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fteqw/engine/gl/gl_screen.c
Spoike d396450a0a log file defaults changed to be more readable. timestamps now included by default. also fixed a bug in the location the log is written.
fixed numerous shadowmapping bugs. actually seems to work now. appears to draw more lights than is actually needed, however.
changed how keyboard focus works. can now have menu+console open at once, although you probably need shift+escape to get at it.
fixed a few issues with nexuiz compat. there are *still* other issues.
greatly refactored cd playback code. cd driver code is now a backend only and does not provide its own commands. track remapping accepts named faketracks. worked around missing notifications in vista+, so looping will now work.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4491 fc73d0e0-1445-4013-8a0c-d673dee63da5
2013-10-08 14:28:11 +00:00

274 lines
5.8 KiB
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 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)
{
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_Has(~kdm_game))
{
//FIXME: instead of reenabling the screen, we should just draw the relevent things skipping only the 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_mask & kdm_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();
GL_Set2D (false);
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// 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 (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);
scr_con_forcedraw = false;
if (noworld)
{
extern char levelshotname[];
//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;
}
SCR_DrawTwoDimensional(uimenu, nohud);
V_UpdatePalette (false);
R2D_BrightenScreen();
#if defined(_WIN32) && defined(GLQUAKE)
Media_RecordFrame();
#endif
RSpeedEnd(RSPEED_TOTALREFRESH);
RSpeedShow();
RSpeedRemark();
GL_EndRendering ();
RSpeedEnd(RSPEED_FINISH);
}
char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
{ //returns a BZ_Malloced array
extern qboolean gammaworks;
int i, c;
qbyte *ret;
/*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(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
c = vid.pixelwidth*vid.pixelheight;
for (i = 1; i < c; i++)
{
ret[prepadbytes+i*3+0]=p[i]*p[i]*p[i]*255;
ret[prepadbytes+i*3+1]=p[i]*p[i]*p[i]*255;
ret[prepadbytes+i*3+2]=p[i]*p[i]*p[i]*255;
}
BZ_Free(p);
}
else*/ 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