648 lines
14 KiB
C
648 lines
14 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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extern unsigned char d_15to8table[65536];
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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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/*
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=============================================================================
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scrap allocation
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Allocate all the little status bar obejcts into a single texture
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to crutch up stupid hardware / drivers
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=============================================================================
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*/
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/*
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#define MAX_SCRAPS 2
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#define BLOCK_WIDTH 256
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#define BLOCK_HEIGHT 256
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int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH];
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byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4];
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qboolean scrap_dirty;
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int scrap_texnum;
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// returns a texture number and the position inside it
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int Scrap_AllocBlock (int w, int h, int *x, int *y)
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{
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int i, j;
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int best, best2;
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int texnum;
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for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++)
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{
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best = BLOCK_HEIGHT;
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for (i=0 ; i<BLOCK_WIDTH-w ; i++)
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{
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best2 = 0;
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for (j=0 ; j<w ; j++)
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{
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if (scrap_allocated[texnum][i+j] >= best)
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break;
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if (scrap_allocated[texnum][i+j] > best2)
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best2 = scrap_allocated[texnum][i+j];
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}
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if (j == w)
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{ // this is a valid spot
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*x = i;
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*y = best = best2;
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}
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}
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if (best + h > BLOCK_HEIGHT)
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continue;
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for (i=0 ; i<w ; i++)
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scrap_allocated[texnum][*x + i] = best + h;
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return texnum;
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}
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Sys_Error ("Scrap_AllocBlock: full");
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return 0;
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}
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int scrap_uploads;
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void Scrap_Upload (void)
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{
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int texnum;
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scrap_uploads++;
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for (texnum=0 ; texnum<MAX_SCRAPS ; texnum++) {
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GL_Bind(scrap_texnum + texnum);
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GL_Upload8 (scrap_texels[texnum], "scrap", BLOCK_WIDTH, BLOCK_HEIGHT, false, true, false);
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}
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scrap_dirty = false;
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}
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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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shader_t *cb;
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byte *dest /*, *src*/; // <AWE> unused because of "#if 0".
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int x, y;
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char ver[40];
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int start;
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byte *ncdata;
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// int fstep; // <AWE> unused because of "#if 0".
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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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// 3dfx can only handle 256 wide textures
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if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) ||
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strstr((char *)gl_renderer, "Glide"))
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Cvar_Set ("gl_max_size", "256");
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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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/*
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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,
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0.0f,1.0f,
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1.0f,1.0f
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};
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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 indecies[]={0,1,2,2,1,3};
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vertexdef_t verts[]={
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vertices[0],0, // vertices
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texcoords,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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gl_bumpdriver.drawTriangleListBase ( verts, indecies, 6, shader, -1);
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}
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/*
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=============
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Draw_Border
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A border is 4 quads, they fit inside the given rectangle.
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=============
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*/
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void Draw_Border (int x1, int y1, int x2, int y2, int borderWidth, shader_t *shader)
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{
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float texcoords[32];
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int indecies[24];
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int baseindecies[]={0,1,2,2,3,0};
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float basetexcoords[] = {0.0f,0.0f, 1.0f,0.0f, 1.0f,1.0f, 0.0f,1.0f};
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int i, j;
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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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{x2-borderWidth,y1+borderWidth,0.0f},
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{x1+borderWidth,y1+borderWidth,0.0f},
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{x2,y1,0.0f},
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{x2,y2,0.0f},
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{x2-borderWidth,y2-borderWidth,0.0f},
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{x2-borderWidth,y1+borderWidth,0.0f},
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{x2,y2,0.0f},
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{x1,y2,0.0f},
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{x1+borderWidth,y2-borderWidth,0.0f},
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{x2-borderWidth,y2-borderWidth,0.0f},
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{x1,y2,0.0f},
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{x1,y1,0.0f},
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{x1+borderWidth,y1+borderWidth,0.0f},
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{x1+borderWidth,y2-borderWidth,0.0f}
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};
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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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vertexdef_t verts[]={
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vertices[0],0, // vertices
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texcoords,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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//FIXME: Make some parts static so we don't have to redo for every border we draw
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for (i=0; i<4; i++) {
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for (j=0; j<6; j++) {
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indecies[i*6+j] = baseindecies[j]+i*4;
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}
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for (j=0; j<4; j++) {
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texcoords[i*8+j*2] = basetexcoords[j*2];
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texcoords[i*8+j*2+1] = basetexcoords[j*2+1];
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}
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}
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gl_bumpdriver.drawTriangleListBase ( verts, indecies, 24, shader, -1);
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}
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/*
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=============
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Draw_AlphaPic
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=============
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*/
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void Draw_AlphaPic (int x1, int y1, int x2, int y2, shader_t *pic, float alpha)
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{
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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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// glCullFace(GL_FRONT);
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glColor4f (1,1,1,alpha);
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Draw_Pic (x1, y1, x2, y2, pic);
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glColor4f (1,1,1,1);
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glEnable(GL_ALPHA_TEST);
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glDisable (GL_BLEND);
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}
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/*
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================
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Draw_ConsoleBackground
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================
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*/
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void Draw_ConsoleBackground (int lines)
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{
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if (!draw_conback) {
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Draw_FillRGB (0, lines - vid.height, vid.width, lines, 0.0f, 0.0f, 1.0f);
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} else {
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Draw_Pic (0, lines - vid.height, vid.width, lines, draw_conback);
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}
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}
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/*
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=============
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Draw_TileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void Draw_TileClear (int x, int y, int w, int h)
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{
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if (!draw_backtile) {
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Draw_FillRGB (x, y, w, h, 0.5f, 0.5f, 0.5f);
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return;
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}
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if (!draw_backtile->numcolorstages) {
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Draw_FillRGB (x, y, w, h, 0.5f, 0.5f, 0.5f);
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return;
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}
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//FIXME: This is not really a shader
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glColor3f (1,1,1);
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GL_Bind (*(int *)draw_backtile->colorstages[0].texture[0]->texnum);
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glBegin (GL_QUADS);
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glTexCoord2f (x/64.0, y/64.0);
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glVertex2f (x, y);
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glTexCoord2f ( (x+w)/64.0, y/64.0);
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glVertex2f (x+w, y);
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glTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
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glVertex2f (x+w, y+h);
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glTexCoord2f ( x/64.0, (y+h)/64.0 );
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glVertex2f (x, y+h);
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glEnd ();
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}
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/*
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=============
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Draw_Fill
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Fills a box of pixels with a single color
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=============
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*/
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void Draw_Fill (int x, int y, int w, int h, int c)
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{
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glDisable (GL_TEXTURE_2D);
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glColor3f (host_basepal[c*3]/255.0,
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host_basepal[c*3+1]/255.0,
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host_basepal[c*3+2]/255.0);
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glBegin (GL_QUADS);
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glVertex2f (x,y);
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glVertex2f (x+w, y);
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glVertex2f (x+w, y+h);
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glVertex2f (x, y+h);
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glEnd ();
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glColor3f (1,1,1);
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glEnable (GL_TEXTURE_2D);
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}
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/*
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=============
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Draw_Fill
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Fills a box of pixels with a single color
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=============
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*/
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void Draw_FillRGB (int x, int y, int w, int h, float r, float g, float b)
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{
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glDisable (GL_TEXTURE_2D);
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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);
|
|
}
|
|
|
|
//====================================================================
|
|
|