crc = CRC_Block((unsigned char *)path, strlen(path));
hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
for (pic = cachepichash[hashkey];pic;pic = pic->chain)
+ {
if (!strcmp (path, pic->name))
- if(!((pic->texflags ^ texflags) & ~(TEXF_COMPRESS))) // ignore TEXF_COMPRESS when comparing, because fallback pics remove the flag
+ {
+ // if it was created (or replaced) by Draw_NewPic, just return it
+ if(pic->flags & CACHEPICFLAG_NEWPIC)
+ return pic;
+ if (!((pic->texflags ^ texflags) & ~(TEXF_COMPRESS))) // ignore TEXF_COMPRESS when comparing, because fallback pics remove the flag
{
if(!(cachepicflags & CACHEPICFLAG_NOTPERSISTENT))
{
}
return pic;
}
+ }
+ }
if (numcachepics == MAX_CACHED_PICS)
{
reload:
// check whether it is an dynamic texture (if so, we can directly use its texture handler)
+ pic->flags = cachepicflags;
pic->tex = CL_GetDynTexture( path );
// if so, set the width/height, too
if( pic->tex ) {
pic->height = image_height;
if (!pic->autoload)
{
- pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, image_width, image_height, pixels, r_texture_sRGB_2d.integer ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, pic->texflags & (pic->hasalpha ? ~0 : ~TEXF_ALPHA), -1, NULL);
+ pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, image_width, image_height, pixels, vid.sRGB2D ? TEXTYPE_SRGB_BGRA : TEXTYPE_BGRA, pic->texflags & (pic->hasalpha ? ~0 : ~TEXF_ALPHA), -1, NULL);
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
}
pic->width = lmpdata[0] + lmpdata[1] * 256 + lmpdata[2] * 65536 + lmpdata[3] * 16777216;
pic->height = lmpdata[4] + lmpdata[5] * 256 + lmpdata[6] * 65536 + lmpdata[7] * 16777216;
// if no high quality replacement image was found, upload the original low quality texture
- if (!pixels)
- pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, pic->width, pic->height, lmpdata + 8, TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_transparent);
+ if (!loaded)
+ {
+ loaded = true;
+ pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, pic->width, pic->height, lmpdata + 8, vid.sRGB2D ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_transparent);
+ }
}
Mem_Free(lmpdata);
}
pic->width = 128;
pic->height = 128;
// if no high quality replacement image was found, upload the original low quality texture
- if (!pixels)
- pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, 128, 128, lmpdata, TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_font);
+ if (!loaded)
+ {
+ loaded = true;
+ pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, 128, 128, lmpdata, vid.sRGB2D != 0 ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_font);
+ }
}
else
{
pic->width = lmpdata[0] + lmpdata[1] * 256 + lmpdata[2] * 65536 + lmpdata[3] * 16777216;
pic->height = lmpdata[4] + lmpdata[5] * 256 + lmpdata[6] * 65536 + lmpdata[7] * 16777216;
// if no high quality replacement image was found, upload the original low quality texture
- if (!pixels)
- pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, pic->width, pic->height, lmpdata + 8, TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_transparent);
+ if (!loaded)
+ {
+ loaded = true;
+ pic->tex = R_LoadTexture2D(drawtexturepool, pic->name, pic->width, pic->height, lmpdata + 8, vid.sRGB2D != 0 ? TEXTYPE_SRGB_PALETTE : TEXTYPE_PALETTE, pic->texflags, -1, palette_bgra_transparent);
+ }
}
}
}
if (pic->tex == NULL)
{
- pic->tex = loadtextureimage(drawtexturepool, pic->name, false, pic->texflags, true, r_texture_sRGB_2d.integer != 0);
+ pic->tex = loadtextureimage(drawtexturepool, pic->name, false, pic->texflags, true, vid.sRGB2D);
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
}
if (pic->tex == NULL && !strncmp(pic->name, "gfx/", 4))
{
- pic->tex = loadtextureimage(drawtexturepool, pic->name+4, false, pic->texflags, true, r_texture_sRGB_2d.integer != 0);
+ pic->tex = loadtextureimage(drawtexturepool, pic->name+4, false, pic->texflags, true, vid.sRGB2D);
if (r_texture_dds_save.integer && qglGetCompressedTexImageARB && pic->tex)
R_SaveTextureDDSFile(pic->tex, va("dds/%s.dds", pic->name), r_texture_dds_save.integer < 2, pic->hasalpha);
}
if (pic)
{
- if (pic->tex && pic->width == width && pic->height == height)
+ if (pic->flags == CACHEPICFLAG_NEWPIC && pic->tex && pic->width == width && pic->height == height)
{
R_UpdateTexture(pic->tex, pixels_bgra, 0, 0, 0, width, height, 1);
return pic;
}
}
+ pic->flags = CACHEPICFLAG_NEWPIC; // disable texflags checks in Draw_CachePic
pic->width = width;
pic->height = height;
if (pic->tex)
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
#if 0
// AK07: lets be texel correct on the corners
#endif
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
return;
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
// R_Mesh_ResetTextureState();
if (!fontmap)
R_Mesh_TexBind(0, fnt->tex);
- R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
ac = color4f;
at = texcoord2f;
at = texcoord2f;
av = vertex3f;
}
- R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1, true);
map = ft2_oldstyle_map;
}
}
break;
}
}
- R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(map->pic->tex, NULL, GL_MODULATE, 1, true);
}
mapch = ch - map->start;
width = pic->width;
if (height == 0)
height = pic->height;
- R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(Draw_GetPicTexture(pic), NULL, GL_MODULATE, 1, true);
}
else
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
floats[0] = floats[9] = x;
DrawQ_ProcessDrawFlag(flags, hasalpha);
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1, true);
R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f);
R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, mesh->data_element3i, NULL, 0, mesh->data_element3s, NULL, 0);
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
switch(vid.renderpath)
{
case RENDERPATH_GL20:
CHECKGLERROR
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
//qglLineWidth(width);CHECKGLERROR
}
// all the blends ignore depth
// R_Mesh_ResetTextureState();
- R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1, true);
GL_DepthMask(true);
GL_DepthRange(0, 1);
GL_PolygonOffset(0, 0);
GL_DepthTest(false);
+
+ // interpretation of brightness and contrast:
+ // color range := brightness .. (brightness + contrast)
+ // i.e. "c *= contrast; c += brightness"
+ // plausible values for brightness thus range from -contrast to 1
+
+ // apply pre-brightness (subtractive brightness, for where contrast was >= 1)
+ if (vid.support.ext_blend_subtract)
+ {
+ if (v_color_enable.integer)
+ {
+ c[0] = -v_color_black_r.value / v_color_white_r.value;
+ c[1] = -v_color_black_g.value / v_color_white_g.value;
+ c[2] = -v_color_black_b.value / v_color_white_b.value;
+ }
+ else
+ c[0] = c[1] = c[2] = -v_brightness.value / v_contrast.value;
+ if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
+ {
+ // need SUBTRACTIVE blending to do this!
+ GL_BlendEquationSubtract(true);
+ GL_BlendFunc(GL_ONE, GL_ONE);
+ GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
+ R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ GL_BlendEquationSubtract(false);
+ }
+ }
+
+ // apply contrast
if (v_color_enable.integer)
{
c[0] = v_color_white_r.value;
}
else
c[0] = c[1] = c[2] = v_contrast.value;
- if (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+ if (c[0] >= 1.003f || c[1] >= 1.003f || c[2] >= 1.003f)
{
GL_BlendFunc(GL_DST_COLOR, GL_ONE);
- while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
+ while (c[0] >= 1.003f || c[1] >= 1.003f || c[2] >= 1.003f)
{
- GL_Color(c[0] - 1, c[1] - 1, c[2] - 1, 1);
+ float cc[4];
+ cc[0] = bound(0, c[0] - 1, 1);
+ cc[1] = bound(0, c[1] - 1, 1);
+ cc[2] = bound(0, c[2] - 1, 1);
+ GL_Color(cc[0], cc[1], cc[2], 1);
R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
- VectorScale(c, 0.5, c);
+ c[0] /= 1 + cc[0];
+ c[1] /= 1 + cc[1];
+ c[2] /= 1 + cc[2];
}
}
+ if (c[0] <= 0.997f || c[1] <= 0.997f || c[2] <= 0.997f)
+ {
+ GL_BlendFunc(GL_DST_COLOR, GL_ZERO);
+ GL_Color(c[0], c[1], c[2], 1);
+ R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
+ R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
+ }
+
+ // apply post-brightness (additive brightness, for where contrast was <= 1)
if (v_color_enable.integer)
{
c[0] = v_color_black_r.value;
if (c[0] >= 0.01f || c[1] >= 0.01f || c[2] >= 0.01f)
{
GL_BlendFunc(GL_ONE, GL_ONE);
- GL_Color(c[0] - 1, c[1] - 1, c[2] - 1, 1);
+ GL_Color(c[0], c[1], c[2], 1);
R_Mesh_PrepareVertices_Generic_Arrays(3, blendvertex3f, NULL, NULL);
R_Mesh_Draw(0, 3, 0, 1, polygonelement3i, NULL, 0, polygonelement3s, NULL, 0);
}