openmohaa/code/renderergl2/tr_draw.c
2016-03-27 11:49:47 +02:00

505 lines
12 KiB
C

/*
===========================================================================
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 ] = rgba[ 0 ] * tr.identityLight;
backEnd.color2D[ 1 ] = rgba[ 1 ] * tr.identityLight;
backEnd.color2D[ 2 ] = rgba[ 2 ] * tr.identityLight;
backEnd.color2D[ 3 ] = rgba[ 3 ];
qglColor4fv( backEnd.color2D );
#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_IssuePendingRenderCommands();
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;
}
RB_Prepare2D();
// 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_IssuePendingRenderCommands();
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;
RB_Prepare2D();
// 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_IssuePendingRenderCommands();
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;
RB_Prepare2D();
// 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_IssuePendingRenderCommands();
if( hShader ) {
shader = R_GetShaderByHandle( hShader );
} else {
shader = tr.defaultShader;
}
RB_Prepare2D();
// 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;
w = glConfig.vidWidth;
h = glConfig.vidHeight;
R_IssuePendingRenderCommands();
qglFinish();
if( bgr ) {
format = GL_BGR_EXT;
} else {
format = GL_RGB;
}
GL_Bind( tr.scratchImage[ 0 ] );
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 );
qglBegin( GL_QUADS );
qglTexCoord2f( 0.5 / ( GLfloat )cols, ( ( GLfloat )rows - 0.5 ) / rows );
qglVertex2f( 0, 0 );
qglTexCoord2f( ( ( GLfloat )cols - 0.5 ) / cols, ( ( GLfloat )rows - 0.5 ) / rows );
qglVertex2f( w, 0 );
qglTexCoord2f( ( ( GLfloat )cols - 0.5 ) / cols, 0.5 / ( GLfloat )rows );
qglVertex2f( w, h );
qglTexCoord2f( 0.5 / ( GLfloat )rows, 0.5 / ( GLfloat )rows );
qglVertex2f( 0, h );
qglEnd();
}
/*
================
RE_DrawBackground_DrawPixels
================
*/
void RE_DrawBackground_DrawPixels( int cols, int rows, int bgr, byte *data ) {
// FIXME: stub
}
/*
=============
RE_StretchRaw
Stretches a raw 32 bit power of 2 bitmap image over the given screen rectangle.
Used for cinematics.
=============
*/
void RE_StretchRaw( int x, int y, int w, int h, int cols, int rows, int components, const byte *data ) {
int i, j;
int start, end;
vec4_t quadVerts[4];
vec2_t texCoords[4];
if ( !tr.registered ) {
return;
}
R_IssuePendingRenderCommands();
if ( tess.numIndexes ) {
RB_EndSurface();
}
// we definately want to sync every frame for the cinematics
qglFinish();
start = 0;
if ( r_speeds->integer ) {
start = ri.Milliseconds();
}
// make sure rows and cols are powers of 2
for ( i = 0 ; ( 1 << i ) < cols ; i++ ) {
}
for ( j = 0 ; ( 1 << j ) < rows ; j++ ) {
}
if ( ( 1 << i ) != cols || ( 1 << j ) != rows) {
ri.Error (ERR_DROP, "Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
}
RE_UploadCinematic (w, h, cols, rows, data, 0, qtrue);
if ( r_speeds->integer ) {
end = ri.Milliseconds();
ri.Printf( PRINT_ALL, "qglTexSubImage2D %i, %i: %i msec\n", cols, rows, end - start );
}
RB_Prepare2D();
RB_SetGL2D();
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], 0.5f / cols, 0.5f / rows);
VectorSet2(texCoords[1], (cols - 0.5f) / cols, 0.5f / rows);
VectorSet2(texCoords[2], (cols - 0.5f) / cols, (rows - 0.5f) / rows);
VectorSet2(texCoords[3], 0.5f / cols, (rows - 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);
}
/*
================
AddBox
================
*/
void AddBox( float x, float y, float w, float h ) {
R_IssuePendingRenderCommands();
qglColor4fv( backEnd.color2D );
qglDisable( GL_TEXTURE_2D );
GL_State( 0x422 );
qglBegin( GL_QUADS );
qglVertex2f( x, y );
qglVertex2f( x + w, y );
qglVertex2f( x + w, y + h );
qglVertex2f( x, y + h );
qglEnd();
qglEnable( GL_TEXTURE_2D );
}
/*
================
DrawBox
================
*/
void DrawBox( float x, float y, float w, float h ) {
R_IssuePendingRenderCommands();
qglColor4fv( backEnd.color2D );
qglDisable( GL_TEXTURE_2D );
GL_State( 0x465 );
qglBegin( GL_QUADS );
qglVertex2f( x, y );
qglVertex2f( x + w, y );
qglVertex2f( x + w, y + h );
qglVertex2f( x, y + h );
qglEnd();
qglEnable( GL_TEXTURE_2D );
}
/*
================
DrawLineLoop
================
*/
void DrawLineLoop( const vec2_t *points, int count, int stipple_factor, int stipple_mask ) {
int i;
R_IssuePendingRenderCommands();
qglDisable( GL_TEXTURE_2D );
if( stipple_factor ) {
qglEnable( GL_LINE_STIPPLE );
qglLineStipple( stipple_factor, stipple_mask );
}
qglBegin( GL_LINE_LOOP );
for( i = 0; i < count; i++ ) {
qglVertex2i( 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 ) {
matrix_t matrix;
backEnd.projection2D = qtrue;
backEnd.last2DFBO = glState.currentFBO;
// set 2D virtual screen size
qglViewport( 0, 0, w, h );
qglScissor( 0, 0, w, h );
Mat4Ortho( 0, w, h, 0, 0, 1, matrix );
GL_SetProjectionMatrix( matrix );
Mat4Identity( matrix );
GL_SetModelviewMatrix( matrix );
GL_State( GLS_DEPTHTEST_DISABLE |
GLS_SRCBLEND_SRC_ALPHA |
GLS_DSTBLEND_ONE_MINUS_SRC_ALPHA );
GL_Cull( CT_TWO_SIDED );
qglDisable( GL_CLIP_PLANE0 );
// set time for 2D shaders
backEnd.refdef.time = ri.Milliseconds();
backEnd.refdef.floatTime = backEnd.refdef.time * 0.001f;
// reset color scaling
backEnd.refdef.colorScale = 1.0f;
/*qglViewport( x, y, w, h );
qglScissor( x, y, w, h );
qglMatrixMode( GL_MODELVIEW0_ARB + 1 );
qglLoadIdentity();
qglOrtho( left, right, bottom, top, n, f );
qglMatrixMode( GL_MODELVIEW0_ARB );
qglLoadIdentity();
GL_State( 0x465 );
qglEnable( GL_BLEND );
qglDisable( GL_CULL_FACE );
qglDisable( GL_CLIP_PLANE0 );
//if( r_reset_tc_array->integer )
// qglDisableClientState( 32888 );
if( !backEnd.projection2D )
{
backEnd.refdef.time = ri.Milliseconds();
backEnd.projection2D = qtrue;
backEnd.refdef.floatTime = ( float )backEnd.refdef.time * 0.001;
}*/
}
/*
================
RE_Scissor
================
*/
void RE_Scissor( int x, int y, int width, int height ) {
qglEnable( GL_SCISSOR_TEST );
qglScissor( x, y, width, height );
}