#include "quakedef.h" #ifndef SERVERONLY #include "shader.h" #include "gl_draw.h" texid_t missing_texture; static mpic_t *conback; static mpic_t *draw_backtile; static shader_t *shader_draw_fill, *shader_draw_fill_trans; mpic_t *draw_disc; shader_t *shader_brighten; shader_t *shader_polyblend; shader_t *shader_menutint; static mesh_t draw_mesh; static vecV_t draw_mesh_xyz[4]; vec2_t draw_mesh_st[4]; static avec4_t draw_mesh_colors[4]; index_t r_quad_indexes[6] = {0, 1, 2, 2, 3, 0}; extern cvar_t scr_conalpha; extern cvar_t gl_conback; extern cvar_t gl_font; extern cvar_t gl_contrast; extern cvar_t gl_screenangle; extern cvar_t vid_conautoscale; extern cvar_t vid_conheight; extern cvar_t vid_conwidth; void R2D_Font_Callback(struct cvar_s *var, char *oldvalue); void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue); void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue); void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue); void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue); //We need this for minor things though, so we'll just use the slow accurate method. //this is unlikly to be called too often. qbyte GetPaletteIndex(int red, int green, int blue) { //slow, horrible method. { int i, best=15; int bestdif=256*256*256, curdif; extern qbyte *host_basepal; qbyte *pa; #define _abs(x) ((x)*(x)) pa = host_basepal; for (i = 0; i < 256; i++, pa+=3) { curdif = _abs(red - pa[0]) + _abs(green - pa[1]) + _abs(blue - pa[2]); if (curdif < bestdif) { if (curdif<1) return i; bestdif = curdif; best = i; } } return best; } } /* Iniitalise the 2d rendering functions (including font). Image loading code must be ready for use at this point. */ void R2D_Init(void) { conback = NULL; Shader_Init(); BE_Init(); draw_mesh.istrifan = true; draw_mesh.numvertexes = 4; draw_mesh.numindexes = 6; draw_mesh.xyz_array = draw_mesh_xyz; draw_mesh.st_array = draw_mesh_st; draw_mesh.colors4f_array = draw_mesh_colors; draw_mesh.indexes = r_quad_indexes; Font_Init(); #pragma message("Fixme: move conwidth handling into here") missing_texture = R_LoadTexture8("no_texture", 16, 16, (unsigned char*)r_notexture_mip + r_notexture_mip->offsets[0], IF_NOALPHA|IF_NOGAMMA, 0); draw_backtile = Draw_SafePicFromWad ("backtile"); if (!draw_backtile) draw_backtile = Draw_SafeCachePic ("gfx/menu/backtile.lmp"); shader_draw_fill = R_RegisterShader("fill_opaque", "{\n" "{\n" "map $whiteimage\n" "rgbgen vertex\n" "}\n" "}\n"); shader_draw_fill_trans = R_RegisterShader("fill_trans", "{\n" "{\n" "map $whiteimage\n" "rgbgen vertex\n" "alphagen vertex\n" "blendfunc blend\n" "}\n" "}\n"); shader_brighten = R_RegisterShader("constrastshader", "{\n" "{\n" "map $whiteimage\n" "blendfunc gl_dst_color gl_one\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n" ); shader_polyblend = R_RegisterShader("polyblendshader", "{\n" "{\n" "map $whiteimage\n" "blendfunc gl_src_alpha gl_one_minus_src_alpha\n" "rgbgen vertex\n" "alphagen vertex\n" "}\n" "}\n" ); shader_menutint = R_RegisterShader("menutint_glsl", "{\n" "if $glsl && gl_menutint_shader != 0\n" "[\n" "glslprogram\n" "{\n" "#ifdef VERTEX_SHADER\n" "\ varying vec2 texcoord;\ uniform vec3 rendertexturescale;\ void main(void)\ {\ texcoord.x = gl_MultiTexCoord0.x*rendertexturescale.x;\ texcoord.y = (1-gl_MultiTexCoord0.y)*rendertexturescale.y;\ gl_Position = ftransform();\ }\ \n" "#endif\n" "#ifdef FRAGMENT_SHADER\n" "\ 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);\ }\n" "#endif\n" "}\n" "param cvari r_menutint_inverse invert\n" "param cvar3f r_menutint colorparam\n" "param texture 0 source\n" "param rendertexturescale rendertexturescale\n" "{\n" "map $currentrender\n" "}\n" "][\n" "{\n" "map $whitetexture\n" "blendfunc gl_dst_color gl_zero\n" "rgbgen const $r_menutint\n" "}\n" "]\n" "}\n" ); Cvar_Hook(&gl_font, R2D_Font_Callback); Cvar_Hook(&vid_conautoscale, R2D_Conautoscale_Callback); Cvar_Hook(&gl_screenangle, R2D_ScreenAngle_Callback); Cvar_Hook(&vid_conheight, R2D_Conheight_Callback); Cvar_Hook(&vid_conwidth, R2D_Conwidth_Callback); Cvar_ForceCallback(&gl_conback); Cvar_ForceCallback(&vid_conautoscale); Cvar_ForceCallback(&gl_font); } mpic_t *R2D_SafeCachePic (char *path) { shader_t *s = R_RegisterPic(path); if (s->width) return s; return NULL; } char *failedpic; //easier this way mpic_t *R2D_SafePicFromWad (char *name) { char newname[32]; shader_t *s; snprintf(newname, sizeof(newname), "gfx/%s.lmp", name); s = R_RegisterPic(newname); if (s->width) return s; failedpic = name; return NULL; } void R2D_ImageColours(float r, float g, float b, float a) { draw_mesh_colors[0][0] = r; draw_mesh_colors[0][1] = g; draw_mesh_colors[0][2] = b; draw_mesh_colors[0][3] = a; Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]); } void R2D_ImagePaletteColour(unsigned int i, float a) { draw_mesh_colors[0][0] = host_basepal[i*3+0]/255; draw_mesh_colors[0][1] = host_basepal[i*3+1]/255; draw_mesh_colors[0][2] = host_basepal[i*3+2]/255; draw_mesh_colors[0][3] = a; Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[1]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[2]); Vector4Copy(draw_mesh_colors[0], draw_mesh_colors[3]); } //awkward and weird to use void R2D_Image(float x, float y, float w, float h, float s1, float t1, float s2, float t2, mpic_t *pic) { if (!pic) return; /* if (w == 0 && h == 0) { w = pic->width; h = pic->height; } */ draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = s1; draw_mesh_st[0][1] = t1; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = s2; draw_mesh_st[1][1] = t1; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = s2; draw_mesh_st[2][1] = t2; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = s1; draw_mesh_st[3][1] = t2; BE_DrawMesh_Single(pic, &draw_mesh, NULL, &pic->defaulttextures); } /*draws a block of the current colour on the screen*/ void R2D_FillBlock(int x, int y, int w, int h) { draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; if (draw_mesh_colors[0][3] != 1) BE_DrawMesh_Single(shader_draw_fill_trans, &draw_mesh, NULL, &shader_draw_fill_trans->defaulttextures); else BE_DrawMesh_Single(shader_draw_fill, &draw_mesh, NULL, &shader_draw_fill->defaulttextures); } void R2D_ScalePic (int x, int y, int width, int height, mpic_t *pic) { R2D_Image(x, y, width, height, 0, 0, 1, 1, pic); } void R2D_SubPic(int x, int y, int width, int height, mpic_t *pic, int srcx, int srcy, int srcwidth, int srcheight) { float newsl, newtl, newsh, newth; newsl = (srcx)/(float)srcwidth; newsh = newsl + (width)/(float)srcwidth; newtl = (srcy)/(float)srcheight; newth = newtl + (height)/(float)srcheight; R2D_Image(x, y, width, height, newsl, newtl, newsh, newth, pic); } /* ================ Draw_ConsoleBackground ================ */ void R2D_ConsoleBackground (int firstline, int lastline, qboolean forceopaque) { float a; int w, h; if (!conback) return; w = vid.width; h = vid.height; if (forceopaque) { a = 1; // console background is necessary } else { if (!scr_conalpha.value) return; a = scr_conalpha.value; } if (scr_chatmode == 2) { h>>=1; w>>=1; } if (a >= 1) { R2D_ImageColours(1, 1, 1, 1); R2D_ScalePic(0, lastline-(int)vid.height, w, h, conback); } else { R2D_ImageColours(1, 1, 1, a); R2D_ScalePic (0, lastline - (int)vid.height, w, h, conback); R2D_ImageColours(1, 1, 1, 1); } } void R2D_EditorBackground (void) { R2D_ScalePic(0, 0, vid.width, vid.height, conback); } /* ============= Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ void R2D_TileClear (int x, int y, int w, int h) { float newsl, newsh, newtl, newth; newsl = (x)/(float)64; newsh = newsl + (w)/(float)64; newtl = (y)/(float)64; newth = newtl + (h)/(float)64; R2D_ImageColours(1,1,1,1); draw_mesh_xyz[0][0] = x; draw_mesh_xyz[0][1] = y; draw_mesh_st[0][0] = newsl; draw_mesh_st[0][1] = newtl; draw_mesh_xyz[1][0] = x+w; draw_mesh_xyz[1][1] = y; draw_mesh_st[1][0] = newsh; draw_mesh_st[1][1] = newtl; draw_mesh_xyz[2][0] = x+w; draw_mesh_xyz[2][1] = y+h; draw_mesh_st[2][0] = newsh; draw_mesh_st[2][1] = newth; draw_mesh_xyz[3][0] = x; draw_mesh_xyz[3][1] = y+h; draw_mesh_st[3][0] = newsl; draw_mesh_st[3][1] = newth; BE_DrawMesh_Single(draw_backtile, &draw_mesh, NULL, NULL); } void R2D_Conback_Callback(struct cvar_s *var, char *oldvalue) { if (qrenderer == QR_NONE) { conback = NULL; return; } if (*var->string) conback = R_RegisterPic(var->string); if (!conback || !conback->width) { conback = R_RegisterCustom("console", NULL, NULL); if (!conback) { if (M_GameType() == MGT_HEXEN2) conback = R_RegisterPic("gfx/menu/conback.lmp"); else if (M_GameType() == MGT_QUAKE2) conback = R_RegisterPic("pics/conback.pcx"); else conback = R_RegisterPic("gfx/conback.lmp"); } } } void R2D_Font_Callback(struct cvar_s *var, char *oldvalue) { if (font_conchar) Font_Free(font_conchar); if (qrenderer == QR_NONE) { font_conchar = NULL; return; } font_conchar = Font_LoadFont(8*vid.rotpixelheight/vid.height, var->string); if (!font_conchar && *var->string) font_conchar = Font_LoadFont(8*vid.rotpixelheight/vid.height, ""); } // console size manipulation callbacks void R2D_Console_Resize(void) { extern cvar_t gl_font; extern cvar_t vid_conwidth, vid_conheight; int cwidth, cheight; float xratio; float yratio=0; float ang, rad; extern cvar_t gl_screenangle; ang = (gl_screenangle.value>0?(gl_screenangle.value+45):(gl_screenangle.value-45))/90; ang = (int)ang * 90; if (ang) { rad = (ang * M_PI) / 180; vid.rotpixelwidth = fabs(cos(rad)) * (vid.pixelwidth) + fabs(sin(rad)) * (vid.pixelheight); vid.rotpixelheight = fabs(sin(rad)) * (vid.pixelwidth) + fabs(cos(rad)) * (vid.pixelheight); } else { vid.rotpixelwidth = vid.pixelwidth; vid.rotpixelheight = vid.pixelheight; } cwidth = vid_conwidth.value; cheight = vid_conheight.value; xratio = vid_conautoscale.value; if (xratio > 0) { char *s = strchr(vid_conautoscale.string, ' '); if (s) yratio = atof(s + 1); if (yratio <= 0) yratio = xratio; xratio = 1 / xratio; yratio = 1 / yratio; //autoscale overrides conwidth/height (without actually changing them) cwidth = vid.rotpixelwidth; cheight = vid.rotpixelheight; } else { xratio = 1; yratio = 1; } if (!cwidth) cwidth = vid.rotpixelwidth; if (!cheight) cheight = vid.rotpixelheight; cwidth*=xratio; cheight*=yratio; if (cwidth < 320) cwidth = 320; if (cheight < 200) cheight = 200; vid.width = cwidth; vid.height = cheight; vid.recalc_refdef = true; if (font_tiny) Font_Free(font_tiny); font_tiny = NULL; if (font_conchar) Font_Free(font_conchar); font_conchar = NULL; Cvar_ForceCallback(&gl_font); #ifdef PLUGINS Plug_ResChanged(); #endif } void R2D_Conheight_Callback(struct cvar_s *var, char *oldvalue) { if (var->value > 1536) //anything higher is unreadable. { Cvar_ForceSet(var, "1536"); return; } if (var->value < 200 && var->value) //lower would be wrong { Cvar_ForceSet(var, "200"); return; } R2D_Console_Resize(); } void R2D_Conwidth_Callback(struct cvar_s *var, char *oldvalue) { //let let the user be too crazy if (var->value > 2048) //anything higher is unreadable. { Cvar_ForceSet(var, "2048"); return; } if (var->value < 320 && var->value) //lower would be wrong { Cvar_ForceSet(var, "320"); return; } R2D_Console_Resize(); } void R2D_Conautoscale_Callback(struct cvar_s *var, char *oldvalue) { R2D_Console_Resize(); } void R2D_ScreenAngle_Callback(struct cvar_s *var, char *oldvalue) { R2D_Console_Resize(); } /* ============ R_PolyBlend ============ */ //bright flashes and stuff void R2D_PolyBlend (void) { if (!sw_blend[3]) return; if (r_refdef.flags & Q2RDF_NOWORLDMODEL) return; R2D_ImageColours (sw_blend[0], sw_blend[1], sw_blend[2], sw_blend[3]); R2D_ScalePic(0, 0, vid.width, vid.height, shader_polyblend); R2D_ImageColours (1, 1, 1, 1); } //for lack of hardware gamma void R2D_BrightenScreen (void) { float f; RSpeedMark(); if (gl_contrast.value <= 1.0) return; if (r_refdef.flags & Q2RDF_NOWORLDMODEL) return; f = gl_contrast.value; f = min (f, 3); while (f > 1) { if (f >= 2) R2D_ImageColours (1, 1, 1, 1); else R2D_ImageColours (f - 1, f - 1, f - 1, 1); R2D_ScalePic(0, 0, vid.width, vid.height, shader_brighten); f *= 0.5; } R2D_ImageColours (1, 1, 1, 1); RSpeedEnd(RSPEED_PALETTEFLASHES); } //for menus void R2D_FadeScreen (void) { R2D_ScalePic(0, 0, vid.width, vid.height, shader_menutint); Sbar_Changed(); } #endif