Xash3D FWGS engine.

433 lines
8.8 KiB

/*
gl_draw.c - orthogonal drawing stuff
Copyright (C) 2010 Uncle Mike
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 "r_local.h"
/*
=============
R_GetImageParms
=============
*/
void R_GetTextureParms( int *w, int *h, int texnum )
{
image_t *glt;
glt = R_GetTexture( texnum );
if( w ) *w = glt->srcWidth;
if( h ) *h = glt->srcHeight;
}
/*
=============
R_GetSpriteParms
same as GetImageParms but used
for sprite models
=============
*/
void GAME_EXPORT R_GetSpriteParms( int *frameWidth, int *frameHeight, int *numFrames, int currentFrame, const model_t *pSprite )
{
mspriteframe_t *pFrame;
if( !pSprite || pSprite->type != mod_sprite ) return; // bad model ?
pFrame = R_GetSpriteFrame( pSprite, currentFrame, 0.0f );
if( frameWidth ) *frameWidth = pFrame->width;
if( frameHeight ) *frameHeight = pFrame->height;
if( numFrames ) *numFrames = pSprite->numframes;
}
int GAME_EXPORT R_GetSpriteTexture( const model_t *m_pSpriteModel, int frame )
{
if( !m_pSpriteModel || m_pSpriteModel->type != mod_sprite || !m_pSpriteModel->cache.data )
return 0;
return R_GetSpriteFrame( m_pSpriteModel, frame, 0.0f )->gl_texturenum;
}
/*
=============
Draw_StretchPicImplementation
=============
*/
void R_DrawStretchPicImplementation( int x, int y, int w, int h, int s1, int t1, int s2, int t2, image_t *pic )
{
pixel_t *source, *dest;
unsigned int v, u, sv;
unsigned int height;
unsigned int f, fstep;
int skip;
qboolean transparent = false;
pixel_t *buffer;
if( x < 0 )
{
s1 += (-x)*(s2-s1) / w;
x = 0;
}
if( x + w > vid.width )
{
s2 -= (x + w - vid.width) * (s2 - s1)/ w ;
w = vid.width - x;
}
if( y + h > vid.height )
{
t2 -= (y + h - vid.height) * (t2 - t1) / h;
h = vid.height - y;
}
if( !pic->pixels[0] || s1 >= s2 || t1 >= t2 )
return;
//gEngfuncs.Con_Printf ("pixels is %p\n", pic->pixels[0] );
height = h;
if (y < 0)
{
skip = -y;
height += y;
y = 0;
}
else
skip = 0;
dest = vid.buffer + y * vid.rowbytes + x;
if( pic->alpha_pixels )
{
buffer = pic->alpha_pixels;
transparent = true;
}
else
buffer = pic->pixels[0];
#pragma omp parallel for schedule(static)
for (v=0 ; v<height ; v++)
{
int alpha1 = vid.alpha;
#ifdef _OPENMP
pixel_t *dest = vid.buffer + (y + v) * vid.rowbytes + x;
#endif
sv = (skip + v)*(t2-t1)/h + t1;
source = buffer + sv*pic->width + s1;
{
f = 0;
fstep = ((s2-s1) << 16)/w;
#if 0
for (u=0 ; u<w ; u+=4)
{
dest[u] = source[f>>16];
f += fstep;
dest[u+1] = source[f>>16];
f += fstep;
dest[u+2] = source[f>>16];
f += fstep;
dest[u+3] = source[f>>16];
f += fstep;
}
#else
for (u=0 ; u<w ; u++)
{
pixel_t src = source[f>>16];
int alpha = alpha1;
f += fstep;
if( transparent )
{
alpha &= src >> ( 16 - 3 );
src = src << 3;
}
if( alpha == 0 )
continue;
if( vid.color != COLOR_WHITE )
src = vid.modmap[(src & 0xff00)|(vid.color>>8)] << 8 | (src & vid.color & 0xff) | ((src & 0xff) >> 3);
if( vid.rendermode == kRenderTransAdd)
{
pixel_t screen = dest[u];
dest[u] = vid.addmap[(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) | ((src & 0xff) >> 0);
}
else if( vid.rendermode == kRenderScreenFadeModulate )
{
pixel_t screen = dest[u];
dest[u] = BLEND_COLOR( screen, vid.color );
}
else if( alpha < 7) // && (vid.rendermode == kRenderTransAlpha || vid.rendermode == kRenderTransTexture ) )
{
pixel_t screen = dest[u]; // | 0xff & screen & src ;
dest[u] = BLEND_ALPHA( alpha, src, screen );//vid.alphamap[( alpha << 16)|(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) >> 3 | ((src & 0xff) >> 3);
}
else
dest[u] = src;
}
#endif
}
dest += vid.rowbytes;
}
}
/*
=============
R_DrawStretchPic
=============
*/
void GAME_EXPORT R_DrawStretchPic( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum )
{
image_t *pic = R_GetTexture(texnum);
int width = pic->width, height = pic->height;
// GL_Bind( XASH_TEXTURE0, texnum );
if( s2 > 1.0f || t2 > 1.0f )
return;
if( s1 < 0.0f || t1 < 0.0f )
return;
if( w < 1.0f || h < 1.0f )
return;
R_DrawStretchPicImplementation(x,y,w,h, width * s1, height * t1, width * s2, height * t2, pic);
}
void Draw_Fill (int x, int y, int w, int h)
{
pixel_t *dest;
unsigned int v, u;
unsigned int height;
int skip;
pixel_t src = vid.color;
int alpha = vid.alpha;
if( x < 0 )
x = 0;
if( x + w > vid.width )
w = vid.width - x;
if( w <= 0 )
return;
if( y + h > vid.height )
h = vid.height - y;
if( h <= 0 )
return;
height = h;
if( y < 0 )
{
if( h <= -y )
return;
skip = -y;
height += y;
y = 0;
}
else
skip = 0;
dest = vid.buffer + y * vid.rowbytes + x;
#pragma omp parallel for schedule(static)
for (v=0 ; v<height ; v++)
{
#ifdef _OPENMP
pixel_t *dest = vid.buffer + (y + v) * vid.rowbytes + x;
#endif
{
#if 0
for (u=0 ; u<w ; u+=4)
{
dest[u] = source[f>>16];
f += fstep;
dest[u+1] = source[f>>16];
f += fstep;
dest[u+2] = source[f>>16];
f += fstep;
dest[u+3] = source[f>>16];
f += fstep;
}
#else
for (u=0 ; u<w ; u++)
{
if( alpha == 0 )
continue;
if( vid.rendermode == kRenderTransAdd)
{
pixel_t screen = dest[u];
dest[u] = vid.addmap[(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) | ((src & 0xff) >> 0);
}
else if( alpha < 7) // && (vid.rendermode == kRenderTransAlpha || vid.rendermode == kRenderTransTexture ) )
{
pixel_t screen = dest[u]; // | 0xff & screen & src ;
dest[u] = BLEND_ALPHA( alpha, src, screen);//vid.alphamap[( alpha << 16)|(src & 0xff00)|(screen>>8)] << 8 | (screen & 0xff) >> 3 | ((src & 0xff) >> 3);
}
else
dest[u] = src;
}
#endif
}
dest += vid.rowbytes;
}
}
/*
=============
Draw_TileClear
This repeats a 64*64 tile graphic to fill the screen around a sized down
refresh window.
=============
*/
void GAME_EXPORT R_DrawTileClear( int texnum, int x, int y, int w, int h )
{
int tw, th, x2, i, j;
image_t *pic;
pixel_t *psrc, *pdest;
GL_SetRenderMode( kRenderNormal );
_TriColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
GL_Bind( XASH_TEXTURE0, texnum );
pic = R_GetTexture( texnum );
tw = pic->width;
th = pic->height;
if (x < 0)
{
w += x;
x = 0;
}
if (y < 0)
{
h += y;
y = 0;
}
if (x + w > vid.width)
w = vid.width - x;
if (y + h > vid.height)
h = vid.height - y;
if (w <= 0 || h <= 0)
return;
x2 = x + w;
pdest = vid.buffer + y*vid.rowbytes;
for (i=0 ; i<h ; i++, pdest += vid.rowbytes)
{
psrc = pic->pixels[0] + tw * ((i+y)&63);
for (j=x ; j<x2 ; j++)
pdest[j] = psrc[j&63];
}
}
/*
=============
R_DrawStretchRaw
=============
*/
void GAME_EXPORT R_DrawStretchRaw( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty )
{
byte *raw = NULL;
image_t *tex;
raw = (byte *)data;
//pglDisable( GL_BLEND );
//pglDisable( GL_ALPHA_TEST );
//pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_REPLACE );
tex = R_GetTexture( tr.cinTexture );
GL_Bind( XASH_TEXTURE0, tr.cinTexture );
}
/*
=============
R_UploadStretchRaw
=============
*/
void GAME_EXPORT R_UploadStretchRaw( int texture, int cols, int rows, int width, int height, const byte *data )
{
byte *raw = NULL;
image_t *tex;
raw = (byte *)data;
tex = R_GetTexture( texture );
GL_Bind( GL_KEEP_UNIT, texture );
tex->width = cols;
tex->height = rows;
}
/*
===============
R_Set2DMode
===============
*/
void GAME_EXPORT R_Set2DMode( qboolean enable )
{
vid.color = COLOR_WHITE;
vid.is2d = enable;
vid.alpha = 7;
if( enable )
{
// if( glState.in2DMode )
// return;
#if 0
// set 2D virtual screen size
pglViewport( 0, 0, gpGlobals->width, gpGlobals->height );
pglMatrixMode( GL_PROJECTION );
pglLoadIdentity();
pglOrtho( 0, gpGlobals->width, gpGlobals->height, 0, -99999, 99999 );
pglMatrixMode( GL_MODELVIEW );
pglLoadIdentity();
GL_Cull( GL_NONE );
pglDepthMask( GL_FALSE );
pglDisable( GL_DEPTH_TEST );
pglEnable( GL_ALPHA_TEST );
pglColor4f( 1.0f, 1.0f, 1.0f, 1.0f );
#endif
// glState.in2DMode = true;
RI.currententity = NULL;
RI.currentmodel = NULL;
}
else
{
#if 0
pglDepthMask( GL_TRUE );
pglEnable( GL_DEPTH_TEST );
glState.in2DMode = false;
pglMatrixMode( GL_PROJECTION );
GL_LoadMatrix( RI.projectionMatrix );
pglMatrixMode( GL_MODELVIEW );
GL_LoadMatrix( RI.worldviewMatrix );
GL_Cull( GL_FRONT );
#endif
}
}