fteqw/engine/gl/gl_screen.c

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/*
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"
#include "glquake.h"
#include <time.h>
void GLSCR_UpdateScreen (void);
extern qboolean scr_drawdialog;
extern cvar_t gl_triplebuffer;
extern cvar_t scr_fov;
extern qboolean scr_initialized;
extern float oldsbar;
extern qboolean scr_drawloading;
extern float oldfov;
extern int scr_chatmode;
extern cvar_t scr_chatmodecvar;
/*
==================
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)
{
extern cvar_t gl_2dscale;
static float old2dscale=1;
int uimenu;
#ifdef TEXTEDITOR
extern qboolean editormodal, editoractive;
#endif
if (block_drawing)
return;
if (gl_2dscale.modified)
{
gl_2dscale.modified=false;
if (gl_2dscale.value < 0) //lower would be wrong
Cvar_Set(&gl_2dscale, "0");
if (gl_2dscale.value > 2) //anything higher is unreadable.
Cvar_Set(&gl_2dscale, "2");
old2dscale = gl_2dscale.value;
vid.width = vid.conwidth = (glwidth - 320) * gl_2dscale.value + 320;
vid.height = vid.conheight = (glheight - 240) * gl_2dscale.value + 240;
//pretect against too small resolutions (possibly minimising task switches).
if (vid.width<320)
{
vid.width=320;
vid.conwidth=320;
}
if (vid.height<200)
{
vid.height=200;
vid.conheight=200;
}
vid.recalc_refdef = true;
Con_CheckResize();
Plug_ResChanged();
GL_Set2D();
}
vid.numpages = 2 + gl_triplebuffer.value;
scr_copytop = 0;
scr_copyeverything = 0;
if (scr_disabled_for_loading)
{
/* if (Sys_DoubleTime() - scr_disabled_time > 60 || key_dest != key_game)
{
scr_disabled_for_loading = false;
Con_Printf ("load failed.\n");
}
else
*/ {
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
SCR_DrawLoading ();
GL_EndRendering ();
return;
}
}
if (!scr_initialized || !con_initialized)
return; // not initialized yet
uimenu = UI_MenuState();
if (oldsbar != cl_sbar.value) {
oldsbar = cl_sbar.value;
vid.recalc_refdef = true;
}
GL_BeginRendering (&glx, &gly, &glwidth, &glheight);
#ifdef TEXTEDITOR
if (editormodal)
{
Editor_Draw();
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GLR_BrightenScreen();
GL_EndRendering ();
return;
}
#endif
if (Media_ShowFilm())
{
M_Draw(0);
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GLR_BrightenScreen();
GL_EndRendering ();
return;
}
//
// determine size of refresh window
//
if (oldfov != scr_fov.value)
{
oldfov = scr_fov.value;
vid.recalc_refdef = true;
}
if (scr_chatmode != scr_chatmodecvar.value)
vid.recalc_refdef = true;
if (vid.recalc_refdef || scr_viewsize.modified)
SCR_CalcRefdef ();
//
// do 3D refresh drawing, and then update the screen
//
SCR_SetUpToDrawConsole ();
if (cl.worldmodel && uimenu != 1)
V_RenderView ();
GL_Set2D ();
GLR_BrightenScreen();
//
// draw any areas not covered by the refresh
//
SCR_TileClear ();
if (r_netgraph.value)
GLR_NetGraph ();
if (scr_drawdialog)
{
Plug_SBar ();
SCR_ShowPics_Draw();
Draw_FadeScreen ();
SCR_DrawNotifyString ();
scr_copyeverything = true;
}
else if (scr_drawloading)
{
SCR_DrawLoading ();
Plug_SBar ();
SCR_ShowPics_Draw();
}
else if (cl.intermission == 1 && key_dest == key_game)
{
Sbar_IntermissionOverlay ();
M_Draw (uimenu);
}
else if (cl.intermission == 2 && key_dest == key_game)
{
Sbar_FinaleOverlay ();
SCR_CheckDrawCenterString ();
}
else if (cl.intermission == 3 && key_dest == key_game)
{
}
else
{
Draw_Crosshair();
SCR_DrawRam ();
SCR_DrawNet ();
SCR_DrawFPS ();
SCR_DrawTurtle ();
SCR_DrawPause ();
Plug_SBar ();
SCR_ShowPics_Draw();
SCR_CheckDrawCenterString ();
glTexEnvi ( GL_TEXTURE_ENV, GL_TEXTURE_ENV_MODE, GL_MODULATE );
#ifdef TEXTEDITOR
if (editoractive)
Editor_Draw();
#endif
M_Draw (uimenu);
SCR_DrawConsole (false);
}
GLV_UpdatePalette ();
#if defined(_WIN32) && defined(RGLQUAKE)
Media_RecordFrame();
#endif
GL_EndRendering ();
}
char *GLVID_GetRGBInfo(int prepadbytes, int *truewidth, int *trueheight)
{ //returns a BZ_Malloced array
qbyte *ret = BZ_Malloc(prepadbytes + glwidth*glheight*3);
glReadPixels (glx, gly, glwidth, glheight, GL_RGB, GL_UNSIGNED_BYTE, ret + prepadbytes);
*truewidth = glwidth;
*trueheight = glheight;
return ret;
}