i * 8, y, tl[i] | 0x80); } } void Draw_SpiralConsoleBackground (int lines) //Spiral Console - Eradicator { int x, i; int y; static float xangle = 0, xfactor = .3f, xstep = .01f; char tl[80]; //Console Clock - Eradicator char timebuf[20]; Sys_Strtime( timebuf ); glPushMatrix(); glMatrixMode(GL_TEXTURE); glPushMatrix(); glLoadIdentity(); xangle += 1.0f; xfactor += xstep; if (xfactor > 8 || xfactor < .3f) xstep = -xstep; glRotatef(xangle, 0, 0, 1); glScalef(xfactor, xfactor, xfactor); y = (vid.height * 3) >> 2; if (lines > y) Draw_Pic(0, lines-vid.height, conback); else Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); glPopMatrix(); glMatrixMode(GL_MODELVIEW); glPopMatrix(); if ( cg_conclock.value ) { y = lines-14; sprintf (tl, "Time: %s",timebuf); //Console Clock - Eradicator x = vid.conwidth - (vid.conwidth*12/vid.width*12) + 30; for (i=0 ; i < strlen(tl) ; i++) Draw_Character (x + i * 8, y, tl[i] | 0x80); } } /* ============= 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) { 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, 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); } //====================================================================