mirror of
https://github.com/openmoh/openmohaa.git
synced 2025-04-28 13:47:58 +03:00
505 lines
12 KiB
C
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 );
|
|
}
|