/* 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" extern qboolean gammaworks; #ifdef GLQUAKE #include "glquake.h" #include "shader.h" #include "gl_draw.h" #include qboolean 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 cvar_t vid_conautoscale; extern qboolean scr_con_forcedraw; extern qboolean depthcleared; /* ================== 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 SCR_DrawCursor(void); qboolean GLSCR_UpdateScreen (void) { qboolean nohud; qboolean noworld; extern cvar_t vid_srgb; r_refdef.pxrect.maxheight = vid.pixelheight; vid.numpages = 2 + vid_triplebuffer.value; if (!scr_initialized || !con_initialized) { return false; // not initialized yet } R2D_Font_Changed(); if (vid_srgb.modified) { vid_srgb.modified = false; //vid_srgb can be changed between 0 and 1, but other values need texture reloads. do that without too much extra weirdness. if ((vid.flags & VID_SRGB_CAPABLE) && gl_config.arb_framebuffer_srgb) { //srgb-capable if (vid_srgb.ival > 0 && (vid.flags & VID_SRGBAWARE)) { //full srgb wanted (and textures are loaded) qglEnable(GL_FRAMEBUFFER_SRGB); vid.flags |= VID_SRGB_FB_LINEAR; } else if (vid_srgb.ival < 0 || (vid.flags & VID_SRGBAWARE)) { //srgb wanted only for the framebuffer, for gamma tricks. qglEnable(GL_FRAMEBUFFER_SRGB); vid.flags |= VID_SRGB_FB_LINEAR; } else { //srgb not wanted... qglDisable(GL_FRAMEBUFFER_SRGB); vid.flags &= ~VID_SRGB_FB_LINEAR; } } } if (scr_disabled_for_loading) { extern char levelshotname[]; extern float scr_disabled_time; float now = Sys_DoubleTime(); if (now - scr_disabled_time > 60 || Key_Dest_Has(~kdm_game)) { //FIXME: instead of reenabling the screen, we should just draw the relevent things skipping only the game (except that this requires a copy of the game beneath or otherwise results in flickering). scr_disabled_for_loading = false; } else if (!*levelshotname && !CSQC_UseGamecodeLoadingScreen() && !MP_UsingGamecodeLoadingScreen() #ifdef MENU_NATIVECODE && !(mn_entry && mn_entry->DrawLoading) #endif ) return false; //don't refresh if we can't do so safely. else { SCR_DrawLoading (true); SCR_SetUpToDrawConsole(); if (Key_Dest_Has(kdm_console)) SCR_DrawConsole(false); if (R2D_Flush) R2D_Flush(); VID_SwapBuffers(); return true; } } Shader_DoReload(); qglDisable(GL_SCISSOR_TEST); #ifdef TEXTEDITOR if (editormodal) { Editor_Draw(); V_UpdatePalette (false); R2D_BrightenScreen(); Media_RecordFrame(); if (key_dest_mask & kdm_console) Con_DrawConsole(vid.height/2, false); else Con_DrawConsole(0, false); SCR_DrawCursor(); } else #endif { // // do 3D refresh drawing, and then update the screen // SCR_SetUpToDrawConsole (); noworld = false; nohud = false; if (r_clear.ival) { GL_ForceDepthWritable(); if (r_clearcolour.ival) { r_clearcolour.vec4[0] = host_basepal[(r_clearcolour.ival & 0xFF)*3+0]/255.0; r_clearcolour.vec4[1] = host_basepal[(r_clearcolour.ival & 0xFF)*3+1]/255.0; r_clearcolour.vec4[2] = host_basepal[(r_clearcolour.ival & 0xFF)*3+2]/255.0; } qglClearColor(r_clearcolour.vec4[0], r_clearcolour.vec4[1], r_clearcolour.vec4[2], 1); qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT); depthcleared = true; } if (topmenu && topmenu->isopaque) nohud = true; #ifdef VM_CG else if (q3 && q3->cg.Redraw(cl.time)) nohud = true; #endif #ifdef CSQC_DAT else if (CSQC_DrawView()) nohud = true; #endif else { if ((r_worldentity.model && cls.state == ca_active) || vid.vr || vrui.enabled) V_RenderView (nohud); else noworld = true; } GL_Set2D (false); scr_con_forcedraw = false; if (noworld) { //draw the levelshot or the conback fullscreen if (R2D_DrawLevelshot()) ; else if (scr_con_current != vid.height) { #ifdef HAVE_LEGACY extern cvar_t dpcompat_console; if (dpcompat_console.ival) { R2D_ImageColours(0,0,0,1); R2D_FillBlock(0, 0, vid.width, vid.height); R2D_ImageColours(1,1,1,1); } else #endif R2D_ConsoleBackground(0, vid.height, true); } else scr_con_forcedraw = true; nohud = true; } r_refdef.playerview = &cl.playerview[0]; if (!vrui.enabled) SCR_DrawTwoDimensional(nohud); V_UpdatePalette (false); R2D_BrightenScreen(); Media_RecordFrame(); } RSpeedShow(); if (R2D_Flush) R2D_Flush(); { RSpeedMark(); VID_SwapBuffers(); RSpeedEnd(RSPEED_PRESENT); } //gl 4.5 / GL_ARB_robustness / GL_KHR_robustness if (qglGetGraphicsResetStatus) { GLenum err = qglGetGraphicsResetStatus(); switch(err) { case GL_NO_ERROR: break; case GL_GUILTY_CONTEXT_RESET: //we did it case GL_INNOCENT_CONTEXT_RESET: //something else broke the hardware and broke our ram case GL_UNKNOWN_CONTEXT_RESET: //whodunit default: Con_Printf("OpenGL reset detected\n"); Sys_Sleep(3.0); Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL); break; } } return true; } char *GLVID_GetRGBInfo(int *bytestride, int *truewidth, int *trueheight, enum uploadfmt *fmt) { //returns a BZ_Malloced array extern qboolean gammaworks; int i, c; qbyte *ret; extern qboolean r2d_canhwgamma; qboolean hdr = false; *bytestride = 0; *truewidth = vid.fbpwidth; *trueheight = vid.fbpheight; if (*r_refdef.rt_destcolour[0].texname) { unsigned int w,h; texid_t tid = R2D_RT_GetTexture(r_refdef.rt_destcolour[0].texname, &w, &h); if (tid) hdr = (tid->format==PTI_RGBA16F)||(tid->format==PTI_RGBA32F)||(tid->format==PTI_B10G11R11F); } if (hdr) { *fmt = PTI_RGBA16F; ret = BZ_Malloc((*truewidth)*(*trueheight)*8); qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_HALF_FLOAT, ret); *bytestride = *truewidth*-8; } /*else if (1) { float *p; p = BZ_Malloc(vid.pixelwidth*vid.pixelheight*sizeof(float)); qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_DEPTH_COMPONENT, GL_FLOAT, p); ret = BZ_Malloc(vid.pixelwidth*vid.pixelheight*3); c = vid.pixelwidth*vid.pixelheight; for (i = 1; i < c; i++) { ret[i*3+0]=p[i]*p[i]*p[i]*255; ret[i*3+1]=p[i]*p[i]*p[i]*255; ret[i*3+2]=p[i]*p[i]*p[i]*255; } BZ_Free(p); }*/ else if (gl_config.gles || (*truewidth&3)) { //gles: //Only two format/type parameter pairs are accepted. //GL_RGBA/GL_UNSIGNED_BYTE is always accepted, and the other acceptable pair can be discovered by querying GL_IMPLEMENTATION_COLOR_READ_FORMAT and GL_IMPLEMENTATION_COLOR_READ_TYPE. //thus its simpler to only use GL_RGBA/GL_UNSIGNED_BYTE //desktopgl: //total line byte length must be aligned to GL_PACK_ALIGNMENT. by reading rgba instead of rgb, we can ensure the line is a multiple of 4 bytes. *fmt = PTI_RGBA8; ret = BZ_Malloc((*truewidth)*(*trueheight)*4); qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_UNSIGNED_BYTE, ret); *bytestride = *truewidth*-4; } #if 1//def _DEBUG else if (!gl_config.gles && sh_config.texfmt[PTI_BGRA8]) { *fmt = PTI_BGRA8; ret = BZ_Malloc((*truewidth)*(*trueheight)*4); qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, ret); *bytestride = *truewidth*-4; } #endif else { *fmt = PTI_RGB8; ret = BZ_Malloc((*truewidth)*(*trueheight)*3); qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGB, GL_UNSIGNED_BYTE, ret); *bytestride = *truewidth*-3; } if (gammaworks && r2d_canhwgamma) { extern qbyte gammatable[256]; int pxsize = 4; c = (*truewidth)*(*trueheight); switch(*fmt) { case PTI_RGB8: case PTI_BGR8: pxsize = 3; //fallthrough case PTI_LLLA8: case PTI_LLLX8: case PTI_RGBA8: case PTI_RGBX8: case PTI_BGRA8: case PTI_BGRX8: //pxsize is 4 (or 3 if we fell through above) c*=pxsize; for (i=0 ; i