cvar_t r_textbrightness = {CVAR_SAVE, "r_textbrightness", "0", "additional brightness for text color codes (0 keeps colors as is, 1 makes them all white)"};
cvar_t r_textcontrast = {CVAR_SAVE, "r_textcontrast", "1", "additional contrast for text color codes (1 keeps colors as is, 1 makes them all black)"};
+extern cvar_t v_glslgamma;
+
//=============================================================================
/* Support Routines */
{NULL, 0, 0, NULL}
};
-static rtexture_t *draw_generatepic(const char *name)
+static rtexture_t *draw_generatepic(const char *name, qboolean quiet)
{
const embeddedpic_t *p;
for (p = embeddedpics;p->name;p++)
return draw_generateconchars();
if (!strcmp(name, "gfx/colorcontrol/ditherpattern"))
return draw_generateditherpattern();
- Con_Printf("Draw_CachePic: failed to load %s\n", name);
+ if (!quiet)
+ Con_Printf("Draw_CachePic: failed to load %s\n", name);
return r_texture_notexture;
}
================
*/
// FIXME: move this to client somehow
-static cachepic_t *Draw_CachePic_Compression (const char *path, qboolean persistent, qboolean allow_compression)
+cachepic_t *Draw_CachePic_Flags(const char *path, unsigned int cachepicflags)
{
int crc, hashkey;
cachepic_t *pic;
}
flags = TEXF_ALPHA;
- if (persistent)
+ if (!(cachepicflags & CACHEPICFLAG_NOTPERSISTENT))
flags |= TEXF_PRECACHE;
if (strcmp(path, "gfx/colorcontrol/ditherpattern"))
flags |= TEXF_CLAMP;
- if(allow_compression && gl_texturecompression_2d.integer)
+ if (!(cachepicflags & CACHEPICFLAG_NOCOMPRESSION) && gl_texturecompression_2d.integer)
flags |= TEXF_COMPRESS;
// load a high quality image from disk if possible
dpsnprintf(lmpname, sizeof(lmpname), "%s.lmp", path);
if (!strncmp(path, "gfx/", 4) && (lmpdata = FS_LoadFile(lmpname, tempmempool, false, &lmpsize)))
{
+ if (developer_loading.integer)
+ Con_Printf("loading lump \"%s\"\n", path);
+
if (lmpsize >= 9)
{
pic->width = lmpdata[0] + lmpdata[1] * 256 + lmpdata[2] * 65536 + lmpdata[3] * 16777216;
}
else if ((lmpdata = W_GetLumpName (path + 4)))
{
+ if (developer_loading.integer)
+ Con_Printf("loading gfx.wad lump \"%s\"\n", path + 4);
+
if (!strcmp(path, "gfx/conchars"))
{
// conchars is a raw image and with color 0 as transparent instead of 255
// if it's not found on disk, generate an image
if (pic->tex == NULL)
{
- pic->tex = draw_generatepic(path);
+ pic->tex = draw_generatepic(path, (cachepicflags & CACHEPICFLAG_QUIET) != 0);
pic->width = R_TextureWidth(pic->tex);
pic->height = R_TextureHeight(pic->tex);
}
return pic;
}
-cachepic_t *Draw_CachePic (const char *path, qboolean persistent)
+
+cachepic_t *Draw_CachePic (const char *path)
{
- return Draw_CachePic_Compression(path, persistent, true);
+ return Draw_CachePic_Flags (path, 0);
}
cachepic_t *Draw_NewPic(const char *picname, int width, int height, int alpha, unsigned char *pixels_bgra)
if(drawtexturepool == NULL)
return; // before gl_draw_start, so will be loaded later
- fnt->tex = Draw_CachePic_Compression(fnt->texpath, true, false)->tex;
+ fnt->tex = Draw_CachePic_Flags(fnt->texpath, CACHEPICFLAG_QUIET | CACHEPICFLAG_NOCOMPRESSION)->tex;
if(fnt->tex == r_texture_notexture)
{
- fnt->tex = Draw_CachePic_Compression("gfx/conchars", true, false)->tex;
+ fnt->tex = Draw_CachePic_Flags("gfx/conchars", CACHEPICFLAG_NOCOMPRESSION)->tex;
strlcpy(widthfile, "gfx/conchars.width", sizeof(widthfile));
}
else
floats[3] = floats[6] = x + width;
floats[7] = floats[10] = y + height;
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
void DrawQ_Fill(float x, float y, float width, float height, float red, float green, float blue, float alpha, int flags)
floats[3] = floats[6] = x + width;
floats[7] = floats[10] = y + height;
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
// color tag printing
{
int num, shadow, colorindex = STRING_COLOR_DEFAULT;
size_t i;
- float x = startx, y, s, t, u, v;
+ float x = startx, y, s, t, u, v, thisw;
float *av, *at, *ac;
float color[4];
int batchcount;
float texcoord2f[QUADELEMENTS_MAXQUADS*4*2];
float color4f[QUADELEMENTS_MAXQUADS*4*4];
+ int tw, th;
+ tw = R_TextureWidth(fnt->tex);
+ th = R_TextureHeight(fnt->tex);
+
if (maxlen < 1)
maxlen = 1<<30;
}
}
num = (unsigned char) text[i];
+ thisw = fnt->width_of[num];
// FIXME make these smaller to just include the occupied part of the character for slightly faster rendering
- s = (num & 15)*0.0625f + (0.5f / 256.0f);
- t = (num >> 4)*0.0625f + (0.5f / 256.0f);
- u = 0.0625f - (1.0f / 256.0f);
- v = 0.0625f - (1.0f / 256.0f);
+ s = (num & 15)*0.0625f + (0.5f / tw);
+ t = (num >> 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];
at[ 4] = s+u;at[ 5] = t+v;
at[ 6] = s ;at[ 7] = t+v;
av[ 0] = x ;av[ 1] = y ;av[ 2] = 10;
- av[ 3] = x+w;av[ 4] = y ;av[ 5] = 10;
- av[ 6] = x+w;av[ 7] = y+h;av[ 8] = 10;
+ av[ 3] = x+w*thisw;av[ 4] = y ;av[ 5] = 10;
+ av[ 6] = x+w*thisw;av[ 7] = y+h;av[ 8] = 10;
av[ 9] = x ;av[10] = y+h;av[11] = 10;
ac += 16;
at += 8;
if (batchcount >= QUADELEMENTS_MAXQUADS)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, NULL, quadelements, 0, 0);
GL_LockArrays(0, 0);
batchcount = 0;
ac = color4f;
at = texcoord2f;
av = vertex3f;
}
- x += fnt->width_of[num] * w;
+ x += thisw * w;
}
}
if (batchcount > 0)
{
GL_LockArrays(0, batchcount * 4);
- R_Mesh_Draw(0, batchcount * 4, batchcount * 2, quadelements, 0, 0);
+ R_Mesh_Draw(0, batchcount * 4, 0, batchcount * 2, NULL, quadelements, 0, 0);
GL_LockArrays(0, 0);
}
floats[28] = r4;floats[29] = g4;floats[30] = b4;floats[31] = a4;
floats[32] = r3;floats[33] = g3;floats[34] = b3;floats[35] = a3;
- R_Mesh_Draw(0, 4, 2, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 4, 0, 2, NULL, polygonelements, 0, 0);
}
void DrawQ_Mesh (drawqueuemesh_t *mesh, int flags)
R_SetupGenericShader(mesh->texture != NULL);
GL_LockArrays(0, mesh->num_vertices);
- R_Mesh_Draw(0, mesh->num_vertices, mesh->num_triangles, mesh->data_element3i, 0, 0);
+ R_Mesh_Draw(0, mesh->num_vertices, 0, mesh->num_triangles, NULL, mesh->data_element3s, 0, 0);
GL_LockArrays(0, 0);
}
{
_DrawQ_ProcessDrawFlag(flags);
+ R_SetupGenericShader(false);
+
CHECKGLERROR
qglLineWidth(width);CHECKGLERROR
void R_DrawGamma(void)
{
float c[4];
- if (!vid_usinghwgamma)
+ if (!vid_usinghwgamma && !(r_glsl.integer && v_glslgamma.integer))
{
// all the blends ignore depth
R_Mesh_VertexPointer(blendvertex3f, 0, 0);
while (c[0] >= 1.01f || c[1] >= 1.01f || c[2] >= 1.01f)
{
GL_Color(bound(0, c[0] - 1, 1), bound(0, c[1] - 1, 1), bound(0, c[2] - 1, 1), 1);
- R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 3, 0, 1, NULL, polygonelements, 0, 0);
VectorScale(c, 0.5, c);
}
}
{
GL_BlendFunc(GL_ONE, GL_ONE);
GL_Color(c[0], c[1], c[2], 1);
- R_Mesh_Draw(0, 3, 1, polygonelements, 0, 0);
+ R_Mesh_Draw(0, 3, 0, 1, NULL, polygonelements, 0, 0);
}
}
}