pic->autoload = (cachepicflags & CACHEPICFLAG_NOTPERSISTENT);
// load a high quality image from disk if possible
- pixels = loadimagepixelsbgra(path, false, true, r_texture_convertsRGB_2d.integer != 0, NULL);
+ pixels = loadimagepixelsbgra(path, false, true, false, NULL);
if (pixels == NULL && !strncmp(path, "gfx/", 4))
- pixels = loadimagepixelsbgra(path+4, false, true, r_texture_convertsRGB_2d.integer != 0, NULL);
+ pixels = loadimagepixelsbgra(path+4, false, true, false, NULL);
if (pixels)
{
pic->hasalpha = false;
pic->width = image_width;
pic->height = image_height;
if (!pic->autoload)
- pic->tex = R_LoadTexture2D(drawtexturepool, path, image_width, image_height, pixels, TEXTYPE_BGRA, pic->texflags & (pic->hasalpha ? ~0 : ~TEXF_ALPHA), -1, NULL);
+ pic->tex = R_LoadTexture2D(drawtexturepool, path, image_width, image_height, pixels, r_texture_sRGB_2d.integer ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, pic->texflags & (pic->hasalpha ? ~0 : ~TEXF_ALPHA), -1, NULL);
}
else
{
{
if (pic->autoload && !pic->tex)
{
- pic->tex = loadtextureimage(drawtexturepool, pic->name, false, pic->texflags, true, r_texture_convertsRGB_2d.integer != 0);
+ pic->tex = loadtextureimage(drawtexturepool, pic->name, false, pic->texflags, true, r_texture_sRGB_2d.integer != 0);
if (pic->tex == NULL && !strncmp(pic->name, "gfx/", 4))
- pic->tex = loadtextureimage(drawtexturepool, pic->name+4, false, pic->texflags, true, r_texture_convertsRGB_2d.integer != 0);
+ pic->tex = loadtextureimage(drawtexturepool, pic->name+4, false, pic->texflags, true, r_texture_sRGB_2d.integer != 0);
if (pic->tex == NULL)
pic->tex = draw_generatepic(pic->name, true);
}
{
if (pic->tex && pic->width == width && pic->height == height)
{
- R_UpdateTexture(pic->tex, pixels_bgra, 0, 0, width, height);
+ R_UpdateTexture(pic->tex, pixels_bgra, 0, 0, 0, width, height, 1);
return pic;
}
}
r_refdef.draw2dstage = 1;
CHECKGLERROR
R_Viewport_InitOrtho(&viewport, &identitymatrix, r_refdef.view.x, vid.height - r_refdef.view.y - r_refdef.view.height, r_refdef.view.width, r_refdef.view.height, 0, 0, vid_conwidth.integer, vid_conheight.integer, -10, 100, NULL);
+ R_Mesh_ResetRenderTargets();
R_SetViewport(&viewport);
GL_ColorMask(r_refdef.view.colormask[0], r_refdef.view.colormask[1], r_refdef.view.colormask[2], 1);
GL_DepthFunc(GL_LEQUAL);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
GL_Color(1,1,1,1);
- GL_AlphaTest(false);
}
qboolean r_draw2d_force = false;
return x;
}
+float DrawQ_Color[4];
float DrawQ_String_Scale(float startx, float starty, const char *text, size_t maxlen, float w, float h, float sw, float sh, float basered, float basegreen, float baseblue, float basealpha, int flags, int *outcolor, qboolean ignorecolorcodes, const dp_font_t *fnt)
{
int shadow, colorindex = STRING_COLOR_DEFAULT;
size_t i;
float x = startx, y, s, t, u, v, thisw;
float *av, *at, *ac;
- float color[4];
int batchcount;
static float vertex3f[QUADELEMENTS_MAXQUADS*4*3];
static float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
else
colorindex = *outcolor;
- DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
+ DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
x = startx;
y = starty;
if (ch <= '9' && ch >= '0') // ^[0-9] found
{
colorindex = ch - '0';
- DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
+ DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
++text;
++i;
continue;
colorindex = tempcolorindex | 0xf;
// ...done! now colorindex has rgba codes (1,rrrr,gggg,bbbb,aaaa)
//Con_Printf("^1colorindex:^7 %x\n", colorindex);
- DrawQ_GetTextColor(color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
+ DrawQ_GetTextColor(DrawQ_Color, colorindex, basered, basegreen, baseblue, basealpha, shadow != 0);
i+=4;
text+=4;
continue;
t = (ch >> 4)*0.0625f + (0.5f / th);
u = 0.0625f * thisw - (1.0f / tw);
v = 0.0625f - (1.0f / th);
- ac[ 0] = color[0];ac[ 1] = color[1];ac[ 2] = color[2];ac[ 3] = color[3];
- ac[ 4] = color[0];ac[ 5] = color[1];ac[ 6] = color[2];ac[ 7] = color[3];
- ac[ 8] = color[0];ac[ 9] = color[1];ac[10] = color[2];ac[11] = color[3];
- ac[12] = color[0];ac[13] = color[1];ac[14] = color[2];ac[15] = color[3];
+ ac[ 0] = DrawQ_Color[0];ac[ 1] = DrawQ_Color[1];ac[ 2] = DrawQ_Color[2];ac[ 3] = DrawQ_Color[3];
+ ac[ 4] = DrawQ_Color[0];ac[ 5] = DrawQ_Color[1];ac[ 6] = DrawQ_Color[2];ac[ 7] = DrawQ_Color[3];
+ ac[ 8] = DrawQ_Color[0];ac[ 9] = DrawQ_Color[1];ac[10] = DrawQ_Color[2];ac[11] = DrawQ_Color[3];
+ ac[12] = DrawQ_Color[0];ac[13] = DrawQ_Color[1];ac[14] = DrawQ_Color[2];ac[15] = DrawQ_Color[3];
at[ 0] = s ; at[ 1] = t ;
at[ 2] = s+u ; at[ 3] = t ;
at[ 4] = s+u ; at[ 5] = t+v ;
}
else
kx = ky = 0;
- ac[ 0] = color[0]; ac[ 1] = color[1]; ac[ 2] = color[2]; ac[ 3] = color[3];
- ac[ 4] = color[0]; ac[ 5] = color[1]; ac[ 6] = color[2]; ac[ 7] = color[3];
- ac[ 8] = color[0]; ac[ 9] = color[1]; ac[10] = color[2]; ac[11] = color[3];
- ac[12] = color[0]; ac[13] = color[1]; ac[14] = color[2]; ac[15] = color[3];
+ ac[ 0] = DrawQ_Color[0]; ac[ 1] = DrawQ_Color[1]; ac[ 2] = DrawQ_Color[2]; ac[ 3] = DrawQ_Color[3];
+ ac[ 4] = DrawQ_Color[0]; ac[ 5] = DrawQ_Color[1]; ac[ 6] = DrawQ_Color[2]; ac[ 7] = DrawQ_Color[3];
+ ac[ 8] = DrawQ_Color[0]; ac[ 9] = DrawQ_Color[1]; ac[10] = DrawQ_Color[2]; ac[11] = DrawQ_Color[3];
+ ac[12] = DrawQ_Color[0]; ac[13] = DrawQ_Color[1]; ac[14] = DrawQ_Color[2]; ac[15] = DrawQ_Color[3];
at[0] = map->glyphs[mapch].txmin; at[1] = map->glyphs[mapch].tymin;
at[2] = map->glyphs[mapch].txmax; at[3] = map->glyphs[mapch].tymin;
at[4] = map->glyphs[mapch].txmax; at[5] = map->glyphs[mapch].tymax;
if (outcolor)
*outcolor = colorindex;
-
+
// note: this relies on the proper text (not shadow) being drawn last
return x;
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
qglBegin(GL_LINE_LOOP);
for (num = 0;num < mesh->num_vertices;num++)
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_GLES2:
+ //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
//qglLineWidth(width);CHECKGLERROR
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_GLES2:
+ //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
}
}
case RENDERPATH_GL11:
case RENDERPATH_GL13:
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
CHECKGLERROR
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
case RENDERPATH_D3D11:
Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
break;
+ case RENDERPATH_SOFT:
+ //Con_DPrintf("FIXME SOFT %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_GLES2:
+ //Con_DPrintf("FIXME GLES2 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ return;
}
}
iy = (int)(0.5 + y * ((float) vid.height / vid_conheight.integer));
iw = (int)(0.5 + (x+width) * ((float)vid.width / vid_conwidth.integer)) - ix;
ih = (int)(0.5 + (y+height) * ((float) vid.height / vid_conheight.integer)) - iy;
- GL_Scissor(ix, vid.height - iy - ih, iw, ih);
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_GLES2:
+ case RENDERPATH_SOFT:
+ GL_Scissor(ix, vid.height - iy - ih, iw, ih);
+ break;
+ case RENDERPATH_D3D9:
+ GL_Scissor(ix, iy, iw, ih);
+ break;
+ case RENDERPATH_D3D10:
+ Con_DPrintf("FIXME D3D10 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ case RENDERPATH_D3D11:
+ Con_DPrintf("FIXME D3D11 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ break;
+ }
GL_ScissorTest(true);
}
switch(vid.renderpath)
{
case RENDERPATH_GL20:
- case RENDERPATH_CGGL:
case RENDERPATH_D3D9:
case RENDERPATH_D3D10:
case RENDERPATH_D3D11:
+ case RENDERPATH_GLES2:
if (vid_usinghwgamma || v_glslgamma.integer)
return;
break;
if (vid_usinghwgamma)
return;
break;
+ case RENDERPATH_SOFT:
+ return;
}
// all the blends ignore depth
// R_Mesh_ResetTextureState();