2023-05-08 14:33:37 +02:00
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/*
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===========================================================================
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Copyright (C) 1999-2005 Id Software, Inc.
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This file is part of Quake III Arena source code.
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Quake III Arena source code is free software; you can redistribute it
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and/or modify it under the terms of the GNU General Public License as
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published by the Free Software Foundation; either version 2 of the License,
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or (at your option) any later version.
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Quake III Arena source code is distributed in the hope that it will be
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useful, but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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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 Quake III Arena source code; if not, write to the Free Software
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Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
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===========================================================================
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*/
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// tr_draw.c -- drawing
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#include "tr_local.h"
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vec4_t r_colorWhite = { 1.0, 1.0, 1.0, 1.0 };
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/*
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================
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Draw_SetColor
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================
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*/
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void Draw_SetColor( const vec4_t rgba ) {
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#if 1
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if( !rgba ) {
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rgba = r_colorWhite;
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}
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backEnd.color2D[ 0 ] = rgba[ 0 ] * tr.identityLight;
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backEnd.color2D[ 1 ] = rgba[ 1 ] * tr.identityLight;
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backEnd.color2D[ 2 ] = rgba[ 2 ] * tr.identityLight;
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backEnd.color2D[ 3 ] = rgba[ 3 ];
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qglColor4fv( backEnd.color2D );
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#else
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RE_SetColor( rgba );
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#endif
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}
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/*
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================
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Draw_StretchPic
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================
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*/
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void Draw_StretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader ) {
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#if 1
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shader_t *shader;
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R_SyncRenderThread();
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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} else {
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shader = tr.defaultShader;
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}
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if( w <= 0 ) {
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2023-05-09 19:13:37 +02:00
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w = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->width;
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h = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->height;
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2023-05-08 14:33:37 +02:00
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}
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// draw the pic
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RB_Color4f( backEnd.color2D[ 0 ], backEnd.color2D[ 1 ], backEnd.color2D[ 2 ], backEnd.color2D[ 3 ] );
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2023-05-11 22:48:13 +02:00
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RB_BeginSurface( shader );
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2023-05-08 14:33:37 +02:00
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RB_Texcoord2f( s1, t1 );
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RB_Vertex2f( x, y );
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RB_Texcoord2f( s2, t1 );
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RB_Vertex2f( x + w, y );
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RB_Texcoord2f( s1, t2 );
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RB_Vertex2f( x, y + h );
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RB_Texcoord2f( s2, t2 );
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RB_Vertex2f( x + w, y + h );
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RB_StreamEnd();
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#else
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RE_StretchPic( x, y, w, h, s1, t1, s2, t2, hShader );
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#endif
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}
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/*
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================
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Draw_TilePic
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================
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*/
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void Draw_TilePic( float x, float y, float w, float h , qhandle_t hShader ) {
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shader_t *shader;
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float picw, pich;
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R_SyncRenderThread();
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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}
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else {
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shader = tr.defaultShader;
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}
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if( w <= 0 ) {
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2023-05-09 19:13:37 +02:00
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w = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->width;
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h = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->height;
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2023-05-08 14:33:37 +02:00
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}
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2023-05-09 19:13:37 +02:00
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picw = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadWidth;
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pich = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadHeight;
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2023-05-08 14:33:37 +02:00
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// draw the pic
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RB_Color4f( backEnd.color2D[ 0 ], backEnd.color2D[ 1 ], backEnd.color2D[ 2 ], backEnd.color2D[ 3 ] );
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RB_StreamBegin( shader );
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RB_Texcoord2f( x / picw, y / pich );
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RB_Vertex2f( x, y );
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RB_Texcoord2f( ( x + w ) / picw, y / pich );
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RB_Vertex2f( x + w, y );
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RB_Texcoord2f( x / picw, ( y + h ) / pich );
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RB_Vertex2f( x, y + h );
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RB_Texcoord2f( ( x + w ) / picw, ( y + h ) / pich );
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RB_Vertex2f( x + w, y + h );
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RB_StreamEnd();
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}
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/*
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================
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Draw_TilePicOffset
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================
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*/
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void Draw_TilePicOffset( float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY ) {
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shader_t *shader;
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float picw, pich;
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R_SyncRenderThread();
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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} else {
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shader = tr.defaultShader;
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}
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if( w <= 0 ) {
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2023-05-09 19:13:37 +02:00
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w = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->width;
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h = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->height;
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2023-05-08 14:33:37 +02:00
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}
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2023-05-09 19:13:37 +02:00
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picw = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadWidth;
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pich = shader->unfoggedStages[ 0 ]->bundle[ 0 ].image[ 0 ]->uploadHeight;
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2023-05-08 14:33:37 +02:00
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// draw the pic
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RB_Color4f( backEnd.color2D[ 0 ], backEnd.color2D[ 1 ], backEnd.color2D[ 2 ], backEnd.color2D[ 3 ] );
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RB_StreamBegin( shader );
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RB_Texcoord2f( x / picw, y / pich );
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RB_Vertex2f( x + offsetX, y + offsetY );
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RB_Texcoord2f( ( x + w ) / picw, y / pich );
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RB_Vertex2f( x + offsetX + w, y + offsetY );
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RB_Texcoord2f( x / picw, ( y + h ) / pich );
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RB_Vertex2f( x + offsetX, y + offsetY + h );
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RB_Texcoord2f( ( x + w ) / picw, ( y + h ) / pich );
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RB_Vertex2f( x + offsetX + w, y + offsetY + h );
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RB_StreamEnd();
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}
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/*
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================
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Draw_TrianglePic
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================
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*/
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void Draw_TrianglePic( const vec2_t vPoints[ 3 ], const vec2_t vTexCoords[ 3 ], qhandle_t hShader ) {
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int i;
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shader_t *shader;
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R_SyncRenderThread();
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if( hShader ) {
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shader = R_GetShaderByHandle( hShader );
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} else {
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shader = tr.defaultShader;
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}
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// draw the pic
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RB_Color4f( backEnd.color2D[ 0 ], backEnd.color2D[ 1 ], backEnd.color2D[ 2 ], backEnd.color2D[ 3 ] );
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2023-05-11 22:48:13 +02:00
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RB_BeginSurface( shader );
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2023-05-08 14:33:37 +02:00
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for( i = 0; i < 3; i++ ) {
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RB_Texcoord2f( vTexCoords[ i ][ 0 ], vTexCoords[ i ][ 1 ] );
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RB_Vertex2f( vPoints[ i ][ 0 ], vPoints[ i ][ 1 ] );
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}
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RB_StreamEnd();
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}
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/*
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================
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RE_DrawBackground_TexSubImage
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================
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*/
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void RE_DrawBackground_TexSubImage( int cols, int rows, int bgr, byte *data ) {
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GLenum format;
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int w, h;
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w = glConfig.vidWidth;
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h = glConfig.vidHeight;
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R_SyncRenderThread();
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qglFinish();
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if( bgr ) {
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format = GL_BGR_EXT;
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} else {
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format = GL_RGB;
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}
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GL_Bind( tr.scratchImage[ 0 ] );
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if( cols == tr.scratchImage[ 0 ]->width && rows == tr.scratchImage[ 0 ]->height && format == tr.scratchImage[ 0 ]->internalFormat )
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{
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qglTexSubImage2D( 3553, 0, 0, 0, cols, rows, format, 5121, data );
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}
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else
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{
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tr.scratchImage[ 0 ]->uploadWidth = cols;
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tr.scratchImage[ 0 ]->uploadHeight = rows;
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tr.scratchImage[ 0 ]->internalFormat = format;
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qglTexImage2D( GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0 );
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qglTexParameterf( GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0 );
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}
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qglDisable( GL_CULL_FACE );
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qglDisable( GL_DEPTH_TEST );
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qglEnable( GL_TEXTURE_2D );
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qglBegin( GL_QUADS );
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qglTexCoord2f( 0.5 / ( GLfloat )cols, ( ( GLfloat )rows - 0.5 ) / rows );
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qglVertex2f( 0, 0 );
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qglTexCoord2f( ( ( GLfloat )cols - 0.5 ) / cols, ( ( GLfloat )rows - 0.5 ) / rows );
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qglVertex2f( w, 0 );
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qglTexCoord2f( ( ( GLfloat )cols - 0.5 ) / cols, 0.5 / ( GLfloat )rows );
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qglVertex2f( w, h );
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qglTexCoord2f( 0.5 / ( GLfloat )rows, 0.5 / ( GLfloat )rows );
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qglVertex2f( 0, h );
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qglEnd();
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}
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/*
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================
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RE_DrawBackground_DrawPixels
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================
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*/
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void RE_DrawBackground_DrawPixels( int cols, int rows, int bgr, byte *data ) {
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// FIXME: stub
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}
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/*
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================
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AddBox
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================
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*/
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void AddBox( float x, float y, float w, float h ) {
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R_SyncRenderThread();
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qglColor4fv( backEnd.color2D );
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qglDisable( GL_TEXTURE_2D );
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GL_State( 0x422 );
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qglBegin( GL_QUADS );
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qglVertex2f( x, y );
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qglVertex2f( x + w, y );
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qglVertex2f( x + w, y + h );
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qglVertex2f( x, y + h );
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qglEnd();
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qglEnable( GL_TEXTURE_2D );
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}
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/*
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================
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DrawBox
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================
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*/
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void DrawBox( float x, float y, float w, float h ) {
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R_SyncRenderThread();
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qglColor4fv( backEnd.color2D );
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qglDisable( GL_TEXTURE_2D );
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GL_State( 0x465 );
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qglBegin( GL_QUADS );
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qglVertex2f( x, y );
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qglVertex2f( x + w, y );
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qglVertex2f( x + w, y + h );
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qglVertex2f( x, y + h );
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qglEnd();
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qglEnable( GL_TEXTURE_2D );
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}
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/*
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================
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DrawLineLoop
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================
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*/
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void DrawLineLoop( const vec2_t *points, int count, int stipple_factor, int stipple_mask ) {
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int i;
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R_SyncRenderThread();
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qglDisable( GL_TEXTURE_2D );
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if( stipple_factor ) {
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qglEnable( GL_LINE_STIPPLE );
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qglLineStipple( stipple_factor, stipple_mask );
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}
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qglBegin( GL_LINE_LOOP );
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for( i = 0; i < count; i++ ) {
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qglVertex2i( points[ i ][ 0 ], points[ i ][ 1 ] );
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}
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qglEnd();
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qglEnable( GL_TEXTURE_2D );
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if( stipple_factor ) {
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qglDisable( GL_LINE_STIPPLE );
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}
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}
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/*
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================
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Set2DWindow
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================
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*/
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void Set2DWindow( int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f ) {
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2023-05-15 17:27:05 +02:00
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R_SyncRenderThread();
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qglViewport(x, y, w, h);
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qglScissor(x, y, w, h);
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qglMatrixMode(GL_PROJECTION);
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qglLoadIdentity();
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qglOrtho(left, right, bottom, top, n, f);
|
|
|
|
qglMatrixMode(GL_MODELVIEW);
|
|
|
|
|
|
|
|
qglLoadIdentity();
|
|
|
|
GL_State(GLS_SET2D | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA);
|
|
|
|
qglEnable(GL_BLEND);
|
|
|
|
qglDisable(GL_CULL_FACE);
|
|
|
|
qglDisable(GL_CLIP_PLANE0);
|
|
|
|
|
|
|
|
if (r_reset_tc_array->integer) {
|
|
|
|
qglDisableClientState(GL_TEXTURE_COORD_ARRAY);
|
|
|
|
}
|
|
|
|
|
|
|
|
if (!backEnd.in2D)
|
|
|
|
{
|
|
|
|
backEnd.refdef.time = ri.Milliseconds();
|
|
|
|
backEnd.in2D = 1;
|
|
|
|
backEnd.refdef.floatTime = backEnd.refdef.time / 1000.0;
|
|
|
|
}
|
2023-05-08 14:33:37 +02:00
|
|
|
}
|
|
|
|
|
|
|
|
/*
|
|
|
|
================
|
|
|
|
RE_Scissor
|
|
|
|
================
|
|
|
|
*/
|
|
|
|
void RE_Scissor( int x, int y, int width, int height ) {
|
|
|
|
qglEnable( GL_SCISSOR_TEST );
|
|
|
|
qglScissor( x, y, width, height );
|
|
|
|
}
|