/* Copyright (C) 1996-1997 Id Software, Inc. 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 2 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. You should have received a copy of the GNU General Public License along with this program; if not, write to the Free Software Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA. */ // draw.c -- this is the only file outside the refresh that touches the // vid buffer #include "quakedef.h" #include "neh.h" #ifdef _WIN32 extern byte gamma[256]; #endif #define GL_COLOR_INDEX8_EXT 0x80E5 cvar_t gl_nobind = {"gl_nobind", "0"}; cvar_t gl_max_size = {"gl_max_size", "1024"}; cvar_t gl_picmip = {"gl_picmip", "0"}; byte *draw_chars; // 8*8 graphic characters qpic_t *draw_disc; qpic_t *draw_backtile; int translate_texture; int char_texture; typedef struct { int texnum; float sl, tl, sh, th; } glpic_t; byte conback_buffer[sizeof(qpic_t) + sizeof(glpic_t)]; qpic_t *conback = (qpic_t *)&conback_buffer; int gl_lightmap_format = 4; int gl_solid_format = 3; int gl_alpha_format = 4; int gl_filter_min = GL_LINEAR_MIPMAP_NEAREST; int gl_filter_max = GL_LINEAR; int texels; typedef struct { int texnum; char identifier[64]; int width, height; qboolean mipmap; qboolean free; int lhcsum; int bytesperpixel; // Nehahra - LordHavoc } gltexture_t; #define MAX_GLTEXTURES 1024 gltexture_t gltextures[MAX_GLTEXTURES]; int numgltextures; void GL_Bind (int texnum) { if (gl_nobind.value) texnum = char_texture; if (currenttexture == texnum) return; currenttexture = texnum; #ifdef _WIN32 bindTexFunc (GL_TEXTURE_2D, texnum); #else glBindTexture(GL_TEXTURE_2D, texnum); #endif } /* ============================================================================= scrap allocation Allocate all the little status bar obejcts into a single texture to crutch up stupid hardware / drivers ============================================================================= */ #define MAX_SCRAPS 2 #define BLOCK_WIDTH 256 #define BLOCK_HEIGHT 256 int scrap_allocated[MAX_SCRAPS][BLOCK_WIDTH]; byte scrap_texels[MAX_SCRAPS][BLOCK_WIDTH*BLOCK_HEIGHT*4]; qboolean scrap_dirty; int scrap_texnum; // returns a texture number and the position inside it int Scrap_AllocBlock (int w, int h, int *x, int *y) { int i, j; int best, best2; int bestx; int texnum; for (texnum=0 ; texnum= best) break; if (scrap_allocated[texnum][i+j] > best2) best2 = scrap_allocated[texnum][i+j]; } if (j == w) { // this is a valid spot *x = i; *y = best = best2; } } if (best + h > BLOCK_HEIGHT) continue; for (i=0 ; idata; // Sanity ... if (p->width & 0xC0000000 || p->height & 0xC0000000) Sys_Error ("Draw_PicFromWad: invalid dimensions (%dx%d) for '%s'", p->width, p->height, name); // load little ones into the scrap if (p->width < 64 && p->height < 64) { int x, y; int i, j, k; int texnum; texnum = Scrap_AllocBlock (p->width, p->height, &x, &y); scrap_dirty = true; k = 0; for (i=0 ; iheight ; i++) for (j=0 ; jwidth ; j++, k++) scrap_texels[texnum][(y+i)*BLOCK_WIDTH + x + j] = p->data[k]; texnum += scrap_texnum; gl->texnum = texnum; gl->sl = (x+0.01)/(float)BLOCK_WIDTH; gl->sh = (x+p->width-0.01)/(float)BLOCK_WIDTH; gl->tl = (y+0.01)/(float)BLOCK_WIDTH; gl->th = (y+p->height-0.01)/(float)BLOCK_WIDTH; pic_count++; pic_texels += p->width*p->height; } else { gl->texnum = GL_LoadPicTexture (name, p); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; } return p; } /* ================ Draw_CachePic ================ */ qpic_t *Draw_CachePic (char *path) { cachepic_t *pic; int i; qpic_t *dat; glpic_t *gl; for (pic=menu_cachepics, i=0 ; iname)) return &pic->pic; if (menu_numcachepics == MAX_CACHED_PICS) Sys_Error ("menu_numcachepics == MAX_CACHED_PICS (%d)", MAX_CACHED_PICS); menu_numcachepics++; strcpy (pic->name, path); // // load the pic from disk // dat = (qpic_t *)COM_LoadTempFile (path); if (!dat) Sys_Error ("Draw_CachePic: failed to load %s", path); SwapPic (dat); // HACK HACK HACK --- we need to keep the bytes for // the translatable player picture just for the menu // configuration dialog if (!strcmp (path, "gfx/menuplyr.lmp")) memcpy (menuplyr_pixels, dat->data, dat->width*dat->height); pic->pic.width = dat->width; pic->pic.height = dat->height; gl = (glpic_t *)pic->pic.data; gl->texnum = GL_LoadPicTexture (path, dat); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; return &pic->pic; } void Draw_CharToConback (int num, byte *dest) { int row, col; byte *source; int drawline; int x; row = num>>4; col = num&15; source = draw_chars + (row<<10) + (col<<3); drawline = 8; while (drawline--) { for (x=0 ; x<8 ; x++) if (source[x] != 255) dest[x] = 0x60 + source[x]; source += 128; dest += 320; } } typedef struct { char *name; int minimize, maximize; } glmode_t; glmode_t modes[] = { {"GL_NEAREST", GL_NEAREST, GL_NEAREST}, {"GL_LINEAR", GL_LINEAR, GL_LINEAR}, {"GL_NEAREST_MIPMAP_NEAREST", GL_NEAREST_MIPMAP_NEAREST, GL_NEAREST}, {"GL_LINEAR_MIPMAP_NEAREST", GL_LINEAR_MIPMAP_NEAREST, GL_LINEAR}, {"GL_NEAREST_MIPMAP_LINEAR", GL_NEAREST_MIPMAP_LINEAR, GL_NEAREST}, {"GL_LINEAR_MIPMAP_LINEAR", GL_LINEAR_MIPMAP_LINEAR, GL_LINEAR} }; /* =============== Draw_TextureMode_f =============== */ void Draw_TextureMode_f (void) { int i; gltexture_t *glt; if (Cmd_Argc() == 1) { for (i=0 ; i< 6 ; i++) if (gl_filter_min == modes[i].minimize) { Con_Printf ("%s\n", modes[i].name); return; } Con_Printf ("current filter is unknown???\n"); return; } for (i=0 ; i< 6 ; i++) { if (!Q_strcasecmp (modes[i].name, Cmd_Argv(1) ) ) break; } if (i == 6) { Con_Printf ("bad filter name\n"); return; } gl_filter_min = modes[i].minimize; gl_filter_max = modes[i].maximize; // change all the existing mipmap texture objects for (i=0, glt=gltextures ; imipmap) { GL_Bind (glt->texnum); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } } /* =============== Draw_Init =============== */ void Draw_Init (void) { int i; qpic_t *cb; byte *dest, *src; int x, y; // char ver[40]; glpic_t *gl; int start; byte *ncdata; int f, fstep; Cvar_RegisterVariable (&gl_nobind); Cvar_RegisterVariable (&gl_max_size); Cvar_RegisterVariable (&gl_picmip); // 3dfx can only handle 256 wide textures if (!Q_strncasecmp ((char *)gl_renderer, "3dfx",4) || strstr((char *)gl_renderer, "Glide")) Cvar_Set ("gl_max_size", "256"); Cmd_AddCommand ("gl_texturemode", &Draw_TextureMode_f); // load the console background and the charset // by hand, because we need to write the version // string into the background before turning // it into a texture draw_chars = W_GetLumpName ("conchars"); for (i=0 ; i<256*64 ; i++) if (draw_chars[i] == 0) draw_chars[i] = 255; // proper transparent color // now turn them into textures char_texture = GL_LoadTexture ("charset", 128, 128, draw_chars, false, true); start = Hunk_LowMark(); cb = (qpic_t *)COM_LoadTempFile ("gfx/conback.lmp"); if (!cb) Sys_Error ("Couldn't load gfx/conback.lmp"); SwapPic (cb); // hack the version number directly into the pic // Nehahra /* sprintf (ver, "Nehahra %4.2f", (float) NEH_VERSION); dest = cb->data + 320*186 + 320 - 11 - 8*strlen(ver); y = strlen(ver); for (x=0 ; xwidth = cb->width; conback->height = cb->height; ncdata = cb->data; glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_NEAREST); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_NEAREST); gl = (glpic_t *)conback->data; gl->texnum = GL_LoadTexture ("conback", conback->width, conback->height, ncdata, false, false); gl->sl = 0; gl->sh = 1; gl->tl = 0; gl->th = 1; conback->width = vid.width; conback->height = vid.height; // free loaded console Hunk_FreeToLowMark(start); // save a texture slot for translated picture translate_texture = texture_extension_number++; // save slots for scraps scrap_texnum = texture_extension_number; texture_extension_number += MAX_SCRAPS; // // get the other pics we need // draw_disc = Draw_PicFromWad ("disc"); draw_backtile = Draw_PicFromWad ("backtile"); } /* ================ Draw_Character Draws one 8*8 graphics character with 0 being transparent. It can be clipped to the top of the screen to allow the console to be smoothly scrolled off. ================ */ void Draw_Character (int x, int y, int num) { byte *dest; byte *source; unsigned short *pusdest; int drawline; int row, col; float frow, fcol, size; if (num == 32) return; // space num &= 255; if (y <= -8) return; // totally off screen row = num>>4; col = num&15; frow = row*0.0625; fcol = col*0.0625; size = 0.0625; GL_Bind (char_texture); glBegin (GL_QUADS); glTexCoord2f (fcol, frow); glVertex2f (x, y); glTexCoord2f (fcol + size, frow); glVertex2f (x+8, y); glTexCoord2f (fcol + size, frow + size); glVertex2f (x+8, y+8); glTexCoord2f (fcol, frow + size); glVertex2f (x, y+8); glEnd (); } /* ================ Draw_String ================ */ void Draw_String (int xh, int y, char *str) { char *text = str; int x = 0, j = 0; glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); glColor3f(1,1,1); for (; x < strlen(str); x++) { if (text[x] == '&') { if (text[x + 1] == 'c') { x += 2; glColor3f((float) (text[x] - '0') / 9, (float) (text[x + 1] - '0') / 9, (float) (text[x + 2] - '0') / 9); x += 4; } else if (text[x + 1] == 'r') { glColor3f(1, 1, 1); x += 3; } } Draw_Character (xh + ((j+1)<<3), y, text[x]); j++; } } /* ================ Draw_String2 ================ */ void Draw_String2 (int x, int y, char *str) { while (*str) { Draw_Character (x, y, *str); str++; x += 8; } } /* ================ Draw_DebugChar Draws a single character directly to the upper right corner of the screen. This is for debugging lockups by drawing different chars in different parts of the code. ================ */ void Draw_DebugChar (char num) { } /* ============= Draw_AlphaPic ============= */ void Draw_AlphaPic (int x, int y, qpic_t *pic, float alpha) { byte *dest, *source; unsigned short *pusdest; int v, u; glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glDisable(GL_ALPHA_TEST); glEnable (GL_BLEND); glColor4f (1,1,1,alpha); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); glDisable (GL_BLEND); } /* ============= Draw_Pic ============= */ void Draw_Pic (int x, int y, qpic_t *pic) { byte *dest, *source; unsigned short *pusdest; int v, u; glpic_t *gl; if (scrap_dirty) Scrap_Upload (); gl = (glpic_t *)pic->data; glColor4f (1,1,1,1); GL_Bind (gl->texnum); glBegin (GL_QUADS); glTexCoord2f (gl->sl, gl->tl); glVertex2f (x, y); glTexCoord2f (gl->sh, gl->tl); glVertex2f (x+pic->width, y); glTexCoord2f (gl->sh, gl->th); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (gl->sl, gl->th); glVertex2f (x, y+pic->height); glEnd (); } /* ============= Draw_TransPic ============= */ void Draw_TransPic (int x, int y, qpic_t *pic) { byte *dest, *source, tbyte; unsigned short *pusdest; int v, u; if (x < 0 || (unsigned)(x + pic->width) > vid.width || y < 0 || (unsigned)(y + pic->height) > vid.height) { Sys_Error ("Draw_TransPic: bad coordinates (%d, %d)", x, y); } Draw_Pic (x, y, pic); } /* ============= Draw_TransPicTranslate Only used for the player color selection menu ============= */ void Draw_TransPicTranslate (int x, int y, qpic_t *pic, byte *translation) { int v, u, c; unsigned *dest; byte *src; int p; unsigned *trans = NULL; int transsize = 0; c = pic->width * pic->height; trans = (unsigned *)COM_AllocBuf ("Draw_TransPicTranslate", trans, &transsize, c * sizeof(unsigned), 64 * 64 * sizeof(unsigned), "gfx/menuplyr.lmp"); GL_Bind (translate_texture); dest = trans; for (v=0 ; v<64 ; v++, dest += 64) { src = &menuplyr_pixels[ ((v*pic->height)>>6) *pic->width]; for (u=0 ; u<64 ; u++) { p = src[(u*pic->width)>>6]; if (p == 255) dest[u] = p; else dest[u] = d_8to24table[translation[p]]; } } glTexImage2D (GL_TEXTURE_2D, 0, gl_alpha_format, 64, 64, 0, GL_RGBA, GL_UNSIGNED_BYTE, trans); COM_FreeBuf (trans); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, GL_LINEAR); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, GL_LINEAR); glColor3f (1,1,1); glBegin (GL_QUADS); glTexCoord2f (0, 0); glVertex2f (x, y); glTexCoord2f (1, 0); glVertex2f (x+pic->width, y); glTexCoord2f (1, 1); glVertex2f (x+pic->width, y+pic->height); glTexCoord2f (0, 1); glVertex2f (x, y+pic->height); glEnd (); } /* ================ Draw_ConsoleBackground ================ */ void Draw_ConsoleBackground (int lines) { int y = (vid.height * 3) >> 2; if (lines > y) Draw_Pic(0, lines - vid.height, conback); else Draw_AlphaPic (0, lines - vid.height, conback, (float)(1.2 * lines)/y); } /* ============= Draw_TileClear This repeats a 64*64 tile graphic to fill the screen around a sized down refresh window. ============= */ void Draw_TileClear (int x, int y, int w, int h) { glColor3f (1,1,1); GL_Bind (*(int *)draw_backtile->data); glBegin (GL_QUADS); glTexCoord2f (x/64.0, y/64.0); glVertex2f (x, y); glTexCoord2f ( (x+w)/64.0, y/64.0); glVertex2f (x+w, y); glTexCoord2f ( (x+w)/64.0, (y+h)/64.0); glVertex2f (x+w, y+h); glTexCoord2f ( x/64.0, (y+h)/64.0 ); glVertex2f (x, y+h); glEnd (); } /* ============= Draw_Fill Fills a box of pixels with a single color ============= */ void Draw_Fill (int x, int y, int w, int h, int c) { glDisable (GL_TEXTURE_2D); glColor3f (host_basepal[c*3]/255.0, host_basepal[c*3+1]/255.0, host_basepal[c*3+2]/255.0); glBegin (GL_QUADS); glVertex2f (x,y); glVertex2f (x+w, y); glVertex2f (x+w, y+h); glVertex2f (x, y+h); glEnd (); glColor3f (1,1,1); glEnable (GL_TEXTURE_2D); } //============================================================================= /* ================ Draw_FadeScreen ================ */ void Draw_FadeScreen (void) { glEnable (GL_BLEND); glDisable (GL_TEXTURE_2D); glDisable(GL_ALPHA_TEST); // KH // Reduced alpha to make it easier to see // changes in fog. BTW The alpha value of // 0.8 was always passing the alpha-test. glColor4f (0, 0, 0, 0.4); // Was 0.8. KH glBegin (GL_QUADS); glVertex2f (0,0); glVertex2f (vid.width, 0); glVertex2f (vid.width, vid.height); glVertex2f (0, vid.height); glEnd (); glColor4f (1,1,1,1); glEnable(GL_ALPHA_TEST); // KH glEnable (GL_TEXTURE_2D); glDisable (GL_BLEND); Sbar_Changed(); } //============================================================================= /* ================ GL_Set2D Setup as if the screen was 320*200 ================ */ void GL_Set2D (void) { glViewport (glx, gly, glwidth, glheight); glMatrixMode(GL_PROJECTION); glLoadIdentity (); glOrtho (0, vid.width, vid.height, 0, -99999, 99999); glMatrixMode(GL_MODELVIEW); glLoadIdentity (); glDisable (GL_DEPTH_TEST); glDisable (GL_CULL_FACE); glDisable (GL_BLEND); glEnable (GL_ALPHA_TEST); // glDisable (GL_ALPHA_TEST); glColor4f (1,1,1,1); } //==================================================================== /* ================ GL_FindTexture ================ */ int GL_FindTexture (char *identifier) { int i; gltexture_t *glt; for (i=0, glt=gltextures ; iidentifier)) return gltextures[i].texnum; } return -1; } /* ================ GL_ResampleTexture ================ */ #ifdef _WIN32 void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, byte *out, int outwidth, int outheight) { int i, j; unsigned frac, fracstep; byte *inrow, *inpix; // Sanity ... if (inwidth <= 0 || inheight <= 0 || outwidth <= 0 || outheight <= 0 || inwidth * 0x10000 & 0xC0000000 || inheight * outheight & 0xC0000000 || inwidth * inheight * 4 & 0xC0000000) Sys_Error ("GL_ResampleTexture: invalid parameters (in:%dx%d, out:%dx%d)", inwidth, inheight, outwidth, outheight); fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j> 14) & ~3);*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = *inpix++ ;frac += fracstep; inpix = inrow + ((frac >> 14) & ~3);*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = *inpix++ ;frac += fracstep; inpix = inrow + ((frac >> 14) & ~3);*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = *inpix++ ;frac += fracstep; inpix = inrow + ((frac >> 14) & ~3);*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = gamma[*inpix++];*out++ = *inpix++ ;frac += fracstep; } } } #else void GL_ResampleTexture (unsigned *in, int inwidth, int inheight, unsigned *out, int outwidth, int outheight) { int i, j; unsigned *inrow; unsigned frac, fracstep; fracstep = inwidth*0x10000/outwidth; for (i=0 ; i> 1; for (j=0 ; j>16]; frac += fracstep; out[j+1] = inrow[frac>>16]; frac += fracstep; out[j+2] = inrow[frac>>16]; frac += fracstep; out[j+3] = inrow[frac>>16]; frac += fracstep; } } } #endif /* ================ GL_MipMap Operates in place, quartering the size of the texture ================ */ void GL_MipMap (byte *in, int width, int height) { int i, j; byte *out; width <<=2; height >>= 1; out = in; for (i=0 ; i>2; out[1] = (in[1] + in[5] + in[width+1] + in[width+5])>>2; out[2] = (in[2] + in[6] + in[width+2] + in[width+6])>>2; out[3] = (in[3] + in[7] + in[width+3] + in[width+7])>>2; } } } /* =============== GL_Upload32 =============== */ #ifdef _WIN32 void GL_Upload32 (void *data, int width, int height, qboolean mipmap, qboolean alpha, char *name) { int samples, i; int scaled_width, scaled_height; byte *in, *out; static unsigned *scaled = NULL; static int scaledsize = 0; for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; scaled = (unsigned *)COM_AllocBuf ("GL_Upload32", scaled, &scaledsize, scaled_width * scaled_height * sizeof(unsigned), 2048 * 512 * sizeof(unsigned), name); samples = alpha ? gl_alpha_format : gl_solid_format; texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { // LordHavoc: gamma correct while copying in = (byte *)data; out = (byte *)scaled; for (i = 0;i < width*height;i++) { *out++ = gamma[*in++]; *out++ = gamma[*in++]; *out++ = gamma[*in++]; *out++ = *in++; } } else GL_ResampleTexture (data, width, height, (byte *)scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap ((byte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } } if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } #else //void GL_Upload32 (unsigned *data, int width, int height, qboolean mipmap, qboolean alpha) void GL_Upload32 (void *data, int width, int height, qboolean mipmap, qboolean alpha, char *name) { int samples; static unsigned scaled[1024*512]; int scaled_width, scaled_height; for (scaled_width = 1 ; scaled_width < width ; scaled_width<<=1) ; for (scaled_height = 1 ; scaled_height < height ; scaled_height<<=1) ; scaled_width >>= (int)gl_picmip.value; scaled_height >>= (int)gl_picmip.value; if (scaled_width > gl_max_size.value) scaled_width = gl_max_size.value; if (scaled_height > gl_max_size.value) scaled_height = gl_max_size.value; if (scaled_width * scaled_height > sizeof(scaled)/4) Sys_Error ("GL_LoadTexture: too big"); samples = alpha ? gl_alpha_format : gl_solid_format; texels += scaled_width * scaled_height; if (scaled_width == width && scaled_height == height) { if (!mipmap) { glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, data); goto done; } memcpy (scaled, data, width*height*4); } else GL_ResampleTexture (data, width, height, scaled, scaled_width, scaled_height); glTexImage2D (GL_TEXTURE_2D, 0, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); if (mipmap) { int miplevel; miplevel = 0; while (scaled_width > 1 || scaled_height > 1) { GL_MipMap ((byte *)scaled, scaled_width, scaled_height); scaled_width >>= 1; scaled_height >>= 1; if (scaled_width < 1) scaled_width = 1; if (scaled_height < 1) scaled_height = 1; miplevel++; glTexImage2D (GL_TEXTURE_2D, miplevel, samples, scaled_width, scaled_height, 0, GL_RGBA, GL_UNSIGNED_BYTE, scaled); } } done: ; if (mipmap) { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_min); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } else { glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MIN_FILTER, gl_filter_max); glTexParameterf(GL_TEXTURE_2D, GL_TEXTURE_MAG_FILTER, gl_filter_max); } } #endif /* =============== GL_Upload8 =============== */ void GL_Upload8 (byte *data, int width, int height, qboolean mipmap, qboolean alpha, char *name) { int i, s; qboolean noalpha; int p; byte *indata; int *outdata; static unsigned *trans = NULL; static int transsize = 0; s = width*height; trans = (unsigned *)COM_AllocBuf ("GL_Upload8", trans, &transsize, s * sizeof(unsigned), 4096 * 512 * sizeof(unsigned), name); // if there are no transparent pixels, make it a 3 component // texture even if it was specified as otherwise if (alpha) { noalpha = true; for (i=0 ; i MaxTex) MaxTex = numgltextures; Con_SafePrintf ("\x02GL_FreeTextures: "); Con_SafePrintf ("numgltextures = %d, was %d, max %d\n", j, numgltextures, MaxTex);*/ numgltextures = j; } // 8 bit upload, can be freed later int GL_LoadTextureFree (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha) { return GL_LoadTextureXX(identifier, width, height, data, mipmap, alpha, 1, true); } // 8 bit upload int GL_LoadTexture (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha) { return GL_LoadTextureXX(identifier, width, height, data, mipmap, alpha, 1, false); } // 32 bit upload int GL_LoadTexture32 (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha) { return GL_LoadTextureXX(identifier, width, height, data, mipmap, alpha, 4, false); } int lhcsumtable[256]; int GL_LoadTextureXX (char *identifier, int width, int height, byte *data, qboolean mipmap, qboolean alpha, int bytes, qboolean free) { qboolean noalpha; int i, p, s, lhcsum; float size; gltexture_t *glt; if (isDedicated) return 0; // No textures in dedicated mode // LordHavoc: do a checksum to confirm the data really is the same as previous // occurances. well this isn't exactly a checksum, it's better than that but // not following any standards. lhcsum = 0; s = width*height*bytes; size = (float)width * (float)height * (float)bytes; // Sanity check, max = 32kx32k if (width <= 0 || height <= 0 || size > 0x40000000) Sys_Error ("GL_LoadTexture: texture '%s' has invalid size (%.0fM, max = %dM)", identifier, size / (1024 * 1024), 0x40000000 / (1024 * 1024)); for (i = 0;i < 256;i++) lhcsumtable[i] = i + 1; for (i = 0;i < s;i++) lhcsum += (lhcsumtable[data[i] & 255]++); // see if the texture is allready present if (identifier[0]) { for (i=0, glt=gltextures ; iidentifier)) { // LordHavoc: everyone hates cache mismatchs, so I fixed it if (lhcsum != glt->lhcsum || width != glt->width || height != glt->height) { Con_Printf ("\x02GL_LoadTexture: "); Con_Printf ("cache mismatch, replacing texture %s\n", identifier); goto GL_LoadTexture_setup; // drop out with glt pointing to the texture to replace } return glt->texnum; } } } // LordHavoc: this was an else condition, causing disasterous results, // whoever at id or threewave must've been half asleep... if (numgltextures >= MAX_GLTEXTURES) Sys_Error ("GL_LoadTexture: cache full, max is %i textures", MAX_GLTEXTURES); glt = &gltextures[numgltextures]; numgltextures++; strcpy (glt->identifier, identifier); glt->texnum = texture_extension_number; texture_extension_number++; // LordHavoc: label to drop out of the loop into the setup code GL_LoadTexture_setup: glt->lhcsum = lhcsum; // LordHavoc: used to verify textures are identical glt->width = width; glt->height = height; glt->mipmap = mipmap; glt->free = free; glt->bytesperpixel = bytes; if (!isDedicated) { if (COM_CheckParm("-noalpha")) GL_Bind(glt->texnum); else glBindTexture(GL_TEXTURE_2D, glt->texnum); if (bytes == 1) GL_Upload8 (data, width, height, mipmap, alpha, identifier); else if (bytes == 4) GL_Upload32 (data, width, height, mipmap, true, identifier); else Sys_Error("GL_LoadTexture: unknown bytesperpixel for %s\n", identifier); if (!COM_CheckParm("-noalpha")) glTexEnvf(GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE); } return glt->texnum; } /* ================ GL_LoadPicTexture ================ */ int GL_LoadPicTexture (char *name, qpic_t *pic) { return GL_LoadTexture (name, pic->width, pic->height, pic->data, false, true); } /****************************************/ GLenum gl_oldtarget; void GL_SelectTexture (GLenum target) { if (!gl_mtexable) return; qglSelectTextureSGIS(target); if (target == gl_oldtarget) return; cnttextures[gl_oldtarget-TEXTURE0_SGIS] = currenttexture; currenttexture = cnttextures[target-TEXTURE0_SGIS]; gl_oldtarget = target; }