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