/* 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 GLQUAKE #include "glquake.h" #include "shader.h" #include "gl_draw.h" #include void GLSCR_UpdateScreen (void); extern qboolean scr_drawdialog; extern cvar_t vid_triplebuffer; extern cvar_t scr_fov; extern qboolean scr_initialized; extern float oldsbar; extern qboolean scr_drawloading; extern int scr_chatmode; extern cvar_t scr_chatmodecvar; extern cvar_t vid_conautoscale; extern qboolean scr_con_forcedraw; /* ================== 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_conheight; int uimenu; #ifdef TEXTEDITOR extern qboolean editormodal; #endif qboolean nohud; qboolean noworld; RSpeedMark(); vid.numpages = 2 + vid_triplebuffer.value; 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 (); scr_drawloading = true; SCR_DrawLoading (); scr_drawloading = false; GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } } if (!scr_initialized || !con_initialized) { RSpeedEnd(RSPEED_TOTALREFRESH); return; // not initialized yet } Shader_DoReload(); GL_BeginRendering (); #ifdef VM_UI uimenu = UI_MenuState(); #else uimenu = 0; #endif #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); V_UpdatePalette (false); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif R2D_BrightenScreen(); if (key_dest == key_console) Con_DrawConsole(vid.height/2, false); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } #endif if (Media_ShowFilm()) { M_Draw(0); V_UpdatePalette (false); #if defined(_WIN32) && defined(GLQUAKE) Media_RecordFrame(); #endif R2D_BrightenScreen(); GL_EndRendering (); GL_DoSwap(); RSpeedEnd(RSPEED_TOTALREFRESH); return; } // // determine size of refresh window // if (vid.recalc_refdef) SCR_CalcRefdef (); // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; #ifdef VM_CG if (CG_Refresh()) nohud = true; else #endif #ifdef CSQC_DAT if (cls.state == ca_active && CSQC_DrawView()) nohud = true; else #endif if (uimenu != 1) { if (r_worldentity.model && cls.state == ca_active) V_RenderView (); else { GL_DoSwap(); noworld = true; } } else GL_DoSwap(); GL_Set2D (false); if (!noworld) { R2D_PolyBlend (); R2D_BrightenScreen(); } scr_con_forcedraw = false; if (noworld) { extern char levelshotname[]; if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE) scr_con_current = scr_conlines = vid.height; //draw the levelshot or the conback fullscreen if (*levelshotname) R2D_ScalePic(0, 0, vid.width, vid.height, R2D_SafeCachePic (levelshotname)); else if (scr_con_current != vid.height) R2D_ConsoleBackground(0, vid.height, true); else scr_con_forcedraw = true; nohud = true; } else if (!nohud) SCR_TileClear (); SCR_DrawTwoDimensional(uimenu, nohud); V_UpdatePalette (false); #if defined(_WIN32) && defined(GLQUAKE) 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; if (gl_config.gles) { qbyte *p; // gles only guarantees GL_RGBA/GL_UNSIGNED_BYTE so downconvert and resize ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*4); qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGBA, GL_UNSIGNED_BYTE, ret + prepadbytes); c = vid.pixelwidth*vid.pixelheight; p = ret + prepadbytes; for (i = 1; i < c; i++) { p[i*3+0]=p[i*4+0]; p[i*3+1]=p[i*4+1]; p[i*3+2]=p[i*4+2]; } ret = BZ_Realloc(ret, prepadbytes + vid.pixelwidth*vid.pixelheight*3); } else { ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3); qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes); } *truewidth = vid.pixelwidth; *trueheight = vid.pixelheight; if (gammaworks) { c = prepadbytes+vid.pixelwidth*vid.pixelheight*3; for (i=prepadbytes ; i