hashkey = ((crc >> 8) ^ crc) % CACHEPICHASHSIZE;
for (pic = cachepichash[hashkey];pic;pic = pic->chain)
if (!strcmp (path, pic->name))
- if(pic->texflags == texflags)
+ if(!((pic->texflags ^ texflags) & ~(TEXF_COMPRESS))) // ignore TEXF_COMPRESS when comparing, because fallback pics remove the flag
{
if(!(cachepicflags & CACHEPICFLAG_NOTPERSISTENT))
- pic->autoload = false; // persist it
+ {
+ if(pic->tex)
+ pic->autoload = false; // persist it
+ else
+ goto reload; // load it below, and then persist
+ }
return pic;
}
pic->chain = cachepichash[hashkey];
cachepichash[hashkey] = pic;
+reload:
// check whether it is an dynamic texture (if so, we can directly use its texture handler)
pic->tex = CL_GetDynTexture( path );
// if so, set the width/height, too
pic->height = height;
if (pic->tex)
R_FreeTexture(pic->tex);
- pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, (alpha ? TEXF_ALPHA : 0) | TEXF_ALLOWUPDATES, -1, NULL);
+ pic->tex = R_LoadTexture2D(drawtexturepool, picname, width, height, pixels_bgra, TEXTYPE_BGRA, (alpha ? TEXF_ALPHA : 0), -1, NULL);
return pic;
}
extern cvar_t developer_font;
dp_font_t *FindFont(const char *title, qboolean allocate_new)
{
- int i;
+ int i, oldsize;
// find font
for(i = 0; i < dp_fonts.maxsize; ++i)
}
}
// if no any 'free' fonts - expand buffer
- i = dp_fonts.maxsize;
+ oldsize = dp_fonts.maxsize;
dp_fonts.maxsize = dp_fonts.maxsize + FONTS_EXPAND;
if (developer_font.integer)
- Con_Printf("FindFont: enlarging fonts buffer (%i -> %i)\n", i, dp_fonts.maxsize);
+ Con_Printf("FindFont: enlarging fonts buffer (%i -> %i)\n", oldsize, dp_fonts.maxsize);
dp_fonts.f = (dp_font_t *)Mem_Realloc(fonts_mempool, dp_fonts.f, sizeof(dp_font_t) * dp_fonts.maxsize);
+ // relink ft2 structures
+ for(i = 0; i < oldsize; ++i)
+ if (dp_fonts.f[i].ft2)
+ dp_fonts.f[i].ft2->settings = &dp_fonts.f[i].settings;
// register a font in first expanded slot
- strlcpy(dp_fonts.f[i].title, title, sizeof(dp_fonts.f[i].title));
- return &dp_fonts.f[i];
+ strlcpy(dp_fonts.f[oldsize].title, title, sizeof(dp_fonts.f[oldsize].title));
+ return &dp_fonts.f[oldsize];
}
return NULL;
}
voffset = atof(Cmd_Argv(i));
continue;
}
+
+ if (sizes == -1)
+ continue; // no slot for other sizes
+
// parse one of sizes
sz = atof(Cmd_Argv(i));
if (sz > 0.001f && sz < 1000.0f) // do not use crap sizes
{
+ // search for duplicated sizes
+ int j;
+ for (j=0; j<sizes; j++)
+ if (f->req_sizes[j] == sz)
+ break;
+ if (j != sizes)
+ continue; // sz already in req_sizes, don't add it again
+
+ if (sizes == MAX_FONT_SIZES)
+ {
+ Con_Printf("Warning: specified more than %i different font sizes, exceding ones are ignored\n", MAX_FONT_SIZES);
+ sizes = -1;
+ continue;
+ }
f->req_sizes[sizes] = sz;
sizes++;
}
static void _DrawQ_Setup(void)
{
r_viewport_t viewport;
- if (r_refdef.draw2dstage)
+ if (r_refdef.draw2dstage == 1)
return;
- r_refdef.draw2dstage = true;
+ 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_SetViewport(&viewport);
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
floats[12] = 0.0f;floats[13] = 0.0f;
floats[14] = 1.0f;floats[15] = 0.0f;
floats[16] = 1.0f;floats[17] = 1.0f;
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (pic)
{
if (width == 0)
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
floats[2] = floats[5] = floats[8] = floats[11] = 0;
if(!r_draw2d.integer && !r_draw2d_force)
return startx + DrawQ_TextWidth_UntilWidth_TrackColors_Scale(text, &maxlen, w, h, sw, sh, NULL, ignorecolorcodes, fnt, 1000000000);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (!fontmap)
R_Mesh_TexBind(0, fnt->tex);
R_SetupShader_Generic(fnt->tex, NULL, GL_MODULATE, 1);
}
if (!fontmap || (ch <= 0xFF && fontmap->glyphs[ch].image) || (ch >= 0xE000 && ch <= 0xE0FF))
{
- if (ch > 0xE000)
+ if (ch >= 0xE000)
ch -= 0xE000;
if (ch > 0xFF)
- continue;
+ goto out;
if (fontmap)
{
if (map != ft2_oldstyle_map)
//prevmap = map;
prevch = ch;
}
+out:
if (shadow)
{
x -= 1.0/pix_x * r_textshadow.value;
if(!r_draw2d.integer && !r_draw2d_force)
return;
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
if (pic)
{
if (width == 0)
return;
DrawQ_ProcessDrawFlag(flags, hasalpha);
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(mesh->texture, NULL, GL_MODULATE, 1);
R_Mesh_PrepareVertices_Generic_Arrays(mesh->num_vertices, mesh->data_vertex3f, mesh->data_color4f, mesh->data_texcoord2f);
}
}
+void DrawQ_Lines (float width, int numlines, const float *vertex3f, const float *color4f, int flags)
+{
+ int i;
+ qboolean hasalpha = false;
+ for (i = 0;i < numlines*2;i++)
+ if (color4f[i*4+3] < 1.0f)
+ hasalpha = true;
+
+ _DrawQ_SetupAndProcessDrawFlag(flags, NULL, hasalpha ? 0.5f : 1.0f);
+
+ if(!r_draw2d.integer && !r_draw2d_force)
+ return;
+
+ switch(vid.renderpath)
+ {
+ case RENDERPATH_GL11:
+ case RENDERPATH_GL13:
+ case RENDERPATH_GL20:
+ case RENDERPATH_CGGL:
+ CHECKGLERROR
+
+ R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
+
+ //qglLineWidth(width);CHECKGLERROR
+
+ CHECKGLERROR
+ R_Mesh_PrepareVertices_Generic_Arrays(numlines*2, vertex3f, color4f, NULL);
+ qglDrawArrays(GL_LINES, 0, numlines*2);
+ CHECKGLERROR
+ break;
+ case RENDERPATH_D3D9:
+ //Con_DPrintf("FIXME D3D9 %s:%i %s\n", __FILE__, __LINE__, __FUNCTION__);
+ 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;
+ }
+}
+
void DrawQ_SetClipArea(float x, float y, float width, float height)
{
int ix, iy, iw, ih;
void DrawQ_Finish(void)
{
- r_refdef.draw2dstage = false;
+ r_refdef.draw2dstage = 0;
+}
+
+void DrawQ_RecalcView(void)
+{
+ if(r_refdef.draw2dstage)
+ r_refdef.draw2dstage = -1; // next draw call will set viewport etc. again
}
static float blendvertex3f[9] = {-5000, -5000, 10, 10000, -5000, 10, -5000, 10000, 10};
break;
}
// all the blends ignore depth
- R_Mesh_ResetTextureState();
+// R_Mesh_ResetTextureState();
R_SetupShader_Generic(NULL, NULL, GL_MODULATE, 1);
GL_DepthMask(true);
GL_DepthRange(0, 1);