openmohaa/code/renderergl2/new/tr_draw.c

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2023-05-27 21:02:16 +02:00
/*
===========================================================================
Copyright (C) 1999-2005 Id Software, Inc.
This file is part of Quake III Arena source code.
Quake III Arena source code 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.
Quake III Arena source code 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 Quake III Arena source code; if not, write to the Free Software
Foundation, Inc., 51 Franklin St, Fifth Floor, Boston, MA 02110-1301 USA
===========================================================================
*/
// tr_draw.c -- drawing
#include "../tr_local.h"
vec4_t r_colorWhite = { 1.0, 1.0, 1.0, 1.0 };
/*
================
Draw_SetColor
================
*/
void Draw_SetColor(const vec4_t rgba) {
#if 1
if (!rgba) {
rgba = r_colorWhite;
}
backEnd.color2D[0] = (byte)(rgba[0] * tr.identityLightByte);
backEnd.color2D[1] = (byte)(rgba[1] * tr.identityLightByte);
backEnd.color2D[2] = (byte)(rgba[2] * tr.identityLightByte);
backEnd.color2D[3] = (byte)(rgba[3] * 255.0);
#else
RE_SetColor(rgba);
#endif
}
/*
================
Draw_StretchPic
================
*/
void Draw_StretchPic(float x, float y, float w, float h, float s1, float t1, float s2, float t2, qhandle_t hShader) {
#if 1
shader_t* shader;
R_SyncRenderThread();
if (hShader) {
shader = R_GetShaderByHandle(hShader);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) {
w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height;
}
// draw the pic
RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
RB_BeginSurface(shader, 0, 0);
RB_Texcoord2f(s1, t1);
RB_Vertex2f(x, y);
RB_Texcoord2f(s2, t1);
RB_Vertex2f(x + w, y);
RB_Texcoord2f(s1, t2);
RB_Vertex2f(x, y + h);
RB_Texcoord2f(s2, t2);
RB_Vertex2f(x + w, y + h);
RB_StreamEnd();
#else
RE_StretchPic(x, y, w, h, s1, t1, s2, t2, hShader);
#endif
}
/*
================
Draw_TilePic
================
*/
void Draw_TilePic(float x, float y, float w, float h, qhandle_t hShader) {
shader_t* shader;
float picw, pich;
R_SyncRenderThread();
if (hShader) {
shader = R_GetShaderByHandle(hShader);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) {
w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
// draw the pic
RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
RB_StreamBegin(shader);
RB_Texcoord2f(x / picw, y / pich);
RB_Vertex2f(x, y);
RB_Texcoord2f((x + w) / picw, y / pich);
RB_Vertex2f(x + w, y);
RB_Texcoord2f(x / picw, (y + h) / pich);
RB_Vertex2f(x, y + h);
RB_Texcoord2f((x + w) / picw, (y + h) / pich);
RB_Vertex2f(x + w, y + h);
RB_StreamEnd();
}
/*
================
Draw_TilePicOffset
================
*/
void Draw_TilePicOffset(float x, float y, float w, float h, qhandle_t hShader, int offsetX, int offsetY) {
shader_t* shader;
float picw, pich;
R_SyncRenderThread();
if (hShader) {
shader = R_GetShaderByHandle(hShader);
}
else {
shader = tr.defaultShader;
}
if (w <= 0) {
w = shader->stages[0]->bundle[0].image[0]->width;
h = shader->stages[0]->bundle[0].image[0]->height;
}
picw = shader->stages[0]->bundle[0].image[0]->uploadWidth;
pich = shader->stages[0]->bundle[0].image[0]->uploadHeight;
// draw the pic
RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
RB_StreamBegin(shader);
RB_Texcoord2f(x / picw, y / pich);
RB_Vertex2f(x + offsetX, y + offsetY);
RB_Texcoord2f((x + w) / picw, y / pich);
RB_Vertex2f(x + offsetX + w, y + offsetY);
RB_Texcoord2f(x / picw, (y + h) / pich);
RB_Vertex2f(x + offsetX, y + offsetY + h);
RB_Texcoord2f((x + w) / picw, (y + h) / pich);
RB_Vertex2f(x + offsetX + w, y + offsetY + h);
RB_StreamEnd();
}
/*
================
Draw_TrianglePic
================
*/
void Draw_TrianglePic(const vec2_t vPoints[3], const vec2_t vTexCoords[3], qhandle_t hShader) {
int i;
shader_t* shader;
R_SyncRenderThread();
if (hShader) {
shader = R_GetShaderByHandle(hShader);
}
else {
shader = tr.defaultShader;
}
// draw the pic
RB_Color4f(backEnd.color2D[0], backEnd.color2D[1], backEnd.color2D[2], backEnd.color2D[3]);
RB_BeginSurface(shader, 0, 0);
for (i = 0; i < 3; i++) {
RB_Texcoord2f(vTexCoords[i][0], vTexCoords[i][1]);
RB_Vertex2f(vPoints[i][0], vPoints[i][1]);
}
RB_StreamEnd();
}
/*
================
RE_DrawBackground_TexSubImage
================
*/
void RE_DrawBackground_TexSubImage(int cols, int rows, int bgr, byte* data) {
GLenum format;
int w, h;
vec4_t quadVerts[4];
vec2_t texCoords[4];
w = glConfig.vidWidth;
h = glConfig.vidHeight;
R_SyncRenderThread();
qglFinish();
if (bgr) {
format = GL_BGR_EXT;
}
else {
format = GL_RGB;
}
GL_BindToTMU(tr.scratchImage[0], TB_COLORMAP);
if (cols == tr.scratchImage[0]->width && rows == tr.scratchImage[0]->height && format == tr.scratchImage[0]->internalFormat)
{
qglTexSubImage2D(3553, 0, 0, 0, cols, rows, format, 5121, data);
}
else
{
tr.scratchImage[0]->uploadWidth = cols;
tr.scratchImage[0]->uploadHeight = rows;
tr.scratchImage[0]->internalFormat = format;
qglTexImage2D(GL_TEXTURE_2D, 0, 3, cols, rows, 0, format, 5121, data);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, 9729.0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, 9729.0);
}
qglDisable(GL_CULL_FACE);
qglDisable(GL_DEPTH_TEST);
qglEnable(GL_TEXTURE_2D);
VectorSet4(quadVerts[0], 0.0f, 0.0f, 0.0f, 1.0f);
VectorSet4(quadVerts[1], w, 0.0f, 0.0f, 1.0f);
VectorSet4(quadVerts[2], w, h, 0.0f, 1.0f);
VectorSet4(quadVerts[3], 0.0f, h, 0.0f, 1.0f);
VectorSet2(texCoords[0], 0.5f / cols, (rows - 0.5f) / rows);
VectorSet2(texCoords[1], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
VectorSet2(texCoords[2], (cols - 0.5f) / cols, 0.5f / rows);
VectorSet2(texCoords[3], 0.5f / cols, 0.5f / rows);
GLSL_BindProgram(&tr.textureColorShader);
GLSL_SetUniformMat4(&tr.textureColorShader, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(&tr.textureColorShader, UNIFORM_COLOR, colorWhite);
RB_InstantQuad2(quadVerts, texCoords);
}
/*
================
RE_DrawBackground_DrawPixels
================
*/
void RE_DrawBackground_DrawPixels(int cols, int rows, int bgr, byte* data) {
// FIXME: stub
}
/*
================
AddBox
================
*/
void AddBox(float x, float y, float w, float h) {
R_SyncRenderThread();
qglDisable(GL_TEXTURE_2D);
GL_State(GLS_DEPTHTEST_DISABLE | GLS_SRCBLEND_ONE | GLS_DSTBLEND_ONE);
{
shaderProgram_t* sp = &tr.textureColorShader;
vec4_t color = { backEnd.color2D[0] / 255.0f, backEnd.color2D[1] / 255.0f, backEnd.color2D[2] / 255.0f, backEnd.color2D[3] / 255.0f };
vec4_t quadVerts[4];
vec2_t texCoords[4];
VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
VectorSet2(texCoords[0], 0.0f, 0.0f);
VectorSet2(texCoords[1], 1.0f, 0.0f);
VectorSet2(texCoords[2], 1.0f, 1.0f);
VectorSet2(texCoords[3], 0.0f, 1.0f);
GLSL_BindProgram(sp);
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
RB_InstantQuad2(quadVerts, texCoords);
}
qglEnable(GL_TEXTURE_2D);
}
/*
================
DrawBox
================
*/
void DrawBox(float x, float y, float w, float h) {
R_SyncRenderThread();
qglDisable(GL_TEXTURE_2D);
GL_State(GLS_DEPTHTEST_DISABLE | GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA | GLS_SRCBLEND_SRC_ALPHA);
{
shaderProgram_t* sp = &tr.textureColorShader;
vec4_t color = { backEnd.color2D[0] / 255.0f, backEnd.color2D[1] / 255.0f, backEnd.color2D[2] / 255.0f, backEnd.color2D[3] / 255.0f };
vec4_t quadVerts[4];
vec2_t texCoords[4];
VectorSet4(quadVerts[0], x, y, 0.0f, 1.0f);
VectorSet4(quadVerts[1], x + w, y, 0.0f, 1.0f);
VectorSet4(quadVerts[2], x + w, y + h, 0.0f, 1.0f);
VectorSet4(quadVerts[3], x, y + h, 0.0f, 1.0f);
VectorSet2(texCoords[0], 0.0f, 0.0f);
VectorSet2(texCoords[1], 1.0f, 0.0f);
VectorSet2(texCoords[2], 1.0f, 1.0f);
VectorSet2(texCoords[3], 0.0f, 1.0f);
GLSL_BindProgram(sp);
GLSL_SetUniformMat4(sp, UNIFORM_MODELVIEWPROJECTIONMATRIX, glState.modelviewProjection);
GLSL_SetUniformVec4(sp, UNIFORM_COLOR, color);
RB_InstantQuad2(quadVerts, texCoords);
}
qglEnable(GL_TEXTURE_2D);
}
/*
================
DrawLineLoop
================
*/
void DrawLineLoop(const vec2_t* points, int count, int stipple_factor, int stipple_mask) {
int i;
R_SyncRenderThread();
qglDisable(GL_TEXTURE_2D);
if (stipple_factor) {
qglEnable(GL_LINE_STIPPLE);
glLineStipple(stipple_factor, stipple_mask);
}
// FIXME: unimplemented
/*
qglBegin(GL_LINE_LOOP);
for (i = 0; i < count; i++) {
qglVertex2f(points[i][0], points[i][1]);
}
qglEnd();
*/
qglEnable(GL_TEXTURE_2D);
if (stipple_factor) {
qglDisable(GL_LINE_STIPPLE);
}
}
/*
================
Set2DWindow
================
*/
void Set2DWindow(int x, int y, int w, int h, float left, float right, float bottom, float top, float n, float f) {
mat4_t matrix;
R_SyncRenderThread();
qglViewport(x, y, w, h);
qglScissor(x, y, w, h);
Mat4Ortho(left, right, bottom, top, n, f, matrix);
GL_SetProjectionMatrix(matrix);
Mat4Identity(matrix);
GL_SetModelviewMatrix(matrix);
GL_State(GLS_DEPTHTEST_DISABLE | 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.projection2D)
{
backEnd.refdef.time = ri.Milliseconds();
backEnd.projection2D = qtrue;
backEnd.refdef.floatTime = backEnd.refdef.time / 1000.0;
}
}
/*
================
RE_Scissor
================
*/
void RE_Scissor(int x, int y, int width, int height) {
qglEnable(GL_SCISSOR_TEST);
qglScissor(x, y, width, height);
}