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242 lines
5.8 KiB
242 lines
5.8 KiB
/* |
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gl_vgui.c - OpenGL vgui draw methods |
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Copyright (C) 2011 Uncle Mike |
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Copyright (C) 2019 a1batross |
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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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VGUI_DrawInit |
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Startup VGUI backend |
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================ |
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*/ |
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void GAME_EXPORT VGUI_DrawInit( void ) |
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{ |
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memset( g_textures, 0, sizeof( g_textures )); |
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g_textureId = g_iBoundTexture = 0; |
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} |
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/* |
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================ |
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VGUI_DrawShutdown |
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Release all textures |
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================ |
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*/ |
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void GAME_EXPORT VGUI_DrawShutdown( void ) |
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{ |
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int i; |
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for( i = 1; i < g_textureId; i++ ) |
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{ |
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GL_FreeTexture( g_textures[i] ); |
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} |
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} |
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/* |
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================ |
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VGUI_GenerateTexture |
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generate unique texture number |
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================ |
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*/ |
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int GAME_EXPORT VGUI_GenerateTexture( void ) |
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{ |
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if( ++g_textureId >= VGUI_MAX_TEXTURES ) |
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Sys_Error( "VGUI_GenerateTexture: VGUI_MAX_TEXTURES limit exceeded\n" ); |
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return g_textureId; |
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} |
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/* |
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================ |
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VGUI_UploadTexture |
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Upload texture into video memory |
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================ |
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*/ |
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void GAME_EXPORT VGUI_UploadTexture( int id, const char *buffer, int width, int height ) |
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{ |
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rgbdata_t r_image; |
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char texName[32]; |
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if( id <= 0 || id >= VGUI_MAX_TEXTURES ) |
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{ |
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Con_DPrintf( S_ERROR "VGUI_UploadTexture: bad texture %i. Ignored\n", id ); |
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return; |
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} |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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memset( &r_image, 0, sizeof( r_image )); |
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r_image.width = width; |
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r_image.height = height; |
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r_image.type = PF_RGBA_32; |
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r_image.size = r_image.width * r_image.height * 4; |
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r_image.flags = IMAGE_HAS_COLOR|IMAGE_HAS_ALPHA; |
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r_image.buffer = (byte *)buffer; |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE ); |
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} |
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/* |
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================ |
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VGUI_CreateTexture |
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Create empty rgba texture and upload them into video memory |
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================ |
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*/ |
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void GAME_EXPORT VGUI_CreateTexture( int id, int width, int height ) |
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{ |
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rgbdata_t r_image; |
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char texName[32]; |
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if( id <= 0 || id >= VGUI_MAX_TEXTURES ) |
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{ |
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Con_Reportf( S_ERROR "VGUI_CreateTexture: bad texture %i. Ignored\n", id ); |
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return; |
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} |
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Q_snprintf( texName, sizeof( texName ), "*vgui%i", id ); |
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memset( &r_image, 0, sizeof( r_image )); |
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r_image.width = width; |
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r_image.height = height; |
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r_image.type = PF_RGBA_32; |
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r_image.size = r_image.width * r_image.height * 4; |
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r_image.flags = IMAGE_HAS_ALPHA; |
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r_image.buffer = NULL; |
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g_textures[id] = GL_LoadTextureInternal( texName, &r_image, TF_IMAGE|TF_NEAREST ); |
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g_iBoundTexture = id; |
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} |
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void GAME_EXPORT VGUI_UploadTextureBlock( int id, int drawX, int drawY, const byte *rgba, int blockWidth, int blockHeight ) |
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{ |
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if( id <= 0 || id >= VGUI_MAX_TEXTURES || g_textures[id] == 0 || g_textures[id] == tr.whiteTexture ) |
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{ |
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Con_Reportf( S_ERROR "VGUI_UploadTextureBlock: bad texture %i. Ignored\n", id ); |
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return; |
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} |
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pglTexSubImage2D( GL_TEXTURE_2D, 0, drawX, drawY, blockWidth, blockHeight, GL_RGBA, GL_UNSIGNED_BYTE, rgba ); |
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g_iBoundTexture = id; |
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} |
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void GAME_EXPORT VGUI_SetupDrawingRect( int *pColor ) |
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{ |
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pglEnable( GL_BLEND ); |
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pglDisable( GL_ALPHA_TEST ); |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
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} |
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void GAME_EXPORT VGUI_SetupDrawingText( int *pColor ) |
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{ |
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pglEnable( GL_BLEND ); |
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pglEnable( GL_ALPHA_TEST ); |
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pglAlphaFunc( GL_GREATER, 0.0f ); |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
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} |
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void GAME_EXPORT VGUI_SetupDrawingImage( int *pColor ) |
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{ |
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pglEnable( GL_BLEND ); |
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pglEnable( GL_ALPHA_TEST ); |
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pglAlphaFunc( GL_GREATER, 0.0f ); |
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA ); |
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE ); |
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pglColor4ub( pColor[0], pColor[1], pColor[2], 255 - pColor[3] ); |
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} |
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void GAME_EXPORT VGUI_BindTexture( int id ) |
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{ |
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if( id > 0 && id < VGUI_MAX_TEXTURES && g_textures[id] ) |
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{ |
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GL_Bind( XASH_TEXTURE0, g_textures[id] ); |
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g_iBoundTexture = id; |
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} |
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else |
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{ |
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// NOTE: same as bogus index 2700 in GoldSrc |
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id = g_iBoundTexture = 1; |
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GL_Bind( XASH_TEXTURE0, g_textures[id] ); |
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} |
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} |
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/* |
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================ |
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VGUI_GetTextureSizes |
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returns wide and tall for currently binded texture |
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================ |
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*/ |
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void GAME_EXPORT VGUI_GetTextureSizes( int *width, int *height ) |
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{ |
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gl_texture_t *glt; |
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int texnum; |
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if( g_iBoundTexture ) |
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texnum = g_textures[g_iBoundTexture]; |
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else texnum = tr.defaultTexture; |
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glt = R_GetTexture( texnum ); |
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if( width ) *width = glt->srcWidth; |
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if( height ) *height = glt->srcHeight; |
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} |
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/* |
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================ |
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VGUI_EnableTexture |
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disable texturemode for fill rectangle |
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================ |
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*/ |
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void GAME_EXPORT VGUI_EnableTexture( qboolean enable ) |
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{ |
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if( enable ) pglEnable( GL_TEXTURE_2D ); |
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else pglDisable( GL_TEXTURE_2D ); |
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} |
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/* |
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================ |
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VGUI_DrawQuad |
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generic method to fill rectangle |
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================ |
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*/ |
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void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ) |
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{ |
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float xscale = glState.width / (float)clgame.scrInfo.iWidth; |
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float yscale = glState.height / (float)clgame.scrInfo.iHeight; |
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ASSERT( ul != NULL && lr != NULL ); |
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pglBegin( GL_QUADS ); |
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pglTexCoord2f( ul->coord[0], ul->coord[1] ); |
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pglVertex2f( ul->point[0] * xscale, ul->point[1] * yscale ); |
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pglTexCoord2f( lr->coord[0], ul->coord[1] ); |
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pglVertex2f( lr->point[0] * xscale, ul->point[1] * yscale ); |
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pglTexCoord2f( lr->coord[0], lr->coord[1] ); |
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pglVertex2f( lr->point[0] * xscale, lr->point[1] * yscale ); |
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pglTexCoord2f( ul->coord[0], lr->coord[1] ); |
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pglVertex2f( ul->point[0] * xscale, lr->point[1] * yscale ); |
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pglEnd(); |
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}
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