This repository has been archived on 2022-06-27. You can view files and clone it, but cannot push or open issues or pull requests.
Xash3DArchive/render/gl_draw.c

316 lines
6.7 KiB
C

/*
Copyright (C) 1997-2001 Id Software, Inc.
This program 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.
This program 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 this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// draw.c
#include "gl_local.h"
image_t *draw_chars;
byte def_font[] =
{
#include "lhfont.h"
};
/*
=============
Draw_FindPic
=============
*/
image_t *Draw_FindPic (char *name)
{
char fullname[MAX_QPATH];
sprintf (fullname, "graphics/%s", name);
return R_FindImage (fullname, NULL, 0, it_pic);
}
/*
===============
Draw_InitLocal
===============
*/
void Draw_InitLocal (void)
{
// load console characters (don't bilerp characters)
draw_chars = R_FindImage("graphics/fonts/conchars", def_font, sizeof(def_font), it_pic);
GL_Bind( draw_chars->texnum[0] );
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST);
}
/*
================
Draw_String
================
*/
void Draw_String (int x, int y, char *str)
{
while (*str)
{
Draw_Char(x, y, *str);
str++;
x += 8;
}
}
void Draw_Char (float x, float y, int num)
{
int row, col;
float frow, fcol, size;
num &= 255;
if ( (num & 127) == 32 ) return;// space
if (y <= -8) return; // totally off screen
row = num>>4;
col = num&15;
frow = row*0.0625;
fcol = col*0.0625;
size = 0.0625;
GL_Bind (draw_chars->texnum[0]);
VA_SetElem2(tex_array[0],fcol, frow);
VA_SetElem2(vert_array[0],x, y);
VA_SetElem2(tex_array[1],fcol + size, frow);
VA_SetElem2(vert_array[1],x+8, y);
VA_SetElem2(tex_array[2],fcol + size, frow + size);
VA_SetElem2(vert_array[2],x+8, y+8);
VA_SetElem2(tex_array[3],fcol, frow + size);
VA_SetElem2(vert_array[3],x, y+8);
GL_LockArrays( 4 );
qglDrawArrays(GL_QUADS, 0, 4);
GL_UnlockArrays();
}
/*
=============
Draw_GetPicSize
=============
*/
void Draw_GetPicSize (int *w, int *h, char *pic)
{
image_t *gl;
gl = Draw_FindPic (pic);
if (!gl)
{
*w = *h = -1;
return;
}
*w = gl->width;
*h = gl->height;
}
/*
=============
Draw_StretchPic
=============
*/
void Draw_StretchPic (float x, float y, float w, float h, float s1, float t1, float s2, float t2, char *pic)
{
image_t *gl;
gl = Draw_FindPic( pic );
if(!gl) return;
GL_Bind (gl->texnum[0]);
GL_EnableBlend();
GL_TexEnv( GL_MODULATE );
if(gl_state.draw_color[3] != 1.0f )
{
GL_DisableAlphaTest();
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
}
else
{
GL_EnableAlphaTest();
qglBlendFunc(GL_ONE, GL_ZERO);
}
qglColor4fv( gl_state.draw_color );
VA_SetElem2(tex_array[0], s1, t1);
VA_SetElem2(vert_array[0], x, y);
VA_SetElem2(tex_array[1], s2, t1);
VA_SetElem2(vert_array[1], x+w, y);
VA_SetElem2(tex_array[2], s2, t2);
VA_SetElem2(vert_array[2], x+w, y+h);
VA_SetElem2(tex_array[3], s1, t2);
VA_SetElem2(vert_array[3], x, y+h);
GL_LockArrays( 4 );
qglDrawArrays(GL_QUADS, 0, 4);
GL_UnlockArrays();
GL_DisableBlend();
GL_EnableAlphaTest();
}
/*
=============
Draw_Pic
=============
*/
void Draw_Pic (int x, int y, char *pic)
{
image_t *gl;
gl = Draw_FindPic (pic);
if (!gl) return;
GL_Bind (gl->texnum[0]);
qglBegin (GL_QUADS);
qglTexCoord2f (0, 0);
qglVertex2f (x, y);
qglTexCoord2f (1, 0);
qglVertex2f (x+gl->width, y);
qglTexCoord2f (1, 1);
qglVertex2f (x+gl->width, y+gl->height);
qglTexCoord2f (0, 1);
qglVertex2f (x, y+gl->height);
qglEnd ();
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void Draw_TileClear (int x, int y, int w, int h, char *pic)
{
image_t *image;
image = Draw_FindPic (pic);
if (!image) return;
GL_Bind (image->texnum[0]);
qglBegin (GL_QUADS);
qglTexCoord2f (x/64.0, y/64.0);
qglVertex2f (x, y);
qglTexCoord2f ( (x+w)/64.0, y/64.0);
qglVertex2f (x+w, y);
qglTexCoord2f ( (x+w)/64.0, (y+h)/64.0);
qglVertex2f (x+w, y+h);
qglTexCoord2f ( x/64.0, (y+h)/64.0 );
qglVertex2f (x, y+h);
qglEnd ();
}
/*
=============
Draw_Fill
Fills a box of pixels with a single color
=============
*/
void Draw_Fill(float x, float y, float w, float h)
{
qglDisable (GL_TEXTURE_2D);
qglColor4fv(gl_state.draw_color);
GL_EnableBlend();
if(gl_state.draw_color[3] != 1.0f )
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
else qglBlendFunc(GL_ONE, GL_ZERO);
qglBegin (GL_QUADS);
qglVertex2f(x, y);
qglVertex2f(x + w, y);
qglVertex2f(x + w, y + h);
qglVertex2f(x, y + h);
qglEnd();
GL_DisableBlend();
qglEnable (GL_TEXTURE_2D);
}
//=============================================================================
/*
================
Draw_FadeScreen
================
*/
void Draw_FadeScreen (void)
{
qglEnable (GL_BLEND);
qglDisable (GL_TEXTURE_2D);
qglColor4f (0, 0, 0, 0.8);
qglBegin (GL_QUADS);
qglVertex2f (0,0);
qglVertex2f (r_width->integer, 0);
qglVertex2f (r_width->integer, r_height->integer);
qglVertex2f (0, r_height->integer);
qglEnd ();
qglColor4f (1,1,1,1);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
}
//====================================================================
/*
=============
Draw_StretchRaw
=============
*/
void Draw_StretchRaw (int x, int y, int w, int h, int cols, int rows, byte *data, bool dirty)
{
int i, j;
qglFinish();
// 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)
Sys_Error ("Draw_StretchRaw: size not a power of 2: %i by %i", cols, rows);
GL_Bind(0);
if( dirty ) qglTexImage2D (GL_TEXTURE_2D, 0, gl_tex_solid_format, cols, rows, 0, GL_RGBA, GL_UNSIGNED_BYTE, data );
GL_TexFilter( false );
R_SetGL2D();
qglColor4fv(gl_state.draw_color);
qglBegin(GL_QUADS);
qglTexCoord2f( 0.5f / cols, 0.5f / rows );
qglVertex2f (x, y);
qglTexCoord2f((cols - 0.5f) / cols , 0.5f / rows );
qglVertex2f (x+w, y);
qglTexCoord2f((cols - 0.5f) / cols, (rows - 0.5f) / rows );
qglVertex2f (x+w, y+h);
qglTexCoord2f(0.5f / cols, ( rows - 0.5f )/rows );
qglVertex2f (x, y+h);
qglEnd();
}