fb214142a3
lots of hexen2 fixes fixed clipped decals again, still not using any... fixed zips over 2g rewrote bloom to use glsl. should be slightly more usable now. lots more hexen2 fixes git-svn-id: https://svn.code.sf.net/p/fteqw/code/trunk@3957 fc73d0e0-1445-4013-8a0c-d673dee63da5
267 lines
5.5 KiB
C
267 lines
5.5 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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/*
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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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extern cvar_t vid_conheight;
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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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RSpeedEnd(RSPEED_TOTALREFRESH);
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return;
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}
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//
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// determine size of refresh window
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//
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if (vid.recalc_refdef)
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SCR_CalcRefdef ();
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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 (cls.state == ca_active && 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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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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if (!noworld)
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{
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R2D_PolyBlend ();
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R2D_BrightenScreen();
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}
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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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if ((key_dest == key_console || key_dest == key_game) && SCR_GetLoadingStage() == LS_NONE)
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scr_con_current = scr_conlines = vid.height;
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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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else if (!nohud)
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SCR_TileClear ();
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SCR_DrawTwoDimensional(uimenu, nohud);
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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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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 (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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