mirror of
https://github.com/w23/xash3d-fwgs
synced 2024-12-22 01:20:16 +01:00
218 lines
4.8 KiB
C
218 lines
4.8 KiB
C
/*
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vgui_draw.c - vgui draw methods
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Copyright (C) 2011 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 "common.h"
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#include "client.h"
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#include "gl_local.h"
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#include "vgui_draw.h"
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convar_t *vgui_colorstrings;
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int g_textures[VGUI_MAX_TEXTURES];
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int g_textureId = 0;
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/*
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================
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VGUI_DrawInit
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Startup VGUI backend
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================
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*/
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void VGUI_DrawInit( void )
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{
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memset( g_textures, 0, sizeof( g_textures ));
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g_textureId = 0;
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vgui_colorstrings = Cvar_Get( "vgui_colorstrings", "0", FCVAR_ARCHIVE, "allow colorstrings in VGUI texts" );
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}
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/*
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================
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VGUI_DrawShutdown
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Release all the textures
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================
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*/
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void VGUI_DrawShutdown( void )
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{
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int i;
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for( i = 1; i < g_textureId; i++ )
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{
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GL_FreeImage( va( "*vgui%i", i ));
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}
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}
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/*
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================
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VGUI_GenerateTexture
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generate unique texture number
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================
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*/
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int VGUI_GenerateTexture( void )
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{
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if( ++g_textureId >= VGUI_MAX_TEXTURES )
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Host_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" );
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return g_textureId;
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}
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/*
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================
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VGUI_UploadTexture
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Upload texture into video memory
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================
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*/
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void VGUI_UploadTexture( int id, const char *buffer, int width, int height )
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{
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rgbdata_t r_image;
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char texName[32];
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if( id <= 0 || id >= VGUI_MAX_TEXTURES )
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{
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MsgDev( D_ERROR, "VGUI_UploadTexture: bad texture %i. Ignored\n", id );
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return;
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}
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
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memset( &r_image, 0, sizeof( r_image ));
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r_image.width = width;
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r_image.height = height;
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r_image.type = PF_RGBA_32;
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r_image.size = r_image.width * r_image.height * 4;
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r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
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r_image.buffer = (byte *)buffer;
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE, false );
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}
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/*
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================
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VGUI_SetupDrawingRect
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setup transparency etc
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================
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*/
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void VGUI_SetupDrawingRect( int *pColor )
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{
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pglEnable( GL_BLEND );
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pglDisable( GL_ALPHA_TEST );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
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}
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/*
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================
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VGUI_SetupDrawingImage
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setup transparency etc
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================
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*/
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void VGUI_SetupDrawingImage( int *pColor )
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{
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pglEnable( GL_BLEND );
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pglEnable( GL_ALPHA_TEST );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
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}
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/*
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================
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VGUI_BindTexture
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bind VGUI texture through private index
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================
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*/
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void VGUI_BindTexture( int id )
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{
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if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] )
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{
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GL_Bind( GL_TEXTURE0, g_textures[id] );
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}
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else
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{
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// NOTE: same as bogus index 2700 in GoldSrc
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GL_Bind( GL_TEXTURE0, g_textures[1] );
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}
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}
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/*
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================
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VGUI_EnableTexture
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disable texturemode for fill rectangle
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================
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*/
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void VGUI_EnableTexture( qboolean enable )
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{
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if( enable ) pglEnable( GL_TEXTURE_2D );
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else pglDisable( GL_TEXTURE_2D );
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}
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/*
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================
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VGUI_DrawQuad
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generic method to fill rectangle
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================
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*/
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void VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
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{
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pglBegin( GL_QUADS );
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pglTexCoord2f( ul->coord[0], ul->coord[1] );
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pglVertex2f( ul->point[0], ul->point[1] );
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pglTexCoord2f( lr->coord[0], ul->coord[1] );
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pglVertex2f( lr->point[0], ul->point[1] );
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pglTexCoord2f( lr->coord[0], lr->coord[1] );
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pglVertex2f( lr->point[0], lr->point[1] );
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pglTexCoord2f( ul->coord[0], lr->coord[1] );
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pglVertex2f( ul->point[0], lr->point[1] );
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pglEnd();
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}
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/*
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================
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VGUI_DrawBuffer
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render the quads array
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================
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*/
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void VGUI_DrawBuffer( const vpoint_t *buffer, int numVerts )
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{
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if( numVerts <= 0 ) return;
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pglEnable( GL_BLEND );
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pglEnable( GL_ALPHA_TEST );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglEnableClientState( GL_VERTEX_ARRAY );
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY );
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pglEnableClientState( GL_COLOR_ARRAY );
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vpoint_t ), &buffer->coord[0] );
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pglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( vpoint_t ), &buffer->color[0] );
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pglVertexPointer( 2, GL_FLOAT, sizeof( vpoint_t ), &buffer->point[0] );
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pglDrawArrays( GL_QUADS, 0, numVerts );
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pglDisableClientState( GL_VERTEX_ARRAY );
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pglDisableClientState( GL_TEXTURE_COORD_ARRAY );
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pglDisableClientState( GL_COLOR_ARRAY );
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} |