sv_http/sv_ftp paranoia, add gl_menutint_shader cvar, use shaders for r_menutint rendering on GL

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@2118 fc73d0e0-1445-4013-8a0c-d673dee63da5
This commit is contained in:
TimeServ 2006-03-14 09:20:07 +00:00
parent 2f26e1d12a
commit 62462f3b5d
5 changed files with 161 additions and 29 deletions

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@ -247,6 +247,7 @@ cvar_t gl_schematics = SCVAR("gl_schematics","0");
cvar_t gl_ztrick = SCVAR("gl_ztrick","0");
cvar_t gl_lerpimages = SCVAR("gl_lerpimages", "1");
cvar_t gl_lightmap_shift = SCVARF("gl_lightmap_shift", "0", CVAR_ARCHIVE | CVAR_LATCH);
cvar_t gl_menutint_shader = SCVAR("gl_menutint_shader", "1");
extern cvar_t r_waterlayers;
cvar_t gl_triplebuffer = SCVARF("gl_triplebuffer", "1", CVAR_ARCHIVE);
cvar_t vid_hardwaregamma = SCVARF("vid_hardwaregamma", "1", CVAR_ARCHIVE);
@ -367,6 +368,8 @@ void GLRenderer_Init(void)
Cvar_Register (&gl_lightmap_shift, GLRENDEREROPTIONS);
Cvar_Register (&gl_menutint_shader, GLRENDEREROPTIONS);
R_BloomRegister();
}
#endif

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@ -2007,12 +2007,14 @@ Draw_FadeScreen
================
*/
vec3_t fadecolor;
vec3_t fadecolorreal;
int faderender;
int fademodified;
void GLDraw_FadeScreen (void)
{
extern cvar_t r_menutint;
extern cvar_t r_menutint, gl_menutint_shader;
extern int scenepp_texture, scenepp_mt_program, scenepp_mt_parm_colorf, scenepp_mt_parm_inverti;
if (fademodified != r_menutint.modified)
{
@ -2032,24 +2034,16 @@ void GLDraw_FadeScreen (void)
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[0] = -(fadecolor[0]);
}
if (fadecolor[0] > 1)
fadecolor[0] = 1;
if (fadecolor[1] < 0)
{
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[1] = -(fadecolor[1]);
}
if (fadecolor[1] > 1)
fadecolor[1] = 1;
if (fadecolor[2] < 0)
{
faderender = GL_ONE_MINUS_DST_COLOR;
fadecolor[2] = -(fadecolor[2]);
}
if (fadecolor[2] > 1)
fadecolor[2] = 1;
}
fademodified = r_menutint.modified;
@ -2058,24 +2052,103 @@ void GLDraw_FadeScreen (void)
if (!faderender)
return;
qglEnable (GL_BLEND);
qglBlendFunc(faderender, GL_ZERO);
qglDisable(GL_ALPHA_TEST);
qglDisable (GL_TEXTURE_2D);
qglColor4f (fadecolor[0], fadecolor[1], fadecolor[2], 1);
qglBegin (GL_QUADS);
if (scenepp_mt_program && gl_menutint_shader.value)
{
float vwidth = 1, vheight = 1;
float vs, vt;
qglVertex2f (0,0);
qglVertex2f (vid.width, 0);
qglVertex2f (vid.width, vid.height);
qglVertex2f (0, vid.height);
// get the powers of 2 for the size of the texture that will hold the scene
while (vwidth < glwidth)
vwidth *= 2;
while (vheight < glheight)
vheight *= 2;
qglEnd ();
qglColor4f (1,1,1,1);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable(GL_ALPHA_TEST);
// get the maxtexcoords while we're at it (cache this or just use largest?)
vs = glwidth / vwidth;
vt = glheight / vheight;
// 2d mode, but upside down to quake's normal 2d drawing
// this makes grabbing the sreen a lot easier
qglViewport (glx, gly, glwidth, glheight);
qglMatrixMode(GL_PROJECTION);
// Push the matrices to go into 2d mode, that matches opengl's mode
qglPushMatrix();
qglLoadIdentity ();
// TODO: use actual window width and height
qglOrtho (0, glwidth, 0, glheight, -99999, 99999);
qglMatrixMode(GL_MODELVIEW);
qglPushMatrix();
qglLoadIdentity ();
GL_Bind(scenepp_texture);
qglCopyTexImage2D(GL_TEXTURE_2D, 0, GL_RGB, glx, gly, vwidth, vheight, 0);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR);
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (qglGetError())
Con_Printf(S_ERROR "GL Error after qglCopyTexImage2D\n");
GLSlang_UseProgram(scenepp_mt_program);
qglUniform3fvARB(scenepp_mt_parm_colorf, 1, fadecolor);
if (faderender == GL_ONE_MINUS_DST_COLOR)
qglUniform1iARB(scenepp_mt_parm_inverti, 1);
else
qglUniform1iARB(scenepp_mt_parm_inverti, 0);
if (qglGetError())
Con_Printf(S_ERROR "GL Error after GLSlang_UseProgram\n");
qglEnable(GL_TEXTURE_2D);
GL_Bind(scenepp_texture);
qglBegin(GL_QUADS);
qglTexCoord2f (0, 0);
qglVertex2f(0, 0);
qglTexCoord2f (vs, 0);
qglVertex2f(glwidth, 0);
qglTexCoord2f (vs, vt);
qglVertex2f(glwidth, glheight);
qglTexCoord2f (0, vt);
qglVertex2f(0, glheight);
qglEnd();
GLSlang_UseProgram(0);
// After all the post processing, pop the matrices
qglMatrixMode(GL_PROJECTION);
qglPopMatrix();
qglMatrixMode(GL_MODELVIEW);
qglPopMatrix();
if (qglGetError())
Con_Printf(S_ERROR "GL Error after drawing with shaderobjects\n");
}
else
{
// shaderless way
qglEnable (GL_BLEND);
qglBlendFunc(faderender, GL_ZERO);
qglDisable(GL_ALPHA_TEST);
qglDisable (GL_TEXTURE_2D);
qglColor4f (fadecolor[0], fadecolor[1], fadecolor[2], 1);
qglBegin (GL_QUADS);
qglVertex2f (0,0);
qglVertex2f (vid.width, 0);
qglVertex2f (vid.width, vid.height);
qglVertex2f (0, vid.height);
qglEnd ();
qglColor4f (1,1,1,1);
qglEnable (GL_TEXTURE_2D);
qglDisable (GL_BLEND);
qglBlendFunc(GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA);
qglEnable(GL_ALPHA_TEST);
}
Sbar_Changed();
}

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@ -155,6 +155,11 @@ int scenepp_ww_parm_texture1i;
int scenepp_ww_parm_texture2i;
int scenepp_ww_parm_ampscalef;
int scenepp_mt_program;
int scenepp_mt_parm_texture0i;
int scenepp_mt_parm_colorf;
int scenepp_mt_parm_inverti;
// KrimZon - init post processing - called in GL_CheckExtensions, when they're called
// I put it here so that only this file need be changed when messing with the post
// processing shaders
@ -221,11 +226,62 @@ void GL_InitSceneProcessingShaders_WaterWarp (void)
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf("GL Error initing shader object\n");
Con_Printf(S_ERROR "GL Error initing shader object\n");
}
void GL_InitSceneProcessingShaders_MenuTint(void)
{
static vec3_t defaultcolor = {1, 1, 1};
char *vshader = "\
varying vec2 texcoord;\
void main(void)\
{\
texcoord = gl_MultiTexCoord0.xy;\
gl_Position = gl_ModelViewProjectionMatrix * gl_Vertex;\
}";
char *fshader = "\
varying vec2 texcoord;\
uniform vec3 colorparam;\
uniform sampler2D source;\
uniform int invert;\
const vec3 lumfactors = vec3(0.299, 0.587, 0.114);\
const vec3 invertvec = vec3(1.0, 1.0, 1.0);\
void main(void)\
{\
vec3 texcolor = texture2D(source, texcoord).rgb;\
float luminance = dot(lumfactors, texcolor);\
texcolor = vec3(luminance, luminance, luminance);\
texcolor *= colorparam;\
texcolor = invert > 0 ? (invertvec - texcolor) : texcolor;\
gl_FragColor = vec4(texcolor, 1.0);\
}";
if (qglGetError())
Con_Printf("GL Error before initing shader object\n");
scenepp_mt_program = GLSlang_CreateProgram(NULL, vshader, fshader);
if (!scenepp_mt_program)
return;
scenepp_mt_parm_texture0i = GLSlang_GetUniformLocation(scenepp_mt_program, "source");
scenepp_mt_parm_colorf = GLSlang_GetUniformLocation(scenepp_mt_program, "colorparam");
scenepp_mt_parm_inverti = GLSlang_GetUniformLocation(scenepp_mt_program, "invert");
GLSlang_UseProgram(scenepp_mt_program);
GLSlang_SetUniform1i(scenepp_mt_parm_texture0i, 0);
GLSlang_UseProgram(0);
if (qglGetError())
Con_Printf(S_ERROR "GL Error initing shader object\n");
}
void GL_InitSceneProcessingShaders (void)
{
GL_InitSceneProcessingShaders_WaterWarp();
GL_InitSceneProcessingShaders_MenuTint();
}
#define PP_WARP_TEX_SIZE 64
@ -1862,7 +1918,7 @@ void GLR_RenderView (void)
qglTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR);
if (qglGetError())
Con_Printf("GL Error after qglCopyTexImage2D\n");
Con_Printf(S_ERROR "GL Error after qglCopyTexImage2D\n");
// Here we apply the shaders - currently just waterwarp
GLSlang_UseProgram(scenepp_ww_program);

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@ -91,7 +91,7 @@ qboolean FTP_ServerInit(void)
listen(ftpserversocket, 3);
ftpserverinitied = true;
ftpserverfailed = false;
IWebPrintf("FTP server is running\n");
return true;

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@ -64,7 +64,7 @@ qboolean HTTP_ServerInit(void)
listen(httpserversocket, 3);
httpserverinitied = true;
httpserverfailed = false;
IWebPrintf("HTTP server is running\n");
return true;