/* =========================================================================== 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_util.c -- renderer utility #include "tr_local.h" #include "../qcommon/str.h" static byte cntColor[4]; static float cntSt[2]; static int Numbers[12][8] = { {1, 3, 4, 5, 6, 7, 0, 0}, {4, 5, 0, 0, 0, 0, 0, 0}, {1, 4, 2, 7, 3, 0, 0, 0}, {1, 4, 2, 5, 3, 0, 0, 0}, {6, 4, 2, 5, 0, 0, 0, 0}, {1, 6, 2, 5, 3, 0, 0, 0}, {1, 6, 2, 5, 7, 3, 0, 0}, {1, 8, 0, 0, 0, 0, 0, 0}, {1, 2, 3, 4, 5, 6, 7, 0}, {1, 6, 4, 2, 5, 3, 0, 0}, {9, 10, 11, 12, 0, 0, 0, 0}, {2, 0, 0, 0, 0, 0, 0, 0} }; static float Lines[13][4] = { {0.0, 0.0, 0.0, 0.0}, {-4.0, 8.0, 4.0, 8.0}, {-4.0, 4.0, 4.0, 4.0}, {-4.0, 0.0, 4.0, 0.0}, {4.0, 8.0, 4.0, 4.0}, {4.0, 4.0, 4.0, 0.0}, {-4.0, 8.0, -4.0, 4.0}, {-4.0, 4.0, -4.0, 0.0}, {4.0, 8.0, -4.0, 0.0}, {-1.0, 2.0, 1.0, 2.0}, {1.0, 2.0, 1.0, 0.0}, {-1.0, 0.0, 1.0, 0.0}, {-1.0, 0.0, -1.0, 2.0} }; /* =============== RB_StreamBegin =============== */ void RB_StreamBegin(shader_t *shader) { RB_BeginSurface(shader, 0, 0); } /* =============== RB_StreamEnd =============== */ void RB_StreamEnd(void) { int i; if (tess.numVertexes <= 2) { RB_EndSurface(); return; } tess.indexes[0] = 0; tess.indexes[1] = 1; tess.indexes[2] = 2; for (i = 0; i < tess.numVertexes - 2; i++) { tess.indexes[i * 3 + 0] = (i & 1) + i; tess.indexes[i * 3 + 1] = i - ((i & 1) - 1); tess.indexes[i * 3 + 2] = i + 2; tess.numIndexes += 3; } RB_EndSurface(); } /* =============== RB_StreamBeginDrawSurf =============== */ void RB_StreamBeginDrawSurf(void) { backEnd.dsStreamVert = tess.numVertexes; } /* =============== RB_StreamEndDrawSurf =============== */ void RB_StreamEndDrawSurf(void) { int numverts; int i; if (tess.numVertexes - backEnd.dsStreamVert <= 2) { tess.numVertexes = backEnd.dsStreamVert; return; } numverts = tess.numVertexes - backEnd.dsStreamVert - 2; for (i = 0; i < numverts; i++) { tess.indexes[i + tess.numIndexes] = (i & 1) + i + backEnd.dsStreamVert; tess.indexes[i + tess.numIndexes + 1] = i + backEnd.dsStreamVert - ((i & 1) - 1); tess.indexes[i + tess.numIndexes + 2] = i + backEnd.dsStreamVert + 2; tess.numIndexes += 3; } } /* =============== addTriangle =============== */ static void addTriangle(void) { tess.texCoords[tess.numVertexes][0] = cntSt[0]; tess.texCoords[tess.numVertexes][1] = cntSt[1]; tess.color[tess.numVertexes][0] = cntColor[0] * 65535 / 255; tess.color[tess.numVertexes][1] = cntColor[1] * 65535 / 255; tess.color[tess.numVertexes][2] = cntColor[2] * 65535 / 255; tess.color[tess.numVertexes][3] = cntColor[3] * 65535 / 255; tess.numVertexes++; } /* =============== RB_Vertex3fv =============== */ void RB_Vertex3fv(vec3_t v) { VectorCopy(v, tess.xyz[tess.numVertexes]); addTriangle(); } /* =============== RB_Vertex3f =============== */ void RB_Vertex3f(vec_t x, vec_t y, vec_t z) { tess.xyz[tess.numVertexes][0] = x; tess.xyz[tess.numVertexes][1] = y; tess.xyz[tess.numVertexes][2] = z; addTriangle(); } /* =============== RB_Vertex2f =============== */ void RB_Vertex2f(vec_t x, vec_t y) { RB_Vertex3f(x, y, 0); } /* =============== RB_Color4f =============== */ void RB_Color4f(vec_t r, vec_t g, vec_t b, vec_t a) { cntColor[0] = r * tr.identityLightByte; cntColor[1] = g * tr.identityLightByte; cntColor[2] = b * tr.identityLightByte; cntColor[3] = a * 255.0; } /* =============== RB_Color3f =============== */ void RB_Color3f(vec_t r, vec_t g, vec_t b) { RB_Color4f(r, g, b, 1.0); } /* =============== RB_Color3fv =============== */ void RB_Color3fv(vec3_t col) { RB_Color3f(col[0], col[1], col[2]); } /* =============== RB_Color4bv =============== */ void RB_Color4bv(unsigned char *colors) { cntColor[0] = colors[0]; cntColor[1] = colors[1]; cntColor[2] = colors[2]; cntColor[3] = colors[3]; } /* =============== RB_Texcoord2f =============== */ void RB_Texcoord2f(float s, float t) { cntSt[0] = s; cntSt[1] = t; } /* =============== RB_Texcoord2fv =============== */ void RB_Texcoord2fv(vec2_t st) { cntSt[0] = st[0]; cntSt[1] = st[1]; } /* =============== R_DrawDebugNumber =============== */ void R_DrawDebugNumber(const vec3_t org, float number, float scale, float r, float g, float b, int precision) { vec3_t up, right; vec3_t pos1, pos2; vec3_t start; str text; char format[20]; int i; int j; int l; int num; VectorCopy(tr.viewParms.or.axis[2], up); VectorCopy(tr.viewParms.or.axis[1], right); VectorNegate(right, right); VectorNormalize(up); VectorNormalize(right); VectorScale(up, scale, up); VectorScale(right, scale, right); if (precision > 0) { Com_sprintf(format, sizeof(format), "%%.%df", precision); text = va(format, number); } else { text = va("%d", (int)number); } // NOTE: this cast here is needed! // Otherwise the compiler will do very nasty implicit casting of negative // numbers to unsigned numbers, resulting in incorrect values. // -------------------v VectorMA(org, 5 - 5 * (int)text.length(), right, start); // Draw each character/digit of the text for (i = 0; i < text.length(); i++) { if (text[i] == '.') { num = 10; } else if (text[i] == '-') { num = 11; } else { num = text[i] - '0'; } // Get the first line index for the number to be drawn l = Numbers[num][0]; // Draw each line of the character/digit for (j = 0; j < 8 && l; ++j, l = Numbers[num][j]) { pos1[0] = start[0] + Lines[l][0] * right[0] + Lines[l][1] * up[0]; pos1[1] = start[1] + Lines[l][0] * right[1] + Lines[l][1] * up[1]; pos1[2] = start[2] + Lines[l][0] * right[2] + Lines[l][1] * up[2]; pos2[0] = start[0] + Lines[l][2] * right[0] + Lines[l][3] * up[0]; pos2[1] = start[1] + Lines[l][2] * right[1] + Lines[l][3] * up[1]; pos2[2] = start[2] + Lines[l][2] * right[2] + Lines[l][3] * up[2]; R_DebugLine(pos1, pos2, r, g, b, 1.0); } VectorMA(start, 10.0, right, start); } } /* =============== R_DebugRotatedBBox =============== */ void R_DebugRotatedBBox( const vec3_t org, const vec3_t ang, const vec3_t mins, const vec3_t maxs, float r, float g, float b, float alpha ) { } /* =============== RE_GetShaderWidth =============== */ int RE_GetShaderWidth(qhandle_t hShader) { shader_t *shader; if (hShader) { shader = R_GetShaderByHandle(hShader); } else { shader = tr.defaultShader; } return shader->stages[0]->bundle[0].image[0]->uploadWidth; } /* =============== RE_GetShaderHeight =============== */ int RE_GetShaderHeight(qhandle_t hShader) { shader_t *shader; if (hShader) { shader = R_GetShaderByHandle(hShader); } else { shader = tr.defaultShader; } return shader->stages[0]->bundle[0].image[0]->uploadHeight; } /* =============== RE_GetShaderName =============== */ const char *RE_GetShaderName(qhandle_t hShader) { shader_t *shader; if (hShader) { shader = R_GetShaderByHandle(hShader); } else { shader = tr.defaultShader; } return shader->name; } /* =============== RE_GetModelName =============== */ const char *RE_GetModelName(qhandle_t hModel) { model_t *model; if (!hModel) { return ""; } model = R_GetModelByHandle(hModel); return model->name; }