xash3d-fwgs/ref_gl/gl_draw.c
Gleb Mazovetskiy 5e0a0765ce Trim all trailing whitespace
The `.editorconfig` file in this repo is configured to trim all trailing
whitespace regardless of whether the line is modified.

Trims all trailing whitespace in the repository to make the codebase easier
to work with in editors that respect `.editorconfig`.

`git blame` becomes less useful on these lines but it already isn't very useful.

Commands:

```
find . -type f -name '*.h' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
find . -type f -name '*.c' -exec sed --in-place 's/[[:space:]]\+$//' {} \+
```
2021-01-04 20:55:10 +03:00

282 lines
6.4 KiB
C

/*
gl_draw.c - orthogonal drawing stuff
Copyright (C) 2010 Uncle Mike
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"
/*
=============
R_GetImageParms
=============
*/
void R_GetTextureParms( int *w, int *h, int texnum )
{
gl_texture_t *glt;
glt = R_GetTexture( texnum );
if( w ) *w = glt->srcWidth;
if( h ) *h = glt->srcHeight;
}
/*
=============
R_GetSpriteParms
same as GetImageParms but used
for sprite models
=============
*/
void R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{
mspriteframe_t *pFrame;
if( !pSprite || pSprite->type != mod_sprite ) return; // bad model ?
pFrame = R_GetSpriteFrame( pSprite, currentFrame, 0.0f );
if( frameWidth ) *frameWidth = pFrame->width;
if( frameHeight ) *frameHeight = pFrame->height;
if( numFrames ) *numFrames = pSprite->numframes;
}
int R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{
if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
return 0;
return R_GetSpriteFrame( m_pSpriteModel, frame, 0.0f )->gl_texturenum;
}
/*
=============
R_DrawStretchPic
=============
*/
void R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{
GL_Bind( XASH_TEXTURE0, texnum );
pglBegin( GL_QUADS );
pglTexCoord2f( s1, t1 );
pglVertex2f( x, y );
pglTexCoord2f( s2, t1 );
pglVertex2f( x + w, y );
pglTexCoord2f( s2, t2 );
pglVertex2f( x + w, y + h );
pglTexCoord2f( s1, t2 );
pglVertex2f( x, y + h );
pglEnd();
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void R_DrawTileClear( int texnum, int x, int y, int w, int h )
{
float tw, th;
gl_texture_t *glt;
GL_SetRenderMode( kRenderNormal );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( XASH_TEXTURE0, texnum );
glt = R_GetTexture( texnum );
tw = glt->srcWidth;
th = glt->srcHeight;
pglBegin( GL_QUADS );
pglTexCoord2f( x / tw, y / th );
pglVertex2f( x, y );
pglTexCoord2f((x + w) / tw, y / th );
pglVertex2f( x + w, y );
pglTexCoord2f((x + w) / tw, (y + h) / th );
pglVertex2f( x + w, y + h );
pglTexCoord2f( x / tw, (y + h) / th );
pglVertex2f( x, y + h );
pglEnd ();
}
/*
=============
R_DrawStretchRaw
=============
*/
void R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
{
byte *raw = NULL;
gl_texture_t *tex;
if( !GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
{
int width = 1, height = 1;
// check the dimensions
width = NearestPOW( cols, true );
height = NearestPOW( rows, false );
if( cols != width || rows != height )
{
raw = GL_ResampleTexture( data, cols, rows, width, height, false );
cols = width;
rows = height;
}
}
else
{
raw = (byte *)data;
}
if( cols > glConfig.max_2d_texture_size )
gEngfuncs.Host_Error( "R_DrawStretchRaw: size %i exceeds hardware limits\n", cols );
if( rows > glConfig.max_2d_texture_size )
gEngfuncs.Host_Error( "R_DrawStretchRaw: size %i exceeds hardware limits\n", rows );
pglDisable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
tex = R_GetTexture( tr.cinTexture );
GL_Bind( XASH_TEXTURE0, tr.cinTexture );
if( cols == tex->width && rows == tex->height )
{
if( dirty )
{
pglTexSubImage2D( GL_TEXTURE_2D, 0, 0, 0, cols, rows, GL_BGRA, GL_UNSIGNED_BYTE, raw );
}
}
else
{
tex->size = cols * rows * 4;
tex->width = cols;
tex->height = rows;
if( dirty )
{
pglTexImage2D( GL_TEXTURE_2D, 0, GL_RGBA, cols, rows, 0, GL_BGRA, GL_UNSIGNED_BYTE, raw );
}
}
pglBegin( GL_QUADS );
pglTexCoord2f( 0, 0 );
pglVertex2f( x, y );
pglTexCoord2f( 1, 0 );
pglVertex2f( x + w, y );
pglTexCoord2f( 1, 1 );
pglVertex2f( x + w, y + h );
pglTexCoord2f( 0, 1 );
pglVertex2f( x, y + h );
pglEnd();
}
/*
=============
R_UploadStretchRaw
=============
*/
void R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
{
byte *raw = NULL;
gl_texture_t *tex;
if( !GL_Support( GL_ARB_TEXTURE_NPOT_EXT ))
{
// check the dimensions
width = NearestPOW( width, true );
height = NearestPOW( height, false );
}
else
{
width = bound( 128, width, glConfig.max_2d_texture_size );
height = bound( 128, height, glConfig.max_2d_texture_size );
}
if( cols != width || rows != height )
{
raw = GL_ResampleTexture( data, cols, rows, width, height, false );
cols = width;
rows = height;
}
else
{
raw = (byte *)data;
}
if( cols > glConfig.max_2d_texture_size )
gEngfuncs.Host_Error( "R_UploadStretchRaw: size %i exceeds hardware limits\n", cols );
if( rows > glConfig.max_2d_texture_size )
gEngfuncs.Host_Error( "R_UploadStretchRaw: size %i exceeds hardware limits\n", rows );
tex = R_GetTexture( texture );
GL_Bind( GL_KEEP_UNIT, texture );
tex->width = cols;
tex->height = rows;
pglTexImage2D( GL_TEXTURE_2D, 0, tex->format, cols, rows, 0, GL_BGRA, GL_UNSIGNED_BYTE, raw );
GL_ApplyTextureParams( tex );
}
/*
===============
R_Set2DMode
===============
*/
void R_Set2DMode( qboolean enable )
{
if( enable )
{
if( glState.in2DMode )
return;
// set 2D virtual screen size
pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
GL_Cull( GL_NONE );
pglDepthMask( GL_FALSE );
pglDisable( GL_DEPTH_TEST );
pglEnable( GL_ALPHA_TEST );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
glState.in2DMode = true;
RI.currententity = NULL;
RI.currentmodel = NULL;
}
else
{
pglDepthMask( GL_TRUE );
pglEnable( GL_DEPTH_TEST );
glState.in2DMode = false;
pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
GL_Cull( GL_FRONT );
}
}