mirror of
https://github.com/w23/xash3d-fwgs
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254 lines
6.1 KiB
C
254 lines
6.1 KiB
C
/*
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gl_vgui.c - OpenGL vgui draw methods
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Copyright (C) 2011 Uncle Mike
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Copyright (C) 2019 a1batross
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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 "gl_local.h"
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#define VGUI_MAX_TEXTURES ( MAX_TEXTURES / 2 ) // a half of total textures count
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static int g_textures[VGUI_MAX_TEXTURES];
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static int g_textureId = 0;
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static int g_iBoundTexture;
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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 GAME_EXPORT VGUI_DrawInit( void )
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{
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memset( g_textures, 0, sizeof( g_textures ));
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g_textureId = g_iBoundTexture = 0;
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}
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/*
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================
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VGUI_DrawShutdown
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Release all textures
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================
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*/
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void GAME_EXPORT 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_FreeTexture( g_textures[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 GAME_EXPORT VGUI_GenerateTexture( void )
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{
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if( ++g_textureId >= VGUI_MAX_TEXTURES )
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gEngfuncs.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 GAME_EXPORT 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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gEngfuncs.Con_DPrintf( S_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 );
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}
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/*
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================
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VGUI_CreateTexture
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Create empty rgba texture and upload them into video memory
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================
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*/
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void GAME_EXPORT VGUI_CreateTexture( int id, 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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gEngfuncs.Con_Reportf( S_ERROR "VGUI_CreateTexture: 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_ALPHA;
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r_image.buffer = NULL;
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST );
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g_iBoundTexture = id;
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}
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void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight )
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{
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if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture )
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{
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gEngfuncs.Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id );
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return;
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}
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pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba );
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g_iBoundTexture = id;
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}
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void GAME_EXPORT 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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void GAME_EXPORT VGUI_SetupDrawingText( 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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pglAlphaFunc( GL_GREATER, 0.0f );
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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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void GAME_EXPORT 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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pglAlphaFunc( GL_GREATER, 0.0f );
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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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void GAME_EXPORT 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( XASH_TEXTURE0, g_textures[id] );
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g_iBoundTexture = 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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id = g_iBoundTexture = 1;
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GL_Bind( XASH_TEXTURE0, g_textures[id] );
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}
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}
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/*
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================
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VGUI_GetTextureSizes
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returns wide and tall for currently binded texture
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================
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*/
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void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height )
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{
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gl_texture_t *glt;
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int texnum;
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if( g_iBoundTexture )
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texnum = g_textures[g_iBoundTexture];
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else texnum = tr.defaultTexture;
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glt = R_GetTexture( texnum );
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if( width ) *width = glt->srcWidth;
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if( height ) *height = glt->srcHeight;
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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 GAME_EXPORT 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 GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
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{
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int width, height;
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float xscale, yscale;
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gEngfuncs.CL_GetScreenInfo( &width, &height );
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xscale = gpGlobals->width / (float)width;
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yscale = gpGlobals->height / (float)height;
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ASSERT( ul != NULL && lr != NULL );
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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] * xscale, ul->point[1] * yscale );
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pglTexCoord2f( lr->coord[0], ul->coord[1] );
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pglVertex2f( lr->point[0] * xscale, ul->point[1] * yscale );
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pglTexCoord2f( lr->coord[0], lr->coord[1] );
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pglVertex2f( lr->point[0] * xscale, lr->point[1] * yscale );
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pglTexCoord2f( ul->coord[0], lr->coord[1] );
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pglVertex2f( ul->point[0] * xscale, lr->point[1] * yscale );
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pglEnd();
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}
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