fa9252cefa
demo menu can now leave quake dir. scissor+line rendering abstracted from csqc. added a rain particle effect to the 'high' particle set. added support for parsing ezquake's koi stuff. Still only generates utf-8. implemented some string-buffer builtins from dp that have been stubs for quite some time. http code now supports/uses gzipped downloads properly. added support for non-blocking tcp connects. #pragma optimize makes more sense with the gui version now. git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4397 fc73d0e0-1445-4013-8a0c-d673dee63da5
271 lines
5.6 KiB
C
271 lines
5.6 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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/*
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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 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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vid.numpages = 2 + vid_triplebuffer.value;
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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 != key_game)
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{
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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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GL_BeginRendering ();
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scr_drawloading = true;
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SCR_DrawLoading ();
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scr_drawloading = false;
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GL_EndRendering ();
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GL_DoSwap();
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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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GL_BeginRendering ();
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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 == key_console)
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Con_DrawConsole(vid.height/2, false);
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GL_EndRendering ();
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GL_DoSwap();
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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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GL_EndRendering ();
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GL_DoSwap();
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GL_Set2D (false);
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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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#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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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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GL_DoSwap();
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noworld = true;
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}
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}
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else
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GL_DoSwap();
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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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RSpeedEnd(RSPEED_TOTALREFRESH);
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RSpeedShow();
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GL_EndRendering ();
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}
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char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
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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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/*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(prepadbytes + 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[prepadbytes+i*3+0]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+i*3+1]=p[i]*p[i]*p[i]*255;
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ret[prepadbytes+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)
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{
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qbyte *p;
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// gles only guarantees GL_RGBA/GL_UNSIGNED_BYTE so downconvert and resize
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*4);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGBA, GL_UNSIGNED_BYTE, ret + prepadbytes);
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c = vid.pixelwidth*vid.pixelheight;
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p = ret + prepadbytes;
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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, prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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}
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else
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{
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ret = BZ_Malloc(prepadbytes + vid.pixelwidth*vid.pixelheight*3);
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qglReadPixels (0, 0, vid.pixelwidth, vid.pixelheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
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}
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*truewidth = vid.pixelwidth;
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*trueheight = vid.pixelheight;
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if (gammaworks)
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{
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c = prepadbytes+vid.pixelwidth*vid.pixelheight*3;
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for (i=prepadbytes ; 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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return ret;
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}
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#endif
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