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fteqw/engine/gl/gl_screen.c

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C

/*
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 <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 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 + gl_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();
GLV_UpdatePalette (false, host_frametime);
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
R2D_BrightenScreen();
if (key_dest == key_console)
Con_DrawConsole(vid_conheight.value/2, false);
GL_EndRendering ();
GL_DoSwap();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
#endif
if (Media_ShowFilm())
{
M_Draw(0);
GLV_UpdatePalette (false, host_frametime);
#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
{
noworld = true;
}
}
else
GL_DoSwap();
GL_Set2D ();
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 = 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);
GLV_UpdatePalette (false, host_frametime);
#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<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