mirror of https://github.com/FWGS/xash3d-fwgs
433 lines
8.8 KiB
C
433 lines
8.8 KiB
C
/*
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gl_draw.c - orthogonal drawing stuff
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Copyright (C) 2010 Uncle Mike
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This program is free software: you can redistribute it and/or modify
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it under the terms of the GNU General Public License as published by
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the Free Software Foundation, either version 3 of the License, or
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(at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
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GNU General Public License for more details.
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*/
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#include "r_local.h"
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/*
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=============
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R_GetImageParms
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=============
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*/
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void R_GetTextureParms( int *w, int *h, int texnum )
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{
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image_t *glt;
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glt = R_GetTexture( texnum );
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if( w ) *w = glt->srcWidth;
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if( h ) *h = glt->srcHeight;
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}
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/*
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=============
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R_GetSpriteParms
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same as GetImageParms but used
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for sprite models
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=============
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*/
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void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
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{
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mspriteframe_t *pFrame;
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if( !pSprite || pSprite->type != mod_sprite ) return; // bad model ?
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pFrame = R_GetSpriteFrame( pSprite, currentFrame, 0.0f );
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if( frameWidth ) *frameWidth = pFrame->width;
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if( frameHeight ) *frameHeight = pFrame->height;
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if( numFrames ) *numFrames = pSprite->numframes;
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}
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int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
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{
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if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
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return 0;
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return R_GetSpriteFrame( m_pSpriteModel, frame, 0.0f )->gl_texturenum;
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}
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/*
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=============
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Draw_StretchPicImplementation
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=============
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*/
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void R_DrawStretchPicImplementation( int x, int y, int w, int h, int s1, int t1, int s2, int t2, image_t *pic )
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{
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pixel_t *source, *dest;
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unsigned int v, u, sv;
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unsigned int height;
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unsigned int f, fstep;
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int skip;
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qboolean transparent = false;
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pixel_t *buffer;
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if( x < 0 )
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{
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s1 += (-x)*(s2-s1) / w;
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x = 0;
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}
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if( x + w > vid.width )
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{
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s2 -= (x + w - vid.width) * (s2 - s1)/ w ;
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w = vid.width - x;
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}
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if( y + h > vid.height )
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{
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t2 -= (y + h - vid.height) * (t2 - t1) / h;
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h = vid.height - y;
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}
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if( !pic->pixels[0] || s1 >= s2 || t1 >= t2 )
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return;
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//gEngfuncs.Con_Printf ("pixels is %p\n", pic->pixels[0] );
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height = h;
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if (y < 0)
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{
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skip = -y;
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height += y;
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y = 0;
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}
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else
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skip = 0;
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dest = vid.buffer + y * vid.rowbytes + x;
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if( pic->alpha_pixels )
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{
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buffer = pic->alpha_pixels;
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transparent = true;
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}
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else
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buffer = pic->pixels[0];
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#pragma omp parallel for schedule(static)
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for (v=0 ; v<height ; v++)
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{
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int alpha1 = vid.alpha;
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#ifdef _OPENMP
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pixel_t *dest = vid.buffer + (y + v) * vid.rowbytes + x;
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#endif
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sv = (skip + v)*(t2-t1)/h + t1;
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source = buffer + sv*pic->width + s1;
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{
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f = 0;
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fstep = ((s2-s1) << 16)/w;
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#if 0
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for (u=0 ; u<w ; u+=4)
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{
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dest[u] = source[f>>16];
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f += fstep;
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dest[u+1] = source[f>>16];
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f += fstep;
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dest[u+2] = source[f>>16];
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f += fstep;
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dest[u+3] = source[f>>16];
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f += fstep;
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}
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#else
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for (u=0 ; u<w ; u++)
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{
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pixel_t src = source[f>>16];
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int alpha = alpha1;
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f += fstep;
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if( transparent )
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{
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alpha &= src >> ( 16 - 3 );
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src = src << 3;
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}
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if( alpha == 0 )
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continue;
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if( vid.color != COLOR_WHITE )
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src = vid.modmap[(src & 0xff00)|(vid.color>>8)] << 8 | (src & vid.color & 0xff) | ((src & 0xff) >> 3);
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if( vid.rendermode == kRenderTransAdd)
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{
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pixel_t screen = dest[u];
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dest[u] = vid.addmap[(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) | ((src & 0xff) >> 0);
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}
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else if( vid.rendermode == kRenderScreenFadeModulate )
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{
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pixel_t screen = dest[u];
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dest[u] = BLEND_COLOR( screen, vid.color );
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}
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else if( alpha < 7) // && (vid.rendermode == kRenderTransAlpha || vid.rendermode == kRenderTransTexture ) )
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{
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pixel_t screen = dest[u]; // | 0xff & screen & src ;
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dest[u] = BLEND_ALPHA( alpha, src, screen );//vid.alphamap[( alpha << 16)|(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) >> 3 | ((src & 0xff) >> 3);
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}
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else
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dest[u] = src;
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}
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#endif
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}
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dest += vid.rowbytes;
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}
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}
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/*
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=============
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R_DrawStretchPic
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=============
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*/
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void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
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{
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image_t *pic = R_GetTexture(texnum);
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int width = pic->width, height = pic->height;
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// GL_Bind( XASH_TEXTURE0, texnum );
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if( s2 > 1.0f || t2 > 1.0f )
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return;
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if( s1 < 0.0f || t1 < 0.0f )
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return;
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if( w < 1.0f || h < 1.0f )
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return;
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R_DrawStretchPicImplementation(x,y,w,h, width * s1, height * t1, width * s2, height * t2, pic);
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}
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void Draw_Fill (int x, int y, int w, int h)
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{
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pixel_t *dest;
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unsigned int v, u;
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unsigned int height;
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int skip;
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pixel_t src = vid.color;
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int alpha = vid.alpha;
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if( x < 0 )
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x = 0;
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if( x + w > vid.width )
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w = vid.width - x;
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if( w <= 0 )
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return;
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if( y + h > vid.height )
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h = vid.height - y;
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if( h <= 0 )
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return;
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height = h;
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if( y < 0 )
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{
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if( h <= -y )
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return;
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skip = -y;
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height += y;
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y = 0;
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}
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else
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skip = 0;
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dest = vid.buffer + y * vid.rowbytes + x;
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#pragma omp parallel for schedule(static)
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for (v=0 ; v<height ; v++)
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{
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#ifdef _OPENMP
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pixel_t *dest = vid.buffer + (y + v) * vid.rowbytes + x;
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#endif
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{
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#if 0
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for (u=0 ; u<w ; u+=4)
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{
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dest[u] = source[f>>16];
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f += fstep;
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dest[u+1] = source[f>>16];
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f += fstep;
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dest[u+2] = source[f>>16];
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f += fstep;
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dest[u+3] = source[f>>16];
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f += fstep;
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}
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#else
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for (u=0 ; u<w ; u++)
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{
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if( alpha == 0 )
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continue;
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if( vid.rendermode == kRenderTransAdd)
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{
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pixel_t screen = dest[u];
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dest[u] = vid.addmap[(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) | ((src & 0xff) >> 0);
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}
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else if( alpha < 7) // && (vid.rendermode == kRenderTransAlpha || vid.rendermode == kRenderTransTexture ) )
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{
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pixel_t screen = dest[u]; // | 0xff & screen & src ;
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dest[u] = BLEND_ALPHA( alpha, src, screen);//vid.alphamap[( alpha << 16)|(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) >> 3 | ((src & 0xff) >> 3);
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}
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else
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dest[u] = src;
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}
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#endif
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}
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dest += vid.rowbytes;
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}
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}
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/*
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=============
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Draw_TileClear
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This repeats a 64*64 tile graphic to fill the screen around a sized down
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refresh window.
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=============
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*/
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void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h )
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{
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int tw, th, x2, i, j;
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image_t *pic;
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pixel_t *psrc, *pdest;
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GL_SetRenderMode( kRenderNormal );
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_TriColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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GL_Bind( XASH_TEXTURE0, texnum );
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pic = R_GetTexture( texnum );
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tw = pic->width;
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th = pic->height;
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if (x < 0)
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{
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w += x;
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x = 0;
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}
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if (y < 0)
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{
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h += y;
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y = 0;
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}
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if (x + w > vid.width)
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w = vid.width - x;
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if (y + h > vid.height)
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h = vid.height - y;
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if (w <= 0 || h <= 0)
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return;
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x2 = x + w;
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pdest = vid.buffer + y*vid.rowbytes;
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for (i=0 ; i<h ; i++, pdest += vid.rowbytes)
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{
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psrc = pic->pixels[0] + tw * ((i+y)&63);
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for (j=x ; j<x2 ; j++)
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pdest[j] = psrc[j&63];
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}
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}
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/*
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=============
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R_DrawStretchRaw
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=============
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*/
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void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
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{
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byte *raw = NULL;
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image_t *tex;
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raw = (byte *)data;
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//pglDisable( GL_BLEND );
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//pglDisable( GL_ALPHA_TEST );
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//pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
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tex = R_GetTexture( tr.cinTexture );
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GL_Bind( XASH_TEXTURE0, tr.cinTexture );
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}
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/*
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=============
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R_UploadStretchRaw
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=============
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*/
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void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
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{
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byte *raw = NULL;
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image_t *tex;
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raw = (byte *)data;
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tex = R_GetTexture( texture );
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GL_Bind( GL_KEEP_UNIT, texture );
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tex->width = cols;
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tex->height = rows;
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}
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/*
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===============
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R_Set2DMode
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===============
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*/
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void GAME_EXPORT R_Set2DMode( qboolean enable )
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{
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vid.color = COLOR_WHITE;
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vid.is2d = enable;
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vid.alpha = 7;
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if( enable )
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{
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// if( glState.in2DMode )
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// return;
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#if 0
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// set 2D virtual screen size
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pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
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pglMatrixMode( GL_PROJECTION );
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pglLoadIdentity();
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pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
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pglMatrixMode( GL_MODELVIEW );
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pglLoadIdentity();
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GL_Cull( GL_NONE );
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pglDepthMask( GL_FALSE );
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pglDisable( GL_DEPTH_TEST );
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pglEnable( GL_ALPHA_TEST );
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pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
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#endif
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// glState.in2DMode = true;
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RI.currententity = NULL;
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RI.currentmodel = NULL;
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}
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else
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{
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#if 0
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pglDepthMask( GL_TRUE );
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pglEnable( GL_DEPTH_TEST );
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glState.in2DMode = false;
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pglMatrixMode( GL_PROJECTION );
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GL_LoadMatrix( RI.projectionMatrix );
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pglMatrixMode( GL_MODELVIEW );
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GL_LoadMatrix( RI.worldviewMatrix );
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GL_Cull( GL_FRONT );
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#endif
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}
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}
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