Xash3D FWGS engine.

254 lines
6.1 KiB

/*
gl_vgui.c - OpenGL vgui draw methods
Copyright (C) 2011 Uncle Mike
Copyright (C) 2019 a1batross
This program is free software: you can redistribute it and/or modify
it under the terms of the GNU General Public License as published by
the Free Software Foundation, either version 3 of the License, or
(at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the
GNU General Public License for more details.
*/
#include "gl_local.h"
#define VGUI_MAX_TEXTURES ( MAX_TEXTURES / 2 ) // a half of total textures count
static int g_textures[VGUI_MAX_TEXTURES];
static int g_textureId = 0;
static int g_iBoundTexture;
/*
================
VGUI_DrawInit
Startup VGUI backend
================
*/
void GAME_EXPORT VGUI_DrawInit( void )
{
memset( g_textures, 0, sizeof( g_textures ));
g_textureId = g_iBoundTexture = 0;
}
/*
================
VGUI_DrawShutdown
Release all textures
================
*/
void GAME_EXPORT VGUI_DrawShutdown( void )
{
int i;
for( i = 1; i < g_textureId; i++ )
{
GL_FreeTexture( g_textures[i] );
}
}
/*
================
VGUI_GenerateTexture
generate unique texture number
================
*/
int GAME_EXPORT VGUI_GenerateTexture( void )
{
if( ++g_textureId >= VGUI_MAX_TEXTURES )
gEngfuncs.Host_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" );
return g_textureId;
}
/*
================
VGUI_UploadTexture
Upload texture into video memory
================
*/
void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height )
{
rgbdata_t r_image;
char texName[32];
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
{
gEngfuncs.Con_DPrintf( S_ERROR "VGUI_UploadTexture: bad texture %i. Ignored\n", id );
return;
}
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
memset( &r_image, 0, sizeof( r_image ));
r_image.width = width;
r_image.height = height;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA;
r_image.buffer = (byte *)buffer;
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE );
}
/*
================
VGUI_CreateTexture
Create empty rgba texture and upload them into video memory
================
*/
void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height )
{
rgbdata_t r_image;
char texName[32];
if( id <= 0 || id >= VGUI_MAX_TEXTURES )
{
gEngfuncs.Con_Reportf( S_ERROR "VGUI_CreateTexture: bad texture %i. Ignored\n", id );
return;
}
Q_snprintf( texName, sizeof( texName ), "*vgui%i", id );
memset( &r_image, 0, sizeof( r_image ));
r_image.width = width;
r_image.height = height;
r_image.type = PF_RGBA_32;
r_image.size = r_image.width * r_image.height * 4;
r_image.flags = IMAGE_HAS_ALPHA;
r_image.buffer = NULL;
g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST );
g_iBoundTexture = id;
}
void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight )
{
if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture )
{
gEngfuncs.Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id );
return;
}
pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba );
g_iBoundTexture = id;
}
void GAME_EXPORT VGUI_SetupDrawingRect( int *pColor )
{
pglEnable( GL_BLEND );
pglDisable( GL_ALPHA_TEST );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
}
void GAME_EXPORT VGUI_SetupDrawingText( int *pColor )
{
pglEnable( GL_BLEND );
pglEnable( GL_ALPHA_TEST );
pglAlphaFunc( GL_GREATER, 0.0f );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
}
void GAME_EXPORT VGUI_SetupDrawingImage( int *pColor )
{
pglEnable( GL_BLEND );
pglEnable( GL_ALPHA_TEST );
pglAlphaFunc( GL_GREATER, 0.0f );
pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] );
}
void GAME_EXPORT VGUI_BindTexture( int id )
{
if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] )
{
GL_Bind( XASH_TEXTURE0, g_textures[id] );
g_iBoundTexture = id;
}
else
{
// NOTE: same as bogus index 2700 in GoldSrc
id = g_iBoundTexture = 1;
GL_Bind( XASH_TEXTURE0, g_textures[id] );
}
}
/*
================
VGUI_GetTextureSizes
returns wide and tall for currently binded texture
================
*/
void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height )
{
gl_texture_t *glt;
int texnum;
if( g_iBoundTexture )
texnum = g_textures[g_iBoundTexture];
else texnum = tr.defaultTexture;
glt = R_GetTexture( texnum );
if( width ) *width = glt->srcWidth;
if( height ) *height = glt->srcHeight;
}
/*
================
VGUI_EnableTexture
disable texturemode for fill rectangle
================
*/
void GAME_EXPORT VGUI_EnableTexture( qboolean enable )
{
if( enable ) pglEnable( GL_TEXTURE_2D );
else pglDisable( GL_TEXTURE_2D );
}
/*
================
VGUI_DrawQuad
generic method to fill rectangle
================
*/
void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
{
int width, height;
float xscale, yscale;
gEngfuncs.CL_GetScreenInfo( &width, &height );
xscale = gpGlobals->width / (float)width;
yscale = gpGlobals->height / (float)height;
ASSERT( ul != NULL && lr != NULL );
pglBegin( GL_QUADS );
pglTexCoord2f( ul->coord[0], ul->coord[1] );
pglVertex2f( ul->point[0] * xscale, ul->point[1] * yscale );
pglTexCoord2f( lr->coord[0], ul->coord[1] );
pglVertex2f( lr->point[0] * xscale, ul->point[1] * yscale );
pglTexCoord2f( lr->coord[0], lr->coord[1] );
pglVertex2f( lr->point[0] * xscale, lr->point[1] * yscale );
pglTexCoord2f( ul->coord[0], lr->coord[1] );
pglVertex2f( ul->point[0] * xscale, lr->point[1] * yscale );
pglEnd();
}