/* 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" /* ================ 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 ) Sys_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 ) { 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 ) { 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 ) { 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 ) { float xscale = gpGlobals->width / (float)clgame.scrInfo.iWidth; float yscale = gpGlobals->height / (float)clgame.scrInfo.iHeight; 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(); }