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fteqw/engine/gl/gl_screen.c

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/*
Copyright (C) 1996-1997 Id Software, Inc.
This program is free software; you can redistribute it and/or
modify it under the terms of the GNU General Public License
as published by the Free Software Foundation; either version 2
of the License, or (at your option) any later version.
This program is distributed in the hope that it will be useful,
but WITHOUT ANY WARRANTY; without even the implied warranty of
MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
See the GNU General Public License for more details.
You should have received a copy of the GNU General Public License
along with this program; if not, write to the Free Software
Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
*/
// screen.c -- master for refresh, status bar, console, chat, notify, etc
#include "quakedef.h"
#ifdef RGLQUAKE
#include "glquake.h"
#include <time.h>
void GLSCR_UpdateScreen (void);
extern qboolean scr_drawdialog;
extern cvar_t gl_triplebuffer;
extern cvar_t scr_fov;
extern qboolean scr_initialized;
extern float oldsbar;
extern qboolean scr_drawloading;
extern float oldfov;
extern int scr_chatmode;
extern cvar_t scr_chatmodecvar;
void RSpeedShow(void)
{
int i;
static int samplerspeeds[RSPEED_MAX];
static int samplerquant[RQUANT_MAX];
char *RSpNames[RSPEED_MAX];
char *RQntNames[RQUANT_MAX];
char *s;
static int framecount;
if (!r_speeds.value)
return;
memset(RSpNames, 0, sizeof(RSpNames));
RSpNames[RSPEED_TOTALREFRESH] = "Total refresh";
RSpNames[RSPEED_PROTOCOL] = "Protocol";
RSpNames[RSPEED_LINKENTITIES] = "Entity setup";
RSpNames[RSPEED_WORLDNODE] = "World walking";
RSpNames[RSPEED_WORLD] = "World rendering";
RSpNames[RSPEED_DYNAMIC] = "Lightmap updates";
RSpNames[RSPEED_PARTICLES] = "Particle physics and sorting";
RSpNames[RSPEED_PARTICLESDRAW] = "Particle drawing";
RSpNames[RSPEED_2D] = "2d elements";
RSpNames[RSPEED_SERVER] = "Server";
RSpNames[RSPEED_DRAWENTITIES] = "Entity rendering";
RSpNames[RSPEED_PALETTEFLASHES] = "Palette flashes";
RSpNames[RSPEED_STENCILSHADOWS] = "Stencil Shadows";
RSpNames[RSPEED_FULLBRIGHTS] = "World fullbrights";
RSpNames[RSPEED_FINISH] = "Waiting for card to catch up";
RQntNames[RQUANT_MSECS] = "Microseconds";
RQntNames[RQUANT_EPOLYS] = "Entity Polys";
RQntNames[RQUANT_WPOLYS] = "World Polys";
RQntNames[RQUANT_SHADOWFACES] = "Shadow Faces";
RQntNames[RQUANT_SHADOWEDGES] = "Shadow edges";
RQntNames[RQUANT_LITFACES] = "Lit faces";
for (i = 0; i < RSPEED_MAX; i++)
{
s = va("%i %-30s", samplerspeeds[i], RSpNames[i]);
Draw_String(vid.width-strlen(s)*8, i*8, s);
}
for (i = 0; i < RQUANT_MAX; i++)
{
s = va("%i %-30s", samplerquant[i], RQntNames[i]);
Draw_String(vid.width-strlen(s)*8, (i+RSPEED_MAX)*8, s);
}
s = va("%f %-30s", 100000000.0f/samplerspeeds[RSPEED_TOTALREFRESH], "Framerate");
Draw_String(vid.width-strlen(s)*8, (i+RSPEED_MAX)*8, s);
if (framecount++>=100)
{
for (i = 0; i < RSPEED_MAX; i++)
{
samplerspeeds[i] = rspeeds[i];
rspeeds[i] = 0;
}
for (i = 0; i < RQUANT_MAX; i++)
{
samplerquant[i] = rquant[i];
rquant[i] = 0;
}
framecount=0;
}
}
/*
==================
SCR_UpdateScreen
This is called every frame, and can also be called explicitly to flush
text to the screen.
WARNING: be very careful calling this from elsewhere, because the refresh
needs almost the entire 256k of stack space!
==================
*/
void GLSCR_UpdateScreen (void)
{
extern cvar_t vid_conwidth, vid_conheight;
int uimenu;
#ifdef TEXTEDITOR
extern qboolean editormodal;
#endif
qboolean nohud;
RSpeedMark();
if (block_drawing)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
if (vid_conwidth.modified || vid_conheight.modified)
{
//let let the user be too crazy
if (vid_conwidth.value > 2048) //anything higher is unreadable.
Cvar_Set(&vid_conwidth, "2048");
if (vid_conwidth.value < 240) //lower would be wrong
Cvar_Set(&vid_conwidth, "320");
if (vid_conheight.value > 1536) //anything higher is unreadable.
Cvar_Set(&vid_conheight, "1536");
if (vid_conheight.value < 240) //lower would be wrong
Cvar_Set(&vid_conheight, "200");
vid_conwidth.modified = false;
vid_conheight.modified = false;
// vid.width = vid.conwidth = (glwidth - 320) * gl_2dscale.value + 320;
// vid.height = vid.conheight = (glheight - 240) * gl_2dscale.value + 240;
vid.width = vid.conwidth = vid_conwidth.value;
vid.height = vid.conheight = vid_conheight.value;
vid.recalc_refdef = true;
Con_CheckResize();
#ifdef PLUGINS
Plug_ResChanged();
#endif
GL_Set2D();
}
vid.numpages = 2 + gl_triplebuffer.value;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading)
{
extern float scr_disabled_time;
if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
{
scr_disabled_for_loading = false;
}
else
{
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
SCR_DrawLoading ();
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
uimenu = UI_MenuState();
if (oldsbar != cl_sbar.value) {
oldsbar = cl_sbar.value;
vid.recalc_refdef = true;
}
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GLR_BrightenScreen();
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
if (Media_ShowFilm())
{
M_Draw(0);
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GLR_BrightenScreen();
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// determine size of refresh window
//
if (oldfov != scr_fov.value)
{
oldfov = scr_fov.value;
vid.recalc_refdef = true;
}
if (vid.recalc_refdef || scr_viewsize.modified)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
nohud = false;
#ifdef VM_CG
if (CG_Refresh())
nohud = true;
else
#endif
#ifdef CSQC_DAT
if (CSQC_DrawView())
nohud = true;
else
#endif
if (cl.worldmodel && uimenu != 1)
{
V_RenderView ();
Q1BSP_TestClipDecal();
}
else
GL_DoSwap();
GL_Set2D ();
GLR_BrightenScreen();
if (!nohud)
SCR_TileClear ();
SCR_DrawTwoDimensional(uimenu, nohud);
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
GL_EndRendering ();
}
char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
{ //returns a BZ_Malloced array
extern qboolean gammaworks;
int i, c;
qbyte *ret = BZ_Malloc(prepadbytes + glwidth*glheight*3);
qglReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
*truewidth = glwidth;
*trueheight = glheight;
if (gammaworks)
{
c = prepadbytes+glwidth*glheight*3;
for (i=prepadbytes ; i<c ; i+=3)
{
extern qbyte gammatable[256];
ret[i+0] = gammatable[ret[i+0]];
ret[i+1] = gammatable[ret[i+1]];
ret[i+2] = gammatable[ret[i+2]];
}
}
return ret;
}
#endif