tenebrae2/gl_draw.c
cholleme 6c7ca2fd05 All palettes are gone
Added font support
2003-11-16 22:47:44 +00:00

827 lines
18 KiB
C

/*
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 <stdlib.h>
#define GL_COLOR_INDEX8_EXT 0x80E5
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) // <AWE> 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);
}
void Print_Tex_Cache_f(void);
void R_ReloadShaders_f(void);
void ReloadTextures_f(void);
/*
===============
Draw_Init
===============
*/
void Draw_Init (void)
{
int i;
int maxsize;
char buf[64];
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);
//Check maximum texture size
glGetIntegerv(GL_MAX_TEXTURE_SIZE, &maxsize);
sprintf(buf,"%i",maxsize);
Cvar_Set ("gl_max_size", buf);
Con_Printf("GL_MAX_TEXTURE_SIZE %i\n", maxsize);
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;
}
}
typedef struct {
int ofsx; //x offset into the texture
int ofsy; //y offset into the texture
int A; //Width of whitespace to the left of the char
int B; //Width of the char's pixels
int C; //Width of the whiretspace to the right of the char
} drawchar_t;
typedef struct drawfont_s {
char name[64];
drawchar_t metrics[256];
shader_t *shader;
int width; //width of the font texture
int height; //height of the font texture
int charHeight; //height of a single character
} drawfont_t;
#define MAX_FONT_CACHE 128
static drawfont_t fontCache[MAX_FONT_CACHE];
static int numFonts = 0;
static void Draw_FillDefaultFont(drawfont_t *defaultFont) {
int i;
strcpy(defaultFont->name,"DEFAULT");
defaultFont->width = 128;
defaultFont->height = 256;
defaultFont->charHeight = 16;
defaultFont->shader = GL_ShaderForName("screen/font");
for (i=0; i<256; i++) {
defaultFont->metrics[i].ofsx = (i&15)*8;
defaultFont->metrics[i].ofsy = (i>>4)*defaultFont->charHeight;
defaultFont->metrics[i].A = 0;
defaultFont->metrics[i].B = 8;
defaultFont->metrics[i].C = 0;
}
}
/**
Load a shader and the font metrics to go along with that shader.
*/
static void Draw_LoadFont(const char *name, drawfont_t *font) {
char filename[128];
short *data;
int i;
sprintf(filename,"%s.dat",name);
data = (short *)COM_LoadTempFile(filename);
//if the data was not found make it the default font
if (!data) {
Con_Printf("Error: Font file %s not found\n", filename);
Draw_FillDefaultFont(font);
strcpy(font->name,name);
return;
}
strcpy(font->name,name);
font->width = 256;
font->height = 256;
font->charHeight = 16;
font->shader = GL_ShaderForName(name);
for (i=0; i<256; i++) {
font->metrics[i].ofsx = data[0];
font->metrics[i].ofsy = (i>>4)*font->charHeight;
font->metrics[i].A = data[1];
font->metrics[i].B = data[2];
font->metrics[i].C = data[3];
data += 4;
}
}
void Draw_InitFonts() {
numFonts = 0;
Draw_FillDefaultFont(&fontCache[0]);
numFonts++;
}
drawfont_t *Draw_FontForName(const char *name) {
int i;
//see if it exists
for (i=0; i<numFonts; i++) {
if (!strcmp(name, fontCache[i].name)) {
return &fontCache[i];
}
}
//load a new font
if (numFonts < MAX_FONT_CACHE) {
Draw_LoadFont(name, &fontCache[numFonts]);
numFonts++;
return &fontCache[numFonts-1];
}
Sys_Error("To many fonts loaded\n");
return NULL;
}
drawfont_t *Draw_DefaultFont(void) {
return &fontCache[0];
}
#define CHAR_BATCH 64
#define MAX_CHARV CHAR_BATCH*4
#define MAX_CHARI CHAR_BATCH*6
static float vertBuff[MAX_CHARV*3];
static float texBuff[MAX_CHARV*2];
static int indexBuff[MAX_CHARI];
static int numIndices;
static int numVerts;
static float *verts;
static float *texcoords;
static int *indices;
static void Draw_EmitFontChar(drawfont_t *f, char ch, int y, int *linepos) {
float uofs, vofs, usize, vsize;
drawchar_t *c = &f->metrics[ch];
//Advance cursor position
(*linepos) += c->A;
//Don't draw spaces
if (ch == ' ') {
(*linepos) += c->B;
(*linepos) += c->C;
return;
}
//Calculate texture coords
uofs = c->ofsx / (float)f->width;
vofs = c->ofsy / (float)f->height;
usize = c->B / (float)f->width;
vsize = f->charHeight / (float)f->height;
//Add vertices to the buffer
verts[0] = (*linepos);
verts[1] = y;
verts[2] = 0;
verts += 3;
texcoords[0] = uofs;
texcoords[1] = vofs;
texcoords += 2;
verts[0] = (*linepos)+c->B;
verts[1] = y;
verts[2] = 0;
verts += 3;
texcoords[0] = uofs+usize;
texcoords[1] = vofs;
texcoords += 2;
verts[0] = (*linepos)+c->B;
verts[1] = y+f->charHeight;
verts[2] = 0;
verts += 3;
texcoords[0] = uofs+usize;
texcoords[1] = vofs+vsize;
texcoords += 2;
verts[0] = (*linepos);
verts[1] = y+f->charHeight;
verts[2] = 0;
verts += 3;
texcoords[0] = uofs;
texcoords[1] = vofs+vsize;
texcoords += 2;
//Add to the index buffer
indices[0] = numVerts+0;
indices[1] = numVerts+1;
indices[2] = numVerts+2;
indices[3] = numVerts+2;
indices[4] = numVerts+3;
indices[5] = numVerts+0;
indices += 6;
numIndices += 6;
numVerts +=4;
//Advance cursor position
(*linepos) += c->B;
(*linepos) += c->C;
}
/**
Draw a string with the given font
*/
void Draw_StringFont(int x, int y, char *str, drawfont_t *font) {
float *lighmapscoords = NULL;
float *tangents = NULL;
float *binormals = NULL;
float *normals = NULL;
unsigned char *colors = NULL;
int xofs;
vertexdef_t vertDef[]={
&vertBuff[0],0, // vertices
&texBuff[0],0, // texcoords
lighmapscoords,0, // lightmapcoords
tangents,0, // tangents
binormals,0, // binormals
normals,0, // normals
colors,0 // colors
};
numIndices = 0;
numVerts = 0;
verts = &vertBuff[0];
texcoords = &texBuff[0];
indices = &indexBuff[0];
xofs = x;
while (*str) {
//Newlines
if ((*str) == '\n') {
y+=font->charHeight;
xofs = x;
str++;
continue;
}
//Add it to the vertex buffer
Draw_EmitFontChar(font, (*str), y, &xofs);
//Draw in 64 char batches
if (numIndices >= MAX_CHARI) {
gl_bumpdriver.drawTriangleListBase ( vertDef, indexBuff, numIndices, font->shader, -1);
numIndices = 0;
numVerts = 0;
verts = &vertBuff[0];
texcoords = &texBuff[0];
indices = &indexBuff[0];
}
str++;
}
if (numIndices) {
gl_bumpdriver.drawTriangleListBase ( vertDef, indexBuff, numIndices, font->shader, -1);
numIndices = 0;
}
}
/**
Calculate the width of a given string in pixels based on the font metrics.
*/
int Draw_StringWidth(char *str, drawfont_t *font) {
int width = 0;
int maxwidth = 0;
while (*str) {
//Newlines
if ((*str) == '\n') {
if (width > maxwidth)
maxwidth = width;
width = 0;
} else {
width += font->metrics[(*str)].A;
width += font->metrics[(*str)].B;
width += font->metrics[(*str)].C;
}
str++;
}
if (width > maxwidth)
maxwidth = width;
return maxwidth;
}
/**
Calculate the height of a given string in pixels based on the font metrics.
*/
int Draw_StringHeight(char *str, drawfont_t *font) {
int height = font->charHeight;
qboolean newline = false;
while (*str) {
//increase height if there are characters after the newline.
if (newline) {
height+=font->charHeight;
newline = false;
}
//Newlines
if ((*str) == '\n') {
newline = true;
}
str++;
}
return height;
}
void Draw_StringDefault(int x, int y, char *str) {
Draw_StringFont(x, y, str, &fontCache[0]);
}
/*
=============
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_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);
}
//====================================================================