engine: remove FillRGBABlend from RefAPI. FillRGBA now accepts rendermode parameter
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6cd2dbf178
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8 changed files with 22 additions and 101 deletions
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@ -1604,35 +1604,16 @@ CL_FillRGBA
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*/
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static void GAME_EXPORT CL_FillRGBA( int x, int y, int w, int h, int r, int g, int b, int a )
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{
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float _x = x, _y = y, _w = w, _h = h;
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float x_ = x, y_ = y, w_ = w, h_ = h;
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r = bound( 0, r, 255 );
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g = bound( 0, g, 255 );
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b = bound( 0, b, 255 );
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a = bound( 0, a, 255 );
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SPR_AdjustSize( &_x, &_y, &_w, &_h );
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SPR_AdjustSize( &x_, &y_, &w_, &h_ );
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#if 1
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ref.dllFuncs.FillRGBA( _x, _y, _w, _h, r, g, b, a );
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#else
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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pglBegin( GL_QUADS );
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pglVertex2f( _x, _y );
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pglVertex2f( _x + _w, _y );
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pglVertex2f( _x + _w, _y + _h );
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_BLEND );
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#endif
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ref.dllFuncs.FillRGBA( kRenderTransAdd, x_, y_, w_, h_, r, g, b, a );
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}
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/*
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@ -3111,35 +3092,16 @@ pfnFillRGBABlend
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*/
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static void GAME_EXPORT CL_FillRGBABlend( int x, int y, int w, int h, int r, int g, int b, int a )
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{
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float _x = x, _y = y, _w = w, _h = h;
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float x_ = x, y_ = y, w_ = w, h_ = h;
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r = bound( 0, r, 255 );
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g = bound( 0, g, 255 );
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b = bound( 0, b, 255 );
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a = bound( 0, a, 255 );
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SPR_AdjustSize( &_x, &_y, &_w, &_h );
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SPR_AdjustSize( &x_, &y_, &w_, &h_ );
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#if 1 // REFTODO:
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ref.dllFuncs.FillRGBABlend( _x, _y, _w, _h, r, g, b, a );
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#else
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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pglBegin( GL_QUADS );
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pglVertex2f( _x, _y );
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pglVertex2f( _x + _w, _y );
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pglVertex2f( _x + _w, _y + _h );
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_BLEND );
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#endif
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ref.dllFuncs.FillRGBA( kRenderTransTexture, x_, y_, w_, h_, r, g, b, a );
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}
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/*
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@ -679,10 +679,8 @@ static void GAME_EXPORT pfnFillRGBA( int x, int y, int width, int height, int r,
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g = bound( 0, g, 255 );
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b = bound( 0, b, 255 );
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a = bound( 0, a, 255 );
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ref.dllFuncs.Color4ub( r, g, b, a );
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ref.dllFuncs.GL_SetRenderMode( kRenderTransTexture );
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ref.dllFuncs.R_DrawStretchPic( x, y, width, height, 0, 0, 1, 1, R_GetBuiltinTexture( REF_WHITE_TEXTURE ) );
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ref.dllFuncs.Color4ub( 255, 255, 255, 255 );
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ref.dllFuncs.FillRGBA( kRenderTransTexture, x, y, width, height, r, g, b, a );
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}
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/*
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@ -1144,7 +1144,7 @@ static void OSK_DrawSymbolButton( int symb, float x, float y, float width, float
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h = height * refState.height;
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if( symb == osk.curbutton.val )
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ref.dllFuncs.FillRGBABlend( x1, y1, w, h, 255, 160, 0, 100 );
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ref.dllFuncs.FillRGBA( kRenderTransTexture, x1, y1, w, h, 255, 160, 0, 100 );
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if( !symb || symb == ' ' || (symb >= OSK_TAB && symb < OSK_SPECKEY_LAST ) )
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return;
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@ -1191,7 +1191,7 @@ void OSK_Draw( void )
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return;
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// draw keyboard
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ref.dllFuncs.FillRGBABlend( X_START * refState.width, Y_START * refState.height,
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ref.dllFuncs.FillRGBA( kRenderTransTexture, X_START * refState.width, Y_START * refState.height,
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X_STEP * MAX_OSK_ROWS * refState.width,
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Y_STEP * MAX_OSK_LINES * refState.height, 100, 100, 100, 100 );
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@ -191,7 +191,7 @@ static void GAME_EXPORT VGUI_DrawQuad( const vpoint_t *ul, const vpoint_t *lr )
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}
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else
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{
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ref.dllFuncs.FillRGBABlend( x, y, w, h, vgui.color[0], vgui.color[1], vgui.color[2], vgui.color[3] );
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ref.dllFuncs.FillRGBA( kRenderTransTexture, x, y, w, h, vgui.color[0], vgui.color[1], vgui.color[2], vgui.color[3] );
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}
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}
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@ -56,6 +56,7 @@ GNU General Public License for more details.
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// Removed lightstyle, dynamic and entity light functions. Renderer is supposed to get them through PARM_GET_*_PTR.
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// CL_RunLightStyles now accepts lightstyles array.
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// Removed R_DrawTileClear.
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// Removed FillRGBABlend. Now FillRGBA accepts rendermode parameter.
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#define REF_API_VERSION 9
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#define TF_SKY (TF_SKYSIDE|TF_NOMIPMAP|TF_ALLOW_NEAREST)
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@ -516,8 +517,7 @@ typedef struct ref_interface_s
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void (*R_Set2DMode)( qboolean enable );
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void (*R_DrawStretchRaw)( float x, float y, float w, float h, int cols, int rows, const byte *data, qboolean dirty );
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void (*R_DrawStretchPic)( float x, float y, float w, float h, float s1, float t1, float s2, float t2, int texnum );
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void (*FillRGBA)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
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void (*FillRGBABlend)( float x, float y, float w, float h, int r, int g, int b, int a ); // in screen space
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void (*FillRGBA)( int rendermode, float x, float y, float w, float h, byte r, byte g, byte b, byte a ); // in screen space
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int (*WorldToScreen)( const vec3_t world, vec3_t screen ); // Returns 1 if it's z clipped
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// screenshot, cubemapshot
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@ -59,13 +59,16 @@ CL_FillRGBA
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=============
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*/
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static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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static void CL_FillRGBA( int rendermode, float _x, float _y, float _w, float _h, byte r, byte g, byte b, byte a )
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{
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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if( rendermode == kRenderTransAdd )
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE );
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else
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglColor4ub( r, g, b, a );
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pglBegin( GL_QUADS );
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pglVertex2f( _x, _y );
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@ -74,33 +77,6 @@ static void CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, i
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_BLEND );
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}
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/*
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=============
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pfnFillRGBABlend
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=============
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*/
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static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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{
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pglDisable( GL_TEXTURE_2D );
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pglEnable( GL_BLEND );
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pglTexEnvi( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
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pglBlendFunc( GL_SRC_ALPHA, GL_ONE_MINUS_SRC_ALPHA );
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pglColor4f( r / 255.0f, g / 255.0f, b / 255.0f, a / 255.0f );
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pglBegin( GL_QUADS );
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pglVertex2f( _x, _y );
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pglVertex2f( _x + _w, _y );
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pglVertex2f( _x + _w, _y + _h );
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pglVertex2f( _x, _y + _h );
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pglEnd ();
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pglColor3f( 1.0f, 1.0f, 1.0f );
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pglEnable( GL_TEXTURE_2D );
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pglDisable( GL_BLEND );
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}
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@ -472,7 +448,6 @@ static const ref_interface_t gReffuncs =
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R_DrawStretchRaw,
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R_DrawStretchPic,
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CL_FillRGBA,
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CL_FillRGBABlend,
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R_WorldToScreen,
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VID_ScreenShot,
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@ -115,7 +115,7 @@ static void R_DrawStretchPic( float x, float y, float w, float h, float s1, floa
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;
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}
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static void FillRGBA( float x, float y, float w, float h, int r, int g, int b, int a )
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static void FillRGBA( int rendermode, float x, float y, float w, float h, byte r, byte g, byte b, byte a )
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{
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;
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}
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@ -481,7 +481,6 @@ static const ref_interface_t gReffuncs =
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.R_DrawStretchRaw = R_DrawStretchRaw,
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.R_DrawStretchPic = R_DrawStretchPic,
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.FillRGBA = FillRGBA,
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.FillRGBABlend = FillRGBA,
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.WorldToScreen = WorldToScreen,
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.VID_ScreenShot = VID_ScreenShot,
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@ -55,25 +55,13 @@ CL_FillRGBA
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=============
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*/
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static void GAME_EXPORT CL_FillRGBA( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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static void GAME_EXPORT CL_FillRGBA( int rendermode, float _x, float _y, float _w, float _h, byte r, byte g, byte b, byte a )
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{
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vid.rendermode = kRenderTransAdd;
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vid.rendermode = rendermode;
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_TriColor4ub(r,g,b,a);
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Draw_Fill(_x,_y,_w,_h);
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}
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/*
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=============
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pfnFillRGBABlend
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=============
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*/
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static void GAME_EXPORT CL_FillRGBABlend( float _x, float _y, float _w, float _h, int r, int g, int b, int a )
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{
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vid.rendermode = kRenderTransAlpha;
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_TriColor4ub(r,g,b,a);
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Draw_Fill(_x,_y,_w,_h);
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}
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void Mod_UnloadTextures( model_t *mod );
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static qboolean GAME_EXPORT Mod_ProcessRenderData( model_t *mod, qboolean create, const byte *buf )
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@ -467,7 +455,6 @@ static const ref_interface_t gReffuncs =
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R_DrawStretchRaw,
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R_DrawStretchPic,
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CL_FillRGBA,
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CL_FillRGBABlend,
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R_WorldToScreen,
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VID_ScreenShot,
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