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218 lines
4.8 KiB
218 lines
4.8 KiB
/* |
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vgui_draw.c - vgui draw methods |
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Copyright (C) 2011 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 "common.h" |
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#include "client.h" |
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#include "gl_local.h" |
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#include "vgui_draw.h" |
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convar_t *vgui_colorstrings; |
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int g_textures[VGUI_MAX_TEXTURES]; |
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int g_textureId = 0; |
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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 VGUI_DrawInit( void ) |
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{ |
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memset( g_textures, 0, sizeof( g_textures )); |
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g_textureId = 0; |
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vgui_colorstrings = Cvar_Get( "vgui_colorstrings", "0", FCVAR_ARCHIVE, "allow colorstrings in VGUI texts" ); |
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} |
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/* |
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================ |
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VGUI_DrawShutdown |
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Release all the textures |
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================ |
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*/ |
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void 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_FreeImage( va( "*vgui%i", 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 VGUI_GenerateTexture( void ) |
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{ |
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if( ++g_textureId >= VGUI_MAX_TEXTURES ) |
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Host_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 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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MsgDev( D_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, false ); |
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} |
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/* |
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================ |
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VGUI_SetupDrawingRect |
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setup transparency etc |
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================ |
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*/ |
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void 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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/* |
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================ |
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VGUI_SetupDrawingImage |
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setup transparency etc |
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================ |
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*/ |
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void 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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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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/* |
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================ |
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VGUI_BindTexture |
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bind VGUI texture through private index |
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================ |
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*/ |
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void 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( GL_TEXTURE0, g_textures[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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GL_Bind( GL_TEXTURE0, g_textures[1] ); |
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} |
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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 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 VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr ) |
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{ |
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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], ul->point[1] ); |
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pglTexCoord2f( lr->coord[0], ul->coord[1] ); |
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pglVertex2f( lr->point[0], ul->point[1] ); |
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pglTexCoord2f( lr->coord[0], lr->coord[1] ); |
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pglVertex2f( lr->point[0], lr->point[1] ); |
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pglTexCoord2f( ul->coord[0], lr->coord[1] ); |
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pglVertex2f( ul->point[0], lr->point[1] ); |
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pglEnd(); |
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} |
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/* |
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================ |
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VGUI_DrawBuffer |
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render the quads array |
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================ |
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*/ |
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void VGUI_DrawBuffer( const vpoint_t *buffer, int numVerts ) |
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{ |
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if( numVerts <= 0 ) return; |
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pglEnable( GL_BLEND ); |
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pglEnable( GL_ALPHA_TEST ); |
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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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pglEnableClientState( GL_VERTEX_ARRAY ); |
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pglEnableClientState( GL_TEXTURE_COORD_ARRAY ); |
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pglEnableClientState( GL_COLOR_ARRAY ); |
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pglTexCoordPointer( 2, GL_FLOAT, sizeof( vpoint_t ), &buffer->coord[0] ); |
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pglColorPointer( 4, GL_UNSIGNED_BYTE, sizeof( vpoint_t ), &buffer->color[0] ); |
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pglVertexPointer( 2, GL_FLOAT, sizeof( vpoint_t ), &buffer->point[0] ); |
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pglDrawArrays( GL_QUADS, 0, numVerts ); |
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pglDisableClientState( GL_VERTEX_ARRAY ); |
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pglDisableClientState( GL_TEXTURE_COORD_ARRAY ); |
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pglDisableClientState( GL_COLOR_ARRAY ); |
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} |