mirror of
https://github.com/FWGS/xash3d-fwgs
synced 2024-11-23 02:15:55 +01:00
254 lines
6.1 KiB
C
254 lines
6.1 KiB
C
/*
|
|
gl_vgui.c - OpenGL vgui draw methods
|
|
Copyright (C) 2011 Uncle Mike
|
|
Copyright (C) 2019 a1batross
|
|
|
|
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 3 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.
|
|
*/
|
|
|
|
#include "gl_local.h"
|
|
|
|
#define VGUI_MAX_TEXTURES ( MAX_TEXTURES / 2 ) // a half of total textures count
|
|
|
|
static int g_textures[VGUI_MAX_TEXTURES];
|
|
static int g_textureId = 0;
|
|
static int g_iBoundTexture;
|
|
|
|
/*
|
|
================
|
|
VGUI_DrawInit
|
|
|
|
Startup VGUI backend
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_DrawInit( void )
|
|
{
|
|
memset( g_textures, 0, sizeof( g_textures ));
|
|
g_textureId = g_iBoundTexture = 0;
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_DrawShutdown
|
|
|
|
Release all textures
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_DrawShutdown( void )
|
|
{
|
|
int i;
|
|
|
|
for( i = 1; i < g_textureId; i++ )
|
|
{
|
|
GL_FreeTexture( g_textures[i] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_GenerateTexture
|
|
|
|
generate unique texture number
|
|
================
|
|
*/
|
|
int GAME_EXPORT VGUI_GenerateTexture( void )
|
|
{
|
|
if( ++g_textureId >= VGUI_MAX_TEXTURES )
|
|
gEngfuncs.Host_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" );
|
|
return g_textureId;
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_UploadTexture
|
|
|
|
Upload texture into video memory
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height )
|
|
{
|
|
rgbdata_t r_image;
|
|
char texName[32];
|
|
|
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
|
|
{
|
|
gEngfuncs.Con_DPrintf( S_ERROR "VGUI_UploadTexture: bad texture %i. Ignored\n", id );
|
|
return;
|
|
}
|
|
|
|
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
|
|
memset( &r_image, 0, sizeof( r_image ));
|
|
|
|
r_image.width = width;
|
|
r_image.height = height;
|
|
r_image.type = PF_RGBA_32;
|
|
r_image.size = r_image.width * r_image.height * 4;
|
|
r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
|
|
r_image.buffer = (byte *)buffer;
|
|
|
|
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE );
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_CreateTexture
|
|
|
|
Create empty rgba texture and upload them into video memory
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height )
|
|
{
|
|
rgbdata_t r_image;
|
|
char texName[32];
|
|
|
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
|
|
{
|
|
gEngfuncs.Con_Reportf( S_ERROR "VGUI_CreateTexture: bad texture %i. Ignored\n", id );
|
|
return;
|
|
}
|
|
|
|
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
|
|
memset( &r_image, 0, sizeof( r_image ));
|
|
|
|
r_image.width = width;
|
|
r_image.height = height;
|
|
r_image.type = PF_RGBA_32;
|
|
r_image.size = r_image.width * r_image.height * 4;
|
|
r_image.flags = IMAGE_HAS_ALPHA;
|
|
r_image.buffer = NULL;
|
|
|
|
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST );
|
|
g_iBoundTexture = id;
|
|
}
|
|
|
|
void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight )
|
|
{
|
|
if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture )
|
|
{
|
|
gEngfuncs.Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id );
|
|
return;
|
|
}
|
|
|
|
pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba );
|
|
g_iBoundTexture = id;
|
|
}
|
|
|
|
void GAME_EXPORT VGUI_SetupDrawingRect( int *pColor )
|
|
{
|
|
pglEnable( GL_BLEND );
|
|
pglDisable( GL_ALPHA_TEST );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
|
|
}
|
|
|
|
void GAME_EXPORT VGUI_SetupDrawingText( int *pColor )
|
|
{
|
|
pglEnable( GL_BLEND );
|
|
pglEnable( GL_ALPHA_TEST );
|
|
pglAlphaFunc( GL_GREATER, 0.0f );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
|
|
}
|
|
|
|
void GAME_EXPORT VGUI_SetupDrawingImage( int *pColor )
|
|
{
|
|
pglEnable( GL_BLEND );
|
|
pglEnable( GL_ALPHA_TEST );
|
|
pglAlphaFunc( GL_GREATER, 0.0f );
|
|
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
|
|
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
|
|
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
|
|
}
|
|
|
|
void GAME_EXPORT VGUI_BindTexture( int id )
|
|
{
|
|
if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] )
|
|
{
|
|
GL_Bind( XASH_TEXTURE0, g_textures[id] );
|
|
g_iBoundTexture = id;
|
|
}
|
|
else
|
|
{
|
|
// NOTE: same as bogus index 2700 in GoldSrc
|
|
id = g_iBoundTexture = 1;
|
|
GL_Bind( XASH_TEXTURE0, g_textures[id] );
|
|
}
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_GetTextureSizes
|
|
|
|
returns wide and tall for currently binded texture
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height )
|
|
{
|
|
gl_texture_t *glt;
|
|
int texnum;
|
|
|
|
if( g_iBoundTexture )
|
|
texnum = g_textures[g_iBoundTexture];
|
|
else texnum = tr.defaultTexture;
|
|
|
|
glt = R_GetTexture( texnum );
|
|
if( width ) *width = glt->srcWidth;
|
|
if( height ) *height = glt->srcHeight;
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_EnableTexture
|
|
|
|
disable texturemode for fill rectangle
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_EnableTexture( qboolean enable )
|
|
{
|
|
if( enable ) pglEnable( GL_TEXTURE_2D );
|
|
else pglDisable( GL_TEXTURE_2D );
|
|
}
|
|
|
|
/*
|
|
================
|
|
VGUI_DrawQuad
|
|
|
|
generic method to fill rectangle
|
|
================
|
|
*/
|
|
void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
|
|
{
|
|
int width, height;
|
|
float xscale, yscale;
|
|
|
|
gEngfuncs.CL_GetScreenInfo( &width, &height );
|
|
|
|
xscale = gpGlobals->width / (float)width;
|
|
yscale = gpGlobals->height / (float)height;
|
|
|
|
ASSERT( ul != NULL && lr != NULL );
|
|
|
|
pglBegin( GL_QUADS );
|
|
pglTexCoord2f( ul->coord[0], ul->coord[1] );
|
|
pglVertex2f( ul->point[0] * xscale, ul->point[1] * yscale );
|
|
|
|
pglTexCoord2f( lr->coord[0], ul->coord[1] );
|
|
pglVertex2f( lr->point[0] * xscale, ul->point[1] * yscale );
|
|
|
|
pglTexCoord2f( lr->coord[0], lr->coord[1] );
|
|
pglVertex2f( lr->point[0] * xscale, lr->point[1] * yscale );
|
|
|
|
pglTexCoord2f( ul->coord[0], lr->coord[1] );
|
|
pglVertex2f( ul->point[0] * xscale, lr->point[1] * yscale );
|
|
pglEnd();
|
|
}
|