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fteqw/engine/client/screen.h
Spoike 4c2066601a Support connecting subnodes to servers over tcp (instead of depending on fork).
Fixed up the -netquake / -spasm / -fitz args slightly, should actually be usable now.
sv_mintic 0 is now treated as 0.013 when using nqplayerphysics, to try to make it smoother for nq clients.
Preparing for astc's volume formats. Mostly for completeness, I was bored. Disabled for now because nothing supports them anyway.
Fix broken mousewheel in SDL2 builds.
Fix configs not getting loaded following initial downloads in the web port/etc.
Make the near-cloud layer of q1 scrolling sky fully opaque by default (like vanilla).
Sky fog now ignores depth, treating it as an infinite distance.
Fix turbs not responding to fog.
r_fullbright no longer needs vid_reload to take effect (and more efficient now).
Tweaked the audio code to use an format enum instead of byte width, just with the same values still, primarily to clean up loaders that deal with S32 vs F32, or U8 vs S8.
Added a cvar to control whether to use threads for the qcgc. Still disabled by default but no longer requires engine recompiles to enable!



git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@5683 fc73d0e0-1445-4013-8a0c-d673dee63da5
2020-04-29 10:43:22 +00:00

390 lines
15 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.h
typedef struct playerview_s playerview_t;
extern float scr_con_current;
extern float scr_con_target; // lines of console to display
extern int sb_lines;
extern int clearnotify; // set to 0 whenever notify text is drawn
extern qboolean scr_disabled_for_loading;
extern cvar_t scr_fov;
extern cvar_t scr_fov_viewmodel;
extern cvar_t scr_viewsize;
qboolean SCR_RSShot (void);
//void SCR_DrawConsole (qboolean noback);
//void SCR_SetUpToDrawConsole (void);
//void SCR_BeginLoadingPlaque (void);
//void SCR_EndLoadingPlaque (void);
//void SCR_Init (void);
//void SCR_UpdateScreen (void);
#if defined(GLQUAKE)
qboolean GLSCR_UpdateScreen (void);
#endif
void SCR_ImageName (const char *mapname);
//this stuff is internal to the screen systems.
void RSpeedShow(void);
void SCR_CrosshairPosition(playerview_t *pview, float *x, float *y);
void SCR_DrawLoading (qboolean opaque);
void SCR_TileClear (int skipbottom);
void SCR_DrawNotifyString (void);
void SCR_CheckDrawCenterString (void);
void SCR_DrawNet (void);
void SCR_DrawTurtle (void);
void SCR_DrawPause (void);
qboolean SCR_HardwareCursorIsActive(void);
void CLSCR_Init(void); //basically so I can register a few friendly cvars.
//TEI_SHOWLMP2 stuff
void SCR_ShowPics_Draw(void);
void SCR_ShowPic_Create(void);
void SCR_ShowPic_Hide(void);
void SCR_ShowPic_Move(void);
void SCR_ShowPic_Update(void);
void SCR_ShowPic_ClearAll(qboolean persistflag);
char *SCR_ShowPics_ClickCommand(int cx, int cy);
void SCR_ShowPic_Script_f(void);
void SCR_ShowPic_Remove_f(void);
//a header is better than none...
void Draw_TextBox (int x, int y, int width, int lines);
void Draw_ApproxTextBox (float x, float y, float width, float height);
enum fs_relative;
typedef enum uploadfmt
{
//NOTE: these values are exposed to native plugins but not QC.
PTI_INVALID,
//these formats are specified as direct byte access (listed in byte order, aka big-endian 0xrrggbbaa order)
PTI_RGBA8, //rgba byte ordering
PTI_RGBX8, //rgb pad byte ordering
PTI_BGRA8, //alpha channel
PTI_BGRX8, //no alpha channel
PTI_RGBA8_SRGB, //rgba byte ordering
PTI_RGBX8_SRGB, //rgb pad byte ordering
PTI_BGRA8_SRGB, //alpha channel
PTI_BGRX8_SRGB, //no alpha channel
PTI_RGB8, //24bit packed format. generally not supported
PTI_BGR8, //24bit packed format. generally not supported
PTI_RGB8_SRGB, //24bit packed format. generally not supported
PTI_BGR8_SRGB, //24bit packed format. generally not supported
PTI_L8, //8bit format. luminance gets flooded to all RGB channels. might be supported using swizzles.
PTI_L8A8, //16bit format. L=luminance. might be supported using swizzles.
PTI_L8_SRGB, //8bit format. luminance gets flooded to all RGB channels. might be supported using swizzles.
PTI_L8A8_SRGB, //16bit format. L=luminance. note: this cannot be implemented as a swizzle as there's no way to get srgb on red without it on green.
//small formats.
PTI_P8, //used for paletted data. Loaded as R8, but separate purely due to mipmap generation. should probably make a mipgen enum.
PTI_R8, //used for greyscale data (that doesn't need to get expanded to rgb).
PTI_RG8, //might be useful for normalmaps
PTI_R8_SNORM,
PTI_RG8_SNORM, //might be useful for normalmaps
//big formats
PTI_R16, //useful for heightmaps
PTI_RGBA16, //if people use 16bit pngs, people get 16 bits per channel textures. muppets.
//floating point formats
PTI_R16F,
PTI_R32F,
PTI_RGB32F, //so qc can just use vectors for rgb. not really recommended.
PTI_RGBA16F, //consider using e5bgr9 or bc6/astc
PTI_RGBA32F, //usually overkill
//packed/misaligned formats: these are specified in native endian order (high bits listed first because that's how things are represented in hex), so may need byte swapping...
PTI_A2BGR10, //mostly for rendertargets, might also be useful for overbight lightmaps.
PTI_B10G11R11F, //unshared exponents
PTI_RGB565, //16bit alphaless format.
PTI_RGBA4444, //16bit format (gl)
PTI_ARGB4444, //16bit format (d3d)
PTI_RGBA5551, //16bit alpha format (gl).
PTI_ARGB1555, //16bit alpha format (d3d).
#define PTI_FIRSTCOMPRESSED PTI_E5BGR9
PTI_E5BGR9, //mostly for fancy lightmaps (technically compressed, with a block size of 1...)
//(desktop/tegra) compressed formats
PTI_BC1_RGB, /*4bpp*/
PTI_BC1_RGB_SRGB, /*4bpp*/
PTI_BC1_RGBA, /*4bpp*/
PTI_BC1_RGBA_SRGB, /*4bpp*/
PTI_BC2_RGBA, /*8bpp*/
PTI_BC2_RGBA_SRGB, /*8bpp*/
PTI_BC3_RGBA, /*8bpp*/ //maybe add a bc3 normalmapswizzle type for d3d9?
PTI_BC3_RGBA_SRGB, /*8bpp*/
PTI_BC4_R, /*4bpp*/ //greyscale, kinda
PTI_BC4_R_SNORM, /*4bpp*/
PTI_BC5_RG, /*8bpp*/ //useful for normalmaps
PTI_BC5_RG_SNORM, /*8bpp*/ //useful for normalmaps
PTI_BC6_RGB_UFLOAT, /*8bpp*/ //unsigned (half) floats!
PTI_BC6_RGB_SFLOAT, /*8bpp*/ //signed (half) floats!
PTI_BC7_RGBA, /*8bpp*/ //multimode compression, using as many bits as bc2/bc3
PTI_BC7_RGBA_SRGB, /*8bpp*/
//(mobile/intel) compressed formats
PTI_ETC1_RGB8, /*4bpp*/ //limited form
PTI_ETC2_RGB8, /*4bpp*/ //extended form
PTI_ETC2_RGB8A1, /*4bpp*/
PTI_ETC2_RGB8A8, /*8bpp*/
PTI_ETC2_RGB8_SRGB, /*4bpp*/
PTI_ETC2_RGB8A1_SRGB,/*4bpp*/
PTI_ETC2_RGB8A8_SRGB,/*8bpp*/
PTI_EAC_R11, /*4bpp*/ //might be useful for overlays, with swizzles.
PTI_EAC_R11_SNORM, /*4bpp*/ //no idea what this might be used for, whatever
PTI_EAC_RG11, /*8bpp*/ //useful for normalmaps (calculate blue)
PTI_EAC_RG11_SNORM, /*8bpp*/ //useful for normalmaps (calculate blue)
//astc... zomg.
#define PTI_ASTC_FIRST PTI_ASTC_4X4_LDR
PTI_ASTC_4X4_LDR, /*8bpp*/ //ldr/srgb/hdr formats are technically all the same.
PTI_ASTC_5X4_LDR, /*6.40*/ //srgb formats are different because of an extra srgb lookup step
PTI_ASTC_5X5_LDR, /*5.12*/ //ldr formats are identical to hdr except for the extended colour modes disabled.
PTI_ASTC_6X5_LDR, /*4.17*/
PTI_ASTC_6X6_LDR, /*3.56*/
PTI_ASTC_8X5_LDR, /*3.20*/
PTI_ASTC_8X6_LDR, /*2.67*/
PTI_ASTC_10X5_LDR, /*2.56*/
PTI_ASTC_10X6_LDR, /*2.13*/
PTI_ASTC_8X8_LDR, /*2bpp*/
PTI_ASTC_10X8_LDR, /*1.60*/
PTI_ASTC_10X10_LDR, /*1.28*/
PTI_ASTC_12X10_LDR, /*1.07*/
PTI_ASTC_12X12_LDR, /*0.89*/
// #define ASTC3D
#ifdef ASTC3D
PTI_ASTC_3X3X3_LDR, /*4.74*/ //astc volume ldr textures are worth tracking only to provide hints to cache them as 8bit instead of 16bit (reducing gpu cache needed).
PTI_ASTC_4X3X3_LDR, /*3.56*/
PTI_ASTC_4X4X3_LDR, /*2.67*/
PTI_ASTC_4X4X4_LDR, /*2.00*/
PTI_ASTC_5X4X4_LDR, /*1.60*/
PTI_ASTC_5X5X4_LDR, /*1.28*/
PTI_ASTC_5X5X5_LDR, /*1.02*/
PTI_ASTC_6X5X5_LDR, /*0.85*/
PTI_ASTC_6X6X5_LDR, /*0.71*/
PTI_ASTC_6X6X6_LDR, /*0.59*/
#endif
PTI_ASTC_4X4_SRGB,
PTI_ASTC_5X4_SRGB,
PTI_ASTC_5X5_SRGB,
PTI_ASTC_6X5_SRGB,
PTI_ASTC_6X6_SRGB,
PTI_ASTC_8X5_SRGB,
PTI_ASTC_8X6_SRGB,
PTI_ASTC_10X5_SRGB,
PTI_ASTC_10X6_SRGB,
PTI_ASTC_8X8_SRGB,
PTI_ASTC_10X8_SRGB,
PTI_ASTC_10X10_SRGB,
PTI_ASTC_12X10_SRGB,
PTI_ASTC_12X12_SRGB,
#ifdef ASTC3D
PTI_ASTC_3X3X3_SRGB,
PTI_ASTC_4X3X3_SRGB,
PTI_ASTC_4X4X3_SRGB,
PTI_ASTC_4X4X4_SRGB,
PTI_ASTC_5X4X4_SRGB,
PTI_ASTC_5X5X4_SRGB,
PTI_ASTC_5X5X5_SRGB,
PTI_ASTC_6X5X5_SRGB,
PTI_ASTC_6X6X5_SRGB,
PTI_ASTC_6X6X6_SRGB,
#endif
PTI_ASTC_4X4_HDR, //these are not strictly necessary, and are likely to be treated identically to the ldr versions, but they may use extra features that the hardware does not support
PTI_ASTC_5X4_HDR,
PTI_ASTC_5X5_HDR,
PTI_ASTC_6X5_HDR,
PTI_ASTC_6X6_HDR,
PTI_ASTC_8X5_HDR,
PTI_ASTC_8X6_HDR,
PTI_ASTC_10X5_HDR,
PTI_ASTC_10X6_HDR,
PTI_ASTC_8X8_HDR,
PTI_ASTC_10X8_HDR,
PTI_ASTC_10X10_HDR,
PTI_ASTC_12X10_HDR,
PTI_ASTC_12X12_HDR,
#ifdef ASTC3D
PTI_ASTC_3X3X3_HDR,
PTI_ASTC_4X3X3_HDR,
PTI_ASTC_4X4X3_HDR,
PTI_ASTC_4X4X4_HDR,
PTI_ASTC_5X4X4_HDR,
PTI_ASTC_5X5X4_HDR,
PTI_ASTC_5X5X5_HDR,
PTI_ASTC_6X5X5_HDR,
PTI_ASTC_6X6X5_HDR,
PTI_ASTC_6X6X6_HDR,
#define PTI_ASTC_LAST PTI_ASTC_6X6X6_HDR
#else
#define PTI_ASTC_LAST PTI_ASTC_12X12_HDR
#endif
//depth formats
PTI_DEPTH16,
PTI_DEPTH24,
PTI_DEPTH32,
PTI_DEPTH24_8,
//non-native formats (generally requiring weird palettes that are not supported by hardware)
TF_BGR24_FLIP, /*bgr byte order, no alpha channel nor pad, and bottom up*/
TF_MIP4_P8, /*8bit 4-mip image in default palette, that will be loaded as an R8 texture.*/
TF_MIP4_SOLID8, /*8bit 4-mip image in default palette, that will be expanded to an RGB texture.*/
TF_MIP4_8PAL24, /*8bit 4-mip image with included palette*/
TF_MIP4_8PAL24_T255,/*8bit 4-mip image with included palette where index 255 is alpha 0*/
TF_SOLID8, /*8bit quake-palette image*/
TF_TRANS8, /*8bit quake-palette image, index 255=transparent*/
TF_TRANS8_FULLBRIGHT, /*fullbright 8 - fullbright texels have alpha 255, everything else 0*/
TF_HEIGHT8, /*image data is greyscale, convert to a normalmap and load that, uploaded alpha contains the original heights*/
TF_HEIGHT8PAL, /*source data is palette values rather than actual heights, generate a fallback heightmap. actual palette is ignored...*/
TF_H2_T7G1, /*8bit data, odd indexes give greyscale transparence*/
TF_H2_TRANS8_0, /*8bit data, 0 is transparent, not 255*/
TF_H2_T4A4, /*8bit data, weird packing*/
PTI_LLLX8, /*RGBX data where the RGB values were all the same. we can convert to L8 to use less memory (common with shirt/pants/reflection)*/
PTI_LLLA8, /*RGBA data where the RGB values were all the same. we can convert to LA8 to use less memory (common with gloss)*/
/*this block requires an explicit (separate) palette*/
TF_8PAL24,
TF_8PAL32,
#ifdef FTE_TARGET_WEB
//weird specialcase mess to take advantage of webgl so we don't need redundant bloat where we're already strugging with potential heap limits
PTI_WHOLEFILE,
#endif
PTI_MAX,
TF_INVALID = PTI_INVALID,
TF_RGBA32 = PTI_RGBA8, /*rgba byte order*/
TF_BGRA32 = PTI_BGRA8, /*bgra byte order*/
TF_RGBX32 = PTI_RGBX8, /*rgb byte order, with extra wasted byte after blue*/
TF_BGRX32 = PTI_BGRX8, /*rgb byte order, with extra wasted byte after blue*/
TF_RGB24 = PTI_RGB8, /*rgb byte order, no alpha channel nor pad, and regular top down*/
TF_BGR24 = PTI_BGR8, /*bgr byte order, no alpha channel nor pad, and regular top down*/
//these are emulated formats. this 'case' value allows drivers to easily ignore them
#define PTI_EMULATED TF_INVALID:case TF_BGR24_FLIP:case TF_MIP4_P8:case TF_MIP4_SOLID8:case TF_MIP4_8PAL24:case TF_MIP4_8PAL24_T255:case TF_SOLID8:case TF_TRANS8:case TF_TRANS8_FULLBRIGHT:case TF_HEIGHT8:case TF_HEIGHT8PAL:case TF_H2_T7G1:case TF_H2_TRANS8_0:case TF_H2_T4A4:case TF_8PAL24:case TF_8PAL32:case PTI_LLLX8:case PTI_LLLA8
} uploadfmt_t;
#define PTI_FULLMIPCHAIN 0x80000000 //valid for Image_GetTexture (and thus GenMip0) to signify that there's a full round-down mipchain there, not a single one (or 4)
qboolean SCR_ScreenShot (char *filename, enum fs_relative fsroot, void **buffer, int numbuffers, qintptr_t bytestride, int width, int height, enum uploadfmt fmt, qboolean writemeta);
void SCR_DrawTwoDimensional(qboolean nohud);
enum
{
LS_NONE,
LS_CONNECTION,
LS_SERVER,
LS_CLIENT,
};
int SCR_GetLoadingStage(void);
void SCR_SetLoadingStage(int stage);
void SCR_SetLoadingFile(char *str);
/*fonts*/
void Font_Init(void);
void Font_Shutdown(void);
int Font_RegisterTrackerImage(const char *image); //returns a unicode char value that can be used to embed the char within a line of text.
qboolean Font_TrackerValid(unsigned int imid);
struct font_s *Font_LoadFont(const char *fontfilename, float height, float scale, int outline);
void Font_Free(struct font_s *f);
void Font_BeginString(struct font_s *font, float vx, float vy, int *px, int *py);
void Font_BeginScaledString(struct font_s *font, float vx, float vy, float szx, float szy, float *px, float *py); /*avoid using*/
void Font_Transform(float vx, float vy, int *px, int *py);
int Font_CharHeight(void);
float Font_CharVHeight(struct font_s *font);
int Font_CharPHeight(struct font_s *font);
int Font_GetTrueHeight(struct font_s *font);
float Font_CharScaleHeight(void);
int Font_CharWidth(unsigned int charflags, unsigned int codepoint);
float Font_CharScaleWidth(unsigned int charflags, unsigned int codepoint);
int Font_CharEndCoord(struct font_s *font, int x, unsigned int charflags, unsigned int codepoint);
int Font_DrawChar(int px, int py, unsigned int charflags, unsigned int codepoint);
float Font_DrawScaleChar(float px, float py, unsigned int charflags, unsigned int codepoint); /*avoid using*/
void Font_EndString(struct font_s *font);
void Font_InvalidateColour(vec4_t newcolour);
/*these three functions deal with formatted blocks of text (including tabs and new lines)*/
fte_inline conchar_t *Font_Decode(conchar_t *start, unsigned int *codeflags, unsigned int *codepoint)
{
if (*start & CON_LONGCHAR)
if (!(*start & CON_RICHFORECOLOUR))
{
*codeflags = start[1] & CON_FLAGSMASK;
*codepoint = ((start[0] & CON_CHARMASK)<<16) | (start[1] & CON_CHARMASK);
return start+2;
}
*codeflags = start[0] & CON_FLAGSMASK;
*codepoint = start[0] & CON_CHARMASK;
return start+1;
}
conchar_t *Font_DecodeReverse(conchar_t *start, conchar_t *stop, unsigned int *codeflags, unsigned int *codepoint);
int Font_LineBreaks(conchar_t *start, conchar_t *end, int maxpixelwidth, int maxlines, conchar_t **starts, conchar_t **ends);
int Font_LineWidth(conchar_t *start, conchar_t *end);
float Font_LineScaleWidth(conchar_t *start, conchar_t *end);
void Font_LineDraw(int x, int y, conchar_t *start, conchar_t *end);
conchar_t *Font_CharAt(int x, conchar_t *start, conchar_t *end);
extern struct font_s *font_default;
extern struct font_s *font_console;
extern struct font_s *font_tiny;
void PR_ReleaseFonts(unsigned int purgeowner); //for menu/csqc
void PR_ReloadFonts(qboolean reload);
/*end fonts*/
//normally we're not srgb aware, which means that while the intensity may APPEAR linear, it actually isn't.
fte_inline float M_SRGBToLinear(float x, float mag)
{
x /= mag;
if (x <= 0.04045f)
x = x * (1.0f / 12.92f);
else
x = pow(( x + 0.055f) * (1.0f / 1.055f), 2.4f);
x *= mag;
return x;
}
fte_inline float M_LinearToSRGB(float x, float mag)
{
x /= mag;
if (x <= 0.00031308)
x = 12.92 * x;
else
x = 1.055*pow(x,(float)(1.0 / 2.4) ) - 0.055;
x *= mag;
return x;
}
//macros that are used to explicitly state that a value is srgb, and convert to linear as needed.
#define SRGBf(x) ((vid.flags&VID_SRGBAWARE)?M_SRGBToLinear(x,1):x)
#define SRGBb(x) ((vid.flags&VID_SRGBAWARE)?(unsigned char)M_SRGBToLinear(x,255):x)
#define SRGB3(x,y,z) SRGBf(x),SRGBf(y),SRGBf(z)
#define SRGBA(x,y,z,w) SRGBf(x),SRGBf(y),SRGBf(z),w
void R_NetgraphInit(void);
void R_NetGraph (void);
void R_FrameTimeGraph (float frametime);