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fteqw/engine/gl/gl_screen.c
Spoike 775f6abc0f tweaks to try to get a more sane gui debug protocol.
gui debugging works with -dedicated. actual dedicated servers still not tested.
preliminary hack to support directly loading .map files without compiling. stable but buggy, not really yet worth using. attempted to rework entity lump parsing to work properly with threads.
reworked colour clears. gl_clear now clears *BEFORE* csqc is called. also, now also supports a range of colours. use 8 for black.

git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@4818 fc73d0e0-1445-4013-8a0c-d673dee63da5
2015-01-07 13:34:05 +00:00

319 lines
6.8 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;
extern qboolean depthcleared;
/*
==================
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();
r_refdef.pxrect.maxheight = vid.pixelheight;
vid.numpages = 2 + vid_triplebuffer.value;
R2D_Font_Changed();
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 (true);
scr_drawloading = false;
GL_EndRendering ();
VID_SwapBuffers();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
}
if (!scr_initialized || !con_initialized)
{
RSpeedEnd(RSPEED_TOTALREFRESH);
return; // not initialized yet
}
Shader_DoReload();
GL_BeginRendering ();
qglDisable(GL_SCISSOR_TEST);
#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 ();
VID_SwapBuffers();
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_Set2D (false);
VID_SwapBuffers();
RSpeedEnd(RSPEED_TOTALREFRESH);
return;
}
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
noworld = false;
nohud = false;
if (r_clear.ival)
{
int i = r_clear.ival&7;
vec3_t cleartab[] =
{
{0,0,0}, //black
{1,0,0}, //red
{0,1,0}, //green
{1,1,0}, //
{0,0,1}, //blue
{1,0,1}, //
{0,1,1}, //
{1,1,1} //white
};
GL_ForceDepthWritable();
qglClearColor((r_clear.ival&1)?1:0, (r_clear.ival&2)?1:0, (r_clear.ival&4)?1:0, 1);
qglClear (GL_COLOR_BUFFER_BIT | GL_DEPTH_BUFFER_BIT);
depthcleared = true;
}
#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
{
noworld = true;
}
}
}
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 ();
VID_SwapBuffers();
RSpeedEnd(RSPEED_FINISH);
//gl 4.5 / GL_ARB_robustness / GL_KHR_robustness
if (qglGetGraphicsResetStatus)
{
GLenum err = qglGetGraphicsResetStatus();
switch(err)
{
case GL_NO_ERROR:
break;
case GL_GUILTY_CONTEXT_RESET: //we did it
case GL_INNOCENT_CONTEXT_RESET: //something else broke the hardware and broke our ram
case GL_UNKNOWN_CONTEXT_RESET: //whodunit
default:
Con_Printf("OpenGL reset detected\n");
Sys_Sleep(3.0);
Cmd_ExecuteString("vid_restart", RESTRICT_LOCAL);
break;
}
}
}
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 || (vid.pixelwidth&3))
{
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