6c7ca2fd05
Added font support
827 lines
18 KiB
C
827 lines
18 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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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 the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// draw.c -- this is the only file outside the refresh that touches the
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// vid buffer
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#include "quakedef.h"
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#include <stdlib.h>
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#define GL_COLOR_INDEX8_EXT 0x80E5
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cvar_t cg_conclock = {"cg_conclock", "1", true};
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shader_t *draw_disc = NULL; //Hard disc activity shader
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shader_t *draw_backtile = NULL; //Shader to tile when screen is sized down
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shader_t *draw_conback = NULL; //Console Backbround shader
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int char_texture; //the font (one of the only things left that doesn't have shaders)
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void GL_Bind (int texnum)
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{
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if (currenttexture == texnum)
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return;
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currenttexture = texnum;
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//#ifdef _WIN32
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// bindTexFunc (GL_TEXTURE_2D, texnum);
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//#else
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glBindTexture(GL_TEXTURE_2D, texnum);
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//#endif
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/*
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Don't do this anisotropy is part of the texture state, it is set when you bind the texture
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if (gl_texturefilteranisotropic) // <AWE> anisotropic texture filtering
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{
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glTexParameterfv (GL_TEXTURE_2D, GL_TEXTURE_MAX_ANISOTROPY_EXT, &gl_textureanisotropylevel);
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}
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*/
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}
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void GL_BindAdvanced(gltexture_t *tex) {
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if (tex->dynamic) {
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Roq_UpdateTexture(tex);
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}
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GL_Bind(tex->texnum);
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}
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void Print_Tex_Cache_f(void);
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void R_ReloadShaders_f(void);
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void ReloadTextures_f(void);
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/*
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===============
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Draw_Init
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===============
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*/
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void Draw_Init (void)
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{
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int i;
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int maxsize;
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char buf[64];
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Cvar_RegisterVariable (&gl_max_size);
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Cvar_RegisterVariable (&gl_picmip);
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Cvar_RegisterVariable (&gl_gloss);
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Cvar_RegisterVariable (&gl_compress_textures);
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Cvar_RegisterVariable (&willi_gray_colormaps);
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Cvar_RegisterVariable (&cg_conclock);
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//Check maximum texture size
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glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
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sprintf(buf,"%i",maxsize);
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Cvar_Set ("gl_max_size", buf);
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Con_Printf("GL_MAX_TEXTURE_SIZE %i\n", maxsize);
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Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f);
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Cmd_AddCommand ("roq_info", &Roq_Info_f);
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Cmd_AddCommand ("gl_texcache",Print_Tex_Cache_f);
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Cmd_AddCommand ("reloadTextures",ReloadTextures_f);
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Cmd_AddCommand ("reloadShaders", R_ReloadShaders_f);
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// Load the console font
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char_texture = EasyTgaLoad("textures/system/charset.tga");
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//Global images
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glow_texture_object = GL_Load2DAttenTexture();
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atten3d_texture_object = GL_Load3DAttenTexture();
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normcube_texture_object = GL_LoadNormalizationCubemap();
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halo_texture_object = EasyTgaLoad("penta/utflare5.tga");
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for (i=0; i<8; i++) {
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char name[32];
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sprintf(name,"penta/caust%02.2i.tga",i*4);
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caustics_textures[i] = EasyTgaLoad(name);
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}
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//Load mirror dummys
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R_InitMirrorChains();
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R_InitGlare();
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}
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/*
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================
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Draw_Character
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Draws one 8*8 graphics character with 0 being transparent.
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It can be clipped to the top of the screen to allow the console to be
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smoothly scrolled off.
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================
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*/
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void Draw_Character (int x, int y, int num)
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{
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int row, col, nnum;
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float frow, fcol, size;
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/* use shaders for fonts ?
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float glyph_width, glyph_height;
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shader_t *shader;
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vec3_t vertices[4];
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float texcoords[8];
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int indecies[]={0,1,2,2,1,3};
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vertexdef_t verts[]={
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vertices,0, // vertices
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texcoords,0, // texcoords
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NULL,0, // lightmapcoords
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NULL,0, // tangents
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NULL,0, // binormals
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NULL,0, // normals
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NULL,0 // colors
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};
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glyph_pix_width = 8;
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glyph_pix_height = 16;
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vertices[0][0] = x;
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vertices[0][1] = y;
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vertices[0][3] = 0.0f;
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texcoords[0] = fcol;
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texcoords[1] = frow;
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vertices[1][0] = x + glyph_pix_width;
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vertices[1][1] = y ;
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vertices[1][3] = 0.0f;
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texcoords[2] = fcol + glyph_width;
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texcoords[3] = frow;
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vertices[2][0] = x;
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vertices[2][1] = y + glyph_pix_height;
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vertices[2][3] = 0.0f;
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texcoords[4] = fcol;
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texcoords[5] = frow + glyph_height;
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vertices[3][0] = x + glyph_pix_width;
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vertices[3][1] = y + glyph_pix_height;
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vertices[3][3] = 0.0f;
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texcoords[6] = fcol + glyph_width;
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texcoords[7] = frow + glyph_height;
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*/
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if (num == 32)
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return; // space
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if (num > 127) glColor3ub(255,50,10);
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else glColor3ub(255,255,255);
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nnum = num & 127;
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if (y <= 0)
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return; // totally off screen
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row = nnum>>4;
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col = nnum&15;
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frow = row*0.0625;
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fcol = col*0.0625;
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size = 0.0625;
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glDisable(GL_ALPHA_TEST);
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glEnable (GL_BLEND);
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glBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
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GL_Bind (char_texture);
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glBegin (GL_QUADS);
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glTexCoord2f (fcol, frow);
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glVertex2f (x, y);
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glTexCoord2f (fcol + size, frow);
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glVertex2f (x+8, y);
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glTexCoord2f (fcol + size, frow + size);
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glVertex2f (x+8, y+16);
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glTexCoord2f (fcol, frow + size);
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glVertex2f (x, y+16);
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glEnd ();
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glEnable(GL_ALPHA_TEST);
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glDisable (GL_BLEND);
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if (num > 127) glColor3ub(255,255,255);
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}
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/*
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================
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Draw_String
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================
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*/
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void Draw_String (int x, int y, char *str)
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{
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while (*str)
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{
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Draw_Character (x, y, *str);
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str++;
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x += 8;
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}
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}
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typedef struct {
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int ofsx; //x offset into the texture
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int ofsy; //y offset into the texture
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int A; //Width of whitespace to the left of the char
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int B; //Width of the char's pixels
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int C; //Width of the whiretspace to the right of the char
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} drawchar_t;
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typedef struct drawfont_s {
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char name[64];
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drawchar_t metrics[256];
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shader_t *shader;
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int width; //width of the font texture
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int height; //height of the font texture
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int charHeight; //height of a single character
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} drawfont_t;
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#define MAX_FONT_CACHE 128
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static drawfont_t fontCache[MAX_FONT_CACHE];
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static int numFonts = 0;
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static void Draw_FillDefaultFont(drawfont_t *defaultFont) {
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int i;
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strcpy(defaultFont->name,"DEFAULT");
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defaultFont->width = 128;
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defaultFont->height = 256;
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defaultFont->charHeight = 16;
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defaultFont->shader = GL_ShaderForName("screen/font");
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for (i=0; i<256; i++) {
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defaultFont->metrics[i].ofsx = (i&15)*8;
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defaultFont->metrics[i].ofsy = (i>>4)*defaultFont->charHeight;
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defaultFont->metrics[i].A = 0;
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defaultFont->metrics[i].B = 8;
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defaultFont->metrics[i].C = 0;
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}
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}
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/**
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Load a shader and the font metrics to go along with that shader.
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*/
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static void Draw_LoadFont(const char *name, drawfont_t *font) {
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char filename[128];
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short *data;
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int i;
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sprintf(filename,"%s.dat",name);
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data = (short *)COM_LoadTempFile(filename);
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//if the data was not found make it the default font
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if (!data) {
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Con_Printf("Error: Font file %s not found\n", filename);
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Draw_FillDefaultFont(font);
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strcpy(font->name,name);
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return;
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}
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strcpy(font->name,name);
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font->width = 256;
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font->height = 256;
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font->charHeight = 16;
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font->shader = GL_ShaderForName(name);
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for (i=0; i<256; i++) {
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font->metrics[i].ofsx = data[0];
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font->metrics[i].ofsy = (i>>4)*font->charHeight;
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font->metrics[i].A = data[1];
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font->metrics[i].B = data[2];
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font->metrics[i].C = data[3];
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data += 4;
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}
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}
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void Draw_InitFonts() {
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numFonts = 0;
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Draw_FillDefaultFont(&fontCache[0]);
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numFonts++;
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}
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drawfont_t *Draw_FontForName(const char *name) {
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int i;
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//see if it exists
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for (i=0; i<numFonts; i++) {
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if (!strcmp(name, fontCache[i].name)) {
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return &fontCache[i];
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}
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}
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//load a new font
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if (numFonts < MAX_FONT_CACHE) {
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Draw_LoadFont(name, &fontCache[numFonts]);
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numFonts++;
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return &fontCache[numFonts-1];
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}
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Sys_Error("To many fonts loaded\n");
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return NULL;
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}
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drawfont_t *Draw_DefaultFont(void) {
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return &fontCache[0];
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}
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#define CHAR_BATCH 64
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#define MAX_CHARV CHAR_BATCH*4
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#define MAX_CHARI CHAR_BATCH*6
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static float vertBuff[MAX_CHARV*3];
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static float texBuff[MAX_CHARV*2];
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static int indexBuff[MAX_CHARI];
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static int numIndices;
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static int numVerts;
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static float *verts;
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static float *texcoords;
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static int *indices;
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static void Draw_EmitFontChar(drawfont_t *f, char ch, int y, int *linepos) {
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float uofs, vofs, usize, vsize;
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drawchar_t *c = &f->metrics[ch];
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//Advance cursor position
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(*linepos) += c->A;
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//Don't draw spaces
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if (ch == ' ') {
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(*linepos) += c->B;
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(*linepos) += c->C;
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return;
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}
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//Calculate texture coords
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uofs = c->ofsx / (float)f->width;
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vofs = c->ofsy / (float)f->height;
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usize = c->B / (float)f->width;
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vsize = f->charHeight / (float)f->height;
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//Add vertices to the buffer
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verts[0] = (*linepos);
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verts[1] = y;
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verts[2] = 0;
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verts += 3;
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texcoords[0] = uofs;
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texcoords[1] = vofs;
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texcoords += 2;
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verts[0] = (*linepos)+c->B;
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verts[1] = y;
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verts[2] = 0;
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verts += 3;
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texcoords[0] = uofs+usize;
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texcoords[1] = vofs;
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texcoords += 2;
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verts[0] = (*linepos)+c->B;
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verts[1] = y+f->charHeight;
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verts[2] = 0;
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verts += 3;
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texcoords[0] = uofs+usize;
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texcoords[1] = vofs+vsize;
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texcoords += 2;
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verts[0] = (*linepos);
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verts[1] = y+f->charHeight;
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verts[2] = 0;
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verts += 3;
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texcoords[0] = uofs;
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texcoords[1] = vofs+vsize;
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texcoords += 2;
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//Add to the index buffer
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indices[0] = numVerts+0;
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indices[1] = numVerts+1;
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indices[2] = numVerts+2;
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indices[3] = numVerts+2;
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indices[4] = numVerts+3;
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indices[5] = numVerts+0;
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indices += 6;
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numIndices += 6;
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numVerts +=4;
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//Advance cursor position
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(*linepos) += c->B;
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(*linepos) += c->C;
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}
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/**
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Draw a string with the given font
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*/
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void Draw_StringFont(int x, int y, char *str, drawfont_t *font) {
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float *lighmapscoords = NULL;
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float *tangents = NULL;
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float *binormals = NULL;
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float *normals = NULL;
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unsigned char *colors = NULL;
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int xofs;
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vertexdef_t vertDef[]={
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&vertBuff[0],0, // vertices
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&texBuff[0],0, // texcoords
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lighmapscoords,0, // lightmapcoords
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tangents,0, // tangents
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binormals,0, // binormals
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normals,0, // normals
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colors,0 // colors
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};
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numIndices = 0;
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numVerts = 0;
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verts = &vertBuff[0];
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texcoords = &texBuff[0];
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indices = &indexBuff[0];
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xofs = x;
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while (*str) {
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//Newlines
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if ((*str) == '\n') {
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y+=font->charHeight;
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xofs = x;
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str++;
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continue;
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}
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//Add it to the vertex buffer
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Draw_EmitFontChar(font, (*str), y, &xofs);
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//Draw in 64 char batches
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if (numIndices >= MAX_CHARI) {
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gl_bumpdriver.drawTriangleListBase ( vertDef, indexBuff, numIndices, font->shader, -1);
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numIndices = 0;
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numVerts = 0;
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verts = &vertBuff[0];
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texcoords = &texBuff[0];
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indices = &indexBuff[0];
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}
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str++;
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}
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if (numIndices) {
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gl_bumpdriver.drawTriangleListBase ( vertDef, indexBuff, numIndices, font->shader, -1);
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numIndices = 0;
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}
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}
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/**
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Calculate the width of a given string in pixels based on the font metrics.
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*/
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int Draw_StringWidth(char *str, drawfont_t *font) {
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int width = 0;
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int maxwidth = 0;
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while (*str) {
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//Newlines
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if ((*str) == '\n') {
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if (width > maxwidth)
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maxwidth = width;
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width = 0;
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} else {
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width += font->metrics[(*str)].A;
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width += font->metrics[(*str)].B;
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width += font->metrics[(*str)].C;
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}
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str++;
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}
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if (width > maxwidth)
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maxwidth = width;
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return maxwidth;
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}
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/**
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Calculate the height of a given string in pixels based on the font metrics.
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*/
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int Draw_StringHeight(char *str, drawfont_t *font) {
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int height = font->charHeight;
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qboolean newline = false;
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while (*str) {
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//increase height if there are characters after the newline.
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if (newline) {
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height+=font->charHeight;
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newline = false;
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}
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//Newlines
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if ((*str) == '\n') {
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newline = true;
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}
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str++;
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}
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return height;
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}
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void Draw_StringDefault(int x, int y, char *str) {
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Draw_StringFont(x, y, str, &fontCache[0]);
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}
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/*
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=============
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Draw_Pic
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=============
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*/
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void Draw_Pic (int x1, int y1, int x2, int y2, shader_t *shader)
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{
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vec3_t vertices[] = {
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{x1,y1,0.0f},
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{x2,y1,0.0f},
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{x1,y2,0.0f},
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{x2,y2,0.0f}
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};
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float texcoords[] = {
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0.0f,0.0f,
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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_FillRGB
|
|
|
|
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);
|
|
}
|
|
|
|
//====================================================================
|
|
|