31ced9384d
implement cfg_save_auto cvar, to replicated vanilla quake, ish. default off, obviously. support for Q2RDF_IRGOGGLES (in combination with Q2RF_IR_VISIBLE). untested. rework vectorvectors to be more predictable. v_right_z is now _much_ more commonly 0. fix potential sound-related lock-up/console spam. implement $colored_armor+$colored_powerup macros. if command now copes with ' quotes. fix crash on flushing q3bsps. fix black bits with r_renderscale+cl_sbar 1 implement emulation for legacy q3 shaders when glsl is required. this is primarily for webgl right now, but potentially also useful with any gles2 port (fixme: still need to tweak d3d11 backend to support this too). include scrollbar glyphs in the fallback font logic. this is primarily for download progress bars, especially with webgl. don't try applying gamma to screenshots when using glsl. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4976 fc73d0e0-1445-4013-8a0c-d673dee63da5
342 lines
7.5 KiB
C
342 lines
7.5 KiB
C
/*
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Copyright (C) 1996-1997 Id Software, Inc.
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This program is free software; you can redistribute it and/or
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modify it under the terms of the GNU General Public License
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as published by the Free Software Foundation; either version 2
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of the License, or (at your option) any later version.
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This program is distributed in the hope that it will be useful,
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but WITHOUT ANY WARRANTY; without even the implied warranty of
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MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE.
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See the GNU General Public License for more details.
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You should have received a copy of the GNU General Public License
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along with this program; if not, write to the Free Software
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Foundation, Inc., 59 Temple Place - Suite 330, Boston, MA 02111-1307, USA.
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*/
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// screen.c -- master for refresh, status bar, console, chat, notify, etc
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#include "quakedef.h"
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#ifdef GLQUAKE
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#include "glquake.h"
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#include "shader.h"
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#include "gl_draw.h"
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#include <time.h>
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void GLSCR_UpdateScreen (void);
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extern qboolean scr_drawdialog;
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extern cvar_t vid_triplebuffer;
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extern cvar_t scr_fov;
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extern qboolean scr_initialized;
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extern float oldsbar;
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extern qboolean scr_drawloading;
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extern int scr_chatmode;
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extern cvar_t scr_chatmodecvar;
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extern cvar_t vid_conautoscale;
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extern qboolean scr_con_forcedraw;
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extern qboolean depthcleared;
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/*
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==================
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SCR_UpdateScreen
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This is called every frame, and can also be called explicitly to flush
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text to the screen.
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WARNING: be very careful calling this from elsewhere, because the refresh
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needs almost the entire 256k of stack space!
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==================
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*/
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void SCR_DrawCursor(void);
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void GLSCR_UpdateScreen (void)
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{
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int uimenu;
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#ifdef TEXTEDITOR
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extern qboolean editormodal;
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#endif
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qboolean nohud;
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qboolean noworld;
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RSpeedMark();
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r_refdef.pxrect.maxheight = vid.pixelheight;
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vid.numpages = 2 + vid_triplebuffer.value;
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R2D_Font_Changed();
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if (scr_disabled_for_loading)
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{
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extern float scr_disabled_time;
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if (Sys_DoubleTime() - scr_disabled_time > 60 || !Key_Dest_Has(~kdm_game))
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{
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//FIXME: instead of reenabling the screen, we should just draw the relevent things skipping only the game.
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scr_disabled_for_loading = false;
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}
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else
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{
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scr_drawloading = true;
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SCR_DrawLoading (true);
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scr_drawloading = false;
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if (R2D_Flush)
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R2D_Flush();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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}
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if (!scr_initialized || !con_initialized)
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{
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return; // not initialized yet
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}
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Shader_DoReload();
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qglDisable(GL_SCISSOR_TEST);
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#ifdef VM_UI
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uimenu = UI_MenuState();
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#else
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uimenu = 0;
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#endif
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#ifdef TEXTEDITOR
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if (editormodal)
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{
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Editor_Draw();
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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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if (key_dest_mask & kdm_console)
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Con_DrawConsole(vid.height/2, false);
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SCR_DrawCursor();
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if (R2D_Flush)
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R2D_Flush();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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#endif
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if (Media_ShowFilm())
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{
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M_Draw(0);
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V_UpdatePalette (false);
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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R2D_BrightenScreen();
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if (R2D_Flush)
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R2D_Flush();
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GL_Set2D (false);
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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//
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// do 3D refresh drawing, and then update the screen
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//
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SCR_SetUpToDrawConsole ();
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noworld = false;
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nohud = false;
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if (r_clear.ival)
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{
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GL_ForceDepthWritable();
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qglClearColor((r_clear.ival&1)?1:0, (r_clear.ival&2)?1:0, (r_clear.ival&4)?1:0, 1);
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qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
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depthcleared = true;
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}
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#ifdef VM_CG
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if (CG_Refresh())
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nohud = true;
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else
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#endif
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#ifdef CSQC_DAT
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if (CSQC_DrawView())
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nohud = true;
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else
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#endif
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{
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if (uimenu != 1)
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{
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if (r_worldentity.model && cls.state == ca_active)
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V_RenderView ();
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else
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{
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noworld = true;
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}
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}
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}
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GL_Set2D (false);
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scr_con_forcedraw = false;
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if (noworld)
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{
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extern char levelshotname[];
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//draw the levelshot or the conback fullscreen
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if (*levelshotname)
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R2D_ScalePic(0, 0, vid.width, vid.height, R2D_SafeCachePic (levelshotname));
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else if (scr_con_current != vid.height)
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R2D_ConsoleBackground(0, vid.height, true);
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else
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scr_con_forcedraw = true;
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nohud = true;
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}
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SCR_DrawTwoDimensional(uimenu, nohud);
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V_UpdatePalette (false);
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R2D_BrightenScreen();
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#if defined(_WIN32) && defined(GLQUAKE)
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Media_RecordFrame();
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#endif
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if (R2D_Flush)
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R2D_Flush();
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RSpeedEnd(RSPEED_TOTALREFRESH);
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RSpeedShow();
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RSpeedRemark();
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VID_SwapBuffers();
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RSpeedEnd(RSPEED_FINISH);
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//gl 4.5 / GL_ARB_robustness / GL_KHR_robustness
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if (qglGetGraphicsResetStatus)
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{
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GLenum err = qglGetGraphicsResetStatus();
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switch(err)
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{
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case GL_NO_ERROR:
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break;
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case GL_GUILTY_CONTEXT_RESET: //we did it
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case GL_INNOCENT_CONTEXT_RESET: //something else broke the hardware and broke our ram
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case GL_UNKNOWN_CONTEXT_RESET: //whodunit
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default:
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Con_Printf("OpenGL reset detected\n");
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Sys_Sleep(3.0);
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Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
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break;
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}
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}
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}
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char *GLVID_GetRGBInfo(int *truewidth, int *trueheight, enum uploadfmt *fmt)
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{ //returns a BZ_Malloced array
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extern qboolean gammaworks;
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int i, c;
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qbyte *ret;
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extern qboolean r2d_canhwgamma;
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*truewidth = vid.fbpwidth;
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*trueheight = vid.fbpheight;
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/*if (1)
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{
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float *p;
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p = BZ_Malloc(vid.pixelwidth*vid.pixelheight*sizeof(float));
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_DEPTH_COMPONENT, GL_FLOAT, p);
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ret = BZ_Malloc(vid.pixelwidth*vid.pixelheight*3);
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c = vid.pixelwidth*vid.pixelheight;
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for (i = 1; i < c; i++)
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{
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ret[i*3+0]=p[i]*p[i]*p[i]*255;
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ret[i*3+1]=p[i]*p[i]*p[i]*255;
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ret[i*3+2]=p[i]*p[i]*p[i]*255;
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}
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BZ_Free(p);
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}
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else*/ if (gl_config.gles || (*truewidth&3))
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{
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qbyte *p;
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//gles:
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//Only two format/type parameter pairs are accepted.
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//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.
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//thus its simpler to only use GL_RGBA/GL_UNSIGNED_BYTE
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//desktopgl:
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//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.
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ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGBA, GL_UNSIGNED_BYTE, ret);
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*fmt = TF_RGB24;
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c = (*truewidth)*(*trueheight);
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p = ret;
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for (i = 1; i < c; i++)
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{
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p[i*3+0]=p[i*4+0];
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p[i*3+1]=p[i*4+1];
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p[i*3+2]=p[i*4+2];
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}
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ret = BZ_Realloc(ret, (*truewidth)*(*trueheight)*3);
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}
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#ifdef _DEBUG
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else if (!gl_config.gles && gl_config.glversion >= 1.2)
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{
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*fmt = TF_BGRA32;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*4);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_BGRA_EXT, GL_UNSIGNED_INT_8_8_8_8_REV, ret);
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}
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#endif
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else
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{
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*fmt = TF_RGB24;
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ret = BZ_Malloc((*truewidth)*(*trueheight)*3);
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qglReadPixels (0, 0, (*truewidth), (*trueheight), GL_RGB, GL_UNSIGNED_BYTE, ret);
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}
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if (gammaworks && r2d_canhwgamma)
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{
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if (*fmt == TF_BGRA32 || *fmt == TF_RGBA32)
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{
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c = (*truewidth)*(*trueheight)*4;
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for (i=0 ; i<c ; i+=4)
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{
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extern qbyte gammatable[256];
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ret[i+0] = gammatable[ret[i+0]];
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ret[i+1] = gammatable[ret[i+1]];
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ret[i+2] = gammatable[ret[i+2]];
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}
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}
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else
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{
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c = (*truewidth)*(*trueheight)*3;
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for (i=0 ; i<c ; i+=3)
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{
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extern qbyte gammatable[256];
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ret[i+0] = gammatable[ret[i+0]];
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ret[i+1] = gammatable[ret[i+1]];
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ret[i+2] = gammatable[ret[i+2]];
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}
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}
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}
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return ret;
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}
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#endif
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